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Vanilla deck should have skunk instead of bullfrog. Also sad that its stoat is both weaker than stoat-bro and does not constantly tell me I'm a bad player. Would also be nice if it got "upgraded" on a late challenge level to include all the talking cards. Would be nice to play with stunted wolf without him constantly reminding me where the film is and begging me to use it.
The finicky eggs should only require a card for each of the 5 tribes and should be a bit weaker.
Black goat deck, because that card is amazing with the right sigils. (Like for example the Magpie's fetch ability, you can play a black goat, fetch whatever card you want, then sacrifice the black goat to play it; or endless lives, so you can play any number of high cost creatures from your hand once the black goat is on the board). This lends to a gameplan of filling your deck with creatures that can deal 5+ damage so you tip the scale before Leshy can put anything on the board (and for the final fight you can just scissor up Leshy's moleman).
Ant deck because there are really awesome combos you can do with insects. Like for example if you put bees or ants on an insect totem, you get bees which spawn more bees or ants which spawn more ants. Insects are a tribe that it really pays off to actually focus on, I don't feel like any of the other tribes really have any synergy in such a way.
Blood God? But it doesn't spawn early
If the Survivors end up buffing your ringworms a lot rather than eating them, you can move the Mantis god's sigil to one, another sigil to the other, and then Mycologist them together. On the other hand, if the Survivors DO eat one early, then the other one mostly becomes a dead card in your deck preventing the Mantis God from showing up in your hand turn one 100% of the time until you get rid of it. A balancing measure to both prevent bad luck from completely wrecking the plan, and to ensure the player needs to take at least a few more steps to do something about the other worm if their luck works out.
To be a drawback