The weakness that is Scoia'tael
Well, as you might have noticed, almost nobody plays Scoia'tael due to how weak it is and I think we all agree that they need some loving. But in order to do so, we need to recognize why the faction is so weak compared to the others. But first let's look at what it's supposed to be good at:
- Persistence through Dwarves
- Removal and trickery
- Utilizing special cards
- Potential creature spam (Commando Neophytes)
All this has great potential, but in practice, they just fall short and are easily countered or outclassed:
- Dwarves: They just get removed easily and are vulnerable to weather.
- Removal and trickery: NR and Skellige generally don't care about the removal because of promote and all the chain rezzing and Monsters only care about mass removal, and the only mass removal Scoia'tael has is through Ambush, and that's easily circumvented. In general, ambush cards are just very easily anticipated. Also, NR control is just better.
- Utilizing special cards: This is the one thing Scoia'tael is great at, but it's also not that reliable when using Elven Mercenaries. And Hawker Supports just get removed through either Scorch, D-bomb, weather or Philippa. Heck, you're lucky if it survives the turn you play it as it's only 2 strength initially.
- Commando Neophytes: The only way to reliably get a lot of Neophytes is through Isengrim, and even then it's only really useful at the end of the match and get easily removed by any AoE. Also, monsters just does it better while also cycling their deck.
But I feel the biggest issue is that generally the Scoia'tael units just are very low on strength, like Monster low. But while Monsters cycle their deck and when they play a unit they generally get 3 in one go, Scoia'tael only gains 1 unit that does something and then sits there being of low value. Dol Blathanna Archer only grants you a total of 7 Strength and is really only useful against a creature that grows or does things while on the field. The golden unit that can gain the highest pure Strength gain is Iorveth, which is 12, and even then he has the same strength as Triss and is lower than Roche (because of the NR passive) A lot of their other cards generally are either just unreliable to get a potential high strength on. So even when they use all their removal and trickery, they are sitting there still with a low total strength count with vulnerable creatures.
And finally, there's the issue that the other decks just have better ways of cycling their deck (NR has reinforcement, Priscilla and Reavers, Monsters have their foglets and muster units, and Skellige has their draw + discard) as they are all creature related (they bring creatures onto the field or in the spot where you want them) while Scoia'tael is so reliant on Special cards, and special cards generally want to be played at the right moments for their maximum effect while the one card that cycles their deck reliably (as it's their only bronze unit that can cycle), Elven Mercenary, does it at random.
So how can we make Scoia'tael better? Well, here are some suggestions:
- Raise the strength of some of their units
- Make their cycling more reliable
- Give them a way to deal with golden cards
Anyways, what does everyone else think? How can we make this faction viable to play and win with?
Well, as you might have noticed, almost nobody plays Scoia'tael due to how weak it is and I think we all agree that they need some loving. But in order to do so, we need to recognize why the faction is so weak compared to the others. But first let's look at what it's supposed to be good at:
- Persistence through Dwarves
- Removal and trickery
- Utilizing special cards
- Potential creature spam (Commando Neophytes)
All this has great potential, but in practice, they just fall short and are easily countered or outclassed:
- Dwarves: They just get removed easily and are vulnerable to weather.
- Removal and trickery: NR and Skellige generally don't care about the removal because of promote and all the chain rezzing and Monsters only care about mass removal, and the only mass removal Scoia'tael has is through Ambush, and that's easily circumvented. In general, ambush cards are just very easily anticipated. Also, NR control is just better.
- Utilizing special cards: This is the one thing Scoia'tael is great at, but it's also not that reliable when using Elven Mercenaries. And Hawker Supports just get removed through either Scorch, D-bomb, weather or Philippa. Heck, you're lucky if it survives the turn you play it as it's only 2 strength initially.
- Commando Neophytes: The only way to reliably get a lot of Neophytes is through Isengrim, and even then it's only really useful at the end of the match and get easily removed by any AoE. Also, monsters just does it better while also cycling their deck.
But I feel the biggest issue is that generally the Scoia'tael units just are very low on strength, like Monster low. But while Monsters cycle their deck and when they play a unit they generally get 3 in one go, Scoia'tael only gains 1 unit that does something and then sits there being of low value. Dol Blathanna Archer only grants you a total of 7 Strength and is really only useful against a creature that grows or does things while on the field. The golden unit that can gain the highest pure Strength gain is Iorveth, which is 12, and even then he has the same strength as Triss and is lower than Roche (because of the NR passive) A lot of their other cards generally are either just unreliable to get a potential high strength on. So even when they use all their removal and trickery, they are sitting there still with a low total strength count with vulnerable creatures.
And finally, there's the issue that the other decks just have better ways of cycling their deck (NR has reinforcement, Priscilla and Reavers, Monsters have their foglets and muster units, and Skellige has their draw + discard) as they are all creature related (they bring creatures onto the field or in the spot where you want them) while Scoia'tael is so reliant on Special cards, and special cards generally want to be played at the right moments for their maximum effect while the one card that cycles their deck reliably (as it's their only bronze unit that can cycle), Elven Mercenary, does it at random.
So how can we make Scoia'tael better? Well, here are some suggestions:
- Raise the strength of some of their units
- Make their cycling more reliable
- Give them a way to deal with golden cards
Anyways, what does everyone else think? How can we make this faction viable to play and win with?