I had originally planned to make my own thread regarding the current state of the Wild Hunt, but I'll piggyback off this since the thread is so similar. It's pretty clear they need a revamp to be on par with the other decks, with this most apparent ironically during a season with Wild Hunt themed titles, borders, and Eredin himself as an avatar. The weakness at this point is that it needs more viable bronze cards in order to increase the utility of cards like navigator, as well as alternatives to Iris, with whom it is currently almost impossible to win without having in your deck. The last bronze card they got was the longship and its use is pretty limited. They're also in desperate need of the ability to reset a boosted unit. So I'm going to split this into changes I think would benefit a Wild Hunt deck and new card suggestions all based on lore that fit the role they seem to serve: wearing down the enemy gradually with attrition while thriving in frost.
Changes:
-Lower longship strength to 6. Locking or destroying it does not remove this boost.
-No need to give the drowner ability to the warrior, but maybe have the bonus proc if they attack into frost AND kill the enemy. So killing an enemy in frost would give +4.
-Change Imlerith to completely destroy a unit in frost. Lower Strength to 8.
-Give rider 2 armor. Lower Strength to 8.
New Cards:
Bronze:
Wild Hunt Slaver- The Wild Hunt was created first and foremost to collect slaves in other dimensions. This would be a 2 strength unit with the lock ability that deals 1 damage.
Wild Hunt Wraith/Specter- During their raids, the Wild Hunt used vision projections to appear more spectral and intimidating. These would be 7 strength and gain 1 strength (not boosted) each round if frost is on the opposite side of the board.
Aen Elle Royal Cupbearer-Eredin had the former king of the Aen Elle assassinated via poison. These would be 5 strength and work the opposite of the Vrihedd Dragoons, damaging one random unit in an opponent's hand by 1 each round. Can't destroy a unit in this manner.
Aen Elle Unicorn Hunter-Before invading other realms, the Aen Elle had a war with unicorns in their realm (I cannot make this stuff up). These would be 5 strength, move a unit to this row on its side like the drowner, and damage it by 3. Increase damage dealt by 1 for each damaged enemy unit already on the row.
Silver:
Naglfar-Eredin's ship. This would have 9 strength with 2 armor. Start on a 1 turn cooldown, boosting all wild hunt units on your side of the board by 2 when activated. This is my Wild Hunt alernative to Iris.
Apiarian Phantom-The named Wild Hunt Hound from the Witcher Contract. This would be 7 Strength and reset a unit. If that unit is under frost, reset a second unit.
Gold:
Auberon Muircetach - The King of the Aene Elle before he was assassinated by Eredin via poison. He would be 6 strength and spawn a poisoned cup (same effect as Foul Ale) into your opponent's hand.
Avallac'h (Wild Hunt)- Once an instrumental member of Eredin's inner circle, responsible for research into Elder blood and creating the Wild Hunt navigators. He would be a Strength spy and allow you to play one bronze Wild Hunt unit from your deck. Repeat this ability whenever a Wild Hunt Officer (Eredin, Caranthir, Ge'els, Nithral, Imlerith, Auberon, or Wild Hunt Geralt) is played.
Geralt (Wild Hunt)-Geralt rode with the Wild Hunt for years, described by Eredin as his best warrior. This would be 5 strength and reset a boosted unit, then damage another unit by the lost power.
Thoughts?