My solution to the "Sacullas is weird and breaks the game" problem is simple:
Give him Charge
, change his passive to "The first time Sacullas damages the opponent's fortress each turn, ... " rather than "when comes into play."
This fundamentally changes Sacullas to allow the opponent the chance at preventing his damage, and makes the user of Sacullas actually have to earn the damage he delivers, and gives a good Sacullas player the opportunity to hit with him multiple times without.
In one sense is it a nerf, as his damage would no longer be nearly fail-safe, but on the other hand he would also deal his own 8 combat damage and could potentially trigger his passive multiple turns in a row if you consistently land his attacks on the base, making him a highly desirable combat unit that needs to be protected and needs assistance to get through the defensive line.
It makes it highly useful to then attempt to protect Sacullas and all your other characters, rather than the current method cheesing out some free, unavoidable damage at a ludicrously undercosted 4 cost then CTA bouncing or Awaken reviving him ad nauseum.
This gives you 4 cards that work off of similar mechanics, but each with their different uses:Sacullas, the Final Hammer
who will, if he lands a blow on the fortress, contribute 8 damage (his base) plus 2 additional damage for all units you control, himself included. This makes him a powerful finisher, contributing more damage than the other 4-cost options if you have several units in support, defense, or command, and the Charge
would make him harder to anticipate.Bromich, Field Commander
who gives every other attacking unit +2 offense while also sporting a solid 10/10 body, is better for having a line of attackers who will want to "trade up" when attacking a big defender, but he's not going to contribute anything based on units in other zones.Flame Dawn Centurion
who gains +2/0 for each other card in the same zone as him and is 1 cost cheaper than the others, but much more fragile at 5 Health, would make a better target to lead an assault line with due to his high up-trade potential against a strong defender, and he is useful in Defense zone as well unlike the other two.Flame Ram
would be the superior play to Sacullas if very few units are on the board, as it would contribute 15 damage compared to Sacullas needing himself and 3 other units to beat the Ram, but it also has the Artifical tag which makes it highly splashable with GI to produce some heavy enhancements.
Compared to those other three cards in his CURRENT state, Sacullas is just plain and simply undercosted, but my proposed change makes him far more competitive with the above listed cards and makes him work well alongside them without pushing them out of viability.