Fixing Jesmai. Huh, intriguing challenge. Okay, what about…
“Feed an Anima Magic. It gains a +1 temporary Charge.”
Make it last until the end of the turn or the start of the next, make it disappear when that card is defeated or the next time magic is gained, whatever you want temporary to mean the point is that it’s a power boost rather than a buff that lacks counterplay. Make it a +2 charge. Whatever, let the people who actually get paid to better this game figure the exact details out. Done correctly, though, this would ensure that Jesmai could still capitalize on building up her resources without being able to snowball quite as effectively. Jesmai gets to have strong turns and wicked swings but doesn’t get to build up super minions. And opponents have a chance, if they can weather the storms that flare up now and again, because we’ve eliminated the potential for exponential growth and replaced it with the capacity for a sudden surge.
Jesmai is interesting because she flips Endazu around. Normally, you want to hold as much as you can. But Jesmai doesn’t need to clog up her hand with Anima in order to power them up, they can be quickly played and supported with permanents and effects to support them. It’s a nice twist that compares with what heroes like Mog do for their factions. With Jesmai, it’s not that you don’t need to hold at all, it’s that the way you do changes in ways that ripple through how you construct your deck. More of that, please, but most of the suggestions here would destroy that unique flavor in the name of tamping down an abusive synergy that could be fixed more eloquently. Instead of gutting Jesmai or making her bland, let’s work on making the way she wrinkles the game better.
Fixing Barge. And, really, fixing Stone and Golem, too. These Anima need to be standardized to have an active effect and an on discard effect that would bring them into line. Golem needs to be toned down, the others need to be amped way up and a more focused design. I’d do something like this…
Golem. Stats fine where they are, maybe push starting cost up to 8. Charges are permanent. At the start of your turn, Golem heals for the number of charges it has. When it is defeated, it returns to your hand. Now it’s a formidable roadblock that’s going to regenerate if it can’t be spiked down but killing it off can be part of a meaningful strategy.
Barge. 3 health, 5 max charge, starting cost… I’d really like it to be a beefy 10 drop but I can’t see going higher than 8. Attack x2. When this unit is damaged, all your units retaliate. When it is defeated, it summons a number of skels equal to its charges. Make that retaliate proc after the summons hit the deck and charging it up becomes really scary while letting it sit in the middle of a large group of enemies becomes suicidal. You want to be really nasty, let’s change it from Gilded Warriors to Gem Encrusted Ghouls, 2 attack, 1 health, they attack when they’re summoned and heal the hero for 1 if they do any damage, destroyed when killed. Now it’s an intimidating floating Paper Vipers that either slowly pounds away at the enemy or brings in the cavalry if they do anything about it.
Stone. 5 health, 3 max charge, 5 starting cost. Charges are not permanent. Intercepts. Generates 1 Magic per charge at the start of your turn. When this unit is attacked, summon a flower. When it is defeated, all living flowers spawn a Magic. This way, even if your opponent nukes everything then you at least get some consolation in the form of resources to work with. Put out a stone, stack up flowers, and hope your opponent pops something like a malediction, have a party.
Really, Golem is stupidly powerful while Barge and Stone are weak. Golem needs interesting counterplay rather than to be a brick wall put down mindlessly. While Barge and Stone need a rework. Their problem is that they don’t do anything that Golem and Happy Fun Ball can’t do better, so it’s pointless to put them into your deck. But it’s decidedly underwhelming. Barge wants to be the Endazu Battleship, the great, expensive intimidator, the big Timmy card that if it sees play is going to swing the game your way. So make it a poison pill that the opponent has to deal with but is going to hurt them, whatever they decide to do about it. That, at least, might lead to interesting gameplay. While Stone pales in comparison to Golem because its defense isn’t as reliable and anyone that can bash through it is also going to be able to nuke from orbit and sweep up the flowers it sprinkles behind in the ensuing conflagration. And anyone who can’t isn’t going to touch it, so its flower power doesn’t do anything. At best, it’s a deterrent to just floating a weak attacking unit, punishing attempts at chipping away at your health but is that really work a deck slot? In a faction with multiple ways to gain health and mighty potential to turtle its way into victory? My suggestion turns it into a card for resource generation that hurts your opponent for attacking. They still want to get it off the board, but doing so works in your benefit so there’s a point to putting it out there – it’s an Endazu card you really want to cycle in and out of your deck as often as possible. You put out Golem if you want certain defense, you turn to Stone if you want more risk versus reward.
Also, I’d completely rework Poem of Blight. Endazu shouldn’t be able to strip resources, period. And limit charges to 5, at most, on any card. Additive power curves are bad. And, yeah, no that’s a good start.