Cards found in tutorials:
Cannon Turret: It’s a fair enough card, walls that hit back are good, and this one is priced fairly.
Grenade: This is the kind of card we should have more of in the tutorials, I think. Damage cards that don’t cost us our units. This allows for more strategizing. I’m not convinced this should cost a credit, but that’s tweaking.
Grenadier Unit: Very good card, and doesn’t cost credits. He’s like two cards rolled into one. He might be too good, but he does cost 3 resources.
Flamethrower Turret: Wayy overpriced, but I guess this one also deals 1 or 2 damage to an organic every turn? It’s still too expensive for a wall with 5 life.
Sharpshooter: This guy doesn’t know what to be. An attack unit with 3 attack, or a sniper unit who does 1 damage every turn? Except he only works on organics. That’s not good enough to keep him invisible with all the matrick we face in the tutorials. This is also one of the reasons why Diana just isn’t as good as Alex, Veteran is more durable and reliable from the get go. In my opinion, Sharpshooter should be able to hit matrick and robots as well (armor piercing ammo). At least I see now that Diana is supposed to have him in her starting cards, so we can upgrade him through side missions.
Alien Scavenger: I think it’s probably an ok unit. Maybe it costs a bit much for a unit that will probably die fast. Are credits a random resource? It looks like they are. I’m not sure they should be.
Robo-Ant: He’s expensive (any unit costing 2 of the same resource is), but he’s also strong. Fair enough.
Assault Infantry: This is how a Charge unit should look. Expensive, frail, high attack. Compare this to Assault Biker, and you’ll see that card was just too strong.
Hold Position: Getting to draw a card to replace it at once is pretty damn good.
Assault: This is even better than Hold Position, and instantly replaced again means it’s silly good.
Missile Turret: I see now. This is a good card. I don’t know about it being a wall. On the one hand, it means it can’t attack, which is good. On the other it means the enemy will target and kill it, which makes it less useful than it could be. I kind of wish this was not a wall, but couldn’t attack.
Alpha Team: These guys are clearly too cheap. Compare these to Matrick Mercenary, they have the same stats, charge and a positive ability, but cost the same number of resources.
Marksman Team: I like the idea. Of course they’re useless in tutorial mission 5 because they’re one of the last cards you draw, where they should be one of the first or maybe in the middle. Like you say though, put a limit on their ATK, or they'll just sit around and OHKO the opponent when they're ready.
Barrage: Uh, no. Compare this to Grenade. This is MUCH too strong, dealing 2 damage to everything. I think reduce the damage to 1 and either increase the cost, or lower the cost of Grenade. I see in your design doc that it's supposed to deal 1 damage, so you made a snafu, it's doing 2 damage.
Snipe: This seems more reasonable, also compared to Grenade.
When I look at your design doc, I think you should exchange some of their cards between them. Putting almost everything that's about durability and AoE on Alex, and almost everything that's about high damage and single target destruction on Diana creates a strong imbalance between the two. I can't tell which is more powerful, Alex staying alive forever, or Diana killing the opponent in 2 turns.
(Isn't Kamikaze just a little bit too strong? How about destroy friendly unit to destroy an opponent unit?)
