"Scissors are overpowered. Rock is fine." -Paper
Since the Den Con 2013 release is such a big one, I figured I'd briefly go over my reasoning behind the upcoming changes to old decks. Here are the Den Con 2013 changes, with my commentary.
Rules
-Changed 1.3 Step 3: Ban Characters to add a fourth ban and change the ban order.
-Removed 4.4 "At any time"
-Added 4.4 "Search your draw pile for..."
-Added 8.15 Failing to Put Away Game Components
-Changed 9.2 Warning to give a game loss on the fifth warning rather than the fourth.
As the field gets larger, so do the number of potential combinations and counter-picks. I had always intended to increase the number of bans with the number of decks in the set. I altered the few cards that make something happen "at any time," so I cut that section and added a new somewhat frequent question. After tournament upon tournament of pleading with players not to shuffle the sleeved decks opening-to-opening because it destroys sleeves, I will no longer be tolerating it. Therefore any player who puts decks away in this manner will receive a warning. I have upped the number of allowed warnings by 1 to compensate.
Vader
-Don't Fail Me Again is draw 3, no discard from draw 4, discard 1.
-Dark Armor is D2 from D3.
Vader still feels strong, with his innate weaknesses being difficult for most decks to take advantage of. While Vader has some new counter-picks in Complete Circle, I felt that his average match-up was still too favorable. I decided to slow the deck down a bit by hitting Don't Fail Me Again and siphoning some power away from his best card, Dark Armor.
Durge
-Gadget - Jetpack is A7 from A6
Durge hasn't seen a ton of play, and I think it's partially because he just wasn't hitting hard enough. Hopefully the small boost in damage will make him feel like more of a substantial brawler.
Maris
-Intuition is draw 1 from draw 2.
-Dark Side's Embrace is A6 from A5.
Maris, and assassins in general, have fallen away a bit, so I opted to make Intuition work a little more as intended. Now the odds of the defending character immediately re-drawing that crucial defense are slimmer.
Luke
-Diplomatic Mission now draws a card.
Luke is playing well, but playing Leia's cards was slowing the deck down too much. This is a deck I may continue iterating on.
Agen Kolar
-HP is 16 from 17
-Resolve is an A2 from A3.
-Jedi Reflexes replaced by Martial Mastery
Martial Mastery
A6/D0
This card is treated as a Basic Combat card while it is in your hand or draw pile.
Agen has a very high win-rate and it's not hard to see why. His kit makes him tough to take down in battle, but that can't easily be changed. Instead, I am reducing his utility a bit and nixing a card I never liked. Agen can no longer engage easily, but he gets a thematic attack card to make up for it. This is more of a change than a straight nerf, but my hope is that Agen is more manageable now.
Galen
-1 Mimetic Processor is replaced by another Learning Algorithm.
-Learning Algorithm is now:
Learning Algorithm
A3*
*If the defender is a minor character, the attack value of this card is 6. The player controlling the defending character must choose and discard a card matching the defending character or reveal a hand containing none.
-Sith Shien is now:
Sith Shien
A4
If Galen does damage with this card, the player controlling the defending character must choose and discard a card. If you destroy the defending character, look at the player controlling the defending character's hand and choose a Basic Combat card. That player must discard the chosen card.
Galen is also receiving substantial changes. He's getting a different attack card that's much better at opening a fight, but the big change is to PROXY. Previously, PROXY had a hard time getting the ball rolling. The new version of Learning Algorithm gives him a tool to break up minor walls and start fighting before the opponent has discarded any combat cards.
IG-88
-Arsenal cards may now be swapped for Basic Combat cards as well as Power Combat cards.
-Tactical Computer is A5 from A4.
-Power Overload replaced by Replication Program
Replication Program
A8
If IG-88 is playing this card, in place of this card, you may play any combat card with an attack value from a teammate's hand immediately as your attack card. The character matching that combat card may play this card as if it were his/her own.
I feel that IG-88 was fine in terms of power level, but he had fallen out of favor with players. Hopefully this new coat of paint will generate some interest. He's lost some maximum output with Power Overload, but his minimum damage is a little higher and he can now dodge power defense like a pro. Of course, he can also do some stupid fun things with Replication Program like play Quinlan's Shatterpoint, Nihilus' Drain Life, or various movement cards to get a teammate into the fight on the off-turn.
Nute Gunray
-Nute's HP is 12 from 13.
-Shield Generators recover 2 from 3.
-Repeating blasters does 2 damage from 3.
Nute simply had too many hit points spread over too many bodies. Unlike Kazdan or Bly, taking him out doesn't kill the deck, so there's no efficient way to shut him down. With smaller shields, the Droidekas should be less of a brick wall.
Jedi Exile
-HP is 17 from 18.
-Light Side effects recover 1 damage, Dark Side effects deal 1 damage.
-Wound in the Force is A6/D4 from A5/D5.
The Exile needed a buff and a reason to spec Dark Side. Giving her "Relearning" cards a little damage or healing kicker achieves both goals. The Dark path is far more lucrative than the Light path early because the damage is much easier to take advantage of. Late game, the Light Side is still a powerhouse and outshines the Dark Side by enough that either route should be viable.
