@ghelas:
I think you have misunderstood my post...I'm not talking about +2 pills being overpowered. It simply promotes 50-50s by needlessly increasing the importance of winning each round. Comparing +2 pills with
Vortex or attack manip clans is quite frankly illogical, since those clans have a fallback when they lose and a +2 pill bonus is win-or-bust. Let me break it down for you:
Win with attack manip: Gain life gap, lose pills
Lose with attack manip: Gain pill gap (since opponent has to spend pills against attack manip), lose life
Win with +2 pill bonus: Gain life gap, gain pill gap
Lose with +2 pill bonus: Lose life, lose pills
Guess which bonus promotes 50-50s? It's not "math", it's logic
Of course, a +2 bonus would be great for bluffing, in which case you could potentially lose life but gain pills, or, as you repeatedly stated in your post using pills as some sort of placeholder for attack manip, overpill and gain life but lose pills. But both bluffing and overpilling are very 50-50ish moves, since there's no way you'd know if your opponent calls your bluff (in which case you would lose a lot of life *without* gaining pills) or not falling for your trap (in which case you lose a lot of pills while gaining minimal life gap).
I reiterate, there's no such thing as an "overpowered" bonus, only overpowered cards. A +4 power bonus would not be overpowered if every card in that clan has a base power of 4. However, certain abilities/bonuses promote 50-50ing.