Ciri
6 Power
Whenever you lose a round, return this unit to your hand.
2 Armor.
Compare to Ciri: Dash
11 Power
Whenever this unit is Discarded or destroyed, return it to your deck and Strengthen it by 3.
"Ciri: Dash" is already a comparably stronger unit at it's base, and can be used 3-4 times in a match on a deck that would actually use this.
"Ciri" can trigger it's ability 1 TIME MAXIMUM (must be on the board, and you must lose the round). What is the balance implication of allowing it to trigger out of graveyard? It would still only be usable 1 TIME MAXIMUM.
I'm admittedly irritated I just wasted 800 crafting this, but even if someone could make a "balance" argument for why this should remain this way, it doesn't excuse the fact that the card just doesn't do what it says. Yes, it helps with card count. But it's currently useless and doing what I say would only help discard decks (which currently, I don't see anyone else talking about so that clearly won't be a factor).
6 Power
Whenever you lose a round, return this unit to your hand.
2 Armor.
Compare to Ciri: Dash
11 Power
Whenever this unit is Discarded or destroyed, return it to your deck and Strengthen it by 3.
"Ciri: Dash" is already a comparably stronger unit at it's base, and can be used 3-4 times in a match on a deck that would actually use this.
"Ciri" can trigger it's ability 1 TIME MAXIMUM (must be on the board, and you must lose the round). What is the balance implication of allowing it to trigger out of graveyard? It would still only be usable 1 TIME MAXIMUM.
I'm admittedly irritated I just wasted 800 crafting this, but even if someone could make a "balance" argument for why this should remain this way, it doesn't excuse the fact that the card just doesn't do what it says. Yes, it helps with card count. But it's currently useless and doing what I say would only help discard decks (which currently, I don't see anyone else talking about so that clearly won't be a factor).