First of all, I really love the new Eredin, and currently my favourite deck is one with Eredin. Nonetheless, while Eredin is cool he really restricts the design space, because all new engines that will be available for Monsters or Neutral, have to be balanced around Eredin.
Already at this point, the Eredin Ge'els combination is extremly strong. And from my experience, if you win round 1, being at maximum 1 card down and you play Eredin on Ciri in round 2, you will gain 1 card advantage in 90% of all cases and keep the immunity on Ciri for round 3, which isn't bad either.
And even if Eredin might be in a good spot at the moment, I expect it is only a matter of time, until he gets too strong. And because I honestly like his basic concept, I'd wish to safe him the way he is, but just add some kind of counterplay for the opponent, such that there will always be a way to play around him.
My idea would be the following:
Eredin (leader): Summon Eredin to the board for two turns. Charges: 2
Eredin (5): At turn end give self and adjacent units immun for 1 turn.
Eredin is still able to protect key units this way, but only for 2 turns. So the enemy can just wait for those two turns to expire. Eredins total strength shouldn't change that much, and the player can in particular wait to the second last turn of a round to get his full point value.
Already at this point, the Eredin Ge'els combination is extremly strong. And from my experience, if you win round 1, being at maximum 1 card down and you play Eredin on Ciri in round 2, you will gain 1 card advantage in 90% of all cases and keep the immunity on Ciri for round 3, which isn't bad either.
And even if Eredin might be in a good spot at the moment, I expect it is only a matter of time, until he gets too strong. And because I honestly like his basic concept, I'd wish to safe him the way he is, but just add some kind of counterplay for the opponent, such that there will always be a way to play around him.
My idea would be the following:
Eredin (leader): Summon Eredin to the board for two turns. Charges: 2
Eredin (5): At turn end give self and adjacent units immun for 1 turn.
Eredin is still able to protect key units this way, but only for 2 turns. So the enemy can just wait for those two turns to expire. Eredins total strength shouldn't change that much, and the player can in particular wait to the second last turn of a round to get his full point value.