Desert Twister: I’ve read some good ideas to boost this card, like giving the creature +1 attack, or decreasing the landcount by 1.
Golden Aviary: +1 life. Notes: why not? so it might take more than frog to get an aviary now. Gives a tad more durability to a card that isn’t seeing a ton of play.
Malevolent Spirit: add Dash 1. Notes: this is probably one of the least-used cards in the game. But it isn’t terrible, a dash of dash would enable it’s body to be more relevant, since it’s gift ability often isn’t going to be very impactful.
Shaytan Scavenger: a terrible play at full cost, and still not quite good enough once reduced. Not sure if a tweak would work, or if a rework is needed.
Architect: consider making this card a 1/3. Right now, even if you built a deck around Architect (Ostregoth? Or red/green flower/towers?) they wouldn’t be good enough to run. I suspect we may see more structures that benefit from having their health increased, but this could also help, making it a better collector.
Herald of War: similarly, could be a 2/4. This idea also makes me nervous, though.
Flamethrower: perhaps damages enemies in a straight line, with a different stat/cost. Right now I just don’t get it, as a ranged creature it is heavily geared towards just hitting face, and it lacks durability also, yet can sometimes cascade if the opponent doesn’t draw removal. I think a board control oriented Flamethrower would be more interesting.
Bloodstone Sprite: perhaps the Sprite could have Last Words: gain 1 life. Very minor, but this card is like a one mountain Maceman with a bit of face damage. It’s almost good enough.
Bloodfire Wisp: add Flying, make it a 1/3, change bonus to +1/+1. This card is just bad right now. Poor initial health to cost ratio, and takes many deaths to even become durable. All that attack means nothing if you lack the durability or mobility to apply it.
Cannon Carrier: can now give the range to itself. Seriously this would not be a problem and would give a really clunky card more room to breathe.
Blazing Salamander: add Dash 1, which occurs before it’s Gift ability.
Exalted Ogre: make the effect trigger if either player is below 10 life. This would allow for red-yellow or maybe red-blue masochism decks, without being that significant of a buff.
Groundshaker: no longer damages flying and aquatic creatures. This flavorful change makes an incredibly strong card slightly less universal.
Lord of Terror: I miss the old Lord of Terror, which was like a 1/5 with deathtouch. But this card could probably use a -1 cost reduction, or a few points of attack. If more orb damage effects are being introduced, could be fine as is.
Hate Seed: land requirement changed from 2 mountain to 1 mountain, 1 wild. Notes: this slight change would help enable angry multicolor decks like angry 4 color or angry yellow-red or maybe even angry red-blue.
Triton Trainer: this would be a huge buff, but… have we considered making Triton Trainer a 1/4, and changing his gift to a continous effect: creatures you control with Jump have +1 attack. This would make the trainer a little more sustainable while still being quite aggressive. This would makes Mystic Beast, Battle Toads, Triton Warriors, Water Elementals, etc, quite scary, in addition to the Trainer now having a stronger interaction with itself.
Egg of Wonders: oh my. I don’t even know, but this card has far too much RNG to ever be good. Perhaps could be a legendary and could copy other legendaries. Perhaps could activate to copy the last non-legend summoned. I don’t know, but it’s been ages since I’ve seen this card used. Even with either of those changes, it could use more life, otherwise Emperor’s Command or even Flame Burst is brutal.
Gabrian Noble: I don’t think the extra body or global placement justifies that high of a cost for a 4/4. -1
Faeria or give +1/+1. I’d prefer +1/+1.
Gemsilk Faerie: This just doesn’t make sense. Sunsilk becomes deadly and very mobile. Flamesilk becomes deadly and gets ranged. And Flowersilk becomes super durable, fairly mobile, AND gets Taunt, gaining more total stats than the rest. Gemsilk remains nearly as vulnerable, while lacking the mobility or the aggressive power. Change the buff to +2/+3 or have Gemsilk gain Protection when transformed.
Stormspawn: add Flying and Dash 1. Makes the body more relevant, and it is clearly flying in the artwork.
Seed of Paradise: I know this card just did get buffed… but what if it could also transform enemy lands?
Like: “When this creature harvests over the ocean or over an enemy land, it dies and creates or transforms the land of the chosen color.” Still wouldn’t be able to transform your own lands.
Gaea’s Grace: Change to: You and target creature gain 2 life. Draw a card.
Living Willow: consider -1 life. Reasoning: this card has so many incredibly efficient synergies. With buffs obviously, it is a very durable collector and defender, a Feed target still, or a Gabrian Enchantment monster (Voice of Hunger also). 1/6 with taunt for 3 faeria feels quite solid and reasonable still.
Tiki Totem: not sure what this needs, but it just feels clunky. I’d love to see some synergy with gift effects, since it is a TIKI Totem, like perhaps it also has taunt and gains 1 life when a friendly gift effect occurs…
Ruunin, the Relentless: I don’t know what needs to happen, but this card is too much. While there are many ways to deal with her, like cutting off collection, and transformation effects, and Flower is universally and reasonable available, she still feels like a bit much. Her growth or her initial stats need lowered, as some decks just can’t effectively deal with her.
Soulbound Sagami: I don’t know what this card needs, but it is rarely used.
Defender of the Homeland: What if this card was completely reworked as a mid-sized creature that cannot attack, but has taunt and of course still retaliates? Would be a very interesting control and anti-rush card.
Cutthroat Bandit: Immune to taunt springs to mind, but that feels like a bit much to deal with.
Long-horned Yak: feels so slow… at least it’s interesting. We’ll see.
Balloon Fish: Does Dash 3 feel like too much? This card is hilarious I’d love to see it utilized more.
Magda, Queen of Meroval: add 2 wild land requirement. First turn Madga doesn’t need to be happening, this would prevent that RNG from cascading so quickly into further RNG.
Queen’s Favorite: immune to taunt?
Monkey Genius: total rework seems called for. I want to say this monkey could copy creature abilities… but that seems terrifyingly broken.
Syland Warrior: meh. Could be interesting with 5 attack and a 3 wild land cost.
War Yak: same change I would give Exalted Ogre.
Walking Fortress: Perhaps this card could have higher stats but decrease your normal Faeria gain?
Shifting Octopus: should this be a gift effect? I suspect there’s a reason it isn’t. Either way, I am sad but relieved that it doesn’t interact with Ancient Beastmaster.
Frog-Tosser: consider -1 attack or increasing the wild land cost by another 1. Or maybe -1 attack and DECREASING wild land cost by 1. I don’t know.
Three Wishes: what about getting rid of the discount and making it free?