I like this idea a lot!
I have suggested changes for
everything a bunch of cards, and a couple of comments on your changes:
The Zane dies mechanic is super-interesting, but I think even at 2 gold it’s a serious enough nerf.
Gemscout Owl loses Can’t attack, and instead gets Can’t have more than 3 ATK (could make for a powerful new tech 1 strategy, but requires some setup).
Banefire Golem changed to have two separate abilities: Upkeep: Deal 1 damage to each opposing unit, hero and building. End of turn: Sacrifice a unit. (this is another card I’ve never actually seen played, even when it theoretically makes sense, e.g. against swarms of weenies. Also, given all the nerfs to Vandy, I think some buffs to tech 2 are in order. Edit: this is actually worse than the current version in certain cases, specifically when you can’t play any unit alongside the Golem. It would just die, instead of patrolling for a turn and exploding during upkeep. Maybe it could summon its own weenie on arrival to sac on the first turn?).
Hero’s Monument 3rd ability changed to: Your units and heroes get +1/+1 (as the worst tech 3 in the game, it deserves some love. Edit: I think this might fit Discipline’s theme more than giving Daigo haste, but I’m happy with any buff).
Flying Fox changed to 3/2.
Masked Raccoon changed to 5/4 (these cards are seriously underplayed, but Raccoon is worse. This turns it into a building-breaking menace, if you manage to set up its synergies. Edit: EricF’s proposal seems more thematically appropriate, but I’m not sure it’s really strong enough).
Ebbflow Archon changed to 10/10 and Fading 4 (so it can’t clear an entire enemy board as soon as it arrives, but only 2-3 key threats).
Tricycloid changed to 2/2 (to make it less of an “always tech me” card).
Warp Gate Discipile changed to 1/2 (at least you’ll get to use him once, maybe, before he gets picked off by Deteriorate, a Bird, Nullcraft, Haunt, etc.)