Abilities
When anyone other than Rin loses life for any reason, you may discard a card from your hand to restore 1 life to that character. You can play this ability only once per instance of lost life. (You may not exceed a character's maximum life.)
Rin may skip her turn to regain 2 life. (You may not exceed your maximum life. You can not use this ability on consecutive rounds.)
Rin does not need to discard Powerups cards when she loses life.
The passive is better now, although I think a one card per heal still makes her really powerful, even if not as broken as before.
For reference, Eirin can only use her heal once per turn, and has to get a relatively rare Invocation card to heal herself and another person of choice.
While limiting the healing effect only to use it for other players is making it less useful for Rin herself, she becomes a great Partner who can basically heal/ prevent life-loss of the Heroine for up to 4 Life in one round (even more if you have the Sutra Scroll). And the heroine still draws a card for every time being hit, so that generates up to 4 (or 7) free cards for the heroine. True, Rin will then be the target of every boss (if they don't attack her earlier than that already), but that's part of the Meta-game, and while that is an important part, I don't want to include that aspect to value the strength of a character card. ^^
If you want to keep the skip turn thing, I would reduce the amount of life gained to 1. It's true that Satsuki cannot use her Spell Card unlike Meiling, but you still can generate 2 card draws out of this due to Swing Draw, and it rivals the power of Eirin's Spell Card. And passive abilities should never be as strong as another character's Spell Card, especially not if it isn't even the entirety of the passive.
If I made this character (which I don't, so feel free to ignore my opinions if you disagree), I'd remove the turn skip ability again, since her first passive is strong enough already to be worth choosing Rin solely on that. And not having to lose Powerups on top of that is just silly powerful IMO. ^^
Spellcard - Action
Clouds to the Moon, Winds to the Blossoms
"Cherry Flavored Justice"
You may discard up to three cards from your hand when you play this spellcard.
Choose a player, and choose one of the following effects to apply to said player. For each card discarded, you may choose an additional different effect, and choose a player to apply it to. (You may choose the same target for more than one effect. You may choose different targets for different effects. You can not use the same effect more than once per spellcard activation.)
- Gain 1 life. (You may not exceed a character's maximum life.)
- Draw a card.
- Trash a card of your choosing that they have in play.
- Discard a card from their hand.
You may attack a player, regardless of range.
And I just looked into the rules and found that you draw 2 cards every turn by default and your hand is, barring anything that would alter it somehow, 4. Huh. I really didn't think about Swing Draw at all, or know of these aspects.
Also, if I'm understanding the rules correctly, Rin's spellcard now requires that you burn what is effectively your entire hand to use it to full effect, and it's a disadvantage due to the fact that she kind of needs cards to actually do stuff. I also rewrote her healing ability in two ways, making it so that she can't heal herself with her "1 card equals 1 life" ability, and that she has to forgo her turn to heal for 2, which I imagine is powerful enough on it's own(presuming that 1 life equals 2 cards, and Meiling's version draws 4 cards, so...), and like Meiling's "skip a turn" ability, she can't use it twice in a row. However, unlike Meiling, Rin can't use her spellcard if she skips her turn, so there's that. Also, the fact that the spellcard wasn't able to be cancelled was meant to make it better, but if that makes it far too good, I'll take that part out. I'm still keeping the "attack regardless of range" part, though.
Don't forget that, if you start the turn with 4 cards in hand, you will have 6 cards, meaning you can end your turn with another 2 cards in hand. Just wanted to note that.
Oh, your Spell does actually attack as well, AND regardless of range? Ouch, add another 1.5 cards to the Spell Card value. xD
The Spell Card is a lot better already, since you are now far more limited. But you still have a lot of choice. You can still heal up to 3 life, which is massive.
And you still have a lot of choice. If you need to quickly destroy the defenses of a walled in player, you can easily trash all of their items, which is especially evil against characters like Alice.
