I’m definitely not an expert on Jaina, but I think my take on her would look something like this:
When you deal damage or block damage with an attack or Knee Bash, you may reveal a card from your hand. If you combat-reveal that card next turn but don’t deal damage or block damage, draw a card and take 5 damage. If you combat-reveal it and do deal damage or block damage, your Flame Arrows deal +1 damage and block damage this turn and you may search your deck or discard pile for a Jack.
Explanation of Burning Vigor
This is a more aggressive re-design of Grave’s innate, Knowing the Opponent. I kept the basic structure the same but made it so that getting the good effect requires deal damage or block damage, which encourages keeping the aggression high. I also wanted to have self-damage if it goes wrong, but I decided to keep the card draw if it goes wrong so that you don’t feel completely punished if you play honest and can’t deal damage. Also, I thought that if she’s got a chance to deal self-damage if it goes wrong she should also get increased damage if it goes right, hence the slight boost to Flame Arrows. That part will matter most when Rain of Fire is active, but even then the +1 damage and the 0 cp Linker effects are separated (unlike Temporal Distortion), so there’s a very real chance that you have to work hard to get both effects active at once.
Flame Arrow: 7 damage (6 block damage), 2.4 speed, 1 cp Ender
Charged Shot: 10 damage (9 block damage), 5.0 speed, 2 cp Starter
Flame Trap [During Combat]
If either side of this card wins combat or deals block damage, draw a card and the opponent doesn’t draw a card from blocking.
Explanation of Jack
The combat stats on Flame Arrow and Charged Shot don’t matter to me nearly as much as the Flame Trap ability. I’m still quite proud of this one, and a bit of tweaking made it fit nicely with the new innate. Now you have plenty of incentive to combat reveal the archer’s arrow, which is as it should be! This is carefully worded, however, to make it so that Flame Trap only can activate when combat-revealing it—if you combo into Flame Arrow or dodge into Charged Shot, you aren’t winning combat or dealing block damage with either of them. The card draw may be too much against grapplers in particular, but testing would quickly reveal whether that’s the case and it’s not core to the design; the main part is that it shuts down the draw from blocking like Grave’s Lightning Trap does, which prevents the problem 2nd Edition Jaina has where the opponent can build hand faster than her and barely take any more damage than she does from her innate when she combat-reveals Flame Arrow.
Right now it’s late and I don’t have any good ideas for Burning Desperation, but Rain of Fire seems good as you have it (if it turns out too good, it could of course be moved to her 7). Also, I think having Smoldering Embers exactly as it is in 2nd Edition is probably fine. Don’t care much about move stats, since that’s getting into territory I’m even less qualified to talk about, so I’ll just leave it there and everyone can tell me how much my idea sucks!