User blog comment:Justinjake.ashton/New Arena Idea/@comment-27947054-20160310213534

Well, I think that your new cards are rather overpowered. First of all, there are not many troops that can target air, and nor are there many air troops to begin with. I'm pretty sure that Supercell would never create a card that can be rendered useless and create unfair advantages over unfortunate players that do not have counters to the cards you have created. Your new idea of introducing Arena hazards does seem interesting, but the idea of a "chasm" that troops can fall into and be rendered useless will have a negative impact on those who play the game. The idea of a troop that can heal others is certainly too powerful, since troops can stay alive much more longer and deal more damage. Next of all, I am certain that the Jump Spell will not be used. Why jump over the middle of the arena when there are already bridges to travel across to attack the towers?