I hope this clears up any patch day confusion out there! Feel free to ask for clarification on anything, or tell me I'm full of crap, in the comments.
Rules
-Changed 1.3 Step 3: Ban Characters to add a fourth ban and change the ban order.
-Removed 4.4 "At any time"
-Added 4.4 "Search your draw pile for..."
-Added 8.15 Failing to Put Away Game Components
-Changed 9.2 Warning to give a game loss on the fifth warning rather than the fourth.
As the field gets larger, so do the number of potential combinations and counter-picks. I had always intended to increase the number of bans with the number of decks in the set. I altered the few cards that make something happen "at any time," so I cut that section and added a new somewhat frequent question. After tournament upon tournament of pleading with players not to shuffle the sleeved decks opening-to-opening because it destroys sleeves, I will no longer be tolerating it. Therefore any player who puts decks away in this manner will receive a warning. I have upped the number of allowed warnings by 1 to compensate.
Vader
-Don't Fail Me Again is draw 3, no discard from draw 4, discard 1.
-Dark Armor is D2 from D3.
Vader still feels strong, with his innate weaknesses being difficult for most decks to take advantage of. While Vader has some new counter-picks in Complete Circle, I felt that his average match-up was still too favorable. I decided to slow the deck down a bit by hitting Don't Fail Me Again and siphoning some power away from his best card, Dark Armor.
Durge
-Gadget - Jetpack is A7 from A6
Durge hasn't seen a ton of play, and I think it's partially because he just wasn't hitting hard enough. Hopefully the small boost in damage will make him feel like more of a substantial brawler.
Maris
-Intuition is draw 1 from draw 2.
-Dark Side's Embrace is A6 from A5.
Maris, and assassins in general, have fallen away a bit, so I opted to make Intuition work a little more as intended. Now the odds of the defending character immediately re-drawing that crucial defense are slimmer.
Luke
-Diplomatic Mission now draws a card.
Luke is playing well, but playing Leia's cards was slowing the deck down too much. This is a deck I may continue iterating on.
Agen Kolar
-HP is 16 from 17
-Resolve is an A2 from A3.
-Jedi Reflexes replaced by Martial Mastery
Martial Mastery
A6/D0
This card is treated as a Basic Combat card while it is in your hand or draw pile.
Agen has a very high win-rate and it's not hard to see why. His kit makes him tough to take down in battle, but that can't easily be changed. Instead, I am reducing his utility a bit and nixing a card I never liked. Agen can no longer engage easily, but he gets a thematic attack card to make up for it. This is more of a change than a straight nerf, but my hope is that Agen is more manageable now.
Galen
-1 Mimetic Processor is replaced by another Learning Algorithm.
-Learning Algorithm is now:
Learning Algorithm
A3*
*If the defender is a minor character, the attack value of this card is 6. The player controlling the defending character must choose and discard a card matching the defending character or reveal a hand containing none.
-Sith Shien is now:
Sith Shien
A4
If Galen does damage with this card, the player controlling the defending character must choose and discard a card. If you destroy the defending character, look at the player controlling the defending character's hand and choose a Basic Combat card. That player must discard the chosen card.
Galen is also receiving substantial changes. He's getting a different attack card that's much better at opening a fight, but the big change is to PROXY. Previously, PROXY had a hard time getting the ball rolling. The new version of Learning Algorithm gives him a tool to break up minor walls and start fighting before the opponent has discarded any combat cards.
IG-88
-Arsenal cards may now be swapped for Basic Combat cards as well as Power Combat cards.
-Tactical Computer is A5 from A4.
-Power Overload replaced by Replication Program
Replication Program
A8
If IG-88 is playing this card, in place of this card, you may play any combat card with an attack value from a teammate's hand immediately as your attack card. The character matching that combat card may play this card as if it were his/her own.
I feel that IG-88 was fine in terms of power level, but he had fallen out of favor with players. Hopefully this new coat of paint will generate some interest. He's lost some maximum output with Power Overload, but his minimum damage is a little higher and he can now dodge power defense like a pro. Of course, he can also do some stupid fun things with Replication Program like play Quinlan's Shatterpoint, Nihilus' Drain Life, or various movement cards to get a teammate into the fight on the off-turn.
Nute Gunray
-Nute's HP is 12 from 13.
-Shield Generators recover 2 from 3.
-Repeating blasters does 2 damage from 3.
Nute simply had too many hit points spread over too many bodies. Unlike Kazdan or Bly, taking him out doesn't kill the deck, so there's no efficient way to shut him down. With smaller shields, the Droidekas should be less of a brick wall.
Jedi Exile
-HP is 17 from 18.
-Light Side effects recover 1 damage, Dark Side effects deal 1 damage.
-Wound in the Force is A6/D4 from A5/D5.
The Exile needed a buff and a reason to spec Dark Side. Giving her "Relearning" cards a little damage or healing kicker achieves both goals. The Dark path is far more lucrative than the Light path early because the damage is much easier to take advantage of. Late game, the Light Side is still a powerhouse and outshines the Dark Side by enough that either route should be viable.
I hope this clears up any patch day confusion out there! Feel free to ask for clarification on anything, or tell me I'm full of crap, in the comments.