Balance and Card Release Suggestions
Gwent Changes and new cards I would like to see
These are suggestions that I have for card changes, reworks and releases. These take changes on the public test realm into consideration. Anything written in italics is simply clarification for how the card works or why I believe the change could be made.
General
Wherever they are: This should affect the graveyard. I hope that the reason why this doesn't work at the moment is because of a bug because in some cases this card
Resurrection doesn't applies doomed: This should only be the case for specific cards and should be included in their card text (for example restore). This change will otherwise outright kill certain archetypes which though they aren't viable should hopefully eventually return to the game (greatsword, queensguard, anything that uses shieldsmith).
Quen Sign: Boost an ally in your hand and all copies of it by 3.
Either this card has to come back with the old effect or temporarily come back with this one if shield is still bugged. This card was an interesting staple of a lot of scoia'tael decks, forcing you to find a time to make a low tempo play to set up for massive value. It needs to come back.
Neutral
Reworks and Changes:
Stammelford's Tremors : Deal 2 damage to all units, if any are killed spawn a lesser guardian.
Pretty much a bronze chironex. Doesn't scale as well, is less problematic with ithlinne (though ithlinne is the problem not tremors), feels a lot better to play in axemen and self wounding decks. (Axemen have armour, so the damage increase tends to favour the deck).
Bloodcurdling Roar: Increase the strength of the bear to 13.
Boulder: Damage increased to 8 from 7.
Frost: Damage increased to 3 from 2.
All bronze weathers should be buffed by 1, because though weather is known for its attrition it frequently provides less or equal value over time to other engines, even though weather offers significantly less tempo.
Fog: Damage increased to 3 from 2.
Rain: Deals damage to 3 random units instead of 2.
Mardroeme: Change name from Mushrooms to Mardroeme.
Last Wish: Looks at the top 2 cards instead of 2 random ones. If it pulls a unit, the unit is boosted by 2.
Commander's Horn: Boost 7 adjacent units by 3.
If commander's horn is too problematic and too easy to enable right now it would be a better solution to make the condition harder to meet rather than to nerf the card to the point at which it becomes useless.
Manticore Venom: Damage increased to 15 from 13.
Dudu: New Effect: 1 Point. Boost self by the power of a unit.
Prize Winning Cow: Remove the token tag from chort.
By doing this if you successfully kill the cow you can move a 14 point relict to your graveyard, which could make this card useful for relict eater decks.
King of Beggars: Strengthen up to 22 instead of 15.
This card is similar to dun banner, except for the fact that it doesn't play itself. It is instead a conditional 15 point silver which often costs you card advantage. Considering the major disadvantage of this card not being able to put you ahead of your opponent, and requiring you to be far behind them it should have the potential to be worth a lot more than it currently is.
Myrgtabrakke: New Effect: 7 Point. Deal 3, then 2, then 1 damage.
Oligierd: 11 Point. Resurrect this unit on the end of your turn at round start and weaken by half.
Morkvarg is reasonable carry over, because by killing it often enough you can remove the carry over entirely, however Oligierd cannot be dealt with in this way, therefore I think this card should receive the same treatment as Ronvid.
Sarah: 11 to 13 Point.
Lesser Demons: New Effect: 11 Point. If you have another card in your hand, discard a card from your hand, then move a card from your deck to your hand.
This simply reverses the order of the effect. The reason why it is phrased this way is because if it wouldn't require you to have another card in your hand when you play it, it would simply give you free card advantage attached to an 11 point body.
Iris: Power increased to 4 from 3.
Since people seem to be confused, this change is only there because if weather is buffed to deal 3 damage, it would instantly kill iris without any other setup.
Regis: Can no longer target gold units.
This is overpowered when it hits letho. You basically play 2 gold cards which read charm a unit. If you consider that muzzle was overpowered previously and couldn't target golds and was limited to 8 point units then this is clearly a problem.
Aguara True Form: 2 to 1 Point.
Aguara: 5 to 7 Point.
Ciri:6 to 4 Point. 2 to 6 Armour. 6 to 7 Point. 2 to 3 Armour.
The card needs more survivability to be viable, however because the effect is so powerful the tempo of the card may need to be lower in order to make up for the increase in survivability.
After more consideration and feedback from Dannyguy it seemed that lowering this card's tempo would be too problematic. This way it provides more tempo and requires more than an alzur to be killed.
Geralt Aard: Damage increased from 3 to 4.
Geralt Yrden: 6 to 10 Point.
Ciri Dash: 11 to 12 Point. Strengthens by 5 instead of 3.
Ciri Dash is a joke. It is an 11 point gold, which becomes a 14, which becomes a 17. Therefore after investing enough effort into the card to play it 3 times, you end up with an average of a 14 point gold card. This is the value of a decent bronze card. Ciri Dash simply needs massive buffs.
Saskia Dragonfire: 11 to 13 Point. Can now select which cards to banish,
The effect of this card is worth nothing in a well constructed deck, and even in draft you wouldn't sacrifice 7 points to get the small amount of increased consistency this card provides, particularly because a lot of the stronger gold cards are ones you want to save until the end of the round, so you can't play Dragonfire with them in your hand.
