I’ve read several comments throughout this thread so far and I realize I should most definitely include my own input coming from a highly experienced player.
I’ll be addressing each card individually more or less; depending how beneficial/or problematic I see the change being.
Goblin Hut (Rework):
First off I just want to credit (as well as explain) this first ever “spawn interval” change, specifically to a spawner unit at least. Basically what this means, like many group/swarm cards in the game’s past, is that unlike how Tombstone and Barbarian Hut operate currently, where each individual troop follows right behind the previous spawned, each Spear Goblin will take 0.5 seconds after the previous to spawn from the Hut. In terms of interactions, I think this is a major buff vs splash & instant area effect. For instance against a Baby Dragon, normally when the Hut dies and the Spear Gobs all spawn close together they make 1 easy grouped up target to all get killed in 1 shot, however the delay means that the 1st will die and 2 more will periodically spawn to soak up another hit as well as get a shot or two in. I love this change and think it should be implemented for Barb Hut to be more effective against ground splash units like Dark Prince who won’t be able to charge splash all spawned troops immediately and only splash 1/3 or maybe 2/3 total which in the grand scheme of things does matter. As for 3 spawning at a time and the lifetime decrease, I worry that splash units will actually end up getting more value against the building because of this and further end up nerfing a poor building, I’m not sure if 2 per spawn might be a sweet spot or if 3 will actually be a good change, and for that there’s only one way to find out. I would also argue that a 5 elixir spawner and 4 elixir spawner should not have the same amount of hp, if it’s unreasonable to buff the hp of this card then at least nerf Furnace’s hp to make the hp per elixir value make more sense.
Rage (Rework):
I absolutely do not want Rage to become another busted meta card. What ever happened to the intended plan of creating Rage Spirit? Similar to how Heal was reworked into a Spirit, there was even talk about how Clone could possibly be given the same treatment although that is a much trickier mechanic to balance and I don’t want to get off topic. I was genuinely excited for Rage Spirit to become a thing but abandoning that idea and attempting to make Rage one if not the most broken spell in the game would be an understatement to label this decision as disappointing. It would be ridiculous to have basically a hybrid of both Log & Snowball PLUS give the Rage effect for 2 elixir. If anything with these changes it should have more stat increases and be 3 elixir. However if this is truly the direction the balancing team wants to go in then I suggest lowering the damage to the same as Freeze (thus still providing utility but not making it an overpowered replacement for a majority of the other small spells). This would still make the card a very good utility spell that could be used in a variety more different decks without it being absolutely undoubtedly abused. The radius decrease and pushback effects are seemingly perfect and I wouldn’t change those aspects of the balance unless proven problematic. The duration decrease however does seem relatively short and I honestly would see it being more viable with around a 7.5s duration instead especially with the area decrease.
Lumberjack (Affected with Rage rework):
Again if Rage is op so will be Lumberjack and that means a meta of Rage + Lumberjack Mirror which just sounds torturous. However if Rage is actually balanced then Lumberjack will most certainly will weak and unviable, his Rage drop ability is the only thing he is used for and with a “weaker” Rage spell there would be almost no reason to use him over Mini Pekka, so depending on the future of Rage spell he should definitely be given stat buffs to encourage more usage.
Mighty Miner (Buff):
The speed increase is a very interesting idea to say the least… I will openly admit that although I am a huge fan of this card and support a substantial improvement in his ability, I’m not entirely sure what this will actually effect in the big picture. For instance Cannon Cart going from Fast to Medium speed wasn’t necessarily a nerf and in some circumstances it was actually a buff for defensive utility/elixir investment. Placing a Cart in the back used to be a poor investment because it would reach the river too quickly and be an easy 5 elixir target to get rid of unsupported. However it was also much better offensively as similar to Dart Goblin it has a good range and (historically) fast movement speed so it took much more reaction to catch it from connecting to your tower. Therefore I am intrigued how this change will play out with MM, but I am just hoping that it is not an unintended nerf for his great defensive utility, I feel that he should stay as a great defense like Inferno Tower and Inferno Dragon without being too obnoxious of an offensive threat that is at the same time easily distracted/reset.
Minions + Horde (Buff):
Finally! It’s about time another unloved card got some nurture from parent Supercell, and although I strongly dislike Horde I am excited and happy for these underwhelming cards to be more viable especially compared to the other stronger or cheaper air units currently. (Also API mentions a Mega Minion buff too but there isn’t actually one, I would totally advocate for a small Mega Minion buff alongside these changes)
Phoenix (Nerf):
You’re focusing on the hp? Although the card is undeniably the best in the game and literally any nerf is good for the health of the game, I don’t think it’s the right move. Clearly the issue with the card is its absurd damage potential, and I would seriously consider making her either 2 shot Goblins plus removing the death damage OR just straight up increase the hit speed from 0.9s > 1.1s.
Monk (Nerf):
I’m very close to begging for this change to not be applied due to how overwhelmed it is. I will keep this one the shortest due to the large repetition from others, but please I do agree with targeting his ability and not his troop elixir cost, make the ability 2 elixir or reduce his damage reduction and/or ability duration and/or (and this is my personal favorite) implement a client update that makes his damage reduction match the reflection of projectiles that hit him, in other words if his damage reduction is 80% then his target should only take 80% of the damage back and so forth.
Cheers to everyone on this forum helping wish for the best outcome with these changes. Happy Clashing!