Suggestion for Some Underused/Underwhelming Cards

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While most of the cards in Homecoming have a more than satisfying design for a base set, some of them aren't so lucky and have some serious design flaws. Here we’re going to talk about the cards that are almost never used because of their underwhelming design, being their ability, or just their stats. Some of those cards might become better with more cards in the collection thanks to expansions, and for the most part I won’t talk about them, but instead talk about the ones that need to be changed sooner rather than later.

I don’t think that those cards should be ignored, because most of them could easily work with tweaks and number changes, and I’m going to focus on those two points, even though I’m also going to propose few complete reworks. Hopefully with buffs and tweaks those card will become more playable and bring more diversity to the game.

As always feel free to discuss in the comments below, to gather different opinions and have a better feedback.

Northern Realms

Kaedweni Cavalry

Power 3, Provisions 4
Deploy: Remove 1 Charge from a unit, then give it to an allied unit.​

Note: It’s currently only useful against Northern Realms, and even if more factions get more charge dependant cards, it’ll remain a very match-up specific card, additionally it punishes a style of play which is already easy to punish through lock/removal. The change aims at making it a support card, while keeping the disruptive nature of the card to a lesser extent. You can swap around charges from cards with a lower value on their charges, for instance Kaedweni Sergeant, to others with higher value, such as Trebuchet. It's a similar change than what Thaler receives below.

Forbidden Magic (becomes Tormented Mage)

Power 1, Provisions 6
Deploy: Damage an enemy by 1 for every other Spectre ally. Reach: 2.​

Note: It’s very hard currently to develop a board full of Spectres, part being the lack of Spectre units, and even then the value reached by Forbidden Magic is often low. Making it a unit would allow for more synergies with Kaedweni Revenant, while helping with board building. The provision has been adjusted to reflect the changes.

Thaler

Power 5, Provisions 7
Deploy: Remove all Charges from an allied unit and give them to Thaler.
Order: Give 1 Charge to an allied unit.
Charge: 0.​

Note: Thaler needs to be changed for the same reasons than Kaedweni Cavalry has to. This simple tweak totally changes the nature of the card, it goes from a disruptive strategy to a support one, you can use it to move charge around your own units. For instance you can use Margarita Laux-Antille or Saesenthessis: Blaze, both of which start with a high number of charges and each of their charges give a low value, then use Thaler on them to transfer the charges to units which might get more value out of them, such as Foltest's Pride or Trebuchet. The provision has been adjusted to reflect the changes.

Dethmold

Power 5, Provision 7
Deploy: Drain all boost from an allied unit.
Order, Ranged: Damage an enemy by the amount Dethmold is boosted​

Note: Dethmold requires too long of a time to set up, therefore it’s a bad removal tool but also a bad value card. The change aims at making it better in a boost deck by speeding up the build up (notably by draining a Poor Fucking Infantry), while keeping the order restriction, which can be bypassed with Zeal.

Cursed Knight

Power 6, Provisions 6
Deploy: Transform an allied unit that is not a Cursed Knight into a Cursed Knight without changing its power.​

Note: Cursed Knight isn’t a bad card, it’s great to build the board with Spectres, even though the payoff for that are rather weak, and there are fun interactions you can have by using a Cursed Knight on Caldwell, and bringing them back in the deck with Pavetta for an Henselt later. But the high provisions really makes the card not that worthwhile, particularly since you might have to sacrifice an engine in the process. The provisions buff should give Northern Realms a decent tempo option for a decent price, while keeping the potential drawback of Cursed Knight being the transformation.

Falibor
Note: It's another card that punishes order, and therefore only good in mirror matches, but even then it's high provision cost is too high. It needs to be reworked.

Skellige

An Craite Warcrier

Power 2, Provisions 5
Deploy: Boost self by the amount a unit is damaged​

Note: More flexible and works with self-wound, adjusted power to better balance the changes.

