Things I hope the May balance patch is going to answer:
- Abusing from card advantage spies, what I mean by that are ways to play a card advantage spy from the deck, or eventually from hand, and then deny most of its value, so its drawback, the same turn it’s played, here are few example:
Skellige – Hym into Skjall (or Roach) into Udalryk, Udalryk becomes a 5 (6).
Nilfgaard – (Jan Calveit) Rainfarn of Attre alongside Roach into Cantarella, Cantarella becomes a (-1) 4.
Northern Realms – (Alzur’s Double-Cross into) Thaler when you’re (6) 8 points behind, which triggers Dun Banner, Thaler becomes a (3) 1.
Scoia’tael – Brouver Hoog into Yaevinn, Yaevinn becomes a 9, but it doesn’t depend on the draw.
Solutions: Card advantage spies cannot be pulled from the deck outside of Alzur’s Double-Cross, The Last Wish, and Marching Orders, and Dun Banner are nerfed. However if there are less ways to tutor card advantage spies, then they're going to become more draw dependent, which leaves more place to rng, but I don't think there are good solutions until the coin flip is fixed, which isn't going to come before Homecoming.
- Hard removal vs locks. The over-abundance of bronzes that are able to remove engines are simply making engine based decks non-competitive, and locks in general useless as they'll achieve the same goal, neutralizing an engine, for less value, the worst offenders being hard removal units, Viper Witcher being the most ludicrous example, but Panther is also a slightly weaker one, but it also goes for Alzur's Thunder or Mastercrafted Spear.
Solutions: Removing/reworking hard removal from units, making sure that Alzur's Thunder and Mastercrafted Spear can only target bronze units, in order to make silver and gold engines more viable, leaving only Dimeritium Shackles and silver locks to be able to target silver and gold, also to make them more viable, and potentially nerfing Alzur's Thunder back to 7 damage.
- Wardancer. I don't think I have to say too much, the card is obviously busted.
Solution: Make it an ambush unit that flips after one turn, the card will still thin and bring board presence, but won't be used as a dry pass blocker any longer.
- Nerfing 12 points units that require not set-up, such as Bearmaster or Half-Elf Hunter.
- Removing high-roll Create cards (Runestone, Black Blood ...) from ranked, alongside all Create bronzes, and reworking Create leaders to fit better into archetypes.
- Minor buffs/nerfs.
As someone who plays Curse Control I wouldn't say no to one extra armour on Revenant for instance, in order to make them less of a dead card, because they're currently dead in more than half of the match-ups. On the other hand nerfing a card like Triss: Telekinesis down to 5 strength, as she currently has the same strength as Keira Metz, but unlike her you can choose what special card you can to use, and even with rng you're more than likely going to get the one you want.
- Few major buffs to unplayed cards, such as Draig Bon-Dhu amongst others.
- Nerfing some of the strongest tutors, Pirate Captain being one of them, Vesimir: Mentor is also played in most decks only to pull Mandrake, while I think Mandrake is alright, the fact that you can tutor it to make the card more reliable isn't.