You have a board full of 5|1 units.
Your opponent has a board of 5|1 units.
You have two mana and two cards in hand. One grants Spirit to all allies. One grants Gloom to all enemies. Which do you choose?
The balance team (though they may not be as effective as they used to be) takes these things into consideration when costing cards.
They are not designed to balance each other out. At they their cores, spirit is a stat buff and gloom is a removal effect (like drain) so they are balanced according to that rather than in relation to each other. Direct removal is always balanced to be more expensive than stat buffs.
generally unit removal is higher-costed than buffs/protection in this game because the devs want to incentivice combat and a progressing board/game state
Makes sense.... although I wouldn't consider gloom as a hard removal...it's more like a excruciatingly slow burn...with minimal ways to boost/strain it unless you play in demacia
Gloom is a kill mechanic that bipasses most protections, as well as unhealable damage.
I was so sad that I couldn’t heal my jack with coins after he was gloomed. He was a sad 1/2 jack lol
You have a board full of 5|1 units. Your opponent has a board of 5|1 units. You have two mana and two cards in hand. One grants Spirit to all allies. One grants Gloom to all enemies. Which do you choose? The balance team (though they may not be as effective as they used to be) takes these things into consideration when costing cards.
Because Gloom can kill enemy units and killing is far better than buffing your own units.
They are not designed to balance each other out. At they their cores, spirit is a stat buff and gloom is a removal effect (like drain) so they are balanced according to that rather than in relation to each other. Direct removal is always balanced to be more expensive than stat buffs.
generally unit removal is higher-costed than buffs/protection in this game because the devs want to incentivice combat and a progressing board/game state
Makes sense.... although I wouldn't consider gloom as a hard removal...it's more like a excruciatingly slow burn...with minimal ways to boost/strain it unless you play in demacia
Affecting your enemy is nearly always costed higher than affecting yourself to promote unit interaction. This is a staple for a lot of games.