Well, if I “believe” something, I “believe” it’s objectively right
That’s the definition of knowledge/belief/opinion. There’s nothing either I or you can do about it, mate. I can be wrong, sure, I’m open to the possibility, but I’d have to be convinced to change my opinion. I can’t just arbitrarily decide that the things I believe are no more or less true than their exact opposites, for example - no one can. That’s why human beings like discussing things, making arguments and trying to convince each other they’re right.
The only person who’s being genuinely rude is you, mate. “Please inform yourself before talking” is not a phrase that should be used in any conversation, period.
And let me reiterate, because in the context of the links you’ve just posted I’m not sure you actually understood my point. Making a rough estimate of the power of any given card by adding its stats and assigning a certain value to its effect is something everyone already does. It might be considered a “method” of sorts, but it’s so intuitive to everyone who’s played any CCG at all that you can’t really present it as something “new”.
But you tried to codify something that everyone does instinctively. OK, that’s your right, and it’s certainly an interesting proposition. And of course your “method” can’t take all things into consideration - the most important question now is whether the number of factors this “method” ignores ultimately renders it useless or not. Well, as many have already pointed out in the discussion above, this number is really really large. You can try incorporating those previously ignored factors into your method - by all means, do, if you have enough time and energy - but there are good chances that your initial framework was simply too narrow and you’ll end up with a “method” that consists (almost) solely of exceptions and arbitrary numbers.
Now, you’ve posted links to videos about HS design. Setting aside for a moment what I actually think about the design of this particular game (I think many members of Duelyst community share my quite sceptical attitude here), and the fact that setting a design mandate and estimating the value of an already existing card are two different things, and the fact that those two videos’ link to your argument is tenuous at best, let me just point out one thing: Duelyst has a board. It’s much easier to quantify the worth of a “card” when it does not translate to a “minion” on the board. If you want to estimate the value of any given unit in Duelyst, you must take into account a number of scenarios and factors to do with the board - how the unit “behaves” after it’s played, so to say, in a spatial environment. There are other unique and semi-unique mechanics that you should probably consider if you want your “method” to transition well from a generic CCG to Duelyst (think replacing, universal 3-card limit, importance of early game drops); but in order to get there, you’d need to overcome a frankly astonishing number of much simpler, much more straightforward obstacles that everyone’s already pointed out. Which, once again, leads me to saying: this “method” can be embraced as something everyone already instinctively does (but then it’s not much of a “method”, is it?), but its initial framework is otherwise far too narrow.
Of course, if you want to keep working on it, I wish you good luck - I honestly do. But it doesn’t change the fact that I don’t believe this “method” can be salvaged. You’d need to come up with another one.