I'm not sure how I missed this thread, but I like it!
Divine Wind: Perfect Counter
Play after an opponent has played a card. That card is discarded with no effect.
This is
really powerful. You can always use it as an average offensive/defensive card since it's essentially Parry to their Strike, Force to their Mettle, etc., and since your opponent is presumably using their cards optimally (e.g. playing Force when they have a good 'to hit' roll) it's going to be above average. Add to that the critical situations like I Kill You Meself saving a line from falling apart or Aspect of Wolf leading to a surprise pinch and you've got a broken card. That's without even considering cards with extra investment, e.g. "Roll with the Blow discarding three cards".
I'm open to the existence of a Command Card "counterspell" but it would have to have some significant restrictions or costs.
Divine Void: No-thought Strike
Play when a unit becomes engaged. That unit may not have any Command Cards played on it for the rest of the turn. The enemy unit takes a point of damage immediately.
I assume this is played on one of your units? I think you can make this less wordy by removing the "when it becomes engaged" restriction and simply making it a Red card that says, "Play on an engaged unit before rolling to hit. The unit you're attacking takes one point of damage." That still allows Blue and Green cards to be played, but I don't see that as a problem. It's a little better than the cards that give +1 attack and do an extra point only if you do at least one, but the difference is small enough that I can see some people preferring the +1 attack version.
Distraction
Play this card at the start of an opponent’s Movement and Command Phase. They have 1 less Command Action this turn.
Spy Reports
Look at your opponent’s hand. You may change one unit’s standing order.
I like both of these in the right army. Spy Reports should specify that you can only change one of your own unit's orders, though. (Otherwise the potential to trump the charge turn, especially with cavalry, is too good.) Actually, I think Spy Reports could simply give you a command action without any problem.
For my Brothers
Play this card when a friendly unit in close combat fails a rout check. The enemy do not get to make a free strike but instead deal 1 point of damage. Rally this unit at the end of the turn.
An interesting take on I Kill You Meself and Ordered Retreat.
Precision Volley
This unit gets (0)-1/+1 and may fire at an engaged enemy unit.
This one I don't really understand. What's the thought?
Shock Tactics
Get (+1)0/0. If the enemy unit must make a morale test this turn, they do so with a -1 modifier.
I may need to get over my dislike for this sort of card, as clearly a lot of people like them. My problem is that it's basically a very weak card with a small shot at being absolutely huge. +1 attack dice is a cookie we put on cards so the main effect you're playing here is -1 on a rout check. Usually that will blank but when it hits is that a good thing? I can imagine it feeling great but also feeling very frustrating on the other end.