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i'm gonna be real, while this mod has been a blast to work on and a great learning experience, i don't have a lot of time or energy to keep managing it, especially card balancing. when it comes to the art overhaul i would also much prefer to commission someone, but that's not rlly an option for me rn either..
i'll keep this new info in mind and decide its fate at some point, but just so we're all on the same page -- i haven't forgotten about it!
Also why is siffrin so ungodly tall hgjghrghhh
1- "I Got It" is just a worse version of "The Sun" in spite of being rarer and costing health to use. I feel like they should swap rarity, and even in that case "I Got it" should be able to deal 8 damage per energy unupgraded for the health cost. "The Sun" should remain unchanged if it increases rarity, as it already has a lot of uses being both a card that scales well with Strength scaling, and can be used to gain more energy when you no longer have any.
2- "The Fool" feels like it should've lost the Dexterity and kept the Strength as now Siffrin's only permanent Strength scaling is "The Change God" or "Snacks Time." Besides, Siffrin already can scale Dexterity well with "Breath In and Out" being reusable defense scaling.
4- "Snacks Time" should give more than one strength for it's cost for the same reason as "Super Powerful" from "The Change God." A rare 2 cost for 1 or 2 Strength doesn't make sense when there's an uncommon 1 cost card that grants 2-3 strength. With it's rarity, it should probably be something like a inflame++. Namely, costing 1 and giving 3 Strength then upgrading to 4 Strength.