Ironbark Treant ability becomes “-1 ATK/+1 while patrolling” (rather than -2 ATK/+2 armor) Rich Earth gains “Arrives: Get a 0/1 wisp token. While you have 10 or more workers, this gains “tap: make a wisp””
Balance:
Midori Midband becomes “Your units with no printed abilities get +2/+1” Circle of Life becomes “Sacrifice a Tech 0 or Tech I unit. If you do, put a unit one tech level higher with cost 4 or less into play from your Codex” (instead of a green unit with cost 5 or less) Gemscout Owl is 1/1 (instead of 0/1. It still can’t attack) Chameleon costs 0 (instead of 2)
Rickety Mine gains Haste, ability changes from coin flip to “When this arrives, put two Ore runes on it. Tap: gain 3 gold, remove an ore rune. When this runs out of Ore runes, trash it and deal 1 damage to you and your opponent’s base”
Blue Starter:
Porkhand Magistrate ability costs 0 (instead of 1) to use. Lawful Search Changes to an upgrade, with “sacrifice this:” as the trigger for the ability it currently has as a spell (Look at opponent’s hand or discard, then draw 1) Building Inspector ability is “Your opponents must pay you 1 gold to build (or rebuild) a building” (instead of only the first building costing 1 more) Bluecoat Musketeer can now be long range while 2 attack or less (instead of exactly 1)
Law:
Jurisdiction gains “You may trash Jurisdiction and/or the searched-for spell” and “If that spell has Channeling your Law hero can Channel it until he leaves play” at the end of it’s effect. Tax Collector is a 3/3 (instead of 2/3) Guardian of the Gates is a 2/6 (instead of 1/6) and affects Units and Heroes (instead of just Units) Arresting Constable Gains “Haste” and can target any unit or hero with it’s ability.
Peace:
General’s Hammer costs 2 (instead of 3) Drill Sergeant’s gains “limit twice per turn” on it’s second ability (can only move 2 runes off of the DS each turn, same as Ancient) Debilitator Alpha costs 4 (instead of 5) and has “As Patroller: Attackers get -1 ATK” (even if they aren’t attacking Debilitator Alpha)
Finesse:
Harmony Instead of “sacrifice Harmony” to stop the music, the card now reads “You may sacrifice Harmony at any time. Whenever Harmony leaves play, turn all dancer tokens over. They are now 2/1 Angry Dancers with Unstoppable” Star-Crossed Starlet Her ability is now optional (“Upkeep: You may have SCS deal 1 damage to herself”)
Well, he plays the garrison and cadet, hes down to 5g and drew traffic director, looking at the discard and next hand and workers, then has to pay to reshuffle and draw from 8 cards. So, either go fencer and be down to 3g, or go BI and be down to 4g. From the reshuffle, could be hoping for OC, NF, Aven… not sure. If he had drawn arrest, LS, Musketeer on the reshuffle, prolly would be close to sunk from there, cause Midori can just fly over and gobble up the garrison, or hasted mimic could. If he plays the aven blocker, then not enough gold to kill midori, so mimic and midori fly over, one kills aven the other the garrison.
It’s strong, but I wouldn’t go that far. Having a ton of gold before Tech II is only useful if you have something good to spend it on so early, without crippling your hand size, to make up for not building your board instead. zhavier’s done himself a huge favour by pairing the Mines with Calamandra.
Spending a huge amount of gold on Calamandra, Midori, or Drakk, are all actually strong options. Most heroes can benefit from huge gold early, but a few are less valuable. Argagarg is only great if you can dump into his spells. Same for Jaina, Bigby, Orpal, Geiger.