....for the fun? Did you forget there was more to this game than just randomly gaining money?
No, I didn't. The point remains that (winning percentage)x(average reward) - (losing percentage)x(electrum lost) = average gain per match. Even if you make the new, buffed FGs so hard you can only win 1 out of a hundred times, if the rewards are big enough then the gain will still be positive and they will be farmable. If the average gain turns out to be negative, then it is simply a case of the rewards being too small and people will complain to have it changed. Thus, a PvE level cannot reasonably be "unfarmable."
Anyway, you didn't address my first point - this would require a ridiculous amount of grinding from new players to be able to even stand a chance against an improved AI6, leading many to quit out of frustration. If you want a challenge, you can always play PvP. An intelligent, creative human opponent will always be more challenging and interesting than playing against a computer.
Then you miss
my point. The reason such a gap exists is because high end PVP, like AI5 and 6, is out of balance. The Ai5 isn't hard enough, and the AI6 isn't consistent enough. You can't remove double draw from the AI6 because some gods need it to win, while others don't but they need double health. It is impossible to adjust the difficultly levels of AI5 and 6 as a whole until they are all the same difficulty.
Saying a player would need a ridiculous amount of grinding is almost a moot point. That's what's going on already, and I'm trying to fix that by supplying new AI5 as a stepping stone between the two. I find it hilarious that you post this argument in this thread instead of either the one intended for this argument or the one intended for the AI5. The reason the grind gap exists is because no half-way is there, and to make the AI5 worth farming, we need to up their reward, and subsequently, their difficulty. And, if we do that, then we need to in turn buff the AI6. And if this turns out to be a bad thing, we can nerf the entire difficulty level at once, without bothering to worry about redesigning each false god.
This all goes back to the pyramid of balance. On the bottom you have cards, then decks, then AI level, then fun. Once the cards are all balanced we can start balancing decks. Once the decks are all balanced we can start balancing the Ai level. So while we're debating all the card rebalancing in the buff/nerf section, here is the place to debate the decks, so once balanced, we can rebalance the Ai level accordingly. Whether that means a buff or a nerf, the decks need to be equally difficult or no progress can be made.