I feel like I'm still gaining a deeper understanding of this game and have a lot more to learn. But one thing that's been apparent for a while is the huge range of card power. It's very reminiscent of the early days of Magic, where the power level of cards in the original set varied from Black Lotus to Thoughtlace. I seem to recall Mark Rosewater writing about an easy way to tell if a card is undercosted in one of his innumerable articles on Magic design: if you remove desirable attributes from the card, would you still play it? Or for overcosted, vice versa?
Here's an example of a card that I consider overpowered:
Clan Moulder's Elite
Neutral 2
Unit: 2/5
PP
Skaven. Destruction only. Battlefield only. Cannot defend.
Ok, so this is clearly great in a Skaven deck. But it's also amazing in any Destruction deck that's not planning to block, i.e. any rush deck. Let's look at it from the perspective of a Skaven deck.
Do you play it at 2/4? Yes, and you're very excited about it. Almost all your other Skaven have very low HP.
How about 2/3? Yes. You're still very happy.
2/2? Ok. Now we're quite so excited. Still definitely playable. Doesn't die to a Vile Sorceress like a bunch of your other Skaven.
2/1? Well. 2 hammers for 2 is still a great deal and only seen on a couple of other cards. You'd play it, but you don't windmill the thing onto the table.
So you can hit this guy with a nerfbat 4 times and he is still playable. This is no Black Lotus, but it's gratuitously undercosted. Clearly the Elite has a strong drawback but that's easily negated by playing decks that don't care about actually defending.
Now for the other end of the spectrum:
Repair the Waystones
High Elf Quest 0 EEE
Quest. Action: Discard 3 resource tokens from this card to target a support card in your discard pile, and put it into play in your quest zone.
Quest. Forced: Place 1 resource token on this card at the beginning of your turn if a unit is questing here.
Okaaaay. So how did the support card in your discard get there? This really needs some other effect to make it playable at any cost. No, Infiltrate isn't going to do it, it's too slow. While Quests are a bit problematic from a game balance point of view since the quest itself is indestructible, consider this alternative card:
Repair the Waystones
High Elf Quest 0E
Quest. Action: Discard 1 resource token from this card to target a support card in your discard pile, and put it into play in your quest zone.
Quest. Forced: Place 1 resource token on this card at the beginning of your turn.
Even if you remove the actual need to have a unit go on the quest and have it trigger every single turn and lower the cost to 0E and have it still be indestructible, I don't think it would see play right now. That's a huge gap from the printed card and it's still weak.
I think that this will get better as the game matures - and it's ok to have a few terrible cards anyway. But I do hope that the power level of the cards smoothes out a bit.
) If you open with a Savage Marauder to Quest and develop Kingdom twice for Innovation on turn two, you are in exactly the same position as if you had played Savage Marauder to Kingdom on turn one and not developed at all, except that you have +2 HP on Kingdom and one fewer card in hand. I just don't see how that's even a net advantage, much less anything bordering on broken. If you're playing Innovation on the first turn (the only turn you can't control your resource/card split) then it is taking you from three to four barrels for two cards. Assuming you get another hammer out with that +1 barrel, and that you put that hammer in Quest, you still don't break even until turn four - if whatever you played is still around at that point.