As a seasoned veteran of Beta Gwent, with nearly 2,500 wins under my belt over my entire Gwent career I wanted to give some feedback on a specific archetype I enjoy playing.
TLDR: More "mage" tags = more play options.
I have been a huge fan of the Mage Archetype ever since it was introduced to Gwent (playing it nearly exclusively), here are a few of my humble suggestions which should help solidify and bring the Mage Archetype back to the forefront as a formidable play style.
Below is a link to the only deck I am playing in Gwent at the moment. It is a homebrew deck which focuses on tying key abilities together within the Mage Archetype. I have played it for several months now and enjoy it immensely despite it being an overall weaker deck in the current meta.
https://www.playgwent.com/en/decks/guides/30421
I wanted to give some slight feedback on where I believe the Mage Archetype could get a little bump in the right direction. Here are a few suggestions I have come up with which I don't believe would be that drastic of a power creep, but would ultimately allow the archetype to sit at a rather comfortable power level.
Create a card similar to Pellar, but with a "mage" tag, and 1 less strength.
- Deploy: Purify a unit.
Reduce the provision cost of Operator by 2, with 1 less strength: As it stands, there are far more powerful and less risky cards for the same provision cost.
Create a card similar to Prophet Lebioda, but with a "mage" tag, and 1 less strength.
- Whenever you play a card next to Prophet Lebioda, give it a shield
Cintrian Artificer - Just give this Northern Realms card a "mage" tag.
Formation
Order - Give an allied unit a Shield.
Rework the Cintrian Enchantress with a more potent or useful "instant" ability, rather than the current slow drip of vitality. (She could become a mage version of Pellar for instance).
Change Runeward Spell from "Give an allied unit a Shield, then give it vitality for 4 turns" to "Give an allied unit a Shield, then boost it by 2, and give it vitality for 2 turns".
This alleviates the long drawn out nature of Runeward Spell, and allows it to fit into various situations, rather than having to be used rather early to get the full effect.
Thank you for your time, and I really hope the Gwent Team at CDPR sees these suggestions and considers them.
TLDR: More "mage" tags = more play options.
I have been a huge fan of the Mage Archetype ever since it was introduced to Gwent (playing it nearly exclusively), here are a few of my humble suggestions which should help solidify and bring the Mage Archetype back to the forefront as a formidable play style.
Below is a link to the only deck I am playing in Gwent at the moment. It is a homebrew deck which focuses on tying key abilities together within the Mage Archetype. I have played it for several months now and enjoy it immensely despite it being an overall weaker deck in the current meta.
https://www.playgwent.com/en/decks/guides/30421
I wanted to give some slight feedback on where I believe the Mage Archetype could get a little bump in the right direction. Here are a few suggestions I have come up with which I don't believe would be that drastic of a power creep, but would ultimately allow the archetype to sit at a rather comfortable power level.
Create a card similar to Pellar, but with a "mage" tag, and 1 less strength.
- Deploy: Purify a unit.
Reduce the provision cost of Operator by 2, with 1 less strength: As it stands, there are far more powerful and less risky cards for the same provision cost.
Create a card similar to Prophet Lebioda, but with a "mage" tag, and 1 less strength.
- Whenever you play a card next to Prophet Lebioda, give it a shield
Cintrian Artificer - Just give this Northern Realms card a "mage" tag.
Formation
Order - Give an allied unit a Shield.
Rework the Cintrian Enchantress with a more potent or useful "instant" ability, rather than the current slow drip of vitality. (She could become a mage version of Pellar for instance).
Change Runeward Spell from "Give an allied unit a Shield, then give it vitality for 4 turns" to "Give an allied unit a Shield, then boost it by 2, and give it vitality for 2 turns".
This alleviates the long drawn out nature of Runeward Spell, and allows it to fit into various situations, rather than having to be used rather early to get the full effect.
Thank you for your time, and I really hope the Gwent Team at CDPR sees these suggestions and considers them.
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