Imho, Aerondight is the least Gwent card out there. It should be reworked since it massively favours Blue coin, to the point that Blue plays it often for ~8 + ~14, while Red does ~3 to ~5 if at all. It really feels like your deck was stripped out of it's provisions. It's even more frustrating cause I'm Red most of the time since trying to abuse it
Another aspect where it just feels bad knowing, you could have a Heatwave instead while on Red, without stressing for pointless Aero that just bricks your hand.
I tried two strong decks and I could easily say, that over 130 games this season already, I rarely loose when I'm Blue, but I can easily predict the outcome of the game while it's starting Red, which usually is a loose that I correctly guessed - which in the end feels like a punishment to go through, with hopes of winning, rather than an interesting game it felt before recent expansion.
Maybe GN would not be a problem, if Aerodight wouldn't be so abusive on Blue?
Imagine a scenario, where you both play the same, quite expensive card and yours plays for 15 points less only because you started second - very often costing you that game. I can account, that most of games I've lost were due to enemy being first, smashing me with 25 points of removal on their Aerondight. Current meta is tempo-ish, and it's almost impossible to catch up with a Blue player, even with 9-13 point plays every turn.
Ring is still an issue, but I think revealing it's boosting process to the enemy could help playing around it. It often plays for 13+ without any setup. It even happened whereas I'd spent couple of important golds to get the advantage and the round, just to be surprised by a 19 point slam, which makes me loose on even. So often, even if on Blue, I pass earlier without Spores in hand, which again, is not the real idea behind Gwent.
I apprecieate the ideas and creativeness behind some cards, but they just don't fit, at least those two I mentioned, I think.