New Cards:
Toussaint Red – Alchemy. Strengthen 3 adjacent units by 3.
Time to give decks like queensguard some love. I just think that the game needs a low tempo aoe strengthen card, because there aren't any effects like that right now. If this is too strong it could be changed to strengthen a unit by 3 and adjacent ones by 2.
Northern Realms
Reworks and Changes:
Henselt: 3 Point. Choose a bronze kaedweni or machine ally, play 2 copies of it from your deck.
Battering Ram: Same effect. If played on the melee row increase the primary target damage by 1, and decrease the secondary target damage by 1.
Reinforced Ballista: Same effect. If played on the ranged row increase the damage dealt by 1.
Trebuchet: Same effect. If played on the siege row double damage dealt to the centre unit.
Reaver Hunter: 3 Point. Boost all copies of this unit by 1, wherever they are. Repeat this effect whenever a redanian ally is played.
Reaver Hunter needs more potential. Playing a bunch of reaver hunters for a couple of 14 point bronze units isn't worth the investment when you could simply slam dwarves. By making this change the combo becomes more important, as the card is worth fewer points, but also obtains more ways of being activated, giving the deck much more potential. If this is overpowered with reaver scouts it could be changed to whenever a redanian soldier ally is played. Also witch hunters would only trigger this once.
Temerian Drummer: 4 Point. Boost an ally by 7.
By putting more power on its deploy ability this card becomes a lot more considerable in a temerian deck. As it can easily be worth 13 points.
Damned Sorceress: 2 Point. If there is another cursed unit on the row damage an enemy by 9.
7 damage isn't good enough as removal, a card has to deal 8 or more to be worthwhile. This change lets the card be used as removal in a cursed deck, and makes it a good target for cursed knight.
Field Medic: 6 Point. Heal and boost 2 soldier allies by 3.
Swarm decks don't need the new field medic because its a win more card. Yennefer is more than enough for the deck to close out a round. This change makes the card more similar to armorsmith. Its more limited, yet worth significantly more points though due to northern realms not having a method of damaging their own units. This would be more of a tech card against decks like pyrotechnician, and perhaps even alchemy if you can get soldiers like Ronvid to survive one hit.
Ban Ard Tutor: Swap a card with a bronze special card from your deck, if the card you swapped is a non-temerian unit boost it by 3.
This would make ban ard tutor playable in a deck which needs to stagger cards (reaver hunter), or other decks which often end up bricking themselves (machine henselt), without disrupting its usage in temerian decks. This card went through a couple of changes, thanks to ser2440 and dannyguy for pointing out the problem of this change for temerian decks.
Tridam Infantry: New Effect: 9 Point. 4 Armour. Remove the armour from 2 allied units and gain armour equal to the amount removed.
Vandergrift's Blade: New Effect: Deal 13 damage to a unit, if it is destroyed banish it.
The choose one effect is rather silly, particularly because there isn't a cursed unit you would prefer to destroy in many cases, rather than using the 9 damage banish. By making it a 13 point banish this card can be played as a counter to cards like Villentretenmerth, and can be used as a tech card against Skellige. Even though this probably still won't see play it will at least become a viable tech option.
Sile: 4 to 6 Points.
This card is harder to enable then tutors for spells such as tormented mage. It always seems to be worth less than other alternatives, even in completely spell based decks such as revenant decks because of how awkward it can be to enable, and how cards like alzur's double cross simply do a better job than Sile by being harder to brick, knowing what they draw and often being worth more.
Odrin: Triggers at end of turn instead of start.
Ves: 11 Point. Boost 2 cards in your hand by 3 if they're non-temerian units, then swap them.
Same reason as Ban Ard Tutor.
Trollololo: New Effect: 11 Point. Armor 5, at the end of your turn gain 2 armor.
I still don't understand why this card was changed to the boring version it is now. We need more cards which do things by staying on the board, and fewer cards which simply slam points and do nothing else.
Foltest's Pride: If an enemy can't be shoved any higher deal 3 damage instead.
Philippa Eilhart: Deal 6 damage, then 5, 4, 3, 2, 1 to different random enemies.
The current card was powercrept. A maximum potential of 16 points for a gold card isn't good, this change would give her the potential to be worth 22 points, however due to her uncontrollable nature it would be incredibly difficult to get this much value out of her.
Priscilla: 3 to 2 Point. Boost 7 allies by 3 instead of 5 by 3.
This card simply needs to have more potential value, a conditional 18 point gold like Priscilla simply always looks worse than something like Natalis.
John Natalis: 6 to 3 Point.
Tactic cards are too powerful for a card to exist which is simply a tactic card with 6 points slapped onto it.
Vandergrift: 7 to 9 Point.
Dandelion: Boost increased to 3 by 3 from 3 by 2.
He is currently a conditional 17 point gold. His condition needs to provide more points.
Adda: New Effect: 7 Point. Spawn a copy of a bronze or silver cursed unit which is in your deck.
