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What does Ammunition actually do? The only cards it is used for is this:
So for a card play, you can currently either do 2 + 2, spread out over two turns, requiring a specific (weak) card to survive during that period. Doing 4 damage to a single card without restriction is already 0 star card by itself:
So ammunition for damage is weak. So a new principle: ammunition should be quickplay. Then you can play a card that takes ammunition, and load it in the same turn. Quickplay here then justifies the much weakened effect.
Now how does the other Loading card stack up?
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It currently allows three damage, quickplay, if one specific unit is in play. By increasing it to 4, it's even with the other load card but still offers a different tactical choice: one big attack, or the ability to target two cards over two rounds (possibly better for board control).
And what about the healing card? The cards either allow 3 + 3 healing over two turns, or 5 healing in one turn. So, still pretty balanced but different.
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I dislike cards that break the turn sequencing as they make the game more confusing and slow to play on a forum, so I got rid of that. But to compensate for the power reduction of allowing the opponent to pick what card is discarded, I stopped their card draw for that turn. This could be brutal! Especially if you keep doing it... but it's only worth doing once you've gotten a board advantage. It might be thought a lot for a 0 star card, but it doesn't put creatures onto the field, or do any kind of damage, and some players want to discard cards for graveyard shenanigans.
(If any of these cards prove to be busted in actual play, a future review can always nerf them again.)