If you are at 1 life, you can effectively go back to max life, which is a total game changer. With one single Spell Card. Yes, you'll need to waste most of your hand with that, but don't forget that for each card spend with that, you can draw another card through Swing Draw. And if you only discard Shoots and get Grazes back, hey, you just got life AND better cards in one!
If I harp on the choice part of your Spell card a lot, that's because choice is way more powerful than you may think at first.
Which is why I personally would reduce the amount of choice you have with the Spell Card.
One way to do so would be:
"Discard up to 3 cards from your hand.
For each Danmaku card, you may draw a card.
For each Dodge card, you may trash a random card from any one player's hand.
For each Item, not Artifact, card, you may trash any item of a player of your choosing.
For each Artifact, a player of your choosing gains one life.
You may attack a player." [no regardless of range because the Spell Card is still powerful IMO, but I can't tell how powerful exactly without play-testing.]
This way, not only do you limit the choice to the cards on your hand, but you also give players a reason to draw cards instead of gaining life. xD
The reason I chose those types of cards are:
? Danmaku cards are fairly common, and you are basically just Kourindou-ing your Danmaku cards.
? Dodges are fairly hard to come by in the most recent version, however, trashing a card from someone's hand is powerful, too, and heavily annoys players, which is why characters who initially stole cards from other players' hands don't so anymore. Although I guess you could make this to Reaction cards in general, as most, if not all, reactions are either Dodges or Bomb cards anyway.
? Artifacts are extremely rare. There are only 3 in the core deck. And unless I'm mistaking, there are only two 1-Ups, too. So that should indicate just how powerful a healing effect is, and it should be worth discarding another powerful card for it. But, hey, if you happen to have a second Artifact, you can actually generate some worth out of it instead of just dumping it like everyone else would have to!
? Items that are not Artifacts. Sadly, artifacts are Items, too, so I had to word it this stupid, but I also couldn't think of any other card type that wasn't invocation or reaction, one being too rare and useful to choose here, and the other one overlapping with the dodges and being too common. ^^;
Anyway, trashing an item is too powerful to not come at some cost. As I mentioned earlier, stripping a walled-in character off all their Items is something that no one expects to happen quickly. So having to spend another Item for that might be appropriate. And at least you can get rid of duplicate Focuses or something.
Anyway, that is my recommendation for how to make this Spell Card interesting, while not making it too OP. Hopefully.
But again, if you don't like my suggestions, feel free to ignore them. ^^
Also, I was curious about the "discard an Item card to draw a card" from Nitori. Is it from from your hand, the field, or can it be either?
If it doesn't state that it has to be from your hand, assume that it can be one that is in play. That's how we handle it.
"For each Item card you have in play, you are allowed to play one additional Danmaku card per round. This is in addition to the effect of the Item itself."
"This character can have two Defense cards in play. They can not be two of the same name. (You can not have two Focuses, for example.)"
"This character can have two Artifact cards in play."
Hm...
Why do I get the feeling that if I put those abilities together, I could create a Rinnosuke character card? Seems odd... And maybe something that's terribly OP...
The first one seems incredibly powerful. Maybe you should limit it to Powerup cards, or plainly state that Power cards generate two additional Danmaku uses instead of one.
Alternatively, you can make it so that Item cards generate an additional Danmaku use unless the Item itself generates more uses.
But it might actually not be as powerful as I think it is, since Danmaku uses are limited by the amount of cards in your hand. Then again, Yuuka with this ability would go berserk...
The second ability seems okay to me.
The third one, however... just imagine a person with a Sutra Scroll AND a Stop Watch. It might not seem that strong at first, but getting one draw more from the Scroll AND being able to use two more Danmaku at the same time without running to lose these uses by being hit (and having one more distance as well)... there's a reason the game limits you to one Artifact. ^^
Then again, the base deck only has three Artifact, so getting two, while possible, is rather infrequent to be a good passive ability.
I personally would probably not choose a character with the third ability, unless it came with something else. But then it might be too powerful. *shrug*
Adding all three of these together is definitely broken, though. xD;