Trophy Catch (becomes An Craite Whaler)

Power 1, Provisions 5
Deploy, Melee: Move an enemy unit to the other row and damage it by the number of units on that row.​

Note: Similar logic than with Forbidden Magic, it has no reason to be a special card and because it often reaches a low value the extra point should make it better, besides Dimun Corsair needs more Ship to be viable, and currently Trophy Catch doesn't work with him.

Restore

Provisions 7
Heal all allied units on the battlefield.​

Note: Restore feels like a worst Heymaey Flaminica because it often reaches little to no value. The change aims at making it a more unique heal, while increasing it's overall value, therefore the provision has been adjusted to better reflect the change.

Drummond Queensguard

Power 4, Provisions 6
Order: If this unit takes damage, Spawn a base copy of it and Summon it to the right.

Note: Queensguard currently doesn't work with Dimun Smuggler because the latter boost after the damage, limiting some self-damage interactions and the change should fix that, then bringing Queensguard back to 6 provisions should help her play rate, it's an engines that has a threatening growth but requires a lot of support, similar to a way to Kaedweni Revenant.​

Blueboy Lugos

Power 5, Provisions 7
Whenever this unit takes damage, damage a random enemy unit by 2.​

Note: Compared to Harald Houndsnout it’s simply not good, the latter can activate its own self-damage synergy while Blueboy needs support (both through healing and self-damage), Harald has more immediate tempo while developing the board, and better value for 3 self-damage as Harald reaches 10 and Blueboy 8, and the two cards are only separated by 1 provision at the moment, hence the provision buff for Blueboy.

Vabjorn

Power 5, Provisions 9
Deploy, Melee: Destroy a damaged enemy.​

Note: Vabjorn feels like a bad Donar an Hindar as far as removal options go and a worst Hym regarding tall units punish, the small provisions buff will probably do nothing, but at least it’s progress.

Dimun Pirate
Note: It's currently a worst Heymaey Skald, because it doesn't have a discard keyword but also because you don't know what you're going to throw away, which might be a gold. In any cases Skellige doesn't need more thinning tools, so I'd recommend to completely rework this card, but at that point it's not just a tweak, but it's creating a new card, I don't really have any idea for this one, feel free to share if you have one.

Scoia’tael

Farseer

Power 3, Provisions 5
Ranged: If any of your other allies or units in hand are boosted during your turn, boost self by 2 on turn end.
Note: Farseer can be used as a tempo tool in a special card heavy deck, but similarly to Recruit it's just an underwhelming random card, besides I don't understand what Reveal does in Scoia'tael. Anyway I'm sure the old design could work in Homecoming, making it an alright engine in handbuff.

Mahakam Guard

Power 2, Provisions 5
Deploy: Boost self by the number of Dwarf allies on the battlefield.
Note: Mahakam Guard require to both build up the board but also to row stack in the process, which ins't easily with the amount of removal out here and puts you at risk of being Lacerated amongst other threats. Moreover some dwarfs have a row lock, making the placement of Mahakam Guard even more awkward. The changes should smooth the ability, and the power has been decreased by 1 to reflect the changes.

Dol Blathanna Sentry

Power 4, Provisions 5
Melee: Whenever an enemy is moved to the other row, damage it by 1.
Ranged: Whenever an ally is moved to the other row, boost it by 1.
Note: Dol Blathanna Sentry is too weak to resist in most situation, particularly for an engine which requires other cards to be effective and doesn't grow on its own. The power increase should make it more competitive.

Waylay

Provisions 6
Select a bronze allied Elf, then Duel a bronze enemy unit.
Note: Waylay both seems better on blue coin and has a random aspect to it, it's an awkward card to use and most of the time reaches bad value, or doesn't remove what you want. The change aims at making it more flexible, can be used to control or for value after boosting one elf, but also at giving more control to the player.

Zoltan Chivay

Power 3, Provisions 7
Deploy: Damage an enemy by 1 for every other Dwarf ally.​

Note: Zoltan Chivay is just a Yaevinn for dwarfs with a clunkier ability. The change homogenises the design which isn't necessary super interesting, but for base set cards it's good enough.