A lot of these create leaders are silly and boring, and even if they are designed for draft mode I think that some of them such as Adda wouldn't even feel fun to play in draft due to how easily they can whiff and hit stuff like revenant, nivellen and botchling, and have the potential to have more interesting effects.
Scoia'tael
Reworks and Changes:
Wardancer: 4 Point. When another card swaps this unit play it on a random row and draw card.
By making this change ANOTHER CARD must swap it, therefore it cannot be used as artificial carry over, however by also increasing its points it supports the mulligan and elven archetypes.
Elven Blade: Boost an elf ally by 2 and force them to duel an enemy.
Credit for the idea goes to rs_merchant.
Crushing Trap: New Effect: Flip an ally, boost it by 8, and select its target.
Only selects targets for cards such as Malena, Morenn and Yaevinn. I actually like the idea behind the old crushing trap, but I think the effect is too niche for a bronze card to ever be playable.
Sage: 2 to 3 Point.
Elven Protector: 2 to 4 Point.
Panther: 8 Point. Deal 3 damage to a random unit on a row with less than 4 units. Repeat whenever an ally is flipped.
Hawker Healer: 5 Point. Boost adjacent allies by 3. If played on the siege row boost them by 4 instead.
Elven Archer: 7 Point. Damage an enemy by 3, increase damage dealt for every elf ally, up to a maximum of 8.
Credit goes to dannyguy for this change. To clarify the maximum damage is 8, not 11. At most this card is worth 15 points..
Pit Trap: Damage increased to 4.
This card is arguably worse than lacerate, because though it is more proactive and works well with movement it is heavily countered by clear skies and mages.
Milaen: 4 to 6 Point.
This card reminds me of expired ale, it has a condition that's hard to meet and revolves around positioning. The only difference is that for similarly difficult conditions this card is 2 points worse than expired ale.
Morenn: 7 Point. When your opponent plays a non-gold loyal unit deal 5 damage to it before its deploy ability triggers.
Though she was overtuned I think her effect was incredibly interesting, which is important for an ambush card as it had the risk of being a 0 point play, but when used intelligently could counter powerful cards such as Sigdrifa and Barclay els. I don't think it should be able to counter golds and leaders, but I think it should be able to counter other bronzes or silvers for a lot of value considering that it can also be countered and only be worth 12 points, and is a 0 tempo play. Currently it is a disgrace, being a 0 tempo play which has a maximum potential value of 14.
Hattori: New Effect: 3 Point. Boost an ally in your hand by this units power.
By making him strong you gave him the ability to make you stronger in Witcher 3. This seems much more fitting for a card who is supposed to give others weapons and tools which make them stronger, if he is helped to become strong, rather than being another barclay els.
Sheldon Skaggs: Boost self by two instead of one for each dwarf moved.
Ele'yas: 10 to 11 Point.
Ithlinne: 4 Points. Choose two of three: Play a bronze spell, boon or hazard from your deck.
This doesn't change the fact that ithlinne is worth more than 2 bronze cards, however it forces you to play 2 different bronze cards, and they cannot be 2 spells, 2 boons or 2 hazards. They must be 1 from any of the three, and then another from the remaining two. This would make deckbuilding with this card a lot more interesting, however I do believe that this card would still eventually need another rework.
Zoltan Chivay: Damage and boost increased from 2 to 3.
Xavier Moran: New Effect: 7 Point. Boost self by the power of another dwarf.
Filavandrel: 6 Points. After 2 turns flip all ambush allies and boost them by 2, if any have targeted effects trigger them against random enemies.
Filavandrel is a strange leader, I honestly don't know what to change her to. I simply thought that this was a good idea but if anyone has a better one let me know.
New Cards:
Cowardly Assassin: Bronze Card. Elf. 13 Point. Ambush. Flip this unit when an ally is flipped.
Yrden Sign (Trap): Silver Card. 4 Point. Ambush. When a unit enters the opposing row flip this unit and deal 4 damage to all enemies on the opposing row.
Yaevinn, Strategist: Silver Card. Elf. 9 Point. Ambush. When an enemy unit is played duel them and flip this unit.
Skellige
Reworks and Changes:
Shieldmaiden: New Effect: 3 Point, deal 2 damage to an enemy. If it was already damaged summon another shieldmaiden.
This card should never have been changed. It was a well designed card which would've eventually found its place again.
Skald: New Effect: 7 Point. Strengthen all allies from a clan of your choice by 1.
Clan Warcrier: 5 to 7 Point.
Clan Greatsword: 7 to 8 Point. Strengthen increased from 2 to 3.
Greatsword's don't provide enough value and are far too low tempo to be playable. Also you can no longer guarantee to pull them with crach an craite as longships now also have 7 strength.
Clan Archer: 8 to 9 point.
Being the hardest tuirseach card to enable this should be the strongest one in my opinion. Not beastmaster.
Clan Beastmaster: Spawned bear is weakened by 3.
This card is a proactive tuirseach unit and is also the strongest tuirseach unit for some reason. That simply shouldn't be the case. Also this is a 1 point nerf not a 3 point nerf, don't forget that I suggested buffing the bear by 2 earlier.
