by kysmart
Saying you haven't played the Volkare scenarios means you really can't have an informed opinion on this topic because you're right about what it does in the base game which is not a whole lot.The problem comes when you play the highest difficulty Volkare scenarios because you are facing a massive horde. So, if you draw just a couple of these, you've wasted over 2 hours of playing the game because you've lost. Even one of them in a city can cost you the game because you have to conquer the city quickly in the Return scenario before Volkare gets you. There is just no way to effectively deal with them AND everything else unless you stumble upon a perfect storm (like getting the Altem Mages and Flame Wall/Wave and fight him at night with 2 black mana available).
I think they added the arcane immunity trait specifically so you wouldn't always run for Tremor and Expose while diversifying your army some, but it just didn't get balanced enough when you scale the difficulty of the scenario up. Yes, now you can't just grab 2 Illusionists and Chill and run into a city, but I never played that way anyway. When you face off against Volkare thanks to those OP cards, besides praying you don't face but one of them, you are chasing every ranged and siege card out there and ignoring pretty much everything other attack AA/spell card because they just don't matter anymore (even Counterattack is a lousy choice with Blood Rage being about the only good physical attack card in the game since it can do 9 damage for one wound while Into the Heat is almost a must have, again luck finding it, since you have to uber-boost your troops who all have to have ranged/siege attacks). So instead of giving you different options on how to build your army and deck, that one ability forces you into a must-kill in one shot army which I don't think was their intent.