Yellows elemental is probably the second worse just ahead of Red, it’s just it’s still leagues better because of the flying ability. This allows it to collect faeria without a land investment, something that’s extremely useful in Yellow. The flying tag also allows it synergy within its archetype, but it’s still useful on its own.
While I won’t understate the usefulness or the Underworld creatures as a whole I think you’re over stating their value as a form of Faeria generation, in the best of cases they generally just return their value over the course of several turns. The little one needs to survive 2 rounds of attacks to generate 1 mana, the big one needs to survive 3, combine this with the fact that they have low initial stats for their cost and it’s obvious it’s more of a potential value buy than a legitimate form of generation. Obviously you can use GoS on them to extend their duration but this also further increases the amount of attacks you need to survive to actually come out ahead.
In either event it’s a delayed reaction, it’s not like Green’s FtF that can instantly garner you vast sums of faeria on demand or similar on demand faeria generation cards we see in other factions.
Green lacks true card draw, fair enough, but they still have cantrip in the form of FtF and Earthcraft. Not to mention a few ways to randomly generate extra cards with the likes of Bloomsprite. That’s a fair bit more than Red has in any event.
Strong harvesters? In what way? Faeria for stats our creatures generally ain’t nothing special compared to other colored creatures with some notable exceptions like Axe Grinder. Once again Green is superior in this regard, if you want sturdy creatures for good value than Green is the go to faction. Look no further than Barbarian Ogre and Verduran Force, same exact stats with no special traits but Red’s cost 1 faeria more.
First off I’ve not only played it, but I’ve done it from both perspectives as I own and play both decks. I’m calling BS on this one, I’ve always had rather evenly balanced games in this match up regardless or not if I was the Blue or Red player.
As for why Red needs a way to deal with giants I’ve already explained multiple times, because it’s an unfair lose condition for the Red player. This is evident not only in RvG match ups but mirror matches as well. My opponent drew a Grimguard and 2 GoS? I have no way to stop it and it can 2 shot my orb, GG. I lose simply because my opponent drew 3 cards, it’s the same for if Green draws all of its Elderwoods early.
To put this in perspective what if this game had something like Exodia from Yu-gi-Oh, for those not familiar it was a combo that where if you could get 5 different cards in your hand you automatically won. But instead of needing 5 pieces you only needed 3, and instead of having only 1 of each piece you could have 3, oh and the decks 10 cards smaller increasing your odds of getting it significantly. I’m pretty sure the majority of the Faeria community would get sick of it rather quick, that’s basically what happens to mono Red in these match ups.
Every game I’ve ever played like this has made sure to allow ways to punish people that put all their eggs in one basket with buff stacking. and for obviously good reasons.
As for Sagami Grovecaller, I agree. Three cards I think Green should of never gotten is Grovecaller, Voice of Truth, and Deepwood Stalker. From a purely mechanical level they fit the theme of other colors and work just as efficiently as if they were. Grovercaller acts like one of Yellow’s mobility cards, VoT is similar to the stat manipulation of Blue, and the spider fits in with Red’s theme of reactionary cards. Obviously we’re gonna have mechanics shared here and there, but for cases that behave like an out of faction color they shouldn’t be even more efficient than the host colored cards they burrowed the mechanic from in the first place.
Cards that add desired mechanics from other factions should be appropriately taxed or limited like Red’s GoS. It’s effectively the same amount of stats boosted as Elderwood, but they made it inefficient for anything without a combat ability, thus limiting your deck structure. You’re not gonna take GoS unless you built your deck around it, it should be the same for the three cards I listed but it’s not. Every single one of them can be incredibly useful in your deck irregardless or what else you take.