Clan Hunter: New Effect: 6 Point. Deal 5 damage to a unit. Whenever an adjacent ally is damaged boost self by 1.
Without this card the only other incentive for self wounding is greatsword.
Clan Skirmisher: 8 to 10 point. Strengthen increased from 3 to 4.
War Longship: 7 to 8 point.
There will be a lot of point buff suggestions for discard cards.
Clan Warmonger: 8 to 10 point.
Clan Smuggler: New Effect: 10 Point. Return a unit from your graveyard to your deck and strengthen it by 2.
Shieldsmith: 9 to 8 Point. Strengthen and armour increased from 2 to 3.
More focus should be put on the effect of this card, and less on the body. This will help the card find a place in the meta.
Clan Pirate: 11 to 12 Point.
Clan Warrior: 12 to 13 Point.
Restore: Return a unit to your hand, make it doomed and strengthen it to 8, then play a card.
Apparently this has already been implemented. Thanks ser2440.
Draig Bon Dhu: 5 Point. Strengthen 2 units in your graveyard by 4.
Holger Blackhand: 5 Point. Deal 6 damage. If the unit was destroyed strengthen the highest units in your graveyard by 3.
By applying this change holger could strengthen multiple units, this would actually make him a consideration, and give him the ability
Yoana: 6 to 9 Point.
Donar: New Effect: 2 Point. Lock a unit, then resurrect a bronze unit from your opponent's graveyard.
Giant Boar: Silver to Bronze unit. 8 to 6 point.
Svanrige: New Effect: 9 Point. Draw a card, then strengthen a card by 3 and discard it.
Ulfheddin: New Effect: 4 Point. Deal 1 damage to all enemies. Repeat twice against enemies that were already damaged.
This would make it proc damage effects like axemen multiple times against damaged enemies.
Madman Lugos: 6 to 8 Point.
Ermion: New Effect: 6 Point. Draw 2 cards, then strengthen 2 cards by 4 and discard them.
Vabjorn: New Effect: 11 Point. Deal 1 damage to an enemy, if it was already damaged repeat up to 4 times.
Credit for the idea goes to dannyguy. This kind of card could promote non-weather axemen decks.
Eist Tuirseach: 5 to 2 Point. Now strengthens the unit he spawns by 3.
Monster
Reworks and Changes:
Ice Troll: 4 to 5 Point.
A lot of monster changes are going to be point buffs simply because a large amount of Monster suffers from other decks being powercrept.
Foglet: 4 to 5 Point.
Werecat: New Effect: 6 Point. Deal 5 damage to an enemy. If under full moon deal 1 damage to all enemies on the opposing row.
Blood moon doesn't need a card which deals more area damage, it already struggles to find targets, full moon on the other hand might be able to use this effect.
5 to 7 Point.
This card may see some use in blood moon after all. Thanks ser2440.
D'ao: If played on the melee row strengthen self by 2.
Celaeno Harpy: Harpy hatchling up from 1 to 2 points.
Ice Giant: New Effect: 7 Point. Boost self by 7 if frost is on the opposing row.
Ekimara: New Effect: 6 Point, drain by 4 a unit that has 4 or less power.
This would make this card similar to slave hunter by requiring you to force an opponent into a certain range, and having an above average power level if you meet the condition.
Lamia: 6 to 8 Point.
Cockatrice: New Effect: 9 Point. Deal 2 damage to an enemy for every draconid ally.
This is similar to the current impera enforcer, however it doesn't trigger based off of cards which are played after the cockatrice comes into play, therefore this card acts as a finisher more so than anything else.
Wyvern: New Effect: 7 Point. Deal 5 damage to an enemy that isn't on the opposing row. If played on the ranged row increase the damage dealt by 2.
Wild Hunter Warrior: Damage increased to 4 from 3.
Wild Hunt Drakkar: 7 to 9 Point. MAKE AURA FUNCTION PROPERLY.
There are two frustrating things about this card. Firstly it is incredibly underwhelming because even if you have 5 of these on the board at the same time it is worth between 14 and 16 points. If you consider how many 9 point warriors you played and how many turns you spent making these low tempo plays this is pathetic. Secondly aura doesn't work the way it is supposed to. If this unit is removed or locked the buff isn't removed.
7 to 8 Point.
My bad, turns out the effect was intentional. I still think this card needs a buff however. Thanks ser2440.
Ancient Foglet: New Effect: 8 Point. At the start of your turn boost by 1 for every fog on the board.
Alpha Werewolf: 10 to 12 Point.
Fiend: 11 to 12 Point.
Cyclops: 11 to 12 Point.
Parasite: Damage and boost increased to 13.
Mourntart: New Effect: 2 Point. Consume up to 9 bronze or silver units in your graveyard, and boost self by 2 for each.
Morvudd: 5 to 7 Point.
Ruehin: New Effect: 5 Point. Boost all insectoid and cursed allies by 2.
Golyat: Boost self by 8 instead of 7.