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Kaedweni Cavalry

Power 3, Provisions 4
Deploy: Remove 1 Charge from a unit, then give it to an allied unit.​
Note: It’s currently only useful against Northern Realms, and even if more factions get more charge dependant cards, it’ll remain a very match-up specific card, additionally it punishes a style of play which is already easy to punish through lock/removal. The change aims at making it a support card, while keeping the disruptive nature of the card to a lesser extent. You can swap around charges from cards with a lower value on their charges, for instance Kaedweni Sergeant, to others with higher value, such as Trebuchet. It's a similar change than what Thaler receives below.
Are there already any cards that have such double targeting ability? As I doubt so, I think just giving it the unit on the right would be the best such that the player doesn't have to click twice for targetting.
Furthermore, the new ability doesn't seem that usefull to me honestly. If used on allies you will get +1 point if you transfer the charge from a unit that has a 1 point per charge effect to a 2 point per charge effect, such that it only reaches 4 points of value. The only situation on an ally side, where this card would shine, would be if it transfers a charge from a locked unit to a different one, or if the player has Dandelion.
The player might get a bit of utility by transfering the charges, but Aretuza adept does basically the same and even more, for just 1 more provision.
I think the number of taken charges has to be increased to 2, or the base power has to be increased to 4, to make this card worth it.

Thaler
Power 5, Provisions 7
Deploy: Remove all Charges from an allied unit and give them to Thaler.
Order: Give 1 Charge to an allied unit.
Charge: 0.​
Note: Thaler needs to be changed for the same reasons than Kaedweni Cavalry has to. This simple tweak totally changes the nature of the card, it goes from a disruptive strategy to a support one, you can use it to move charge around your own units. For instance you can use Margarita Laux-Antille or Saesenthessis: Blaze, both of which start with a high number of charges and each of their charges give a low value, then use Thaler on them to transfer the charges to units which might get more value out of them, such as Foltest's Pride or Trebuchet. The provision has been adjusted to reflect the changes.
While this is nearly the same as the Kaedweni Cavalry, I think Thaler might be far too strong. Just combine him with a Dandelion and he will generate twice the value of the original charges + the utility. Add cards like Bloody Flail or Bloody Baron to the combo and you will generate an insane amount of value.

Dethmold
Power 5, Provision 7
Deploy: Drain all boost from an allied unit.
Order, Ranged: Damage an enemy by the amount Dethmold is boosted​
Note: Dethmold requires too long of a time to set up, therefore it’s a bad removal tool but also a bad value card. The change aims at making it better in a boost deck by speeding up the build up (notably by draining a Poor Fucking Infantry), while keeping the order restriction, which can be bypassed with Zeal.
I'm not sure if draining the whole boost might not be too strong. Draining half the boost might actually be better in my opinion.
 
I only issue is with Waylay because it's a card that does nothing on its own. Usually conditions are used to enhance a card's effect, but this one doesn't have any.

I'd suggest something like "Deal 4/5 damage to a random unit, if you control an elf destroy it instead".
I don't really mind the randomness and your version sounds like Imlerith's Wrath that requires an elf and again, it doesn't nothing unless you have an elf. Also doesn't fit because elves don't really go tall.

Another suggestion would be to "Deal 3/4 damage to a unit, if you control 5 elves destroy it instead". If you're playing an elf deck the 5 elves trigger shifts the game in a major way.
 
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Morenn

Power 4, Provisions 8
Deploy, Melee: Damage an enemy by 3.
Deploy, Ranged: Lock a unit.​

Note: The melee option only dealing 2 damage means you won’t kill any bronze engines with direct damage, increasing this number by 1 while decreasing her base power by 1 should make Morenn a great tool to control bronze engines (generally at 3 power) and gold engines with the lock option. A more versatile Ciaran aep Easnillen, but also more expensive, slightly worst with her lock, and without movement.

