Huge Battlegrounds fan, I’ve played since launch and seen all the metas over time.
I find elementals insanely fun to play. They’re extremely versatile and have many traits of other tribes rolled in to one (divine shields, stat-buffs, card generation, economy).
That said I think they’re a little too consistent with multiple ways to survive the mid/late game vs other tribes. How do we nerf them without damaging the essence of the tribe? Let’s discuss.
Sellemental
Strong economy card early game, triggers multiple stat buffs from T2 onwards. Possible changes are the 2nd card is neutral or spawned as an instant token (stats nerfed).
This would minimize the stat buff potential late-game whilst keeping it strong early game.
Gentle Djinni
The main offender imho. Being a taunt almost guarantees it dies each round and considering elementals nature to spawn more cards means the card you generate will likely generate even more cards.
Possible nerfs would be removing taunt so you’d have to open with it and wear a lower opening attack or argus it for taunt.
I’d also advocate for removing this card as the value generation is just so strong.
Crackling Cyclone
Big stat tribes (eles, pirates, sometimes demons) generally have weakness to poison (by lacking divine shield) to create the rock-paper-scissors nature of BG.
This card effectively ignores that with multiple avenues to buff it (rag, nomi, party, domo) and can often 2 (or even 4) for 1 your opponents board late-game if tripled and sufficiently buffed.
I don’t think divine shield has a place in elementals (outside amal) so I’d suggest removing this card or buffing and increasing tier (to slow it’s snowball).
Your thoughts?
I think these are the 3 main offenders and I think just tweaking one of these would go a long way to toning down elementals power.
What are your thoughts?