Always happy to hear feedback reaches.
Thanks for explaining why you keep/made follower spawning the way it is. And cards specifically for shifting followers could be interesting. As long as they aren't too expensive on the vigor that is, but that can also be split in many ways, like only shifting your followers or the enemys or either or something.
And nice to know I simply missed it in the tutorial rather than the mechanic actually missing from it.
Oh, and I saw in your comment about balancing the decks more on the other reply in here to get the win rates closer, I think the actual power disparity between the decks is less of a problem than simply the feel when playing them.
Best example I have to explain what I mean would be 'Searing Ray' in the growth deck. It's one of two removal cards in the deck, and the more common one I think, and it can only target two of the opponents followers, the little 5 hp lizard that deals direkt damage to the player on every attack but also on death and the slimes. Given that Cinder has 4, or maybe 5?, other followers already makes the spell seem incredibly weak, but using it on the little lizard thing also feels bad as you are spending your very limited removal but still take damage. It is objectively correct to just nuke the lizard 9 time out of 10 as long as there isn't a slime on the enemy side, but it still leaves a bad feeling. Maybe if the lizard is killed during a tussle it triggers the direkt damage on it's swansong effect? I dunno, just spitballing.
Anyway, thanks again for taking the time. Looking forward to whenever the next update drops.