I see what you mean about how doubling the cost scale for everything would have left more room for tweaking.
I’m totally with you on all this. I think AC needs haste and to cost at least one less. Compare its stats and ability to other hasted units: Lobber at Tech I or Omegacron, Crashbarrow, and Glider at Tech II. Even with haste, at its current cost and stats + haste, AC doesn’t feel any better than Lobber: better ability and 1 more HP, but twice the cost? And compared to the Tech II units, it’s trash. Heck, I’d rather have a non-hasted Leaping Lizard just for stats.
I think situationally useful is okay for Tech II units, as long as they’re never terrible. If it can’t do something absolutely amazing right away, it should at least have a Tech II-sized body-to-cost ratio.
As for control decks to try out, I really enjoyed [Necro]/Discipline/Past a lot more than I thought I would. I put it together to get the Netherdrain+max Prynn “die in the past, die forever combo,” with Discipline’s Training Grounds as an extra way to get Prynn to max, but I found that everything synergized nicely: Necro’s hard control, Past’s Tech I bounce, Discipline’s additional control from MPM and Grave’s sword, Training Grounds+Garth’s max to bring the MPM out. I was playing against a new player, so I had an advantage, and several draws went well for me, but it just has so many possibilities.
That said, the deck I want to try out next has Law. (: