So I have got to thinking. We here a lot of take about cards that are unbalanced in this game like defender, rejection, F spike, LOTM, Owlface and more, but what is the idea? I wanted to try to post some examples of cards I think are completley perfect, in that they are balanced, fun, interactive, competitive, and more. Cards that dont see play only because the "broken cards" do. Heres a few cards I think are prime examples of balance for thier theme and in a void at least are what we should strive to have all cards be:
Multiple attack - Melancholic Mecurius: This attack has it all, but none of it is too good. In an enviroment without broken momentum gen it's a solid finisher in the later turns, never useless, a block, and has interesting interactions with itself. Do you block the first easy attack and rish the faster ones comming at you with damage pumps, or do you hold out and risk blocking the faster ones? Coming up with the next set it can also be played as a mid block against other ranged attacks but also be blocked as such.
Utility attack - Shadow Blade: This card literally does 5 great things. It's a big stun, a reversal, balanced foundation control, a block, and a solid attack. It's not enough to be the only attack you run, but its worthy of the 2 check to be certian.
Spam Foundation - Loving Devotion: 0/6 makes it a spam foundation, but in exchange your getting a situational ability that will not be used as much as other foundations and no block. Early game they are solid but mid to end game they start becoming a liability and its that double edged sword effect that makes this card balanced.
Utility foundation - Will for the fight: Solid numbers, a block, be it a iffy one, an ability that you can always use, and a protection ability that can offer solid protection make this card ideally balanced. Against Discard based decks it's massively powerful, but against non discard decks it may have been better suited to be something else, but it's the fact that it's never truly a wasted card make it balanced and a solid include to any deck with its symbols that run attacks.
Damage Pump - You can't escape: It's an action that can provide a suprise damage pump to your attacks, but at a soild cost as it will really only be finisher level effective with 5+ attacks in your card pool. It's an action that promotes playign multiple attacks in a turn, but can easily backfire if you miss your check. Having a block means it will never be wasted in a deck slot, but often times it will come up early when it's a dead card in hand and a foundation would have been better.
So these are some cards off my list that i feel are shining examples of what the games cards should strive to be. What do other players think as far as these cards or other ideally balanced cards?
but still burning knuckle is good and so was power dunk.