The wild hunt seems to be in a pretty decent place right now (even though it's not tier 1) but a few minor changes might change that. My ideas are:
1. Wild Hunt Hound - change the provision to 4 point instead of 5
2. Wild Hunt Warrior - change the provision to 5 and make the ability: damage a unit by 2 dominance damage it by 4 instead.
3. Wild Hunt Navigator - change provision to 5 and make the ability: boost a unit by 2 dominance boost it by 4 instead
4. Nagalfar's Crew - give it 1-2 points of armor so that it won't be so easy to kill
5. Imlerith. Now this card needs a bit more love because it synergizes better with swarm decks rather than WH ones. My suggestion would be: Deploy: boost self by 6 (for the dominance aspect of things) and dominance: damage an enemy unit by 7. I'm not 100% sure about the dominance part... there might be a few better options but i thought i'd stick with his current design.
6. Auberon - 1st stage is ok, 2nd stage is ok but for the 3rd stage, why not eliminate the RNG aspect of it? Just make it to: Create and play any bronze WH unit from your starting deck.
The rest of the cards seem ok for the most part... these seem to be the cards that need some love in my opinion. Warrior and Navigator have fallen behind since they haven't been changed from the day they came out so they need some changing to fit the current meta (maybe change the effects all together but these changes seemed the easiest to implement). Hound seems overpriced for what he offers and how easy it is to remove. Nagalfar's Crew is too easy to kill so it's almost useless. Imlerith has very little synergy with WH decks and the dominance effect is extremely situational not to mention the provision cost is far too high for what he offers in WH decks and Auberon is too RNG based to be reliable and that's not ok for a 3rd lvl evolving card.
1. Wild Hunt Hound - change the provision to 4 point instead of 5
2. Wild Hunt Warrior - change the provision to 5 and make the ability: damage a unit by 2 dominance damage it by 4 instead.
3. Wild Hunt Navigator - change provision to 5 and make the ability: boost a unit by 2 dominance boost it by 4 instead
4. Nagalfar's Crew - give it 1-2 points of armor so that it won't be so easy to kill
5. Imlerith. Now this card needs a bit more love because it synergizes better with swarm decks rather than WH ones. My suggestion would be: Deploy: boost self by 6 (for the dominance aspect of things) and dominance: damage an enemy unit by 7. I'm not 100% sure about the dominance part... there might be a few better options but i thought i'd stick with his current design.
6. Auberon - 1st stage is ok, 2nd stage is ok but for the 3rd stage, why not eliminate the RNG aspect of it? Just make it to: Create and play any bronze WH unit from your starting deck.
The rest of the cards seem ok for the most part... these seem to be the cards that need some love in my opinion. Warrior and Navigator have fallen behind since they haven't been changed from the day they came out so they need some changing to fit the current meta (maybe change the effects all together but these changes seemed the easiest to implement). Hound seems overpriced for what he offers and how easy it is to remove. Nagalfar's Crew is too easy to kill so it's almost useless. Imlerith has very little synergy with WH decks and the dominance effect is extremely situational not to mention the provision cost is far too high for what he offers in WH decks and Auberon is too RNG based to be reliable and that's not ok for a 3rd lvl evolving card.