Game changes:
Remove the 20 life cap on player orbs. This enables decks to exist that combine healing with using orb health as a resource.
Allow players to modify decks that aren’t using in the ranked queue.
Allow us to BUY SHARDS ALREADY! And/or include them randomly in small bursts with lame packs or wins, or for logging in daily.
Allow structures to be played on opposing prairies/plains.
Dark Shrine - Structure - 3 Faeria, 2 Mountains, 5 Life.
Effect: Whenever your opponent would gain life, they lose that much life instead.
Notes: An attempt to put slower red burn back on the map... maybe? Blocks healing to make Forbidden Library less good, makes many strong meta-relevant cards less potent (Healing Song, Siphon Life, others).
Natural Strength - Event - 4 Faeria, 2 Forests
Effect: Until end of turn, creatures deal damage equal to their life, rather than their attack, when attacking.
Notes: Rewards green for playing it’s numerous creatures with higher life than attack, much like red gets with it’s angry (higher attack than life) creatures. Fickle as an event though, yet pretty potent. Note that it works on opposing creatures as well, and they thus get weaker after combat.
Invert Power - Event - 3 Faeria, 3 Mountains
Effect: Target creature takes damage equal to it's attack.
Notes: Powerful, cheap removal against high attack creatures.
Steal Strength - Event - 2 Faeria, 3 Deserts
Effect: Target opposing creature gets -2 attack. Target creature you control gets +1 attack.
Notes: Yeah this just feels right.
Mass Evolution - Event - ? Faeria, 2-3 Lakes.
Effect: Target any number of friendly creatures with Aquatic lose Aquatic and gain +1 attack. Friendly creatures that lacked Aquatic gain Flying.
Dark Plot - Event - 1 Faeria, 3 Mountains.
Effect: While in hand: If your opponent would gain life (orb) they instead lose that much life, and this card is discarded from your hand. Or: discard a card and gain 3 Faeria.
Notes: an alternative to Dark Shrine. And a whole new angle.