In the game regular card price is 1 faeria for 1/1 stat.
Extra mobility like charge2 or jump almost double value since let double collection and control board as well. Especially overpowered ligament fly + charge. (We remember how during the times of first issues yellow charge or blue jump dominated due to mobility). Also as we know the concept of the cost of cards in the lands did not justify itself. (For a balanced heavy deck, such cards receive double value in any case - e.g. Mobie). Draw itself cost 1f if this is not the target draw.
Aurora 1/1 + 6/6 for 4f
Oldest card with “double value”. It won games in the blue mirrors.
Baldurion 5/5 for 5f
Brigand 2/3 for 1f*
Frog-Tosser 4/4 + 2/2 for 5f
Total 6/6 and control option make it very profitable.
Fugoro 3/5 + double draw for 3f* !
Garudan 6/6 + Firestorm for 10f
Flying, Charge 2
Khalims Prayer +2f and draw for 0f !
One of the most broken cards in the game!
Laya 3/4 + statue for 4f
Manta Rider 5/3 + 2/2 for 5f !
Flying, Charge2 (terror card)
Mobie 6/6 for 6f
Flying, Charge 3, Swallow (very strong card even without harvest)
Mystiс Beast 4/5 for 3f
Spirit Theft 1 drain + card for 1f
Frequently you can copy a strong opponent card. So its even not regular 1f draw.
Swordfish 4/7 for 5f
Flying, Taunt, Dash1 (too many bonuses in one fat card)
Tethra 6/6 + 5/5 for 10f
Flying, Charge 2
Also Ruunin, Baeru, CAP-10, Seifer and all corrupt cards CAN receive “double value” under certain conditions.
Towship receives some extra value because it allows effectively move the land to the enemy’s orb for early domination.
Twinsoul Spirit receives extra value, but cant flip the game by oneself. Course BY ramp is weak.
Windborne Champion receives extra value with insane board control and keen Y ramp.
Why did I write this? Cards with “double value” bring in the game draw RNG. And sometimes it turns into win con RNG.
I think the cardpool should be more balanced.