Neutral Units:
1 Timery Messenger (1/1 haste) = 6.5 pts - good but for attacking style
1 Tenderfoot (1/2) = 7 pts - standard, and strong with Virtuoso style
2 Helpful Turtle (1/2 heal) = 9 pts (heal 1 = 2 pts) - weak and situational (for attacking style), why it is not 1/3 unit?
2 Older Brother (2/2) = 10 pts - standard
2 Brick Thief (2/1 resist + Arrive/Attack: steal 1 HP building) = 15 pts - very overpowered card, equal Tech1 with 3/3 (how to fix: do it’s ability only for Attack, not for Arrive)
3 Granfalloon Flagbearer (2/2 flagbearer) = 12 pts (2 pts for flagbear) - weak and situational
3 Fruit Ninja (2/2 frenzy) = 12 pts - situational (for attacking style)
Neutral Spells:
1 Spark (1 dmg to patrol) = 4 pts - unplayable (how to fix: cost must be 0!)
2 Bloom (+1/+1 rune) = 10 pts - standard (2 pts for HP + 3 pts for Attack + 1 pts for potential boost
attacking ability (like overpower) + 2 pts for “Haste”-type boost at this turn + 2 pts (25%) for extra targets - heroes)
2 Wither (-1/-1 rune) = 9 pts - weak (6 pts for 1 damage to unit or hero + 3 pts for -1 Attack)
Black Units:
0 Pestering Haunt (1/1 unblockable, can’t patrol + small limits) = 5 pts - very effective attacking units (6 pts - 1 pts for small limits)
1 Skeleton Javelineer (1/1 ranged x 1) = 6 pts - weak, but useful at Skeleton style (maybe instead of ranged give it swift strike?)
2 Poisonblade Rogue (2/1 Attack: rune damage + armor piercing) = 11 pts - good attacking unit (8 pts base + 2 pts for attacking rune damage + 1 pts for attacking AP)
3 Jandra, the Negator (3/3 overpower, evil die) = 12 pts - situational (17 pts base - 5 pts for penalty)
3 Thieving Imp (2/2 discard) = 17 pts - very overpowered (how to fix: cost 4)
Black Spells:
0 Deteriorate (-1/-1) = 5 pts - effective spell (not worse than 1 dmg to unit)
2 Sacrifice the Weak (each sacrifice) = 10 pts? (15-5)
3 Summon Skeletons (2 x 1/1) = 10 pts - very weak and situational, useful only at Skeleton style (how to fix: cost 2)
Black Permanents:
2 Skeletal Archery (Skeletons: long-range + anti-air) = 9 pts - situational, only at Skeleton Style (3 pts per Skeleton)
2 Graveyard (0/3, tap: play buried) = 10 pts - limited but potential effective “card draw”, good with Tech1 and very strong with Tech2
Blue Units:
1 Building Inspector (1/1 + 1 tax) = 6.5 pts - good if survive (1.5 pts for tax)
1 Traffic Director (1/1 untargetable, unstoppable vs buildings) = 7 pts - good (5 pts base + 1 pts for untargetable + 1 pts for limited unstoppable)
2 Bluecoat Musketeer (1/2 long-range) = 8.5 pts - weak because of limitation (why?)
2 Reputable Newsman (0/3 ability) = 9.5 pts? - situational (3.5 pts for ability)
2 Spectral Aven (2/2 flying illusion) = 14 pts - very overpowered (16 pts base minus 1 pts per HP for Illusion) (how to fix: cost must be 3!)
3 Porkhand Magistrate (2/3 ability) = 13 pts - good with useful ability
Blue Spells:
1 Manufactured Truth (copy) = 6 pts? - situational
1 Lawful Search (draw + look) = 10 pts - very strong spell, especially in late game when cost of draw card is more than 7 pts (how to fix: cost must be 2!)
2 Arrest (disable patrol unit) = 10 pts - strong vs Tech2 (pts = 50% of unit’s pts)
Blue Permanents:
3 Jail (0/3 ability) = 15 pts?
Purple Units:
2 Neo Plexus (2/2) = 10 pts - standard
2 Tinkerer (1/2 tap: add/remove time rune) = 9 pts - situational
2 Nullcraft (1/1 flying haste) = 11 pts - strong (as 3/1)
2 Fading Argonaut (2/3 fading 3) = 10.8 pts (base 12 pts x 0.9 for fading 3)
2 Plasmodium (4/4 haste forecast 3) = 9.1 pts - good but only at early game (base 26 pts x 0.35 for forecast 3)
3 Hardened Mox (1/1 indestructible, penalty) = 13 pts - good blocker (indestructible = 2 pts per attack + 10 - 1 pts per HP, or +11 pts for Hardened Mox, +5 pts for 1/1, -3 pts for penalty).
Purple Spells:
1 Time Spiral (move time rune) = 4 pts - very situational (how to fix: cost must be 0!)
2 Temporal Research (draw 1-3 cards) = 10.5 pts - situational but potentially very strong spell, for later game
2 Forgotten Fighter (return patrol Tech0-1 limited) = 8 pts - weak because of limited (how to fix: cost must be 1!).
Purple Permanents:
2 Battle Suits (+1 Attack to Soldiers and Mystics) = 12 pts - strong (3 pts per unit)