To begin with, before discussing bufs and nerfs, it is worthy to discuss, what balanse is.
To my mind, the core idea of balance is balance between archtypes, and sertain very powerfull cards, that can turn winning into losing and vise versa, both for the same player.
The example is
Overdose- it has a good effect, but has a backfire too. The problem, however, is more complicated than this - there are deck's core cards, like
The warrior's heritage, whithout which the archetype would just die out.
I'll try to suggest some nerfs of powerfull supporting cards, since the core ones should remain untouched.
Sap hearts:
Name:
OurenosNew text: At the start of the fight gains Hom'Chai and Elfine races
instead of his current ones. Each time one of your characters dies
because of the opposing character's effect, Ourenos deals his current attack to that character.Name:
Ancestral wrathNew text: for each of your dead hom'chais spirit and defense +2 and heals 1 health point. An additional attack +1 for each weapon in play. Chain Hom'chai Item.
Justification - Hom'chais with ourenos have a too quick start, I believe, that, as warriors, they should be slown down. Wrath is just too powerfull by itself - it is played in the end, and gives 18 points instantly! Too much for a single, non-unique card!
Name:
Opportune momentChange: remove either discarding or bonus damage.
Justification: For now it is a card for everything - attack, defence and countering. Smoke bomb was nerfed, but it was giving less bonuses, so this should be nerfed too.
Name:
Bright branchesChange: remove stat penalty or change bonus to +1/+2 instead of +2/+4.
Reason: Same as Ancestral wrath.
Runic legion:
Name:
Runic catapultWhat to change: 1 damage instead of two.
Justification: too many damage. If you play two in 1 and 2 round, then, you kill two out of combat characters, or, at least, get a colossal amount of points.
Name:
Runic trainingWhat to change: 3 or 4 cor runes instead of 2. (Better 4).
OR
What to change: this character gains attack +3 until the end of the game. (most preferable for me).
OR
Centorium AuriusWhat to change: remove giving cor runes.
Justification: In Global it is too easy to get permanent +9 attack on all your characters in first three turns, and than just smash your opponent with this gigantic bonus!
I really believe that training should be a support, not a very single card that wins the game with Secret rituals.
Kotoba:
Murasama's 7 secretsWhat to change: deal printed attack.
OR
Your swords are discarded, than you deal attacks. (Without sword's bonuses)
Justification: Damage with swords is too big - enough to kill two characters at the same time usually. +the warriod doesnot lose his normal attack.
Zil, Linkers and Pirates: cannot remember too powerfull imbas at the moment.
Nehant
Cutting all tiesAdd: This card is removed from the game after use.
Justification - current version is unlimited and too powerfull.
Noz:
Name:
DesintegrationChange: remove spell discarding effect.
Reason: too powerfull counter for mages - no stable strategy for anyone who relyes on permanent spells.
Name:
The Last ActionHow to change: add Compendium.
Reason: using it by Dragon knights each turn is too much - they have good parameter boosts even without it.
Mercenaries:
Name:
Sanctified hammerChange: Heal maximum 9 health points.
Reason: too good to deal tons of damage and than heal all the damage suffered.
Nomads: nothing at the moment.
Courtier:
Name:
Lady IzandraChange: "at the start of round 1, every opposing character gains -1 to attack for each one of your noz allies, spirit -1 for each one of your stonelinker allies, if your enemy is marauder, defense -1 for each one of your sap allies."
Justification: current version is too powerfull. With this change, Lady wount be so strong and she will be a little worse supporter then now. Also, it will encourage some alternative strategies.
No guild:
Compendium secretProposition de modification: Your Area of Effect (AoE) spells cannot be activated after this card. Choose 2 spells from your discard pile and play them. Compendium: you can play spells without restrictions. A non-AoE spell from your hand is played. At the end of the fight this card is removed from the game.
Justification: to awoid situations when a mage kills all the opposing characters with a lot of AoE spells, such as Lightning bolts.
Name:
Settlement of ScoresProposition de modification: action, Mage, Warrior. Duration 3 turns. The holder becomes a nehantist. When the holder loses this card it is removed from the game. Anytime when a character shold suffer X magic damages, if X is bigger then 6 then he suffers X/3 magic damages (rounded up). Warrior: defense +1 Mage: chain.
(This reduction and checks for damage should be applied after spirit reduction, for example - 1) Tanaer of Arcania (spirit=3) should suffer from deus ex machina, he suffers: 10-3=7, 7>6, 7/3=3, so he suffers 3 damages. 2) Tanaer of arcania (spirit=3) shold suffer from Lux Draconis 8 magic damages, he suffers: 8-3=5, 5<6, so he suffers 5 damages).
Justification: This card is really powerfull so it needs to be nerfed. In this variant it would not stop mages from playing spells, so they will be able to cast something protective, but it still prevents warriors from being one-shoted, so it is still a good protection.
Name:
Divine lightTo add: Unique.
Reason: Lightning bolts are unique and this card is not, but they just have same effects (in numbers).
Name:
Menacing skyTo add: If another menasing sky was not discarded, all your next lightning spells are ignored.
Reason: still too powerfull to play 3 spells for nearly free.
If I remember something, I'll add it.
In total to all: where are nehant/linker cards with very strong effects that have good effect from turn 3 and more?