I have brainstormed a bit with the idea of making the reveal mechanic a more interactive, less frustrating and more consistent mechanic overall.
I'm pretty sure everyone knows the current problems of the mechanic but I will list them anyway
Problems and current Situation
- Heavily RNG focused: While Reveal always had a certain amount of RNG, the current form truly is the most random state it has ever been.
- Uninteractive: Getting your wincondition banished by a viper isn't really a great experience nor a display of skill by the player who pulled it off.
- Doesn't fit Nilfgaard as a whole: While this whole spying and revealing thing might be Nilfgaard-ish, to just forget about revealed cards, giving away your intel and not doing anything with it is not Nilfgaard-ish at all
Goals of the Rework
- Reduce the RNG: While one can reduce the RNG it is nigh impossible to fully take it away for how reveal works at it's core. You will always reveal a random card because if you could chose what to reveal then you wouldn't need to reveal it since you already know what it is.
- Increase Counterplay: Give the opponent a way to react to what reveal is doing. Viper-Witchers are a premium example of how NOT to use the reveal mechanic
- Give the mechanic a meaning fitting it's name: Revealing something and forgetting about it isn't really the brightest idea a tactician would have ey?
Without further ado, here are my changes
Game changes
Right clicking on a Deck will show how many and which cards are currently revealed plus their current strength and status (If it is Locked or not etc.)
Keyword reworks
Reveal: Show a card to both players, then put it face up back into the deck. A revealed card will be concealed when drawn.
New Keywords
Obscured: This unit cannot be targeted. Until next turn, on turn start, remove this status. If this unit takes damage from any source while Obscured, end Obscured.
Unveil: Turn a card face upwards.
Sabotage: If it's a unit, put it's base power to 4 and lock it, if it's an artifact or spell, put it in the graveyard
Note: So let's say you are playing against Skellige and just revealed an Olaf, asking yourself what the hell your enemy is doing. So now Olaf is revealed inside the enemies deck and you will see AS SOON as he draws the card that he drew Olaf BUT, when he puts the card in his hand it will conceal itself again. So in other words, you will know that he drew it but wont be able to tell if he mulliganned it or discarded it or whatever. This gives reveal the sense of having an upper hand on the opponent without literally knowing every card in his hand like in Open Beta. Also here is potential for huge mind games.
Reveal will ALWAYS be connected to revealing a card in a deck.
Obscure is here to give the opponent one more turn to react to a powerful effect without reducing a cards reliability too much. You will see what I mean exactly upon seeing the reworked cards.
Unveil will be the most powerful form of revealing something, only accessible through very strong effects and high provisioned gold cards. This mechanic is like the old reveal, revealing something in the opponents hand.
Reworked Cards (Bronze)
Dearlan Soldier (3S/5P):
Summon this unit from your deck when there are 4 or more revealed or unveiled cards
Deitwhen Arbalest (3S/6P):
Deploy: Deal 2 damage to a unit
Cooldown 3: Repeat the deploy ability, whenever you reveal or unveil a card, reduce the cooldown by 1
Viper Witcher (4S/5P):
Deploy: Reveal a random enemy unit
Mangonel (4S/5P):
Whenever you reveal or unveil a card, deal 1 damage to a random enemy unit
Recruit (4S/4P):
Deploy: Reveal a card from your deck
Standard Bearer (3S/6P):
Deploy: Buff a unit by the amount of revealed or unveiled cards
Whenever you reveal this card, buff a random friendly unit by 1
Spotter (3S/5P):
Deploy: Swap this units strength with a revealed one
Reworked Cards (Gold)
Vattier de Rideaux (3S/10P):
Deploy: Reveal 2 random enemy cards
Obscured
Cooldown 2 (1 time use): Unveil a card from your opponents hand
Xarthisius (4S/8P):
Deploy: Move a revealed card to the bottom of the owners deck and put a card from your deck to the top of the deck
Auckes (4S/7P):
Deploy: Lock a unit, if Serrit is in your hand, Lock a revealed unit too and damage it by 2
Letho of Gulet (4S/10P):
Deploy: Sabotage a revealed card
Obscured
Cooldown 2 (1 time use): Sabotage a revealed or unveiled card