Caranthir: 8 to 9 Point.
Imlerith: 9 to 7 Point. Destroy enemies under frost instead of dealing 8.
9 to 7 Point added later. Thanks ser2440.
Sleeping Giant: 12 to 14 Point.
Whispering Hillock: New Effect: 8 Point. Choose a bronze draconid, necrophage or relict ally. Spawn a copy of it.
Creating an organic card is very inconsistent, as there are resets, single target damage, area damage, and more things. This type of leader would help create more interesting archetypes.
Unseen Elder: New Effect: 6 Point. Drain an ally, then banish an enemy with less power than this unit.
This effect may be too powerful, and perhaps it should only destroy an enemy, or deal damage, yet it creates a powerful incentive to create large units, and creates an interesting gameplay in which the Elder player will attempt to create a unit which is large enough to kill a priority target from their opponent, yet small enough to not waste value in the process of killing it, while the opponent will at the same time attempt to prevent this from happening.
New Cards:
Night of Blood: Bronze. Organic. Force all vampire and beast allies to drain a random enemy by 1. Repeat once for vampires which stand in full moon.
Alp: Vampire. 6 Point. Drain all boosts from an ally, and damage an enemy by the amount drained.
This has potential to be used in both consume and a drain archetype, and could function similarly to the Viper School Witcher, except for the fact that it would require more setup.
Garkain: Vampire: 8 Point. Damage an enemy by 4, if you have a vampire and cursed ally drain by 4 instead.
Orianna: Vampire. 8 Point. Drain an ally by 4, if it dies boost self by an additional 10.
Queen of the Night: Vampire. 8 Point. Drain a non-vampire ally by 3. If the ally survives give them the vampire and cursed tag and boost them by 3. Repeat three times.
Nilfgaard
Reworks and Changes:
Vicovaro Medic: 1 Point.Resurrect a bronze spying agent from your opponent's graveyard. Resurrect a bronze unit with 6 or less power.
This card is practically impossible to brick in its current state. It is only bad in round 1 against an empty graveyard, and strengthening spies doesn't counter them, because they will simply resurrect your units instead and casually play a 14 point bronze which disrupts your graveyard for no reason. Similarly to why priestess of freya shouldn't be able to resurrect support units this card shouldn't be able to resurrect non-spying units.
PS: The main problem with the card is when it resurrects massive units. That shouldn't take away the interesting decisions made when using smaller units from the enemy deck, which they probably wouldn't resurrect anyway. I think 8 might still be too high though, due to some of the things which could be strengthened to that amount than stolen, such as beastmasters in veteran decks. Thanks ser2440.
Ambassador: Boost increased to 14 from 12.
Alba Pikeman: New Effect: 1 Point. Summon a copy of this unit from your deck whenever you play a soldier.
Impera Enforcer: 6 to 8 Point. Old effect. No more retroactive triggering.
Spies was the strongest deck before midwinter and received one of the most powerful and boring buffs. Impera enforcer was frustrating but fine in its old state because at least you had an idea of how much damage your opponent could do, and could counter the enforcer, however now your opponent simply slaps stupid amounts of points onto the board for 6 points straight, because they now play 6 impera brigades rather than 3 bronze finishers and 3 bronze engines like they used to.
I maintain my opinion about this card being problematic in its current state, however I agree that the card in its old state would've required too much setup to obtain value to be playable. Thanks ser2440.
Combat Engineer: 7 Point. Boost an adjacent ally by 5. If played on the siege row heal an ally then boost it by 4 instead.
Rot Tosser: 7 to 9 Point. Cow Carcass power up to 5 from 1.
This would make the cow harder to kill, making the card lower tempo but potentially more powerful. Also why is the massive corpse of a cow so easy to get rid of? Removed timer nerf after feedback from dannyguy.
Deithwen Arbalest: New Effect: 7 Point. Deal 3 damage, increase damage dealt by 1 for each soldier ally, up to a maximum of 8.
Cap added after feedback from dannyguy.
Slave Hunter: 8 to 9 Point.
Master of Disguise: 11 to 12 Point.
Cadaverine Venom: Damage increased to 3 from 2.
Nilfgaardian Gate: Boost increased to 3 from 1.
Frangilla Vigo: New Effect: 1 Power. Spying. Halve the power of adjacent units.
Joachim De Wett: 5 to 7 Point.
Serrit: 6 to 8 Point. Damage decreased from 6 to 4. Can set up to 3 opposing units powers to 1.
As much as I personally hate the effect of setting revealed units power to 1, this is a silver card, and is inferior to venendel elite in every way. For this card to be worth a nilfgaard silver slot and keep a similar effect it has to be able to affect multiple units, similarly to henry var attre.
Auckes: 7 to 8 Point.
The Empress: New Effect: 6 Point. Spying. At the start of your turn spawn an emissary to the right of this unit. When your opponent passes move to the opposite row.
The emissary doesn't trigger its deploy effect. This makes the unit a spy engine for spy decks. I'm not sure if this is playable as it might be too much of a win more card for the deck, however its definitely a lot more interesting, enjoyable and appropriate than the current card.
