After messing around with all the new and reworked cards, i decided to post some feedback. I'm not sure if anyone is going to read this, but here it is anyway.
All the new cards are interesting and fun to play (maybe except Meve), some of them are kind of broken (Eldain and Eist), but overall this was really good mini-expansion.
Anna
Interesting ability, but unfortunately too situational to be good. Conditionaly strong cards are great (Brouver, Vernosiel, Igni, etc.), but that condition should not be matchup dependant. Anna is a point-slam card and as such she should always find some appropriate value, so i think she needs some "plan B" ability to be viable.
Suggestion:
Deploy (melee): Replace your leader ability with a base copy of your opponent's leader ability.
Deploy (ranged): Create a leader ability from your opponent's faction (other than your opponent's leader ability) and replace your leader ability with it.
Emhyr
Amazing card, almost perfect. The only flaw i noticed is that you swarm really hard and it's easy to flood your side of the board with seized 1p units. This flaw might not necessarily be a bad thing, but it's really hard to estimate how much space is Emhyr going to need.
Suggestion:
Devotion: Order: Seize a random 1-power Spying enemy unit. Cooldown: 1 turn.
Eist
Eist is strong, way too strong. And also kind of clunky. Blaze of Glory combo is worth up to 27p (potentialy 10p more with bloodthirst), this insane point-swing requires not set-up and is completly uninteractive. I tried playing him in a Discard deck to no success, so he's just another support for Warriors, and Warriors definitely don't need more support.
Suggestion: Turn him into pure discard support. Get rid of the Blaze of glory interaction and the bloodthirst condition.
Crach
This is my favourite leader card! Works really well and is fun to play, he's also interactive for both players. Maybe he should have a counter, but i was never on the receiving end, so i can't tell if he's too strong or not.
Brouver
Dwarves finaly managed to become the archetipe it was supposed to be - non-pointslam, non-engine deck that doesn't need to interact with opponent's side of the board. Brouver can generate crazy amount of points, but his double condition gives opponent lot of ways to interact with him.
Eldain
This is the first card from this "mini-expansion" that is IMO fundamentally flawed. Eldain is really fun to play, but a nightmare to play against. Uninteractive playstyle is just not healthy for the game. The trap transforming ability is good, but it should be more interactive.
Suggestion:
Deploy: Transform an allied artifact into Elven Deadeye.
Order: Repeat the deploy ability. Cooldown: 1 turn.
Devotion: Zeal.
Foltest
I was unable to make this card work, it always got killed or locked instantly, and if i played deffender first, opponent just passed on 7. Foltest looks good on paper, but in reality he's just really clunky. He might be good on red coin or in R3 with Dun Banners.
Suggestion: Give him deploy ability (same as his passive).
Meve
This is the only card from this expansion that i don't like. She's just clunky Bone talisman with a body. However the countdown idea is pretty interesting, i would suggest keeping the delayed boost ability, but changing the way the boost works.
Suggestion:
Charge: 0
Every time an allied unit is boosted during your turn, gain charges equal to the boost amount.
Counter: 3
When the Counter reaches 0, remove 2 charges and boost a random allied unit by 1. Repeat until Meve has less than 2 charges.
Dettlaff
His deathblow is a bit too difficult set up. I thought he would be just "meh", but he's actually pretty great.
Suggestion: Increase the Order damage and cooldown by 1.
Elder
Awesome card, love it! Works really well and is reasonably easy to answer. His deploy might be unnecessarily strong tho.
Cleaver
This is exactly what crime decks needed. Crimes are a bit too strong right now, so some small nerfs across the board might be necessary (preferably to Freak show and Tunnel drill, dealing with both of them is a bit too much), but there are no fundamental issues with the deck.
Whoreson
I like the idea, but i don't like how matchup dependant this card is. I think he should have profit.
Suggestion:
Profit: 6
Deploy: Damage a boosted enemy unit by 6 and reduce the profit by the amount of damage dealt.