Cantarella (3S/9P):
Deploy: Reveal a random enemy card
Obscured
Cooldown 2 (1 time use): Play a revealed card
Traheaern var Udyffir (6S/8P):
Deploy: Reveal up to 2 cards from your deck then reveal (the amount you revealed in your deck) random enemy cards
Sweers (3S/8P):
Deploy: Deal 1 damage, increase this damage by 1 for every card you have revealed or unveiled this game
Fringilla Vigo (4S/10P):
Deploy: Reveal a special card from your deck
Order: Summon a copy of a revealed special card and play it
Imperial Golem (2S/7P):
Deploy: Buff this unit by the amount of cards you have revealed or unveiled this game
Leader Rework
Morvran Voorhis (3 mulligans):
Unveil a card in your opponents hand (2 charges)
Usuper (1 mulligan):
Sabotage a revealed or unveiled card, cooldown 1 (2 charges)
Final Notes
So that was my rework Idea.
As you see, reveal still gives you intel on what you opponent might have in hand and with that, it gives you an upper hand in battle. Not only that but it fits Nilfgaard better to use the intel they gained and plan accordingly (like sabotaging revealed cards that would act as "backup" in battle)
I also removed really frustrating cards like Traheaern (fucking hell that name) and Usuper which basically act as big "fuck you's" whenever they hit something good. Which leads to really frustrating experiences for the enemy because they might remove game winning synergies without the enemy being able to do anything about it (Hi Lemmens).
While yes, Usuper can still ruin a win condition without the enemy being able to do anything about it but he will need to get a little luckier this way and can only sabotage up to 2 cards. Also the lock from the sabotaged units can be removed if they are an engine so there is that.
What do you think? I'm open for all feedback and discussions!
I'm pretty sure everyone knows the current problems of the mechanic but I will list them anyway
Problems and current Situation
- Heavily RNG focused: While Reveal always had a certain amount of RNG, the current form truly is the most random state it has ever been.
- Uninteractive: Getting your wincondition banished by a viper isn't really a great experience nor a display of skill by the player who pulled it off.
- Doesn't fit Nilfgaard as a whole: While this whole spying and revealing thing might be Nilfgaard-ish, to just forget about revealed cards, giving away your intel and not doing anything with it is not Nilfgaard-ish at all
Goals of the Rework
- Reduce the RNG: While one can reduce the RNG it is nigh impossible to fully take it away for how reveal works at it's core. You will always reveal a random card because if you could chose what to reveal then you wouldn't need to reveal it since you already know what it is.
- Increase Counterplay: Give the opponent a way to react to what reveal is doing. Viper-Witchers are a premium example of how NOT to use the reveal mechanic
- Give the mechanic a meaning fitting it's name: Revealing something and forgetting about it isn't really the brightest idea a tactician would have ey?
Without further ado, here are my changes
Game changes
Right clicking on a Deck will show how many and which cards are currently revealed plus their current strength and status (If it is Locked or not etc.)
Keyword reworks
Reveal: Show a card to both players, then put it face up back into the deck. A revealed card will be concealed when drawn.
New Keywords
Obscured: This unit cannot be targeted. Until next turn, on turn start, remove this status. If this unit takes damage from any source while Obscured, end Obscured.
Unveil: Turn a card face upwards.
Sabotage: If it's a unit, put it's base power to 4 and lock it, if it's an artifact or spell, put it in the graveyard
Note: So let's say you are playing against Skellige and just revealed an Olaf, asking yourself what the hell your enemy is doing. So now Olaf is revealed inside the enemies deck and you will see AS SOON as he draws the card that he drew Olaf BUT, when he puts the card in his hand it will conceal itself again. So in other words, you will know that he drew it but wont be able to tell if he mulliganned it or discarded it or whatever. This gives reveal the sense of having an upper hand on the opponent without literally knowing every card in his hand like in Open Beta. Also here is potential for huge mind games.
