After you have voted, if you don't mind, please state why in the comments. Your input would be greatly appreciated by the community as a whole. I have allowed a maximum of 6 votes, if you're someone who would want to nerf Siphoner to oblivion (no pun), and also changes to your vote.
So, for those unfamiliar with Siphoner, i'll introduce its stats: Cost: 3, Morale: 5, Purity: 1, Power: 2, Health: 6. Ability: Whenever you would play an ability card, Verore Magic Siphoner gains +8/+0 until the end of the turn.
The main problem I see lies with it's ability. For instance, +8/+0 per ability means +24/+0 for 3 abilities, which can be pulled off by any deck consisting of cheap abilities. Once, I played 4 abilities with 2 Siphoners in the Assault Zone, resulting in a whooping 68 damage just from 2 characters, and destroying my opponent's fortress without him even anticipating it.
Just to help you visualise, think of it like this: when you play an ability, it gains an additional effect which says "add +8/+0 to all Siphoners in play". For no cost at all (apart from the initial Siphoner cost). Also, you know what else is +8/+0 for a turn? Brutality, a cost 2 Warpath ability. Essentially, you're adding a 2 Resource value to every ability card you play for every Siphoner in play.
My suggestion is to change the way Siphoner's ability activates, and reduce how much its power is increased.
Firstly, reduce it to +6/+0 per turn, or a 25% decrease in power boost.
Secondly, Siphoner's ability requires you to pay [strike]2[/strike]1 (editted) first, not only as an additional cost, but also to limit the number of abilities which can be used with Siphoner. However, since Siphoner's power boost isn't free anymore, he is rendered weak when it comes to combat, and essentially a 2/6 (identical to Jinhai Militia) for 3 Resources. Changing his stats to 6/6 should do the trick.
So what's your opinion?
Edit: I found the 2 Purity idea really good after some thinking, that could work too, just remove the additional cost nerf above and it's good.