Talking about clans which "need" things:
Montana has just 2 SOB cards that are both Cr, so
3/6 Ability: Stop Opp Bonus
3 power sucks but 6 damage is awesome on a 2*. SOB protects that vital bonus against Nightmare/Piranas.
Frozn have no SOB yet, and they all have low base damage. This solves both issues, and replaces perma-banned Kalindra.
5/8 Ability: Stop Opp Bonus
Reverse Kolos with Revenge activated. Poor otherwise.
La Junta have, to my memory, no decent attack manip. with below 4*. How about:
Victor (Victoria's brother)
La Junta 3*
3/7 Ability: Support:-5 Opp. Attack, Min 10.
Massive 7 base damage (9 with bonus, 11 with bonus and fury) marks a return to days of old when power wasn't much more important than damage. It's so high it could (if played right) win an elo battle (with enough d/r support) in 1 round.
Also, -20 Attack to help win rounds. That Min of 10 means that you must use a few Pillz to take advantage though.
An idea I've toyed with for ages is that of a Skeelz card with no ability that makes up for it through OP base stats. Like:
8/3 No Ability
Nice wall- better damage than Sasha.
What about a SANE 3* version of Spyke? I hated facing him, so I'm trying to make this fair but worthwhile.
8/3 Ability: -3 Opp Power, Min 5
What's the harm? It only has 3 damage, 5 life gap potential with bonus. It suffers against power reduction/attack manip. combos like Spudd/Nellie.
Ability: Copy Bonus opp.
Stats: Lv.1: 2/2, Lv.2: 5/2, Lv.3: 7/4
When Johnny kills he gains the victims remaining life force, and after killing so many people he was declared a immortal. Too old and too violent to be a teacher at the Skeelz Academy. He decided to be a Nightmare instead.
Confidence: Support: -1 Opp Life, Min 3
Sent to Earth by the Almighty Shortest in their bid to conquer the universe, Invader Gr was mistaken for a prophet by Oryon and brought into Sakrohm. With his new found minions, Invader Gr will surely take over this puny mudball... if he were in any way competent.
Defeat: +3 Life
Recently unearthed for the Clint City Cemetary, Prince Sr has been tasked with wreaking terror upon the Montana. Ielena is a bit worried that he's showing signs of resistance and is monitoring his behavior closely.
Copy: Bonus Opp
There's not much positive to say about Maroo Qr as a soldier. He's afraid of heights and hates guns. But he pities the fool who doubts his magic mirror, which lets him turn his opponents' skills against them.
Confidence: -2 Opp Power and Damage, Min 1
Although skilled with a sword, LeFlay always had problems sticking out among the Piranas. There wasn't anything he had that any of his shipmates couldn't do just as well. Fearing that Captain Bloodh might find him disposable (and seeing the praise given to Lizbeth), LeFlay made a daring excursion to Mount Glatz and stole a few of the Frozn's weapons. He's still not the greatest pirate, but at least he feels better about himself.
Confidence: +1 Life Per Damage
Reason: A really interesting late game card, a 4th turn Lil' Lindra becomes either a 9/8 or a 7/6 LPD, depending on what happened in round 3. Nowhere near as OP as Kal, but able to play a somewhat similar role!
Despite her youth, the teenage girl who follows Kalindra everywhere and emulates her every move has already started to get a reputation. Her loud proclamations the she will be the next Leader of the clan are driving everyone nuts... But no one can deny that through watching Kalindra fight, she has developed a powerful derivative style all of her own. Only a foolish opponent would underestimate the self-proclaimed future chief of the Frozn!
If Carmen learned anything it was to not marry for money. Back when she was a man named Carmine, he seduced Filomena into marrying him to have the money and connections to create Borgia's. Other other thing he learned was if you want out of a marriage and come up with a crazy excuse of being a woman trapped in a man's body, don't have an uncle-in-law like Veccio to make sure you're telling the truth (by paying for your operation). Now called Carmen, at least she still has her money.
Lv 4 Stats: 7/4 (Heal 1, max 10)
Look: A classy-looking Italian woman in her 60's with a black cocktail dress who smokes from one of those long, black cigarette holders.
Halve Opp Power
CJ has 4 power with his bonus. His ability cuts his opponent's power in half (rounded up). Opp +Power abilities are applied first. Protection: Power prevents halving.
Halve Opp Damage
Remember that Life Drain completely bypasses this.
3* La Junta
8/6 that loses half of it's power to SoA.
4* Fang Pi Clang
Remuu's bonus is applied before her ability giving her 8/6. Either SoA or SoB can drop her down to 8/4. Fury is also applied before the ability, so she can be 8/10. DRs are applied after her ability.
2* Ulu Watu
This can match Nanook, but is weak to SoA. That's pretty much the "theme" of this ability type.
Halve Opp Power
Just to be clear: The order of operations is protection, P/D equal opp P/D, plus P/D (including Leader and Fury), Double/Halve, and then minus P/D. Double and Halve (of the same stat) negate each other.
Halve Opp Attack Mod
Attack Mod means Opp's plus or minus Attack ability/bonus. It doesn't affect their pillXpower attack amount.
Double Attack Mod
Double AM would not be any more useful then having an Attack ability. It would only be useful to Attack clans, but makes it's card weaker to SoB. Without any SoA or SoB, it's an insane wall.
Imho Carmen should be a 3* or get a better ability modifier (perhaps 3-7 similar to Lakit albeit a wee bit weaker?)
@TDB, although i love your thinking, imho using percentages rather than direct numbers might be more trouble than it's worth. It would have to account for the possibility of uneven numbers, leaders, etc and thus make things more complicated by adding a whole new level of calculation compared to -X or +X which can be calculated directly and does not require more parentheses to ensure things are calculated as you phased them to be.
Furthermore, -+X power or damage makes the card easier to balance since it would be easier to calculate its impact.
Confidence: -3 opp. pillz min. 2
You're right about the difficulting in programing and player calculations (which is enough to neuter the idea), but I disagree about being difficult to balance. Any card with the double/half ability would just need low base stats (no higher than 4) to be fair.
Davy (Brought aboard to stop Piranas)
3* La Junta
Bonusless: +8 attack
Opp Power = Power
Your opponent drops to 3 (unless protected). If they have +Power, that is added after OP=P.
Opp Power = Power
Your opponent is given 8 power. Protection will not stop it from rising. Abilities applied after.
It's a 10/8 that can backfire spectacularly.
Opp Damage = Damage
Combined with her bonus, Rat M forces her opponent's damage to 4 (with the usual exceptions).
Backlash: +1 Opp Life per Damage
This cards impressive damage is almost meaningless. Unless your getting a KO, only her bonus will make any impact.