This is definitely a very comprehensive balance change (very Evo focused)
Here are my comments;
Dagger Dutchess: Merited nerf, however I would prefer a damage nerf so it could be more on par with princess. A health nerf doesn’t solve the issue of how fast it can reload or the fact that it can literally solo a miner.
Cannoneer: Overkill. It’s been overshadowed by DD and I rarely see it anymore. If anything it needs a buff.
Evo REWORKS:
Rg: This card in its regular form is getting a buff but its HP in its evolved state is being nerfed. Overall it’s losing 200HP when evolved, which is pretty unfair since it hasn’t been meta in months.
Knight: Interesting. I can tell SC has bern wanting this card to revolve solely around its ability. Hopefully this will help tone down its offensive capabilities.
Archers: My fav evos. Definitely an interesting rework
I’m excited to see its applications. (Will probably be best in fast paced decks cause it now dies to arrows)
FC: Mixed feelings. Paired with the archers will make arrows far too prominent making both reworks useless. Maybe wait to implement this?
Royal Recruits: these aren’t as oppressive anymore and they’re still losing HP. Pls leave them alone.
EVO NERFS;
Mortar: Why? Balanced, fun to play; and is only annoying to play against when the opponent spams it (like every other card)
Bats; too much. Remember when they were first released?
Skeletons: I’m not sure how I feel about this. I like the skellies. Guess we’ll see how it works.
Bomber: Did anyone else hear “hallelujah” when they read the nerf?
Other nerfs:
Drill. Fair enough. Pairs way too well with bomber and it’s almost impossible to stop the first goblin.
Elixir collector: this is a rework. But feels more like a nerf. It makes it much easier to get positive trades off of it and it’s harder for the opponent to apply pressure.
Other evos: these nerfs are fair. Except maybe Valk it’s pretty underpowered.