Well, i see there’s so much arcanyst hai enthusiasts in the forums, so, probably I’ll at least answer my own questions.
Arcanyst hai seems weak for some reason, much weaker than Kara and Lilithe arcanysts. As I see, the reason for arcahai is the usual Hai problem - inability to comeback - with an added arcanyst bonus problem - weak earlygame.
Really, if you go all in arcanysts your 2 mana choices are all 1/3 (and 1 1/2) which doesn’t help to gain tempo. Abyssian can hold on up to lategame with their excessive removal, then play Deathknell to regain all arcanysts lost, while Kara can easily vomit swarms of them and buff simultaneosly with her BBS, which often helps to get ahead. Hai has none of these mechanics and bond sucks in Hai, cause it’s hard to get something to stick.
As I don’t see this archetype as cancerous, I think that any support is just and fair.
What could be done?
a) Maybe some stronger earlygame options.
Summary
I know, hai minions tend to not be statsticks, arcanysts are also rather weak due to some complicated (or not) mechanics added to each of them, but Hai has one minion that is different from others - powerful and cheap 8/8 with a built in drawback.
So, I consider several options:
2 mana 3/3 arcanyst
Bond: Deal 2 dmg to your general.
3 mana 4/4 arcanyst
Teleport to a random space at the start of your turn.
3 mana 3/5 arcanyst
At the end of your turn deal as much dmg to your general as you have mana left.
I know these may not seem to much “arcanystic”, but they may help. You may switch stats and and abilities arbitrarily, I just presented some options to consider.
b) Maybe some arcanyst-based healing.
Summary
I don’t quite know in what form the healing could be useful, but it should probably be spellproc based, or otherwise spellbased. We have Mantra, which is hard to use in “fair” arcanyst builds, and 4WM, which is very widely used in different Hai builds as THE ONLY infaction card which provides healing.
We may thus consider some options:
3 mana 2/3 arcanyst
Bond?: Put a Mana Thirst in your action bar.
Mana Thirst
spell 0 mana
Lose all your mana. Regain 2 health for each mana lost.
OR
put a Name Unknown in your action bar.
Name Unknown
0 mana spell
Regain 3 health.
Maybe someone can come up with something better? Or do you think I misanalysed the problem, and the real problem is smth else? Feel free to discuss.