Sweers: 9 to 10 Point. Can only move up to a maximum of3 4 copies of a card to the graveyard.
Though it is meant to counter an archetype like consume it almost counters it too much, making the matchup completely binary.
3 copies might be too few. I want this card to still counter the archetypes it targets (primarily nekker consume), but don't want it to be gamebreaking. Changed to 4 due to feedback from ser2440.
Henry Var Attre: 9 to 8 Point. Damage and boost increased to 3 from 2.
Assire: 11 to 12 Point.
The Guardian: 11 to 13 Point.
Rainfarn: 5 to 3 Point.
Letho Kingslayer: Same Effect: 3 Point.
You can't just slap 5 points onto a tactic card and call it balanced. Cards like Vesemir and Whispess are alright right now because there aren't good organic or alchemy cards, however tactics include cards like commander's horn and decoy.
Shilard: 9 to 12 Point.
Tibor: Boost increased to 20 from 15. Immune.
One of the problems with this card is how it can be destroyed by targeted effects. It being countered by cards like Geralt: Igni and Scorch seems fair enough. Thanks ser2440.
Xarthisius: New Effect: 6 Point. Summon the card at the bottom of your deck.
This is an idea which a friend of mine came up with, which seemed interesting due to how it interacts with Cantarella, and it seems like it has much more potential than the previous version which did nothing other than give information.
Usurper: Boost removed.
The card is thematically very appropriate, and the most interesting one of all the create leaders. However this card should not boost the leader it creates because it is already fairly close to being playable due to the fact that it is a random leader, with 1 additional point and the spy trigger attached to it, and if this leader is ever viable then a meta deck will exist whose leader can single handedly determine the outcome of a game based on random effects. The best example of this is when it creates radovid.
Poll located beneath me for which faction you want to see me create custom cards for.
Gwent Changes and new cards I would like to see
These are suggestions that I have for card changes, reworks and releases. These take changes on the public test realm into consideration. Anything written in italics is simply clarification for how the card works or why I believe the change could be made.
General
Wherever they are: This should affect the graveyard. I hope that the reason why this doesn't work at the moment is because of a bug because in some cases this card
Resurrection doesn't applies doomed: This should only be the case for specific cards and should be included in their card text (for example restore). This change will otherwise outright kill certain archetypes which though they aren't viable should hopefully eventually return to the game (greatsword, queensguard, anything that uses shieldsmith).
Quen Sign: Boost an ally in your hand and all copies of it by 3.
Either this card has to come back with the old effect or temporarily come back with this one if shield is still bugged. This card was an interesting staple of a lot of scoia'tael decks, forcing you to find a time to make a low tempo play to set up for massive value. It needs to come back.
Neutral
Reworks and Changes:
Stammelford's Tremors : Deal 2 damage to all units, if any are killed spawn a lesser guardian.
Pretty much a bronze chironex. Doesn't scale as well, is less problematic with ithlinne (though ithlinne is the problem not tremors), feels a lot better to play in axemen and self wounding decks. (Axemen have armour, so the damage increase tends to favour the deck).
Bloodcurdling Roar: Increase the strength of the bear to 13.
Boulder: Damage increased to 8 from 7.
Frost: Damage increased to 3 from 2.
All bronze weathers should be buffed by 1, because though weather is known for its attrition it frequently provides less or equal value over time to other engines, even though weather offers significantly less tempo.
Fog: Damage increased to 3 from 2.
Rain: Deals damage to 3 random units instead of 2.
Mardroeme: Change name from Mushrooms to Mardroeme.
Last Wish: Looks at the top 2 cards instead of 2 random ones. If it pulls a unit, the unit is boosted by 2.
Commander's Horn: Boost 7 adjacent units by 3.
If commander's horn is too problematic and too easy to enable right now it would be a better solution to make the condition harder to meet rather than to nerf the card to the point at which it becomes useless.
Manticore Venom: Damage increased to 15 from 13.
Dudu: New Effect: 1 Point. Boost self by the power of a unit.
Prize Winning Cow: Remove the token tag from chort.
By doing this if you successfully kill the cow you can move a 14 point relict to your graveyard, which could make this card useful for relict eater decks.
King of Beggars: Strengthen up to 22 instead of 15.
This card is similar to dun banner, except for the fact that it doesn't play itself. It is instead a conditional 15 point silver which often costs you card advantage. Considering the major disadvantage of this card not being able to put you ahead of your opponent, and requiring you to be far behind them it should have the potential to be worth a lot more than it currently is.
Myrgtabrakke: New Effect: 7 Point. Deal 3, then 2, then 1 damage.
Oligierd: 11 Point. Resurrect this unit on the end of your turn at round start and weaken by half.
Morkvarg is reasonable carry over, because by killing it often enough you can remove the carry over entirely, however Oligierd cannot be dealt with in this way, therefore I think this card should receive the same treatment as Ronvid.
Sarah: 11 to 13 Point.
Lesser Demons: New Effect: 11 Point. If you have another card in your hand, discard a card from your hand, then move a card from your deck to your hand.
