User blog comment:Redfork2000/IaLR: Card Wars Database/@comment-24953048-20181216150039/@comment-26888167-20181216152439

Ok, let's see what we've got here.

Leaders:

Neptune: Her Super Power is pretty creative. I also think its balanced enough. However, I do think we might have to fix the Passive Power. Since traits are a bit rare, being able to remove one trait per turn could easily leave your opponent's cards without any traits at all. I'd recommend that instead of removing a trait permanently, instead you could disable a trait for a turn. That way the passive power is still helpful, but the disadvantage it gives the opponent isn't too large. For example if you're against Blue Ocean, and he has a card with very high armor, you can use this to disable that card's armor for one turn, allowing you to do much more damage on that card, and possibly even eliminate it. It could also be used to prevent the effect from dangerous attack traits such as Freeze or Splash Damage.

Cirno: Immune to the freeze trait? Yes, that's good. I don't understand the Super Power, though. If no cards at all can attack for two turns, then wouldn't that be skipping two turns for each player? Instead, how about if this Super Power freezes all the opponent's cards for one turn? It gives you a strong advantage for that turn.

Hat Kid: So, the Passive Power mitigates the Splash Damage trait? Interesting. I'm guessing you choose which card will absorb Splash Damage each turn, so each turn, if splash damage were to happen, the card that would be affected is the card you chose in your last turn, right?

Cards:

CPU Purple: 6 is too much cost for this card. The current stats you've given this card would merit a cost of 4, in my opinion. If you still want to keep the card's cost of 6, you can choose to buff your card's stats to 9 attack, 9 health.

Cirno: This card merits a cost of 3, in my opinion. I recommend buffing its health. Most cards have more than 3 attack, which means that with only 3 health, this card could easily be destroyed before it can even attack. I'd recommend buffing this card's health to at least 6, which would make it's cost rise to 5.

Hat Kid: I strongly recommend to buff this card's attack to at least 3. Other than that, it's great.