Things Needs To Be Change IMO
Faction NR
1] Passive ability +2 to gold
As other factions except ST [ iorveth ] don't have gold card damage [ more then 4 with Triss Neutral ] so cards like ciri / regis / villentretenmerth / yenn d conj. works nicely with NR but not against NR & specially with Radovid as 8 damage to any card is so powerful ability which kills all powerful legendary cards with ease. On that NR having Roche which is again removing 5 from gold so NR is having total of 13 gold strength removal cards. Even Iorveth can't kill any NR gold :/
Neutral cards should work same for all faction & should not give benefit to one faction only. ciri / regis / villentretenmerth / yenn d conj. these cards are so powerful & may be more gold cards going to come in future.
This passive ability is only good with Radovid ability change to something else. Few suggestions for passive ability... [not sure though how it's going to work with margarita & Ban ard].
i] Add +2 to all gold units when opp. passes
ii] Add +1 to total strength for every gold unit on board [ Good with henselt ability limited to 3 or x number ]
iii] Remove -1 from opp. total strength for every gold on NR side. [ same with henselt nerf. ]
2] Foltest Ability
I am not saying it's op but sometimes It's complicated so as a suggestion clear sky ability is really good which going to clear all NR side weather so that may be we going to see NR weather decks too
3] Hensalt Ability
Converting whole row into gold is too much imo & it should be change to - Choose 3 units & convert them into gold
4] Radovid Ability
As I said in 1st point it's op & that's why currently it's very common so for radovid ability suggestions are..
i] select gold units & set base strength to 1 so that card is not going to remove but useful against Lugo / Kayran / Letho / Dijkstra / Tibor & of course with other cards too with Roche or Triss
ii] Lock gold unit ability for 3 turns. Good against many golds if use at proper time.
iii] Torture all opp. side units. Going to remove 1 strength from all opp. side units for 3 turns.
iv] Randomly distribute all opp. cards on all row & remove 1 strength from all. [ quite situational but useful with weather or scorch may be ]
v] Make any non-gold unit puppet. Puppet unit going to destroy itself when opp. passes
I personally like ii] lock ability as it goes perfectly with Radovid art.
Faction Skellige
1] Passive ability
Not a great ability to have where other faction have graveyard banish / steal units which indirectly befits them :/ Other faction abilities are working nicely only with those factions so suggestions are..
i] Exchange NG ability with SK as imo current NG ability is good for SK & SK ability is good for NG.
ii] Resurrect any bronze non-parmadeath unit at the start of 2nd/3rd round.
iii] Copy one bronze unit in hand.
1] Crach Ability
Very weak ability which only works with specific deck. Leader abilities should work with any strategy like other faction leader so suggestion are..
i] Spawn weather on two selected rows any side. Means weather on only two rows from 6. [ useful for wild bore card or even to damage opp. ]
ii] Add 5 to any card counter. Means cards with counters will increase their counter by 5 [ situational ]
iii] Select 3 cards & move them to selected row. [ going to work for any side opp. or own ]
2] King Bran Ability
Again very weak ability & SK have enough discard cards available so leader should have something different & useful with any [every] strategy & not only for 1 specific strategy so suggestion are..
i] Select 3 units & make them weather immune.
ii] Give shield to all units on selected row
iii] Select one non-gold unit & add resilience / weather immunity & Shield
Pirate captain - Pirates are immune then why not pirate captain? change his ability to..
When pirate captain is on field with pirates.. 1 pirate going to remove 1 strength [ 3 pirate 3 strength ] from opp random non-gold unit & going to add it to random non-gold unit of our side. Keep pirate discard ability as it is as above strategy only going to work when pirate captain is available on field.
Long ships - lower base strength to 6 & going to gain 1 green strength in rain like ancient foglet in fog.
Faction Monster
1] Passive ability
Its ok to keep last card but card should get back to it's base strength & should not keep any buff.
Either Dagon or Caranthir & Woodland ability should work on monster side only. Weather on both side is really powerful with the change of first light & dbomb.
Nekkers should only return if they got killed or consumed & not at the end of each round.
Vran counter should be increase to 3 or even to 4 & fix row is really good as with 2 Vran on different row it's hard to kill them or stop them.
Griffin should work only on bronze cards. Stealing silver is powerful for bronze card which adding 6 strength too.
Increase Succubus counter at least to 3 as gold cards requires 2 rounds to counter.
This are all suggestions to help developers so I am hoping for healthy discussion if any one wants to. I am just trying to help that's it....Thanks.