This simply reverses the order of the effect. The reason why it is phrased this way is because if it wouldn't require you to have another card in your hand when you play it, it would simply give you free card advantage attached to an 11 point body.
Iris: Power increased to 4 from 3.
Since people seem to be confused, this change is only there because if weather is buffed to deal 3 damage, it would instantly kill iris without any other setup.
Regis: Can no longer target gold units.
This is overpowered when it hits letho. You basically play 2 gold cards which read charm a unit. If you consider that muzzle was overpowered previously and couldn't target golds and was limited to 8 point units then this is clearly a problem.
Aguara True Form: 2 to 1 Point.
Aguara: 5 to 7 Point.
Ciri:
After more consideration and feedback from Dannyguy it seemed that lowering this card's tempo would be too problematic. This way it provides more tempo and requires more than an alzur to be killed.
Geralt Aard: Damage increased from 3 to 4.
Geralt Yrden: 6 to 10 Point.
Ciri Dash: 11 to 12 Point. Strengthens by 5 instead of 3.
Ciri Dash is a joke. It is an 11 point gold, which becomes a 14, which becomes a 17. Therefore after investing enough effort into the card to play it 3 times, you end up with an average of a 14 point gold card. This is the value of a decent bronze card. Ciri Dash simply needs massive buffs.
Saskia Dragonfire: 11 to 13 Point. Can now select which cards to banish,
The effect of this card is worth nothing in a well constructed deck, and even in draft you wouldn't sacrifice 7 points to get the small amount of increased consistency this card provides, particularly because a lot of the stronger gold cards are ones you want to save until the end of the round, so you can't play Dragonfire with them in your hand.
New Cards:
Toussaint Red – Alchemy. Strengthen 3 adjacent units by 3.
Time to give decks like queensguard some love. I just think that the game needs a low tempo aoe strengthen card, because there aren't any effects like that right now. If this is too strong it could be changed to strengthen a unit by 3 and adjacent ones by 2.
Northern Realms
Reworks and Changes:
Henselt: 3 Point. Choose a bronze kaedweni or machine ally, play 2 copies of it from your deck.
Battering Ram: Same effect. If played on the melee row increase the primary target damage by 1, and decrease the secondary target damage by 1.
Reinforced Ballista: Same effect. If played on the ranged row increase the damage dealt by 1.
Trebuchet: Same effect. If played on the siege row double damage dealt to the centre unit.
Reaver Hunter: 3 Point. Boost all copies of this unit by 1, wherever they are. Repeat this effect whenever a redanian ally is played.
Reaver Hunter needs more potential. Playing a bunch of reaver hunters for a couple of 14 point bronze units isn't worth the investment when you could simply slam dwarves. By making this change the combo becomes more important, as the card is worth fewer points, but also obtains more ways of being activated, giving the deck much more potential. If this is overpowered with reaver scouts it could be changed to whenever a redanian soldier ally is played. Also witch hunters would only trigger this once.
Temerian Drummer: 4 Point. Boost an ally by 7.
By putting more power on its deploy ability this card becomes a lot more considerable in a temerian deck. As it can easily be worth 13 points.
Damned Sorceress: 2 Point. If there is another cursed unit on the row damage an enemy by 9.
7 damage isn't good enough as removal, a card has to deal 8 or more to be worthwhile. This change lets the card be used as removal in a cursed deck, and makes it a good target for cursed knight.
Field Medic: 6 Point. Heal and boost 2 soldier allies by 3.
Swarm decks don't need the new field medic because its a win more card. Yennefer is more than enough for the deck to close out a round. This change makes the card more similar to armorsmith. Its more limited, yet worth significantly more points though due to northern realms not having a method of damaging their own units. This would be more of a tech card against decks like pyrotechnician, and perhaps even alchemy if you can get soldiers like Ronvid to survive one hit.
Ban Ard Tutor: Swap a card with a bronze special card from your deck, if the card you swapped is a non-temerian unit boost it by 3.
This would make ban ard tutor playable in a deck which needs to stagger cards (reaver hunter), or other decks which often end up bricking themselves (machine henselt), without disrupting its usage in temerian decks. This card went through a couple of changes, thanks to ser2440 and dannyguy for pointing out the problem of this change for temerian decks.
Tridam Infantry: New Effect: 9 Point. 4 Armour. Remove the armour from 2 allied units and gain armour equal to the amount removed.
Vandergrift's Blade: New Effect: Deal 13 damage to a unit, if it is destroyed banish it.
The choose one effect is rather silly, particularly because there isn't a cursed unit you would prefer to destroy in many cases, rather than using the 9 damage banish. By making it a 13 point banish this card can be played as a counter to cards like Villentretenmerth, and can be used as a tech card against Skellige. Even though this probably still won't see play it will at least become a viable tech option.
Sile: 4 to 6 Points.
This card is harder to enable then tutors for spells such as tormented mage. It always seems to be worth less than other alternatives, even in completely spell based decks such as revenant decks because of how awkward it can be to enable, and how cards like alzur's double cross simply do a better job than Sile by being harder to brick, knowing what they draw and often being worth more.
