Aaaah, yeah, until end of turn, that's quite a good idea!
Much better/balanced xD This also means that you probably won't be able to play any other order cards that turn
Overall I like the idea of a kinfolk focused deck since now there is basically only wolf-based decks. Being able to synergize better with kinfolk decks would be gold worth
Regarding the new cards:Kinfolk Renegade
: Really nice card, because growth decks have a problem countering spiky units, this will allow us to build a more aggressive deck and discard ranger's bane.Walking Forest
: I like the idea of adding a kind of binding root
to a unit. The cost is so great so I don't see it as very unbalanced
Might consider lowering the health tough (since the countdown is so low), but it is very costy... Hard call.Spitfire
: Taking countdown as damage? For three rounds?? That's crazy
It is costy but with only one countdown it will be able to deal too much damage. I would say: DoT it for 2 damage (1 dmg/round for 2 rounds) and that the DoT can't stack (like Ranger's Bane can) - You can only have the condition applied once at a time, but it will be refreshed for each turn you attack the same target.Holy Owl
: Really good with a true hybrid card
Like the card design
I really like the idea of the trait, this will allow much more tactical plays when it comes to placement of scrolls. Great idea! I would like the cost to be 3 growth resources tough because the base health value is kind of "high" in contrast to the trait.
Overall impression: I like how the cards you made/posted are very placement oriented, this is good because tactics in this TCG/Boardgame combo kind of game should be more important. This is something that growth is kind of lacking... While in order decks placement is lethal :S So yah... Great job!