Reveal will ALWAYS be connected to revealing a card in a deck.
Obscure is here to give the opponent one more turn to react to a powerful effect without reducing a cards reliability too much. You will see what I mean exactly upon seeing the reworked cards.
Unveil will be the most powerful form of revealing something, only accessible through very strong effects and high provisioned gold cards. This mechanic is like the old reveal, revealing something in the opponents hand.
Reworked Cards (Bronze)
Dearlan Soldier (3S/5P):
Summon this unit from your deck when there are 4 or more revealed or unveiled cards
Deitwhen Arbalest (3S/6P):
Deploy: Deal 2 damage to a unit
Cooldown 3: Repeat the deploy ability, whenever you reveal or unveil a card, reduce the cooldown by 1
Viper Witcher (4S/5P):
Deploy: Reveal a random enemy unit
Mangonel (4S/5P):
Whenever you reveal or unveil a card, deal 1 damage to a random enemy unit
Recruit (4S/4P):
Deploy: Reveal a card from your deck
Standard Bearer (3S/6P):
Deploy: Buff a unit by the amount of revealed or unveiled cards
Whenever you reveal this card, buff a random friendly unit by 1
Spotter (3S/5P):
Deploy: Swap this units strength with a revealed one
Reworked Cards (Gold)
Vattier de Rideaux (3S/10P):
Deploy: Reveal 2 random enemy cards
Obscured
Cooldown 2 (1 time use): Unveil a card from your opponents hand
Xarthisius (4S/8P):
Deploy: Move a revealed card to the bottom of the owners deck and put a card from your deck to the top of the deck
Auckes (4S/7P):
Deploy: Lock a unit, if Serrit is in your hand, Lock a revealed unit too and damage it by 2
Letho of Gulet (4S/10P):
Deploy: Sabotage a revealed card
Obscured
Cooldown 2 (1 time use): Sabotage a revealed or unveiled card
Cantarella (3S/9P):
Deploy: Reveal a random enemy card
Obscured
Cooldown 2 (1 time use): Play a revealed card
Traheaern var Udyffir (6S/8P):
Deploy: Reveal up to 2 cards from your deck then reveal (the amount you revealed in your deck) random enemy cards
Sweers (3S/8P):
Deploy: Deal 1 damage, increase this damage by 1 for every card you have revealed or unveiled this game
Fringilla Vigo (4S/10P):
Deploy: Reveal a special card from your deck
Order: Summon a copy of a revealed special card and play it
Imperial Golem (2S/7P):
Deploy: Buff this unit by the amount of cards you have revealed or unveiled this game
Leader Rework
Morvran Voorhis (3 mulligans):
Unveil a card in your opponents hand (2 charges)
Usuper (1 mulligan):
Sabotage a revealed or unveiled card, cooldown 1 (2 charges)
Final Notes
So that was my rework Idea.
As you see, reveal still gives you intel on what you opponent might have in hand and with that, it gives you an upper hand in battle. Not only that but it fits Nilfgaard better to use the intel they gained and plan accordingly (like sabotaging revealed cards that would act as "backup" in battle)
I also removed really frustrating cards like Traheaern (fucking hell that name) and Usuper which basically act as big "fuck you's" whenever they hit something good. Which leads to really frustrating experiences for the enemy because they might remove game winning synergies without the enemy being able to do anything about it (Hi Lemmens).
While yes, Usuper can still ruin a win condition without the enemy being able to do anything about it but he will need to get a little luckier this way and can only sabotage up to 2 cards. Also the lock from the sabotaged units can be removed if they are an engine so there is that.
What do you think? I'm open for all feedback and discussions!
Last edited: