I’ve been thinking about this for a while, and come up with an idea for a Jaina “overhaul” that I quite like. It keeps a lot of her deck the same, while adressing the issues we’ve discussed in this thread with her gameplan, cards (especially J) and abilities. It hasn’t been playtested, so it’s obviously a starting point at best, but I’m curious to hear what people think.
As previously discussed, the goal was to make her a hybrid of a zoner/footsies character like Grave, and a rushdown character - her innate was meant to achieve this by giving her a strong reward and card flow for going on the offensive, while simultaneously rewarding the opponent for reading her right. Meanwhile her abilities are intended to ensure the opponent can’t be safe just by turtling up -and to provide the distorted symmetry with Grave that I’m so fond of.
Normal throws: 2 CP, x.6 speed, 7 damage & KD
Normal attacks: 1 CP, x.6 speed, x damage, red suits inflict x-1 block damage
Unstable Power: When you deal damage or block damage with an attack, the next turn if you combat-reveal an attack and hit your opponent with it, search your deck or discard pile for a red face card. If you combat-reveal an attack and do not hit your opponent with it, take 5 damage.
9: B/Knee Bash, Throw, +Any, +Any, 8.6 speed, 7+5+5 damage, Can’t Combo
J: * Charged Shot, Attack, 5.0 speed, 9 (8) damage, 2 CP starter
Flame Arrow, Attack, 2.4 speed, 7 (6) damage, 1 CP ender
Q: Dragonheart, Attack, +any, 0.2 speed, 9+5 (2) damage, 3 CP ender
K: Crossfire Kick, Attack, +K+K+K, 6+7+7+7 (3) damage, 2 CP linker
A Red Dragon, Attack, +A+A+A, 0.8 speed, 10+9(2) damage, Can’t Combo
AA Letter J, Attack, 0.2 speed, 18(4) damage, 2 cp Ender
*7: Smoldering Embers -[Combat Reveal] If the opponent dodges while this card is in your discard pile, they take two damage. You can’t power up with this card. (It’s too hot.)
*10: Burning Vigor - [Draw] Discard this card and take 5 damage to draw 3 cards.
*J: Full Charge [During Combat] Charged Shot beats normal blocks.