This won’t be short and definitely not sweet. I am, and no doubt many of you are, under the belief that Kara is a tad overpowered compared to other Generals. To sum up why this is I’ll use a few examples of Generals and what power the have.
Argeon Highmayne - Give a nearby minion +2 attack.
Zirix Starstrider - Summon a 2/2 rush that disappears at end turn. edit: apparently this was changed whoops! my point still applies.
Lilithe Blightchaser - Summon two 1/1 minions nearby.
Cassyva Soulreaper - Deal 1 damage to a minion and make a creep if it dies.
Reva Eventide - Summon a 1/1 ranged minion nearby.
Though there are others with varying effects you can see a sort of balance to these; +2 attack, +2 attack for a turn, two 1/1’s, one damage with an additional effect, or a 1/1 with an effect. Each have a varied use but almost all of them net a simple number, 2 for the price of 1 mana. Let’s look at Kara now.
Kara Winterblade - Give ALL minions in your action bar +1/+1.
At first glance, what’s the problem? She’s simply giving her unsummoned minions a boost. +1/+1 also adds up to 2, so it’s the same as all the others! And it is there that I think the developers missed a vital flaw in that thinking. IF Kara only has a single minion in her action bar this is indeed balanced, however, by applying it to all minions it overextends and throws the balance off. If Kara has 3 minions in her action bar she is essentially spending 1 mana for +3/+3 worth of boost. Argeon should be pissed, he only gets a +2 to another minions attack, meanwhile Kara over here has a 6 for the price of 1 stat increase.
To take this even further, what if Kara has 6 minions in her action bar each costing 1 mana to play. In a single turn she could spend 1 mana to increase their stats (a +6/+6, or 12 for 1 mana rate) and summon each one of them. Let’s say for a second that 1 cost mana creatures DIDN’T come with additional effects (like Dragonlark a 2/1 flying or Planar Scout a 2/1 airdrop) and were just 1/1’s, she would still be summoning six 2/2’s in a single turn.
And finally to drive this point home, the effect stacks. So, let’s say you draw a 7 mana creature at the beginning of the game, and have used your ability perhaps 5 times before you’re able to reasonably summon it. This 7 mana creature is going to have a +5/+5 boost to its stats along with whatever crazy stats and ability it already has.
Now, you might scream ‘but there are instant kill spells in the game!’ to which I’d say yes, you are correct. But each of these spells have draw backs, for instance Lyonar’s instant kill spell heals the owner of that minion its health value. That means Kara is getting those boosted stats right back into her health bar. Vetruvian’s have an instant kill but it has to be used nearby their general, something Kara can easily defend against by getting a ranged minion with +5/+5.
In the end there is only a single defence against Kara’s madness, Dispel, and unfortunately my current decks aren’t crammed full of dispel, infact I’m not sure my main deck has any at all (I play a Reva based deck, ranged for days.)
Maybe I’m wrong, maybe my logic is flawed and Kara isn’t broken, but that’s what a Forum is for right? If you can explain why I’m wrong about this please do so, I’m all for logical and well reasoned explanations.