Given the hero’s spells/abilities, I think her tech 1’s actually pretty strong. I’m not sure they’re brokenly strong, though I still think the hero probably is. For instance, Healing is an ability with generally limited usefulness, and attack is generally better than hp. However, healing is at its best when your things have a lot of hp. Not drawing a card certainly weakens boot camp a great deal. However, being able to buff something and then swing with it is a significant improvement, and being able to cast it on herself, which Oni critically can’t do with boot camp, is huge. Wizard looks ridiculous(-ly weak) on the serface, but really, his weakness is basically that he’s not a great patroller, because he doesn’t damage things that hit him. Aside from that, he’s effectively a 2/3 unstoppable that gets infinite armor when he attacks, and can give your hero flying. Having 2 damage to put anywhere is a really powerful ability to have on exhaust. Firebat can only hit patrollers or buildings, and has to pay for the privilege. The downfall of wizard would be (in most specs) keeping it alive long enough to get value from it, but you’ve got a hero with 7 hp and an extra armor and readiness at level 5. With something like that in SQL, it hardly matters that wizard doesn’t deal damage when he patrols, because nothing’s going to hit him, most of the time. If he’s killed, it will usually be by direct damage or removal that doesn’t generally care about the ATK of its target anyway. Basically my point here is that, while your units aren’t great, your hero is amazing, and amazing in precisely the right ways to counteract the drawbacks of your units.
Also, as a side note, while I think it only makes a minor difference power-wise, I really don’t think Second Wind should be able to remove -1/-1 runes. They’re not super common anyway, but one of their major strengths, arguably the biggest one, is that heroes cannot easily remove them like they can normal damage, and removing them at all is difficult. Admittedly, this costs a card while leveling does not, but I just don’t think Disease deserves the specific hate, particularly since even without Second Wind to do it, Level Up already makes Kate the only hero that can remove -1/-1 runes from herself. As the game stands now, the only way to remove -1/-1 runes (or +1/+1 runes) from a unit or hero is to cancel them out one-for-one with the opposite type of rune (or, in a few cases, to use that unit’s own ability to put the +1/+1 rune on something else). I think that’s a solid design, and shouldn’t be messed with lightly.
One other general point that I won’t get into too much, but I think is pretty important is that the words “or hero” add a significant amount of power to any ability, and you seem to use them a lot. Although I did just realize that you didn’t use them on Wizard’s first ability, which does make him significantly weaker than I thought, though I still think he’s playable given the hero that he comes with.
All that said, I’d like to see some playtesting with this spec. @Raiddinn I’m not very good, but I’d be up for some casual pbf games using this spec. If you’re interested, I’ll play monoblack against whatever you put together.