Very creative, and original
First Impressions: (I will examine this further)
Blood Ogre: Very nice, I think this balanced and doesn't need any changes.
Ravid: slightly confused here, but I think I need to look at the mechanic a bit closely.
I charge up (it's delayed 1 turn + immaterial)? then after the turn is over, the delay is gone, and it's now permanent?
Wind Pool: The main staple of the entire series,
If I've got a blood ogre, and it's charged up, not delayed ready to go... my opponent PU's it. I plan to use Wind Pool to discharge the ogre does wind pool effect my side only? or both sides?
Mermaid Witch: I don't like this one, a bit underpowered for my tastes. It's healing itself per charges, but 2 HP doesn't lend it to must resiliency against a lot of CC that's out there. Or is it healing the player directly? Even with that, the charges should be less.
Enforcer: Names a bit odd for what it does, but I think this is just a counter to anyone going for charges, it would make the
element the prime counter strategy, no recommended changes here.
Futuretech: Not a card I like at all. The name doesn't relate to the fantasy style genre. The game is drawing randomly already, paired with most
decks
isn't a highly used combo unless Anubis is there. Maybe I need to look at this more or understand the mechanic a bit more, but I'd take this out of the series.