SY Coins are more or less just a different version of charges and therefore everything coin related in SY has some huge similarities to everything charge related in NR. Nonetheless, after looking at SY, I feel as if there are quite a couple of things, that really improve the gameplay compared to NR. So I want to talk about some QoL changes to charges in NR that is inspired by some of the SY mechanics.
Giving and using charges
One of the the greatest improvements I see in SY is, that there are a lot of engines who generate coins themselves, thus enabling their effect, while not necessarilly having to use the coins themselves. In NR it is similiar up to a certain point, as most charge engines start with some charges themselves. The only problem is that if they have no Zeal, they can be removed and the charge is lost, while a SY engine getting removed gave you the coins already.
Therefore, I'd like to introduce a new keyword:
Support X: If the unit on the right side uses charges, give it X charges. Else gain X charges.
This way the player can distribute his charges a bit more freely and can avoid loosing all his charges by cards getting removed.
Having lots of ways to use charges
From my experience SY has quite a lot of ways to spend coins (there are 19 cards with Fee and 14 with Tribute in comparision NR has 16 units which can use charges and there are 3 neutral cards), and while it is still possible to generate more coin than you can use, it is far more unlikely to completly brick than in NR, where it can happen quite easily against enemies with a lot of locks or removals, that you have nothing to use your charges on anymore.
Therefore, I'd like to give cards ways to use charges, which might not be efficient, but are usefull nonetheless.
Lyrian Cavalry, Order: Use 2 Charges and gain a Shield.
As well as the other way around, cards that can use Charges from a different ally, such that charges of locked units won't go to waste.
Crewed: Transfer the charges of adjacent allies to yourself on deploy.
And to use that to its fullest their could be cards that have charges but can't use charges themselves, but would be still usefull with cards like Dandelion, Ban Ard Tutor, Bloody Flail and the Crewed Tag.
Furthermore, as suggested by a lot of people already, Kaedweni Cavalry and Thaler should work on allies too.
Hoart abilities
I really like the idea of Hoart abilities, which makes the player collect coins and not to spend them all immediantly.
I believe that would be something, which could be further increased in NR besides existing cards (like Ban Ard Tutor and Bloody Baron), by giving some units extra effects once they have enough charges. For example Kaedweni Seargent could increase its boost while he has 4 or more charges.
What would you think about those ideas?
Giving and using charges
One of the the greatest improvements I see in SY is, that there are a lot of engines who generate coins themselves, thus enabling their effect, while not necessarilly having to use the coins themselves. In NR it is similiar up to a certain point, as most charge engines start with some charges themselves. The only problem is that if they have no Zeal, they can be removed and the charge is lost, while a SY engine getting removed gave you the coins already.
Therefore, I'd like to introduce a new keyword:
Support X: If the unit on the right side uses charges, give it X charges. Else gain X charges.
This way the player can distribute his charges a bit more freely and can avoid loosing all his charges by cards getting removed.
Having lots of ways to use charges
From my experience SY has quite a lot of ways to spend coins (there are 19 cards with Fee and 14 with Tribute in comparision NR has 16 units which can use charges and there are 3 neutral cards), and while it is still possible to generate more coin than you can use, it is far more unlikely to completly brick than in NR, where it can happen quite easily against enemies with a lot of locks or removals, that you have nothing to use your charges on anymore.
Therefore, I'd like to give cards ways to use charges, which might not be efficient, but are usefull nonetheless.
Lyrian Cavalry, Order: Use 2 Charges and gain a Shield.
As well as the other way around, cards that can use Charges from a different ally, such that charges of locked units won't go to waste.
Crewed: Transfer the charges of adjacent allies to yourself on deploy.
And to use that to its fullest their could be cards that have charges but can't use charges themselves, but would be still usefull with cards like Dandelion, Ban Ard Tutor, Bloody Flail and the Crewed Tag.
Furthermore, as suggested by a lot of people already, Kaedweni Cavalry and Thaler should work on allies too.
Hoart abilities
I really like the idea of Hoart abilities, which makes the player collect coins and not to spend them all immediantly.
I believe that would be something, which could be further increased in NR besides existing cards (like Ban Ard Tutor and Bloody Baron), by giving some units extra effects once they have enough charges. For example Kaedweni Seargent could increase its boost while he has 4 or more charges.
What would you think about those ideas?