This post will be as objective as possible, and for that porpuse, i am using a standar balance method.
Based on the comments, i have to make some things '‘clear’'
The method i am about to use is NOT omnipotent, it has flaws all over it, but helps to keep in chek the balance at a base level.
To chek if a card is balanced, the sum of health, attack and spell must be apropiate for the mana cost. For example:
-Lightbender: a cost 4 minion. Lest’s chek if he is balanced.
He is a 3/3, so it has a total number of 6, but he has a spell, wich is ‘‘dispell ALL spaces around it’’.
How much does this spell add to the total number? Well, if we take Sunbloom, a 2 cost spell from lyonar, we can chek how much dispell adds.
So, this card can dispell a 2x2 area, 4 spaces. So, dispelling a single space has a value of 0.5 mana, for it to grant a total mana cost of 2 (4 spaces x 0.5= 2), the cost of said spell.
Take into acount that mana cost is not the same that the total number.
For example: total number of a hailstone golem is 10, the add of 4 attack and 6 health. That doesn’t mean he costs 10 mana, he costs 4. Total number is just a number used to value the cards, taking into acount his stats and spell.
Now, we continue with the lightbender, he can potentially dispell 8 spaces, so, the spell adds 4 to the total number. (8x0.5)
Let’s add that 4 to the 6 (from the add of health and attack), and the total number is 10. Wich is a normal number for a 4 cost minion, like the hailstone golem.
That’s the method I will be using to chek other cards.
-Kindred hunter: this card if completely unbalanced.
The stats are: 3/3, so his total nomber is 6. But if we add his spell, ‘‘summon a 3/3 night howler on a random nearby space’’.
So, we add 6 +6, and the total number is 12¡
Of course, this is a bond ability, but that doesn’t change the fact that this is not apropiate for a 3 cost minion, this number is even higher that the one for a 4 cost minion like hailstone. Even close to some 5 cost minions.
-Bloodshard golem: a standard 3 cost minion.
His stats are 4/3, so the total number is 7, this number is ‘low’ for a 3 mana cost minion.
-Silverguard knight: a 3 cost minion.
Stats: 1/5. -total number: 6
Spells: provoke and zeal (gains +2 attack) -number: 2, because provoke has a value of 1 and zeal has 1 too, because of the conditions for it to be usefull, he has to be close to the general.
Also, stat spells has less value that normal stats, because those are dispelleable.
So, the total number of this minion is 8, or arguably 9.
Good, but balanced taking into account that this is a faction minion.
-Primus shieldmaster: a 4 cost minion.
Stats: 3/6 - number: 9
Spell: provoke- number: 1
Total number: 10, the standar for a 4 cost minion.
-Saberspine tiger: a 3 cost mana.
Stats: 3/2- number: 5
Spell: rush.
This spell has a high value, adding 3 to the total number, fot it to be balanced.
Total number: 8, the standar.
- Punish: abyssian spell that cost 2.
Now, this should cost 4, the same as entropic decay, why?
Entropic decay destroys a minion close to the general, ‘‘close to the general’’ is a condition.
’‘destroy a minion’’ is the effect.
Punish has a condition and the same effect, why should it cost 2 less?
The condition is, ‘‘damaged minion’’, and we know that’s easy, or equally difficult as ‘‘close to the general’’.
This spell should cost 4.
There are a lot of cards that are high on the balance curve, and some other low.
Please check that.
And don’t be afraid to make changes, if you don’t change things, the player base will get pissed and stop playing.
ONE MORE THING: i don’t manage english as my main languaje, so please forgive my grammar mistakes.
Hablo sobretodo español.
https://www.youtube.com/watch?v=Bxszx60ZwGw (a video donde by a designer talking about this)