Monster tier shuffle discussion

Right, I've noticed this before but kept putting away a discussion on it.
Questions no.1: Is it possible to rename adventure mode enemies? Have renaming them be allowed in the INI?
Questions no.2: Is it possible to shuffle the ordering of enemies? The lose structure seems to be that the "tribal x-y" and the male and female counterparts are tiers 1-3 mono, with a few exceptions, but it's a bit of a bugger when it comes to designing decks in terms of progression.
Questions no.3, and this one's the one I'm the most interested in right now:
- Does anyone have a better idea than me about why 2 color enemies are distributed between 16 life and 20 life, and why in the seemingly nonsensical order?
From the spreadsheet I'm reading (which may or may not be accurate), it sayes that tier 4 (16 life) are
Mind Stealer (UB)
Elementalist (UR)
Fungus Master (UG)
Sedge Beast (BR)
Tusk guardian (WG)
While the 20 life bunch is:
Centaur Shaman (GB)
Winged Stallion (UW)
Ape Lord (RG)
Centaur Warchief (RW)
Lord of Fate (WB)
Which makes the second group significantly rarer than the first one (in case rarity's affected), and makes no apparent sense. Which tier the 2 color enemies should be, how they should be distributed according to whether they are firendly or enemy pairs and stuff , what's optimal - I can't say. But once they've been touched up, reworked, polished and all that, there's probably no reason power wise for this particular divide. Also, the second group seems to be a tier above Djinns.
At the very least, I think the two groups would have to be 5 friendly-color dudes / 5 enemy color dudes, simply so that there isn't an abundance of decks/cards of one color over another at different tiers (there not being a white Djinn is also irking me but we can't do anything about that yet).
Also, depending on which group to put at the lower rung, depending on what that governs, can influence deck building. There's way more support for friendly color combinations than enemy ones historically, but I'm not entirely sure what happens if the friendly pairs go first and what if the enemies do.
Anywho, one group should be:
Tusk Guardian
Ape Lord
Sedge Beast
Mind Stealer
Winged Stallion
and the other
Centaur Warchief
Lord of Fate
Fungus Master
Centaur Shaman
Elementalist
The friendly color decks are all easily buildable as offensive decks, while the other ones were built quite a bit more controlish / midrange in the OG pool. In general, more lives favor control, so I suppose the firendly guys whould go first and the enemy guys go last (but keep in mind that the later group comes after the Djinns ATM, at least according to this speradsheet I'm reading).
So, can at least this be done?
Anyone got a solid idea about why not?
Questions no.1: Is it possible to rename adventure mode enemies? Have renaming them be allowed in the INI?
Questions no.2: Is it possible to shuffle the ordering of enemies? The lose structure seems to be that the "tribal x-y" and the male and female counterparts are tiers 1-3 mono, with a few exceptions, but it's a bit of a bugger when it comes to designing decks in terms of progression.
Questions no.3, and this one's the one I'm the most interested in right now:
- Does anyone have a better idea than me about why 2 color enemies are distributed between 16 life and 20 life, and why in the seemingly nonsensical order?
From the spreadsheet I'm reading (which may or may not be accurate), it sayes that tier 4 (16 life) are
Mind Stealer (UB)
Elementalist (UR)
Fungus Master (UG)
Sedge Beast (BR)
Tusk guardian (WG)
While the 20 life bunch is:
Centaur Shaman (GB)
Winged Stallion (UW)
Ape Lord (RG)
Centaur Warchief (RW)
Lord of Fate (WB)
Which makes the second group significantly rarer than the first one (in case rarity's affected), and makes no apparent sense. Which tier the 2 color enemies should be, how they should be distributed according to whether they are firendly or enemy pairs and stuff , what's optimal - I can't say. But once they've been touched up, reworked, polished and all that, there's probably no reason power wise for this particular divide. Also, the second group seems to be a tier above Djinns.
At the very least, I think the two groups would have to be 5 friendly-color dudes / 5 enemy color dudes, simply so that there isn't an abundance of decks/cards of one color over another at different tiers (there not being a white Djinn is also irking me but we can't do anything about that yet).
Also, depending on which group to put at the lower rung, depending on what that governs, can influence deck building. There's way more support for friendly color combinations than enemy ones historically, but I'm not entirely sure what happens if the friendly pairs go first and what if the enemies do.
Anywho, one group should be:
Tusk Guardian
Ape Lord
Sedge Beast
Mind Stealer
Winged Stallion
and the other
Centaur Warchief
Lord of Fate
Fungus Master
Centaur Shaman
Elementalist
The friendly color decks are all easily buildable as offensive decks, while the other ones were built quite a bit more controlish / midrange in the OG pool. In general, more lives favor control, so I suppose the firendly guys whould go first and the enemy guys go last (but keep in mind that the later group comes after the Djinns ATM, at least according to this speradsheet I'm reading).
So, can at least this be done?
Anyone got a solid idea about why not?