Those are called delusional warriors, they're doing a pretty poor job at mimicking the role thus far (though if Visage gets approved, they'll definitely be one step closer to their goals). I don't follow the question. :X The higher the stat, the better ranked the item is. In retrospect, I suppose going off a scale where 1 is best might have been more intuitive, due to expectations related to competitive ranking formats. Clear Mind is the best example of a card that is balanced well to its cost- which is actually one of the strikes against it, given how little its effects stand out and its mid-range potency. It's not a card that's going to give you a cost-benefit edge, or typically single-handedly sway the direction of an engagement. Its versatility is good, however, so it makes a good card for a balance-minded deck, where such utility is quite desirable. In other words, don't expect it to sway battles- but do expect it to help you prevent battles from being swayed by your opponent. Ready to Strike has low versatility, and its potency is the same as a bronze attack per 66% trigger, meaning it'll need to trigger twice (potentially locking up a card retention slot all the while) to pay itself off. Given the unlikelyness that an opponent will intentionally move next to you again after determining you have the card, and you're looking at a lower-than-cost value single attack. Nevertheless, if you build or position around it, it will pay itself off. The good balance between weaknesses and positives means it's a pretty well balanced card- it's both not likely to have a decisive impact on a match, but also able to pay itself off equal to the investment you put into it. In other words, it's a touch underwhelming on its own, and it's lacking in versatility- but if you build or play around the card, you can push it to above-average. So, in sum, it makes for a great niche card. Disengage has poor balance, as it has quite a clear edge over most similarly valued [and even higher cost] movement cards. Having good appeal on a card is fine, but when it pushes out existing cards and encourages making a map-shifting mechanic easy to access and common to slot.. that's unfortunate both for game meta and for overall helmet deck-building considerations. Put another way, I think the mechanic itself is a bit problematic in its effects on gameplay considerations to begin with, and that it's certainly undervalued at silver. Perhaps I'm just undervaluing the penalties of slide back- but to my mind, even with slide back as the movement effect, it's still a clear one-quality-tier upgrade of cards like Retreat. Visage is too versatile and reliably potent, feeling as though it's two silver effects stacked on top of each other (while neither has the Keep trait, the fact that both are above-average potency for a silver warrior card means the added versatility gives it a distinct edge). On top of that, one could argue that it negatively affects class balance with its added shift of (relatively) cheap non-melee control mechanics over to warriors, as well. :X Scout's Vigil is on the one hand undervalued: While both effects together offer an interesting contrast of options, they don't synergize or have inherent versatile utility- and, in contrast to Visage, neither one individually makes for a good silver card. On the other hand, it also manages to be overpowered, in that it would make Quick Reactions all the more undesirable to slot. It doesn't make for a particularly compelling card to slot for its price, and it only further weakens the overall helmet slot appeal [by reducing the appeal of QR items] rather than enhancing it. In short, my main issue here is how the card doesn't seem as synergistically put together as the other cards, and doesn't balance to the game well. If QR was to be boosted alongside SV's release, that'd resolve that aspect of the card, but it wouldn't address the awkward combination of low-potency effects. Spoiler Keep in mind that you're losing a card to SV to begin with, so what you're really getting is the silver melee block effect. Add in that the melee block doesn't affect you [which in a way is good, as it can't trigger the melee discard over the card draw] and the block is actually only bronze quality- and that's assuming you think the -2 range and +1 die roll [compared to Cause Fumble] actually evens the card out to silver in the first place. I find it already lacking in potency even before the ally-only restriction is tacked on. And, of course, if your allies are already dead when you draw the card, all you end up with is a low-quality, dubious card draw effect that will take on average three tries just to pay itself off. Locking up a card retention slot in favor of such weak benefits, or going out of your way to position in favor of the effects, simply isn't worth the hassle. Both effects require putting yourself in harm's way, and have very low versatility. Slapping together two lower-than-silver effects that don't synergize and have low versatility in order to make a silver card- well, in summary, this card simply isn't very appealing to slot. Trailblazer is similar to Visage in its high versatility, but its effects are more passive and less inherently game-direction-influencing. Put another way, they're not inherently offensive or defense-negating, and rely more on countering the enemy or playing off the enemy's positioning. It's far more tactical and even-minded than Visage.