First I would like to address the card Khanuum-Ka
It seems to me that the problem with this card is that it doesn’t feel fun because Ka does too much with no counterplay. Ka currently does a potential of 3n damage where n is the amount of dervishes Ka uses up. If we nerf the stats of Ka to be 2/1 for 5 mana it would effectively lower the damage Ka can deal by n. While it is true that the Ka can will now die to anything on board, but Ka will deal less damage and Ka is now the equal of Mass Flight for all dervish. The damage that would be dealt would be the same as if every dervish could now fly. Of course some people would point out that with a reassembled oblysk the Fault can reset the board for more damage, but that is more cards needed for the 1 hit combo; bring it to a total of 4(Ka, Fault, oblysk, and Reassemble)
Next card is Rae
Change the cost of Rae to be 1 mana for a 2/1 body like Pax so people can’t trigger the infamous Fault Ka combo.
Make Desolator a 3/1 again but it shuffles itself into your deck so you have to get it again by replace for it again instead of just dropping it out of the action bar the next turn. It should also steal 1 life instead of 2. Stealing 2 life for 4 is the damage difference between generals of 1 life per mana with a free suicide-able body.
Make it so the eggs ALWAYS spawns behind him. Celerity should also be removed from the Rippers since it allows for the Fortitude double smack combo, there is no reason rippers should be able to hit twice, the Rippers should be able to move 2 extra units to compensate for the removed Celerity so they can reach the same places, just can’t hit twice.
This thing should get nerfed to be a 4/5 for 5 mana. It is effectively a Rush unit that ignores Provoke but at the cost of 1 less range and cant attack generals. At first I thought this should be lower stated but considering it cant hit generals it should be 4/5 and not 4/7.
Lower the cost to 5 again but change the stats to 3/1. It should die after dealing 3 damage in a 3x3 area. Now a buff has to be applied to prevent it from dying, but if Fortitude is used, then it would deal 5 damage in a 3x3 area. This allows for more damage if the Warbeast is played with Fortitude and removes the Warbeast if it is not buffed so Warbeast is no longer a spam on field replace/topdeck card with no consequences.
Lower the stats to 1/2. This thing is so stupid, its a 1 mana make hallowed ground AND get a 1/3 body that generals can’t kill without buffs.
3 mana for 2/3 body. This one feels weird to be honest. On one hand if feels like the steals are all super RNG but on the other hand, getting Inner Focus/Mist Dragon Seal and Scroll Bandit on turn 2 feels super stupid to play against. I think bumping the cost up by 1 makes some of the combos harder to pull off but I gave it an extra damage to compensate.
There are also some other things (Wanderer I’m looking at you) that I think need balancing but I don’t know how to balance them yet so I’ll just leave my thoughts as these for now.