I’ll cover each change in order from highest poll% (at the time of writing) to lowest poll%
Evo Knight: No reason this card should have a 0.9 (+33%) hitspeed on top of 20% more hp (after the nerf) and 10% extra damage. Making the hp go from +30% to +20% is nothing in the long run. It will still be the best evo and card in the entire game, he needs a much more substantial nerf to his damage and health.
Evo Barbs: I see two ways to go about this- either changing their damage & rage features, or reducing their hp so towers will 1 shot them after a Fireball. Personally I’d rather see a 15% hp increase, rather than the 25% they will have after the nerf, and keeping their damage the same. Alternatively you could change the mechanic of their rage so it doesn’t stack, but this would make them significantly worse at everything.
Bomb Tower: I really don’t understand what the hate is, maybe everyone voting plays beatdown decks or something, but not only is the nerf way too big, it’s also uncalled for, this card is used so much because of Evo Barbs and all the Goblin Giant in the meta, Tesla doesn’t have the same tankiness and can’t deal with spams and swarms as well. Once Evo Barbs are nerfed there won’t be as big of a need for this building. If Lava doesn’t get nerfed I can see Tesla taking the #1 building position next meta.
Lava Hound: Even before the Evo Firecracker nerf, this card has been dominating, quite deserving of an hp nerf at least until there are more air targeting evolutions added.
Magic Archer (both nerfs): I don’t think anyone realizes the reason this card has been so provoking is because of a bug that has been in the game giving him longer projectile range than normal, without this bug he is a balanced card and these nerfs are actually massive and will kill the card, maybe a 0.1s first attack delay is acceptable but anything more crazy is unjustified.
Evo Skeletons: It seems Supercell doesn’t know what to do with this evolution, they can’t seem to make it good enough for anyone to choose it, and every change has only shown more and more how useless this evo truly is. I’m glad they are continuing to try and buff it, however, I think the best idea to improve them is making their hits spawn multiple Skeletons instead of just 1. Try making them spawn 2 on each hit on top of this buff, and see where that puts them afterwards. Would be super excited about this feature change.
Balloon: All this change will do is further hurt the decks that don’t use Lava, and not change anything about the ones that do. This card isn’t the problem.
Tornado: It’s about time.
Inferno Dragon: Popular only because of the Phoenix nerfs and Evo Knight popularity, would be better to buff Mega Minion again, this card is fine.
Goblins: You’d have to buff the other Goblin cards in order to actually implement this change without killing them, and revert the abnormal spawn timer that makes it the only unit with a 0.2 delay.
Ice Golem: This buff (if you can even call it that) is like putting a wet paper towel around your drink before you put it in the freezer. There are just better options. Give him 2.5s slow and also some hp to make him worth using.
Ice Spirit: Not a huge fan of 2 spirits having 2.0 tile ranges, while the other 2 have 2.5. Might as well make Fire Spirit 2.5 tiles to keep things consistent, and reduce the freeze duration of this one to 1.1s.
Snowball: The damage nerf part of this is unnecessary, nobody uses this card outside of Balloon cycle and duel game mode. And again I’m not a fan of making similar cards inconsistent either (Zap) or the slow duration inconsistent of other cards (Ice Wiz 2.5s, Ice Golem 1.5s/2.0s). Maybe make all of the slow cards 3.0s since they could all use a buff anyways.
Bomber: Not sure why he was nerfed to begin with but hopefully this puts the little guy back in a good spot.
Giant: An interesting buff that I’m all here for.
Goblin Cage/Brawler: I’m more of an advocate for the Cage’s duration to be increased to 30 seconds instead of 20, but any buff will help this underused card.
Hunter: This card deserves some love, the extra damage would be very nice for him.
Minion Horde: Great change I hope to see implemented.
Cannon Cart: Also another deserving card for some love, big fan of this rework.
Cannon: This building is already never used and it definitely seems this rework is more of a nerf than a buff. If the hp increase was closer to ~13% I could maybe see it but the damage penalty is too high to offset such a low hp tradeoff.
Inferno Tower: This card isn’t used nearly enough outside of duels, and while I like it getting buffed I think the niche of it is too much to offset normal buffs to its stats. It’s only good against higher hp units and that’s a big issue for a 5 elixir commitment. Try buffing the minimum damage or give it quicker targeting speed or both.
Prince: The consistency of charging units is beginning to get weird (Dark Prince 3.5, Ram Rider & Battle Ram 3.0), I think all of them should have the same distance before charging. Maybe give him the back -4% hp nerf that was taken from him when both Princes were given the bridge jump ability instead.
The issues I see with this method of balance changes is that only the 10 most popular votes will be counted. I believe it’s better to allow a list of possible changes, take people’s feedback, and give out an updated/refined list that gives the options of “Yes change” or “No change”, whichever cards are above 50% yes will receive the balance, and those below will either receive a different change if requested by the community or none at all. Otherwise the other 13 changes here will be forgotten and those cards will still be useless, or just not good enough to make them very meta viable, when there are a ton of good or adjustable changes listed.