Fixing the most broken Evos + bonus suggestions
These are just ideas I've thought of, don't flame me too hard in the comments... but:
Evolved Electro Dragon
Base number of targets: 3 --> 4
Infinite chain damage: increased --> 1/2 base damage
Infinite chain deals –20% damage per subsequent hit
The problem with pre nerf Evo electro dragon imo was the huge discrepancy between its ability to shred swarms in addition to big pushes while the base form had very little splash capability. Since the Evo form's infinite chain now doesn't even deal enough damage to kill skeletons, it has essentially become useless against swarms while merely being decent against beatdown pushes. I think to balance out the card in general while making it less reliant on the Evo to be usable, edrag should be able to hit one additional target normally, while also having a stronger Evo ability that deals less damage per additional hit to prevent it from taking out more than several skeletons/bats per attack. Ideally, edrag would more effectively be viable as an alternative for splash cards like the baby drag or skeleton dragons.
Evolved Lumberjack
Ghost duration: 5.5 sec --> 4.5 sec
The Evo lumberjack is popular largely because of the meta and due to Evo ghost being nerfed, but it's definitely up there as a frustrating Evo given that he gets enormous value if he dies close to enemy troops and very little value if he dies far away from them. This change would decrease the payoff for getting him in a good position while still making him a threat especially against crown towers.
Evolved Bomber
Bomb can now damage the same target more than once
2nd hit on the same target: decreased --> 50% of base damage
3rd hit on the same target: decreased --> 25% of base damage
The Evo bomber was definitely broken back when it could hit the same target twice to deal double damage, but ever since its nerf it no longer provides enough value even if you're able to get a good lineup on the tower compared to other Evos/heroes (with its spot in Giant decks being phased out now that there's only three total slots). This change should hopefully average out to a more balanced 150% of base damage when the bomber gets a good connection.
Evolved Inferno Dragon
Holds onto charge for 9 sec --> 6 sec
The unquestioningly most overpowered hero right now, the Evo inferno dragon just gets insane value when he's able to take out a push and then hold onto his charge while counter attacking, often turning the entire game around. Decreasing the duration somewhat will make him less of an omnipresent threat while still shredding things nearby to his original target when they don't have a reset.
Evolved Ice Spirit
Damage per hit --> +50%
Evo ice spirit was definitely OP when it dealt the damage of three normal ice spirits, but has been lacking ever since the damage was nerfed to just two. Giving it a middle value of 2.5x should make it more balanced overall.
Skeleton Dragons
Splash radius: decreased 1.5 --> 1.2 tiles
Damage: increased --> able to two-shot Firecracker (like before the last nerf)
Though I liked the basic concept between the skeleton dragon splash radius buff, I think going so far as basically doubling its splash radius while nerfing its damage has negatively impacted the card's fundamental role. Before the buff, decks like lava lightning that traditionally ran skelly drags used them for a dual role of splash + dps, but ever since the changes the skelly drags feel increasingly lacking in the latter department. This reminds me of the failed rework back in 2019 that temporarily decreased the witch's splash radius to almost nothing/later turned her into a single target troop, which completely changed the nature of the card to the detriment of longtime users of the witch who relied on her role as a splash dealer, though of course to a lesser degree. I think with this change, the skelly drags would be better differentiated from competitors like the baby drag (keeping with the balance philosophy when they buffed all other splash damage cards to a 1.5 tile radius excluding the skeleton drags).
Goblin Machine
Rocket projectile speed: 250 --> 350 (same as rocket spell)
Rocket minimum range: 2.5 --> 2 tiles
Goblin machine's rocket was certainly overtuned stats wise before its nerf, however, these days the rocket feels like it rarely gets much value at all. This change should make the rocket more reliable while maintaining the damage at a reasonable level.
Let me know if you guys have any suggestions/critiques, I didn't cover every card obviously but just the potential changes that I haven't heard mentioned or discussed much before. As always, peace out :3