Waifu Energy Ball has already been stated that it's not going to survive as is. Multiwafuverse Portal is getting Cost Up.
Dreaming Waifu's 10X Strength is balanced around being easy to kill with 10 Vitality, and that strength only occurring on the foe's turn, not yours. She's a White colour, so she gets an effect based around colors. (Even as just a 10/10 quickplay rad gen she'd still be good.)
I just care that Energy Ball costing 1-Rad not 2, the modularity is to give flexibility when the opposing team doesn’t use sticky’s or wants to plays them so you can just use its alternative effect instead. Maybe if you control a Waifu, both player’s gain 10 vitality, a minor useless effect.
Multiwaifuverse is a win condition, I consider it the equivalent of a sticky that said “At the end of turn, summon a 10/10 token”, it’s effectively a perma-value resource generator that they have to deal with it. So you play 3-Rads for a must-kill sticky or lose the game, and all these tokens have synergy with our cards, I make cards with inherent synergy and combos you can do. Mechangelical Transformstion just requires too many resources, you need a sacrificial pawn Waifu (So Nearly-Immortal Waifu) need the equivalent Rads in your bank to search your deck (searching your deck and playing a card is really really strong because it’s stronger then just drawing a card, you draw a
specific. However we only have four Mech cards we can put into our deck.
My win condition is simple. Turn 1->Play NIW, Turn 2->Play either Gothic or ASCW, this allows you to gain stats or gain rads when you charge in NIW, each consecutive token death will make ASCW generate Rads and Gothic Waifu gaining stats, all of these are threats that must be removed. Then you have enough Rads to play Multiwaifuverse Portal or one of the Mechs, and now they must deal with a scary threat.