I’m not sure much here really needs to be changed, but I wanted to point out these scenarios that I have recently been a part of.
There are a few heroes that can send hero cards back in to the player’s hand. At first I wondered why you would want to do that when you still have to pay get them back on the map again, but then I happened to get one of these cards on a large map. Someone had a banner on the other side of the map and I had the gold, so I sent my cards back to my hand and respawned them on the other side of the map. However, after I did that, I promptly sent back some other player’s cards that took the long way to get over there; I’m sure they weren’t happy. I also sent the banner back just to be mean. The game was nearly over anyway, regardless of my leaping in or sending people back, but I realized some irresponsible person could do this to seriously set a game back (and then probably leave, like a lot of them do).
For the banners that pull from the nearest settlement…
I recently had someone park a banner near (and then in) one of my front line, large elven towns. He quickly spawned enough units to nearly drain the town dry. I was hoping to use that town for a bit more for the tax money before doing something similar myself, but now I lost money and didn’t have the units for a defense of my own on the front line. The bigger problem though is that I did start training a group of archers with the 20-some population left. I paid the price and waited 5 hours before a different player dropped their troops in on the banner, completely drying up the town. My units being trained just vanished, but I was still out the gold training cost and time. This is the one that I think needs fixed. Units that are in training should not be able to be co-opted into hero cards (even by the player who owns the town), they should remain reserved for the training.