The beauty is that you can make your own rules and that is fine
You are doing almost all the things I did in the beginning too.
The reason we have a Basic deck is not only to mirror the Rogue-like experience but also to give players a bonus for losing games instead of only giving players a bonus for winning. Without the Basic deck, the player who gets ahead will start snowballing. Also the Basic deck provides some tools for some combo/synergy decks that would normally be difficult to assemble under these discover constraints.
I have all rules written down on cards like you just uploaded. I decided not to share them at first because I changed them very sleightly last week and since I was under a time pressure from the other thread, I just uploaded what I had.
I think your classes are way, waay too strong and will dominate the cards that people play but I think you should experience that for yourself like we did
We also started with some busted cards. Now we’re down to “Scry 1 and create a Treasure token”
My players chooses which class they want to level up to when they actually get there and not before the game begins. The exception is the player sitting outside as a spectator in the first game. He gets to reserve one of the six Level 1 classes. When he wins his first game and levels up, he can either choose his reserved class or get a random other one. By random I mean: Whenever a player levels up they get to reveal three random classes from the level they have reached ans choose one of those.
We have also introduced a Level up sphere/grid where certain classes can only level up to certain other classes. Each class has a range of 2 to 5 options whenever they level up. An example is a Scholar can become a Mage who later can become a Wizard but a Thief cannot become a Mage nor Wizard at any point in the tournament. A Thief can instead become a Pirate and later a Pirate Captain. Etc etc. And each would have several options and not just one ‘ladder’ to level up from.
When a card is banned from the winner’s deck they get a new one straight into their deck by revealing three cards of the same type (Spells get spells and lands get lands). Then they choose one of those three to put in. The recent change we made last week was to also have the winner exhaust a card that shares a color with the banned card. This can be any card (probably their worst card that is sitting in the sideboard) but it has to share a color with the card. This change was made for two reasons. To further help the Mario Cart/comeback mechanic where the players who are behind will easier catch up but also to sleightly more force players into changing colors every now and then. There is also a tactical element that gets added to the deck construction phase and the banning proccess.
I still haven’t uploaded half of the Events. This is, once again, because I didn’t have time. I will get to that by the end of the month.