Ele'yas

Power 5, Provisions 12
Deploy: Damage all damaged enemy units by 1 and boost all allied boosted units by 1.​

Note: Currently Ele'yas is just a worst Wild Boar of the Sea which requires twice as much work for twice as less of a reward. The change should make Ele'yas better in most match-ups, and the provisions has been increased to reflect that.
Nilfgaard
Venendal Elite

Note: It only really works with Morvran Voorhis, and even then it remains clunky to use. It doesn't synergises well with other cards and isn’t that useful for Nilfgaard as a whole. It needs a complete rework.

Alba Pikeman

Note: Nilfgaard’s lacks of movement makes this card hard to set-up. It probably needs a rework too.

Ceallach Dyffryn

Power 5, Provisions 6
Deploy: Remove all statuses from all units on the battlefield.​

Note: It’s supposed to enable removal of either immunity or resilience, but it's very rare, and in the case of immunity you'll need another card to really remove what you want. Maybe in the future with more status effects it'll be better, but for now it must have a reduced provision to be somewhat useful.

Cynthia

Power 6, Provisions 8
Deploy, Melee: Spawn The Guardian and place it at the top of your opponent's deck.
The Guardian – Power 2.​

Note: Cynthia is just an Infiltrator which cannot be interacted with, and with slightly better stats. But her provisions is too high to be worthwhile, and the power of the Guardian too high to really be impactful, particularly with the amount of mulligan the game has now. The tweaks should make her a more competitive choice.

Yennefer's Invocation

Provisions 8
Choose any unit or artifact on the battlefield and place it at the top of its owner's deck.​

Note: Its provisions is simply too high for what it does, particularly since it’s most useful in the third round, and even then your opponent can get back their card through tutoring.

Letho of Gulet

Power 5, Provisions 8
Deploy, Melee: Reduce by 1 your opponent’s redraw for the next round.
Ranged: Gain 1 additional redraw for the next two rounds.​

Note: While I appreciate the change, Letho is just to over-costed, besides Nilfgaard doesn't need more locks. The change should emulate its old design without making it too oppressive, while keeping the supportive nature of its current design.

Vilgefortz

Power 3, Provisions 11
Deploy, Melee: Destroy an enemy unit, then your opponent Summons the top unit from their deck to a random enemy row.
Deploy, Ranged: Destroy an allied unit, then Play the top unit from your deck to a random allied row.​

Note: The summoning part of its ranged ability just make him not that worthwhile outside of very few situations. The change should make him more flexible, and the power has been reduced by 1 in consequence of that.

Faction Note: I haven't touched the Reveal cards, but at that point most of them alongside Reveal must be reworked, touching all of them is too long, I might make another threads talking about them later.

Monsters

Wild Hunt Warrior

Power 3, Provisions 5
Deploy: Damage an enemy by the number of Wild Hunt units you control. Reach: 2​

Note: The Wild Hunt units already being limited in number, the reach limitation isn't necessary here. This card might be better with more Wild Hunt units, and the number will have to change then, but even with those changes Wild Hunt Warrior won't be that good, and might have to be reworked.

Siren

Power 2, Provisions 5
Deploy: Trigger all allied Thrive effects on the battlefield.​

Note: Boosting a Deathwish unit doesn't bring anything to the Deathwish archetype, and Siren isn't useful anywhere else. It should probably be reworked, my suggestion make it work with Thrive.

Neutrals

Simple Provisions Changes
Note: Most of those cards are good, but crippled with a high provision cost, buffing them should introduce more diversity to the game.

Dandelion: Poet from 14 to 12.

Korathi Heatwave from 13 to 11.​

Phoenix from 13 to 12.​

Vigo’s Muzzle from 12 to 11.​

Wolfsbane from 9 to 8.​

The Last Wish from 9 to 8.​

Eskel: Pathfinder from 9 to 7.​

Ciri from 8 to 7.​

Vaedermakar from 8 to 7.​

Rock Barrage from 6 to 5.

Tweaks

Triss: Telekinesis

Power 2, Provisions 9
Deploy, Ranged: Create and play a bronze special card from either player's starting deck.​

Note: There aren't enough good bronze cards to warrant Telekinesis being at 11 provisions, she’s also not a thinning tool because she creates, and the “current deck” clause limits her play style even more.

