To deal 30 damage across the board by itself would be at least a 1-Rad card.
Aww we got away with it in CYOTGwars
Indeed we did, but we absolutely shouldn't've. I am certain I have made and will make many balancing errors in this game, but I intend to avoid repeating errors made in the past.
Does card balance take into account previously created cards?
To some extent, yes. Creating a Sticky-board-wipe when you have no Stickys is significantly more powerful, but more importantly it discourages you from making Stickys in the future. I'm more concerned with encouraging experimentation than punishing synergy- if you want to make a Waifu lord, it won't make a significant impact how many Waifus you already have.
In another way, some cards might set a precedent. Like, if one of Tric's Energy Counter cards had been processed, then future Energy Counter-using cards would try to match the approximate value established by the earlier card. This factor works across team lines, also- if you made a Tea generator that generates 1 Tea per turn, then Team One wouldn't be able to make one that generates 10 Tea per turn (without paying a lot more), for example.
NAME*: White Vinegar Personified
COST: 1
COLOUR*: [I'm at a loss of which colour this is]
EFFECT: Remove two stickies from the board
Qua cost, this would be at least 2 Rads. Qua colour, it doesn't really match any colour mechanically or thematically. But there are many ways you could tweak it to do so. Compensate the owners of the destroyed Stickys with some Player Vitality; now it's Pink. Steal the Stickys, but give them Rebellion countdowns; now it's Red (and more expensive). Change this to a Sticky itself that attaches to other Stickys and disables their effects; now it's Black. Change it to a small acid-spitting Critter that destroys Stickys when it hits a player, now it's Green. I can't think of a Yellow or White justification off the top of my head, but I'm sure some creative thinking could make a Sticky-removing card in those colours.