Monster Deck Ability simply too powerful
Keeping a non-Gold Neutral or Monsters unit on your side at the end of each round is too powerful compared to other faction deck abilities.
Northern Realms gets 2 strength for each Gold unit - great, but early days in the game you don't have many (any?) gold units other than Geralt for those in the beta.
Scoia'tael gets to control who begins one round - I'm sure this can be useful but it seems the worst of the factions.
Skellige adds 1 to base strength of every non-Gold in hand, deck, and graveyard - this seems very powerful as well, but still not as powerful as monsters.
Card advantage is so important in this game and keeping a unit for both rounds means card advantage for both rounds for monsters. People are playing decks with adrenaline rush and getting the default ability to result in sometimes 20+ strength on the first round of the game. There is no equivalent across the other factions. Even if you have all 4 gold and can get them into play in a single game that is only 8 strength boost for NR. Scoia'tael has nothing close to it, and Skellige might be able to offset in terms of points it would require significant card outlay to do so. Admittedly there can be situations where it backfires on monster players, like when they keep a foglet and the fog goes away some they get nothing, but in the majority of games I've seen this is not a problem. How many games have you played where the monster player drops Eredin, then passes? They give up the first game for a significant advantage in the second. And even if they play a couple cards before dropping Eredin it is hard for the other player because at that point they may actually have a worse card disadvantage, especially if they already lost the first game and have no choice but to win 2 and 3.
Please look at re-working the faction abilities because they do not seem comparable to me. I'm not saying they necessarily force a particular play style, but there seems to be a great discrepancy in terms of outcome for the abilities.
Keeping a non-Gold Neutral or Monsters unit on your side at the end of each round is too powerful compared to other faction deck abilities.
Northern Realms gets 2 strength for each Gold unit - great, but early days in the game you don't have many (any?) gold units other than Geralt for those in the beta.
Scoia'tael gets to control who begins one round - I'm sure this can be useful but it seems the worst of the factions.
Skellige adds 1 to base strength of every non-Gold in hand, deck, and graveyard - this seems very powerful as well, but still not as powerful as monsters.
Card advantage is so important in this game and keeping a unit for both rounds means card advantage for both rounds for monsters. People are playing decks with adrenaline rush and getting the default ability to result in sometimes 20+ strength on the first round of the game. There is no equivalent across the other factions. Even if you have all 4 gold and can get them into play in a single game that is only 8 strength boost for NR. Scoia'tael has nothing close to it, and Skellige might be able to offset in terms of points it would require significant card outlay to do so. Admittedly there can be situations where it backfires on monster players, like when they keep a foglet and the fog goes away some they get nothing, but in the majority of games I've seen this is not a problem. How many games have you played where the monster player drops Eredin, then passes? They give up the first game for a significant advantage in the second. And even if they play a couple cards before dropping Eredin it is hard for the other player because at that point they may actually have a worse card disadvantage, especially if they already lost the first game and have no choice but to win 2 and 3.
Please look at re-working the faction abilities because they do not seem comparable to me. I'm not saying they necessarily force a particular play style, but there seems to be a great discrepancy in terms of outcome for the abilities.