It's a good point. At times I feel that crimson bull is extremely undercosted at 2 and should be 4. Rallying should cost 7 given that it casts two blessings of haste on every single character you have on the field, Godhand should give +2 attack and relentless, not more cooldown manipulation. Each Kinfolk Veteran is an effective burn spell with the bonus of also being a 3-2-4 creature. And Mangy Wolf translates into a Rallying in most situations...
But people can come to the same conclusions on a lot of things from Order and Energy too.
TLDR - Growth is popular because it is fast, easy to play and successful. Not because it is vastly overpowered. (Imo)
Yeah, my friend and I that play Magic had a lengthy discussion about how Crimson Bull is undercosted, and the same for Rallying. These are simply two of the best cards in the game, there's no two ways about that, and they're starting to get out of hand.
For Crimson Bull, it's just giving you two temporary Ancestral Totems. Given that they would cost a combined 8, it's a steal for the Crimson. If you look at Energy, all their pump spells cost 2 in the first place, as do all the pump enchantments in Growth as well. It costs me 2 for Metal Heart and the average on Crimson Bull is more. When you play it in a deck that plays a lot of creatures, well, it's just unbeatable.
For Rallying, I like to compare it to Bombard. Bombard has a -2 cd effect on your units, but it only affects half of the units on average. No Iron Ogres, no Gravelocks save the Elder, no Copper Automaton, no Clock Library, no Charge Coil or Ether Pump. The last three are what Energy wants to play but they don't really do enough against a deck that can kill them faster than they can produce any value. I'll play my Charge Coil, please don't have a Rallying, or a Kinfolk Veteran, or a pump for your Kinfolk Brave, etc., there's just a lot to kill it. Even if we wanted to suggest a second Bombard card for non-ranged/lobber, it would effectively cost 6 minimum, so 7 seems reasonable given a more powerful card needs to cost a bit more (6 would be the aggressive cost). The fact that they can play a dude AND Rallying the same turn is a problem. It should cost enough that they really can't unless it's the cheap dude in their deck.
God Hand is another very powerful spell because it's a combination of both. If our adjustment is to make the others cost 4 and 7, then God Hand costs somewhere between 10-12 (depending on whether you feel the combination should cost less or more, I feel like it should cost more, so I'd say 12). Of course, your Relentless idea is cool too.
I understand the aggro deck relies on playing creatures cheaply and going to town, but it's just out of hand right now. Kinfolk Veteran is out of range of kill spells except the big one. So is Jarl and Great Wolf. That's effectively 9 creatures I need to deal with my 3 copies of a spell. It just can't be done efficiently. And you're right with Veteran, it's a Burn where the upside is it'll Burn again in two turns. And they can't even Burn it! The fact that I have to use 2 spells to kill 6 of their creatures (factoring in 3 Violent Dispersals on 3 of the 9) is legitimately a problem. As a controlling deck, you need to gain advantage, and two-for-ones on yourself aren't exactly helping. I can't create a board state in a match where I waste turn 6 going Spark into Burn.
As an Energy player, I've been having just too much trouble trying to deal with Growth. I don't think I'm a bad player by any means, I'm still around a 1700 rating (+/- 50), but again and again I'm finding that it just can't be done. I've played variations of construct decks, they didn't work out. I'm playing an aggressive one with Gravelocks, it doesn't work out. With the Gravelock one, I often fall into problems on turn 2 from the get go. Kinfolk Brave, how do I deal with it without the Shock? I need to draw Burn and take two. Oh, and did I mention? There was a turn 4 Brother to follow up. If I could kill it on my turn, that'd be great, but I can't, because my spell costs 6 and this is 5. Then his turn 5 is the Kinfolk Brave, my turn 5 card (if there was one) is dead, and now I have two 3/2/4's to deal with. If you (or someone else, perhaps Sysp) have an Energy list that has decent success against Growth, I'd really love to see it, because I, for the life of me, can't do it. I was never a great deck builder in Magic, but it can't be impossible to build such a deck in this game, or rather, shouldn't be.
Another big problem is Thunder Surge. Bad Growth players don't play around it and get crushed by it. Good Growth players play around it and it's useless - do I cast it and hit a couple of things? Do I save it to hope he plays into it (which I know he won't)? Mediocre players fall into it sometimes and still just beat you, because it's a good deck. They get a global pump AND the global Wrath (Quake)? We have to use Thunder Surge which is just so easy to play around, and it doesn't even kill everything. We're literally forced to play all 15 creature removal spells in hopes that things work out, along with some of the pseudo ones like Iron Whip.
The absolute biggest problem is that I have only played against Growth in my last 10 games. This
is the telling sign. When a deck or card appears too much in the top players/ratings, it shows there's an imbalance. That's not to say there are no Order or Energy players, but they'd better draw well and be the best players in the game. I accredit some of this to the ease of Growth in comparison, but clearly the game is out of balance at the moment. This game doesn't scale into late game the way Magic does, and I should know, playing a deck that plays two of the best late game cards/combos ever printed. The way this game scales, if you can set things up well, you're laughing. If I'm a Growth player, I could go like 1-drop (or something in play) into Fertile Soil into another creature. Next turn, another creature, Rallying, I'm decimating your board.
Sorry if I went on a bit of a rant, but I feel like this game's imbalance is starting to show. I'm a little frustrated that the deck I chose is just too difficult to play / it's bad against the deck everyone is playing. If I felt like Order stood a good chance against Growth, I'd switch to it right now.
tl;dr - Growth is OP and legitimately needs nerfs on God Hand, Rallying, and Crimson Bull. I'm also looking for an Energy deck which stands a decent chance against Growth.