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Third, there's one card with the on use effect "Discard a combat page with the lowest cost and gain 2 light" I'm confused why that card has a 2-3 power card that has a clash win effect. With a value as low as that and no buffs from discarding the ammo, I don't really see it winning a clash in the AIs hands, and it will likely only win in the players hands against particularly weak cards.
Last I'm curious why you chose to give the key pages "Pierce Mastery" instead of "Wedge". This one isn't a big deal, but this can lead to stacking those two with Stilletto for +4 power.
Firstly, the paperback rarity enemies stagger way too easily as they are weak to two damage types. This makes them squishier than the normal thumb enemies and makes the early phases pretty easy.
Second, enemy offensive dice values are simply too low. I noticed that most of the more offensively focused cards have a lot more dice compared to Thumb cards, heck one even has 4. But the values on the dice are so low that they are relatively trivial to deal with. I understand if the player were given these and built properly they could be rather devastating, but in the AI's hands they are mostly harmless. Perhaps adding a stray "Target's die cannot be recycled" in would help a lot to help with this?