I am obviously too stupid to upload the pictures correctly. Therefore i will post the links to the creator below
Breeding Swamps:
http://custom-gwent.com/cards/e70515...50858aa6895796
Band of Infiltrators:
http://custom-gwent.com/cards/d892fd...4fd54b52c36da8
Assembly Point:
http://custom-gwent.com/cards/519be5...e4e54a1895a266
Natural Hideout:
http://custom-gwent.com/cards/3be64c...4fb873b3ff2855
Hardening Grounds:
http://custom-gwent.com/cards/d1223d...a2c472d17b3f8d
SkippyHole;n9524591 said:
My attempt to make Greatsword a better card:
Interesting thought. I actually had a similar idea regarding the implimentation of positive landscape effects. Your GS attempt would be a little too OP seeing as they cannot be killed in any way after applying that effect on a row. But as I mentioned before, I gave the whole landscape changing concept a thought as well. Below are my suggestions for all factions.
First of all I have to admit that I think these cards might need to be silver. But since I started creating them in Bronze I didn't want to rebuild all of them simply for the change of value.
I would like to discuss them one by one:
Breeding Swamps:
Basically the idea of this card is to be suitable for several kinds of monster decks. All decks will be safe from Biting frost/drought on that row, since that minion will consume the damage dealt every round. It alternatively allows consume decks an option to always have a consumable creature on the board. Depending on its type it might synergize with Wild Hunt (Ships for example). It allows you to thin your deck from harpies faster by reducing the number of creatures required to appear.
Band of Infiltrators:
I guess the function of this card is pretty straight forward. You can play your spy units to one row on your side of the board. That does not make too much sense for the spy-gaard deck approach, but it does inherently make sense to all other deck concepts. The basic strategy of this card is to use your emissaries to draw the bronze cards you already wanted to draw, but indirectly boost them by 2 (since emissary has 2 strength), or boost cards with your Ambassadors (whose value might be decreased a little to be fair). Also, since you have a few cards like Iris of fake ciri, which would not be wise to be played on that row, it won't be too powerful imo. Arguing that you can play Cantarella on your own side is not really a factor, since you play 1 card for the placement and 1 to draw a card, which does probably not help you gain the card advantage on round 2, because you have to play 2 cards for the effect instead of 1. But it can be used to gain card advantage on a round in which you are invested in anyways.
Assembly Point:
This landscape card is thought to help the northern realms "swarm" concepts. Basically what it does is thinning your deck by not overpowering the effects you gain from it. Which means you can actually pull several cards from your deck that have been buffed beforehand (by your scouts) or that are required for your machines (playing several crewmen at once) or that are simply strong units. There are several "downsides" on this concept as well. You are forced to play every card you want to be pulled out of your deck again on this one row. Which makes the whole row very vulnerable to effects like merigolds, lacerate etc. Ofc you can play the second one wherever you want (or where it is supposed to be played), but if you want to pull the third one out as well, you need to play the second one on the same row. Additionally, if you want to play cards like aretuza or other support cards multiple times, the deploy effect triggers only once for all of them. Consider that Redanian Elites profit from that as well, but you won't be able to use your Heavy Cavalry on it anymore.
Natural Hideout:
Looking at the effect of this card, as well as the effect of the other landscapes, they might need some balancing after all, but the basic idea should be obvious. So far the deck concept of an ST ambush deck was not really possible, due to the lack of viable ambush cards in the game. This card might at least enable a few strategies regarding ambush. Basically, every unit played into this row will be "blank" to the opponent, unless it influences the opponents side of the board. That being said, an ST ambush player can now play an ambush card without the opponent knowing. additionally, every card strength on the row will be hidden for an x number of turns (i thought 1 or 2 would be appropriate). Ofc for this card to take full effect, it would be amazing to have some of the ST cards rewritten to synergize with this card effect (e.g.: if this unit is hidden....)
Hardening Grounds:
SK demands to have some improvements to self-inflict and/or strength decks, since discard is still viable and the axemen-decks are also very potent right now. Even though this effect is not as strong as some of the others if you look at a 1 round concept, it definitely gains more value from the use of greatswords and resurrect effects to creatures on this row over several rounds. As being said, the damage effect can be used to trigger other units' effects as well as the strengthening effect for each unit on the row can be valuable for the upcoming rounds.
Final thoughts:
I guess i got carried away a little with the concept once I started looking at the idea of "positive landscape". To counter this concept, it would be required to have a card that can remove these effects from the board. I thought about adding a 3rd effect for "first light". That way you would not need another counter card in your deck, but instead you would have to choose between removing a bonus for your opponent or removing ongoing damage from your side of the board.
Thanks to all of you who read this massive entry up until this point. Of course I would like to know what you think of that concept as a card type, as well as the effects of each card in particular.
-the cards were created with
http://custom-gwent.com/editor/-