Faction NR
1] Passive ability +2 to gold
As other factions except ST [ iorveth ] don't have gold card damage [ more then 4 with Triss Neutral ] so cards like ciri / regis / villentretenmerth / yenn d conj. works nicely with NR but not against NR & specially with Radovid as 8 damage to any card is so powerful ability which kills all powerful legendary cards with ease. On that NR having Roche which is again removing 5 from gold so NR is having total of 13 gold strength removal cards. Even Iorveth can't kill any NR gold :/
Neutral cards should work same for all faction & should not give benefit to one faction only. ciri / regis / villentretenmerth / yenn d conj. these cards are so powerful & may be more gold cards going to come in future.
This passive ability is only good with Radovid ability change to something else. Few suggestions for passive ability... [not sure though how it's going to work with margarita & Ban ard].
i] Add +2 to all gold units when opp. passes
ii] Add +1 to total strength for every gold unit on board [ Good with henselt ability limited to 3 or x number ]
iii] Remove -1 from opp. total strength for every gold on NR side. [ same with henselt nerf. ]
2] Foltest Ability
I am not saying it's op but sometimes It's complicated so as a suggestion clear sky ability is really good which going to clear all NR side weather so that may be we going to see NR weather decks too
3] Hensalt Ability
Converting whole row into gold is too much imo & it should be change to - Choose 3 units & convert them into gold
4] Radovid Ability
As I said in 1st point it's op & that's why currently it's very common so for radovid ability suggestions are..
i] select gold units & set base strength to 1 so that card is not going to remove but useful against Lugo / Kayran / Letho / Dijkstra / Tibor & of course with other cards too with Roche or Triss
ii] Lock gold unit ability for 3 turns. Good against many golds if use at proper time.
iii] Torture all opp. side units. Going to remove 1 strength from all opp. side units for 3 turns.
iv] Randomly distribute all opp. cards on all row & remove 1 strength from all. [ quite situational but useful with weather or scorch may be ]
v] Make any non-gold unit puppet. Puppet unit going to destroy itself when opp. passes
I personally like ii] lock ability as it goes perfectly with Radovid art.
Faction Skellige
1] Passive ability
Not a great ability to have where other faction have graveyard banish / steal units which indirectly befits them :/ Other faction abilities are working nicely only with those factions so suggestions are..
i] Exchange NG ability with SK as imo current NG ability is good for SK & SK ability is good for NG.
ii] Resurrect any bronze non-parmadeath unit at the start of 2nd/3rd round.
iii] Copy one bronze unit in hand.
1] Crach Ability
Very weak ability which only works with specific deck. Leader abilities should work with any strategy like other faction leader so suggestion are..
i] Spawn weather on two selected rows any side. Means weather on only two rows from 6. [ useful for wild bore card or even to damage opp. ]
ii] Add 5 to any card counter. Means cards with counters will increase their counter by 5 [ situational ]
iii] Select 3 cards & move them to selected row. [ going to work for any side opp. or own ]
2] King Bran Ability
Again very weak ability & SK have enough discard cards available so leader should have something different & useful with any [every] strategy & not only for 1 specific strategy so suggestion are..
i] Select 3 units & make them weather immune.
ii] Give shield to all units on selected row
iii] Select one non-gold unit & add resilience / weather immunity & Shield
Pirate captain - Pirates are immune then why not pirate captain? change his ability to..
When pirate captain is on field with pirates.. 1 pirate going to remove 1 strength [ 3 pirate 3 strength ] from opp random non-gold unit & going to add it to random non-gold unit of our side. Keep pirate discard ability as it is as above strategy only going to work when pirate captain is available on field.
Long ships - lower base strength to 6 & going to gain 1 green strength in rain like ancient foglet in fog.
Faction Monster
1] Passive ability
Its ok to keep last card but card should get back to it's base strength & should not keep any buff.
Either Dagon or Caranthir & Woodland ability should work on monster side only. Weather on both side is really powerful with the change of first light & dbomb.
Nekkers should only return if they got killed or consumed & not at the end of each round.
Vran counter should be increase to 3 or even to 4 & fix row is really good as with 2 Vran on different row it's hard to kill them or stop them.
Griffin should work only on bronze cards. Stealing silver is powerful for bronze card which adding 6 strength too.
Increase Succubus counter at least to 3 as gold cards requires 2 rounds to counter.
This are all suggestions to help developers so I am hoping for healthy discussion if any one wants to. I am just trying to help that's it....Thanks.
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