Balance overhaul suggestions (Neutral)
This is my big balance overhaul. I'd just like to share some of my opinions and ideas with the community. Hopefully, someone will read this.
The new patch could be considered nothing more than a balance fix for the Midwinter Patch. The only thing that has seemingly changed so far is that Dwarves are gone and Impera Enforcers are back to their old state. Here are some more in-depth changes
I propose a change to Boons. make them trigger at the end of your turn, unlike Hazards.
If you want to hear the reasoning for any of the changes I made, feel free to ask me in the comments.
Neutral
Adrenaline Rush
In addition to toggling resilience, strengthen the unit by 2 if it's an ally.
Commander's Horn
Boost 6 adjacent units by 3. Add "Doomed" tag.
Tutors should have been nerfed, not Commander's Horn. The Doomed tag is added because of Eithné
Dragon's Dream
Trigger when you play a Mage or a Witcher as well.
Previously, only special cards could trigger Dragon's Dream
Torrential Rain
Deal 1 damage to a random unit, twice.
With this change, rain might see more play in an Axeman deck, since it gains 2 value even if only 1 unit is on the row, just like the other weathers. Credit to overcold_ice.
Ciri: Nova
12 strength. If you have exactly 2 copies of each bronze card in your starting deck, Strengthen all loyal Bronze and Silver units in your hand and deck by 1. Strengthen all loyal Gold units in your hand and deck by 2. This card is always in your starting hand.
Replaces the one card finisher with a boost to your overall deck power. The card also promotes swarm-ish gameplay.
Dudu
Copy the power of an ally.
Allows the card to be played with units that reach a high amount of strength. Vulnerable to Scorch.
Roach
Make her come out before deploy effects.
Prevents awkward situations with cards like Vilgefortz.
Aguara
Choose 2:
Deal 5 damage to an enemy
Boost an ally by 5.
Charm an enemy with 3 or less strength.
Boost two units in your hand by 3.
Removes weird elf punish and removes randomness
Ciri
9 Strength, no Armor. If Ciri returns to your hand, she cannot be mulliganed by any means.
Increases base power at the cost of weakening the card in later rounds, since you cannot trade it in for a better card from your deck. Pure card advantage.
Gaunter O'Dimm
8 Strength. Summon this unit from your deck or graveyard when you have the first play in the first or third round.
Helps decks that have problems when going first. If you go second, this card can still be summoned in the third round if you won the second round.
Lambert: Swordmaster
6 Strength. Deal 2 damage to a unit for each special card in your hand.
Lesser Demons/Iris'Companions
Weaken it to 6 Strength (from 11). Instead of discarding a card at random, banish a chosen card.
Makes the card much more consistent, at the cost of base strength and losing discard synergy.
Saskia: Dragonfire
Only banish Bronze and Silver cards. Boost self by 1 for each banished card.
King of Beggars
9 Strength. Choose an enemy unit and move up to 2 copies of it from your opponent's deck to their graveyard.
I will propose a Sweers and Nekker change in my Nilfgaard and Monsters overhaul, respectively. This is not an effect that should be restricted to one faction only.
I'd like to thank anyone who has read this post (even those who just looked at a couple of cards). Please tell me what you think. I welcome any suggestions.
This is my big balance overhaul. I'd just like to share some of my opinions and ideas with the community. Hopefully, someone will read this.
The new patch could be considered nothing more than a balance fix for the Midwinter Patch. The only thing that has seemingly changed so far is that Dwarves are gone and Impera Enforcers are back to their old state. Here are some more in-depth changes
I propose a change to Boons. make them trigger at the end of your turn, unlike Hazards.
If you want to hear the reasoning for any of the changes I made, feel free to ask me in the comments.
Neutral
Adrenaline Rush
In addition to toggling resilience, strengthen the unit by 2 if it's an ally.
Commander's Horn
Boost 6 adjacent units by 3. Add "Doomed" tag.
Tutors should have been nerfed, not Commander's Horn. The Doomed tag is added because of Eithné
Dragon's Dream
Trigger when you play a Mage or a Witcher as well.
Previously, only special cards could trigger Dragon's Dream
Torrential Rain
Deal 1 damage to a random unit, twice.
With this change, rain might see more play in an Axeman deck, since it gains 2 value even if only 1 unit is on the row, just like the other weathers. Credit to overcold_ice.
Ciri: Nova
12 strength. If you have exactly 2 copies of each bronze card in your starting deck, Strengthen all loyal Bronze and Silver units in your hand and deck by 1. Strengthen all loyal Gold units in your hand and deck by 2. This card is always in your starting hand.
Replaces the one card finisher with a boost to your overall deck power. The card also promotes swarm-ish gameplay.
Dudu
Copy the power of an ally.
Allows the card to be played with units that reach a high amount of strength. Vulnerable to Scorch.
Roach
Make her come out before deploy effects.
Prevents awkward situations with cards like Vilgefortz.
Aguara
Choose 2:
Deal 5 damage to an enemy
Boost an ally by 5.
Charm an enemy with 3 or less strength.
Boost two units in your hand by 3.
Removes weird elf punish and removes randomness
Ciri
9 Strength, no Armor. If Ciri returns to your hand, she cannot be mulliganed by any means.
Increases base power at the cost of weakening the card in later rounds, since you cannot trade it in for a better card from your deck. Pure card advantage.
Gaunter O'Dimm
8 Strength. Summon this unit from your deck or graveyard when you have the first play in the first or third round.
Helps decks that have problems when going first. If you go second, this card can still be summoned in the third round if you won the second round.
6 Strength. Deal 2 damage to a unit for each special card in your hand.
Lesser Demons/Iris'Companions
Weaken it to 6 Strength (from 11). Instead of discarding a card at random, banish a chosen card.
Makes the card much more consistent, at the cost of base strength and losing discard synergy.
Saskia: Dragonfire
Only banish Bronze and Silver cards. Boost self by 1 for each banished card.
King of Beggars
9 Strength. Choose an enemy unit and move up to 2 copies of it from your opponent's deck to their graveyard.
I will propose a Sweers and Nekker change in my Nilfgaard and Monsters overhaul, respectively. This is not an effect that should be restricted to one faction only.
I'd like to thank anyone who has read this post (even those who just looked at a couple of cards). Please tell me what you think. I welcome any suggestions.
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