Jon has said that changing the effects of cards is the easiest way to balance since changing cards on items or ratings can lead to (automatic) changes in power tokens and create unintended consequences. The purpose of this list is to improve silver+ cards that get never used in high level mp and reduce the power of the cards that get used no matter which item they are on and therefore dominate play. Once all silver+ cards get used at least some of the time then one should take a look at unused items and buff them by switching out bad black-bronze cards for better versions. So here is my list with the silver+ cards that could use some changes: Problematic cards: Inspiring Presence Suggestion: Increase the range of inspiring presence from 3 to 6. This may sound like a buff, but makes it much easier for the opponent to benefit from the presence as well. This should induce the inspiring presence player to attempt to zone out the other player and keep his cleric in the back to get the whole benefit. Demonic Feedback Suggestion: A bit extreme but fitting: Add a discard your hand effect to it. (Maybe get rid of the damage) This keeps the card powerful, but makes it very hard to use well and you cannot just sit back and draw cards with your whole team. Would make it fitting for paper quality while still keeping it interesting and reduces incentives for turtling gameplay. Nimble Strike Suggestion: Reduce damage by 1. Boring, but brings it closer in line with vicious thrust (you trade two damage for two steps, which is still a good deal.). It is still an extremely good card, as it essentially is unblockable in all but the rarest situations and can always be used as a dash. Resistant Hide Suggestion: Increase the die roll threshold to 4 or 5. Immunity to most elements is already very powerful, resistant hide should not double as a regular armor as well, giving players a choice between good armor or immunity to most wizard damage. Mass Frenzy Suggestion: Unclear if the card presents a balance problem, or is just a very good reason to run a priest apart from carddraw. Reducing the damage bonus from 3 to 2 sounds sensible or reducing the duration to 1, given that the buff is so much better than other melee buffs. Underpowered cards: Violent Spin Suggestion: Increase the slide to 4. This makes it possible to use it as a clumsy team run if your team is huddled together and gets non-elves out of standard movement range as well as getting enough distance from most step attacks. As a gold card it should have a powerful effect. Barge Suggestion: Add a: If the movement after slide ends next to blocking terrain: add 5 damage (basically the anvil strike modifier). Gives barging enemies into walls a lot of punch and keeps the funny use of barging your teammates out of lava. Penetrating Stab Suggestion: Increase damage by 1 from 6 to 7. Brings it closer to the progression to impaling stab and is an easy fix. Might not be enough though. Strong Stab Suggestion: Same as penetrating, increase damage by 1 Bash Suggestion: Increase bonus from 2 to 3 to give bash combo decks more power.