Neutral:
Portal - 14p - 4p cards got stronger, you usually get between 10-14 points, and it thins by 2
Alzur's Thunder - back to 6p, for 5p it's 2p cheaper than best locking cards, and because most cards that you want to lock have 5str i think this bronze card is too strong
ST:
Francesca - back to 13p, maybe even less, her power gives you between 10 all the way up to 20+ points
Call of the forest - 12p, being restricted to ST cards doesn't really matter, if you want to tutor some neutrals you are more than welcome to play royal decree, this card is simply stronger, you get more points with a single play, there are cards that get value from being buffed, you can play buffed engines
Dryad ranger - remove harmony, make them 4str and dealing 1dmg, this way their ceiling is a bit lower, i don't like poison at all, it's super oppressive against tall decks in kind of the same way bounty was before (cheap cards having huge potential), and this is the main reason for tall monsters being unplayable, fortunately Purify is more of a thing now - maybe it's better to make both 5p poison cards stronger but more expensive
Weeping Willow - 8p, it's way too easy to exceed provisions cost
SK:
Sigrdrifa's right - 11p, you are almost always getting 12str or Olaf, with floor being 8 str
Hjalmar - 11p, best removal in the game, makes other 10p removals look silly
NR:
Calanthe - 14p, and force a player to play the card he is drawing
Keira - 12p, 7str, i don't like the fact that all NR golds are relatively cheap right now, so they can just play all of them no matter what deck they are running, this also makes her weaker to cards like igni, scorch, treason etc, and at the same time a bit stronger in a short round
NG:
Ardal - 15p
Yennefer's invocation - 10p
Tourney Joust - 5p, it's still a better version of neutral card
Emissary - 4p
Dutchess's informant - 4p
Mangonel - 4str, damage by 2, for adjacent spies increase by 1
MO:
Wild hunt warrior - 5str, dmg enemy by 1, repeat for every allied WH unit, each attack has to have different target
Griffin - 6p, stayed the same while all other bronzes got better
Ice giant - 6p, stayed the same while all other bronzes got better
Ghoul - 7p, because two of the above are better
Jotunn - 8p, move 3 enemy units to the other row and damage them by 1
I know these are mostly nerfs, but it's way easier to nerf a few cards that are clearly a problem, than to buff all the cards that are currently too weak.
Is the new expansion also dropping next month?
Agree with some things you mentioned, disagree with others.
I agree about Call of the forest but not for increasing its provision cost, simply bring it to its previous version (return a card from board play a card with the same tag and boost it by two). As it is, the card is just too strong and kinda remove the tactical aspect it had. I'll never understand why CDPR changed it, one of their worst decision imo.
Btw, the same stands for Brokilon's water. The card used to be tricky to play and offered a really cool combo with Faune. Now it's just too easy to use, really removes what made this card fun to play imo.
I strongly disagree with Alzur's thunder though, why nerfing this card? In fact I was thinking the opposite, with all the power creep the game goes through they could easily buff it and increase the damage to 6. At 5 it just removes too little things. 5 damage is all that card does, it's really not exciting in its current state.
The same stands for Dryad ranger, why changing this card, it's perfectly fine.
Poison isn't as much as a problem as you think. First it's slow, meaning you have time to react. Second, it's a machanic that can very easily be played around. Just be careful how you spend large units and play some purify effects.
And it's not at all the reason why Monster big boyz is not played anymore, the reason is because CDPR nerfed a lot of their cards and they're now really, really bad (Look at old speartip, 12str for 14pro...Who plays that?).
Don't get me wrong, I'm not complaining (I always found that archetype being too "point spammy" and not really my taste of tea but there we go, the archetype isn't played anymore because it performed poorly, with or without poison).
Yennifer invication, Duchess' informant, tourney joust...Why? Those cards are fine, there is no reason to change them.
The problem is Ardal/Enslave, absolutely agree with you about that one, even though, I would be less subtle personaly and change it completely but that's just my personal opinion.
Agreed with Mangonel and Wild hunt warrior, in fact I think CDPR should bring spy and Frost wild hunt back to the game and make a whole lot of new cards to support them (For example, Eredin's effect should be reworked and do something in relation with Wild hunt, wild hunt units should be reworked so they synergies with Frost and each other, Frost and all weathers, for that matter, should be reworked to do something more impactful, like reducing the maximum value of each unit on the row by one (similar to what it primarily was when it was introduced but reduce BY one instead of TO one).