- Three Musketeers: This is a card that’s pretty hard to balance but I think an evolution that provides a shield could make this card actually decent. It would function like evo knight, reducing damage while not attacking. A 50% shield could be good, giving it just enough health to survive a lightning strike. If it’s really op, it could be something like 40 or 45% instead, though it wouldn’t survive lightning. The formation in general can also be changed to a slightly spaced out (maybe 1 tile) linear formation rather than a triangular formation, which makes them slightly less vulnerable to spells with small radiuses, though the evolution is what really would revitalize this card.
- E Drag: This card would sit at 0% usage rate whether it had an evo or not. It’s the most useless card in the game for its elixir cost. Even if it cost 4 elixir with the same stats, it would still be pretty crap. The base e drag needs a massive damage buff, maybe 20%, which would give it the ability to 1-shot goblins and minions. Even though this might seem like a big change, it literally costs 5 elixir and should not both die to lightning and have horrid damage output. It makes sense to give it high damage. It’s DPS wouldn’t even be high; it would still be lower than most 4-elixir troops, but the interactions would make it more worth using.
- Void: This card would work really well if it were rebalanced as a 4-elixir card, making it in the same league as fireball/poison. The 1-target damage could be increased to 404 (with 202 for 2-4 targets and maybe like 94 or something for 5+). While this may seem like a nerf, the interactions would actually make sense as a 4-elixir spell. It can 1-shot goblins in 2-4 targets, and 1-shot skeletons in 5+ targets, which would make it so that they can’t block multiple hits. It’s single target damage is enough to potentially kill lightning-level units if unblocked, and if it’s blocked once, it could kill fireballees. It might need a buff since it would deal less damage than fireball for if there are multiple targets, especially considering fireball does splash damage, but it has quite decent potential, especially for annihilating buildings and stuff and killing fireballees. Another concept I have is to keep it the way it is but remove the 2-4 and 5+ target damage to make it a single-target spell. It would work like lightning, targeting the highest hp unit in its area. This way, it would essentially just be used to snipe stuff. It can still be blocked with mini-tanks and stuff, but it could potentially be quite effective and worth using.
- E giant: This card is honestly not even that bad, it’s just too easy to counter. A small HP buff of 4-5% could revitalize it and make it decent but not toxic or extremely annoying.
- Heal Spirit: This card either doesn’t land where you would need it to or it is just killed and provides 0 value. A good buff that could actually make this card usable, especially with something like three musketeers, is to make it release the heal if it is killed so that it can actually work. The heal value can be decreased to 300 or something if necessary.
Overall, these reworks/buffs could make these cards, which have been dead and very bad for way too long, somewhat decent and have some usage.