As soon as CF testing begun, I had noticed that Medium's Garb has become very strong. Fast-forward to April, and there has been no announcements for changing it again. It took a while but now I'm ready to compose some rants. It was argued that the Garb is fine because it is "slow"; for example, it's a dead card if the enemy warriors Sprint, Team! in and kill your wizard(s) on the round you draw it. This is essentially the same argument against Accelerated Thought. I'm not going to deny that Garb has this weakness - I just don't think it's enough to keep it in check. The secondary weakness of Medium's Garb is that it takes a space at the end of round. This can be significant if that wizard need to save control spells or blocks to prepare against an attack, but I argue it can be mitigated. First, with multiple wizards, one can often afford to lose a hand size or two and still has enough room for everything. Second, Dastardly Curse and Unholy Curse are HUGE threats when they're paired with multi-hit attacks. Once someone is Cursed they are easily picked off, and if they retreat they are effectively out of game for two rounds. Curses function as Attacks for the purpose of positioning. While Attacks are not control spells or blocks, these are interchangeable as long as you are ahead in health. Telekinesis was removed from the Spirit Card pool, but I think the change only served to thin it further. Medium's Garb is also better than Accel. Thought in several ways. First, Accel. Thought damages your character. Medium's Garb on the other hand, prevents it. Assuming Garb armor triggers once per game on average, the difference is equal to that of a human and a dwarf at 4 points. Second, you need to play Accel. Thought for it to begin drawing cards. Medium's Garb is not revealed until it gives you a card, so the opponent probably won't know you drew it on the round you drew it. Finally, since Medium's Garb is not an attachment, it does not preclude the user from running cycling traits or receiving other priest attachments when they would otherwise replace your card draw. A parallel can be drawn between "2 cards at the end of round" and "3 attachments at any given time", but the former cannot be exploited by the opponent and even when you have to discard something, you get to choose which one. Your other cards are probably weaker than Medium's Garb. Armor removal does not change any of this. Armor removal and purging is both card parity, and Boiling Armor is much more costly to include in a deck compared to Purge. There is no such thing as Boiling Burst. Sundering Strike does not even work most of the time! In the new form, Medium's Garb gives significant card advantage at very little risk, and basically auto-win against any other low-damage build that doesn't themselves run more Garbs. I think this is pretty dumb in an otherwise strategic game where card advantage is not cheap to get. As I suggested before, removing the Keep is possible and would retain its potential while making it easier to remove. Additionally, I think 2/9 chance of drawing a strong Curse is just too much - it's 2/7 with Ethereal Form. I'm going to repeat that Form card pools should be larger. Is it a hard requirement that the three Form card pools have the same size, with only one copy of each card? I think we could duplicate mediocre cards like Repulsive Cone and Enervating Touch without much problems. We could also re-add some of the removed cards. We could even add "new" cards like Strong Hack, Mind Worm and maybe Healing Dash. My solutions need not be the best one. You could think of others if that is preferred, but anyways some changes are desired.