Board Thread:Update Suggestions/@comment-30510141-20170620073939/@comment-31447158-20191207061830

I feel like there aren't a lot of overpowered cards. But there are quite a few underwhelming cards.

CARDS I WOULD BUFF:

Heal Spell. Increase duration and hp/sec by about 10% each. As-is, it's a virtually useless card.

Cannon. Buff hit speed ever-so-slightly. Maybe give it a slight health increase. At the moment, it's just kind of a 3-cost hog distractor.

Royal Recruits. Buff everything by a little bit. Make them worth the 7 Elixir.

Cannon Cart. Increase both Health and Shield by ~5%. Perhaps it could be given a unique property of being considered a building at all times by building-targeting troops. It's a really fun card to use IMO, and I feel like this could make it a bit more viable.

Fisherman. Decrease ranged attack wind-up time. Make him prioritize ranged attack from a shorter range. Again, Fisherman's a fun card to use, but ranged attack is really the only reason to use him, so I feel like this would help him greatly.

CARDS I WOULD REWORK:

Earthquake. I would decrease the duration by 15%, but make it so its waves of damage remain the same and just happen faster. I would also make it so that it makes troops unable to move while bouncing troops off the ground and towards the edge of the spell, kind of like a reverse Tornado mixed with Freeze. It would make the spell a lot more versatile.

CARDS I WOULD NERF:

Electro Wizard. Simple Hit Speed Nerf.

Balloon. Add a 0.2 second delay before the first attack on a new target.