How to tweak Imlerith: Sabbath to become a good, fun and fair card.
Imlerith: Sabbath 7 power
Every turn, the Highest enemy Duels this unit on turn end. If this unit survives, Heal it by 2 and give it 2 Armor. 8 Armor.
When played from hand this can kill up to a 9 power unit, effectively making it a 16(18) strength gold, which is good. If it kills an 7, 8 or 9 it's left in a state where it's vulnerable to Thunder. If played with Royal Decree it can kill a 10 power unit, and vulnerable to Thunder if it killed an 9 or 10. It's no longer banishable by Mandrake, but Mandrake will still cripple its ability to generate much more value.
If left alone on the board it will die to any unit your opponent plays that is 6 or higher, and you will lose a lot of value (although anything less than 9 will give you a few bonus points). It will kill anything 5 or less. If your opponent plays something 6 or higher you have a few options to keep it alive and keep building value. You can damage the unit down to 5 or less, allowing your Sabbath to kill it; You can also boost your Sabbath if the unit isn't too big, allowing Sabbath to live but most likely losing most of its boost. It will still generate a few extra points of value off the armor though; And lastly you can strengthen it.
If strengthened with Mandrake it will be able to kill 8 strength units, increasing its potential to gain value. But even with multiple strengthens it's still vulnerable to sizable units if left unsupported. Even with a Mandrake and two Mardroeme it can at most kill a 12.
This way the card is now a straight up good card, it's still a fun card and it still has potential to gain tons of value if supported. However it will no longer keep stacking armor making it more and more unkillable and its potential to auto-win rounds with just a bit of extra strength through either boosts or strengthen is heavily diminished.
Imlerith: Sabbath 7 power
Every turn, the Highest enemy Duels this unit on turn end. If this unit survives, Heal it by 2 and give it 2 Armor. 8 Armor.
When played from hand this can kill up to a 9 power unit, effectively making it a 16(18) strength gold, which is good. If it kills an 7, 8 or 9 it's left in a state where it's vulnerable to Thunder. If played with Royal Decree it can kill a 10 power unit, and vulnerable to Thunder if it killed an 9 or 10. It's no longer banishable by Mandrake, but Mandrake will still cripple its ability to generate much more value.
If left alone on the board it will die to any unit your opponent plays that is 6 or higher, and you will lose a lot of value (although anything less than 9 will give you a few bonus points). It will kill anything 5 or less. If your opponent plays something 6 or higher you have a few options to keep it alive and keep building value. You can damage the unit down to 5 or less, allowing your Sabbath to kill it; You can also boost your Sabbath if the unit isn't too big, allowing Sabbath to live but most likely losing most of its boost. It will still generate a few extra points of value off the armor though; And lastly you can strengthen it.
If strengthened with Mandrake it will be able to kill 8 strength units, increasing its potential to gain value. But even with multiple strengthens it's still vulnerable to sizable units if left unsupported. Even with a Mandrake and two Mardroeme it can at most kill a 12.
This way the card is now a straight up good card, it's still a fun card and it still has potential to gain tons of value if supported. However it will no longer keep stacking armor making it more and more unkillable and its potential to auto-win rounds with just a bit of extra strength through either boosts or strengthen is heavily diminished.