Should Be Considered for a Complete Rework
Note: Those are cards so situational and/or binary that should be reworked, some of them have also a more than limited use (Nova for instance).
Ciri: Nova
Angoulême
White Frost
Lambert: Swordmaster
Olgierd von Everec

Crow’s Eye

Provisions 5
Boost a random allied unit with odd power on each row by 2, then if two units were boosted, boost a random unit with odd power in your hand by 2.
Note: Crow’s Eye is absolutely useless, even in a Deathwish deck, and even then it has no business being a neutral. The complete rework should hopefully make it a more interesting card.

Triss: Butterflies

Power 5, Provisions 13
Order: Boost the Lowest allied unit(s) by 1. Cooldown: 1.​

Note: Triss: Butterflies is currently only really useful in handbuff Scoia’tael, and even then the random nature of the card makes her sequencing very awkward, besides she’s already too similar too Ithlinne. I don’t see why her old design couldn’t work in current Gwent, particularly when Conjurer made it.
 
Thaler is super powerful if played correctly with bloody flail and dandelion (boost when receive charge) and say a trebuchet unit. A risky tactic. Add priscilla to that and maybe some other charge units and it can get ridiculous.

Just store up your charges at thaler and redistribute to build up blood flail and boost whatever damage unit you use, then perhaps use hubert rijk at the end to boost. Thaler is well balanced at the moment, he don't need more or less. It's not an easy play, but if used correctly can be very overpowered.

You can easily exchange 30-40 points at the board in a single move this way. Possibly removing all enemies from the board, while boosting your own tremendously. Lets say you are dealing with 5-8 charges in an average successfull situation. Might end up boosting Hubert Rijk with 24 while removing most enemies, and boosting yourself at the same time.

Sometimes he even flies under the radar or is ignored by the enemy, because they assume he is not powerful or very useful.

Dethmold is also well balanced, he surely does not need anymore or less. It's not a very powerful card tbh, but it can change the outcome easily if played correctly. Boom, you boost him, plus you damage an enemy by the equal amount at the end of a round. Or played midround/early round, under the right circumstances, it can make it real difficult for the opponent. I see it as a swing card, not a powerplay. It can change the board circumstances, not gain totalt domination. Nor should it for 7 provisions. Draining an ally would be too much!

I have Dethmold in my deck, and believe me, everyone fears him, and I've failed to use him many times. But move on.. He can even be used as a powerful diversion since everyone is so damn afraid of him.
 
Thaler is super powerful if played correctly with bloody flail and dandelion (boost when receive charge) and say a trebuchet unit. A risky tactic. Add priscilla to that and maybe some other charge units and it can get ridiculous.

Just store up your charges at thaler and redistribute to build up blood flail and boost whatever damage unit you use, then perhaps use hubert rijk at the end to boost. Thaler is well balanced at the moment, he don't need more or less. It's not an easy play, but if used correctly can be very overpowered.

You can build him up by charging him i suppose, but the card description says "give 1 charge to allied unit", how is does it help the blood flail? The only benefit from such "charges bank" is the double boosting from dandelion, who boosts thaller once and thallers target when it recieves a charge, but both can easily be locked or removed.

#edit - my bad with the flail, i realised what you meant now, still sounds a bit complicated and risky though.
 
It is risky and complicated, but makes Thaler a very powerful intermediary. The fact that he looks so harmless and people think you might just put a machine on the board and use all charges for that, is something they think they can live with.

Bloody flail and dandelion makes people more desperate to get thaler if they see what is going on. But then he is already boosted by dandelion isn't he? A lock or a geralt can solve this issue, but if beer is available or geralt is not, then they have a mighty large problem at their hand. You don't have to put bloody flail at the board early on either. Just a boost is not that scary.

I'm mainly basing these assumptions on a Demavend deck or some other powerful way to gain charges.

At some point if the ball starts rolling, it might just simply be too late to stop it. Then you face a real humiliating defeat.
 
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