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Delay by one turn at 3K
OR
Instant at 6K
Or heck, decrease the bonus by 1 or increase its K cost by one for each unit in the support line.
Those two cards are franchise players of KARDS. They have existed since Beta version years ago. Tons of people want them nerf and devs choose to ignore. So I don’t think devs have any intention to fix them.
Here, the problem is not too OP of them, but devs send a lot cards that can weaken them to RESERVE. In a word, lack of balance is what makes those two cards OP, not to mention there are several new cards make the situation worse.
How many games end at turn 6 or 7 by Blitzkrieg? How many games end at turn 11 or 12 by Commonwealth? Sometimes I feel like playing against a robot, especially facing ♥♥♥-G aggros.
Hence you got total about 3-4*4-5 damage/single turn with it, which total about +12 damage on average. The rest of the damage is already hit at the 2nd turn and will hit at the next turn. Easy win with Japan (infantry)-German (tank).
On other hand, there's low count for mass removal cards. The way to solve it is to CHANGE "Friendly units in the frontline" to become "Friendly tanks in the frontline" so it won't work with Japan low cost infantry units. Otherwise, raise it cost to 4 and remove "operate for one less" so it can't be used on turn 3.