Of course I could figure that out for generated monsters on my own. Doesn't mean I can't still blame you =P
Lowly Slime: at 50% would currently make the ability +6, and with slime champ out add +1 or +2 per turn. You could argue that a constant boost would be better, as it could run against a tower or MR or an ability monster once before using its ability. Plus it still works out better mana-wise than Equips/EXP.
Holy Acolyte: we could make it 5 life per turn to mirror ZFF Drone, if another person agrees.
K-Army Guy: Destroy to undizzy Khrima? I think that'd be a bit powerful considering that you can spawn as many of them as you'd like per turn. Khrima's Tower would be pretty scary with VCH Khrima in play...
Gremlin: That ability alone would be worth far more than the mana cost. And I never really seen the gremlins=tinkerers running alongside gremlins=demons, myself. Also, the Effect D proposal would be too strong, giving Gremlin Pit
![[Image: abilitypointer.gif]](http://i7.photobucket.com/albums/y291/masamunemaniac/signature/abilitypointer.gif)
![[Image: abilitydizzy.gif]](http://i7.photobucket.com/albums/y291/masamunemaniac/signature/abilitydizzy.gif)
![[Image: dmana.gif]](http://i7.photobucket.com/albums/y291/masamunemaniac/signature/dmana.gif)
6 destroy target effect. Cheaper than Fire Elemental and being an effect harder to remove than a 20 life monster. I strongly object.
Melrak Follower: I have no idea whether a 1 mana Invisattacker would be balanced, but I guess I'll go with it until someone comes up with a better idea. Which given our limited space may well not happen.
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Anyway, it seems that you don't object to the proposals based on concept, but rather based on being too weak. The aim here is to get them up to Boomboxen standard - the goalpost that webrunner set a way back when. That may well mean a few more statpoints in exchange for not having 3 sac, but giving a 1 mana monster 32 combined statpoints plus a minor ability is going way over that. If they turn out to be too weak after implementation, then by all means we can rebalance them again, but until then I think it would be better to keep the boosts fairly small.
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If we get a consensus for changing an 'accepted' balance to something else, or a real balance concern, I'll go for a different idea. But for a 'this might be a bit better in my opinion' I won't change them unless it's backed by others.
Currently accepted
Lowly Slime -
![[Image: abilitypointer.gif]](http://i7.photobucket.com/albums/y291/masamunemaniac/signature/abilitypointer.gif)
![[Image: abilitydizzy.gif]](http://i7.photobucket.com/albums/y291/masamunemaniac/signature/abilitydizzy.gif)
Destroy Lowly Slime, target slime gets +5/+5
Holy Acolyte -
![[Image: abilitypointer.gif]](http://i7.photobucket.com/albums/y291/masamunemaniac/signature/abilitypointer.gif)
![[Image: abilitydizzy.gif]](http://i7.photobucket.com/albums/y291/masamunemaniac/signature/abilitydizzy.gif)
Target player gains 4 life

(could up to 5 if we want. Or just make it an End turn passive ability to prevent having to use it every turn and keep it at 4.)
Fairy - Leave play: Gain
![[Image: lmana.gif]](http://i7.photobucket.com/albums/y291/masamunemaniac/signature/lmana.gif)
(Nontoken only)
K-Army Guy - Destroyed: All heroes lose 3 attack
Evil Soldier - Damages a dizzy monster: That monster takes an additional 5 damage
Skyrian Soldier -
![[Image: abilitypointer.gif]](http://i7.photobucket.com/albums/y291/masamunemaniac/signature/abilitypointer.gif)
![[Image: abilitydizzy.gif]](http://i7.photobucket.com/albums/y291/masamunemaniac/signature/abilitydizzy.gif)
![[Image: gmana.gif]](http://i7.photobucket.com/albums/y291/masamunemaniac/signature/gmana.gif)
Target trap entity is flipped face up
Lokar Guard -
![[Image: abilitypointer.gif]](http://i7.photobucket.com/albums/y291/masamunemaniac/signature/abilitypointer.gif)
The bottommost Soldier in your deck is placed on top, lose this ability
Gremlin - Destroyed: Opponent takes 5 damage. (Nontoken only) (Not going for mass dizzier or effect D for balance issues)
Mubble -
![[Image: abilitypointer.gif]](http://i7.photobucket.com/albums/y291/masamunemaniac/signature/abilitypointer.gif)
![[Image: abilitydizzy.gif]](http://i7.photobucket.com/albums/y291/masamunemaniac/signature/abilitydizzy.gif)
50% chance to dizzy target monster, lose this ability
Skeleton - If Skeleton attacks directly, put the top card of the opponent's deck into their graveyard and destroy Skeleton. (Blue_Elite+ Andriex+azulknight think mill is fine (works for decking and grave interaction), Andriex+BlackFox want a Skull, Blackfox thinks maybe too strong(?), Tamdrik thinks too weak. If another person backs Skull we can go for that, otherwise consensus is behind a single mill.)
New/changed idea:
Melrak Follower - (Invisible Attack)
Kelar Citizen -
![[Image: abilitypointer.gif]](http://i7.photobucket.com/albums/y291/masamunemaniac/signature/abilitypointer.gif)
![[Image: abilitydizzy.gif]](http://i7.photobucket.com/albums/y291/masamunemaniac/signature/abilitydizzy.gif)
Target dark elf gains Entrenching until its owner's next draw phase. (What happens if a monster is targetted for attack and then gains Entrenching during the Defence Phase?)
If there are no objections to the proposals, I'll give it until the end of today before moving onto the stats/sac stage, after which the abilities can stay unless we get a real balance concern of a webrunner veto. And by the way, liking the proposal but saying that you might prefer something completely different is not an objection.