Odrin: Triggers at end of turn instead of start.
Ves: 11 Point. Boost 2 cards in your hand by 3 if they're non-temerian units, then swap them.
Same reason as Ban Ard Tutor.
Trollololo: New Effect: 11 Point. Armor 5, at the end of your turn gain 2 armor.
I still don't understand why this card was changed to the boring version it is now. We need more cards which do things by staying on the board, and fewer cards which simply slam points and do nothing else.
Foltest's Pride: If an enemy can't be shoved any higher deal 3 damage instead.
Philippa Eilhart: Deal 6 damage, then 5, 4, 3, 2, 1 to different random enemies.
The current card was powercrept. A maximum potential of 16 points for a gold card isn't good, this change would give her the potential to be worth 22 points, however due to her uncontrollable nature it would be incredibly difficult to get this much value out of her.
Priscilla: 3 to 2 Point. Boost 7 allies by 3 instead of 5 by 3.
This card simply needs to have more potential value, a conditional 18 point gold like Priscilla simply always looks worse than something like Natalis.
John Natalis: 6 to 3 Point.
Tactic cards are too powerful for a card to exist which is simply a tactic card with 6 points slapped onto it.
Vandergrift: 7 to 9 Point.
Dandelion: Boost increased to 3 by 3 from 3 by 2.
He is currently a conditional 17 point gold. His condition needs to provide more points.
Adda: New Effect: 7 Point. Spawn a copy of a bronze or silver cursed unit which is in your deck.
A lot of these create leaders are silly and boring, and even if they are designed for draft mode I think that some of them such as Adda wouldn't even feel fun to play in draft due to how easily they can whiff and hit stuff like revenant, nivellen and botchling, and have the potential to have more interesting effects.
Scoia'tael
Reworks and Changes:
Wardancer: 4 Point. When another card swaps this unit play it on a random row and draw card.
By making this change ANOTHER CARD must swap it, therefore it cannot be used as artificial carry over, however by also increasing its points it supports the mulligan and elven archetypes.
Elven Blade: Boost an elf ally by 2 and force them to duel an enemy.
Credit for the idea goes to rs_merchant.
Crushing Trap: New Effect: Flip an ally, boost it by 8, and select its target.
Only selects targets for cards such as Malena, Morenn and Yaevinn. I actually like the idea behind the old crushing trap, but I think the effect is too niche for a bronze card to ever be playable.
Sage: 2 to 3 Point.
Elven Protector: 2 to 4 Point.
Panther: 8 Point. Deal 3 damage to a random unit on a row with less than 4 units. Repeat whenever an ally is flipped.
Hawker Healer: 5 Point. Boost adjacent allies by 3. If played on the siege row boost them by 4 instead.
Elven Archer: 7 Point. Damage an enemy by 3, increase damage dealt for every elf ally, up to a maximum of 8.
Credit goes to dannyguy for this change. To clarify the maximum damage is 8, not 11. At most this card is worth 15 points..
Pit Trap: Damage increased to 4.
This card is arguably worse than lacerate, because though it is more proactive and works well with movement it is heavily countered by clear skies and mages.
Milaen: 4 to 6 Point.
This card reminds me of expired ale, it has a condition that's hard to meet and revolves around positioning. The only difference is that for similarly difficult conditions this card is 2 points worse than expired ale.
Morenn: 7 Point. When your opponent plays a non-gold loyal unit deal 5 damage to it before its deploy ability triggers.
Though she was overtuned I think her effect was incredibly interesting, which is important for an ambush card as it had the risk of being a 0 point play, but when used intelligently could counter powerful cards such as Sigdrifa and Barclay els. I don't think it should be able to counter golds and leaders, but I think it should be able to counter other bronzes or silvers for a lot of value considering that it can also be countered and only be worth 12 points, and is a 0 tempo play. Currently it is a disgrace, being a 0 tempo play which has a maximum potential value of 14.
Hattori: New Effect: 3 Point. Boost an ally in your hand by this units power.
By making him strong you gave him the ability to make you stronger in Witcher 3. This seems much more fitting for a card who is supposed to give others weapons and tools which make them stronger, if he is helped to become strong, rather than being another barclay els.
Sheldon Skaggs: Boost self by two instead of one for each dwarf moved.
Ele'yas: 10 to 11 Point.
Ithlinne: 4 Points. Choose two of three: Play a bronze spell, boon or hazard from your deck.
This doesn't change the fact that ithlinne is worth more than 2 bronze cards, however it forces you to play 2 different bronze cards, and they cannot be 2 spells, 2 boons or 2 hazards. They must be 1 from any of the three, and then another from the remaining two. This would make deckbuilding with this card a lot more interesting, however I do believe that this card would still eventually need another rework.
Zoltan Chivay: Damage and boost increased from 2 to 3.
Xavier Moran: New Effect: 7 Point. Boost self by the power of another dwarf.
Filavandrel: 6 Points. After 2 turns flip all ambush allies and boost them by 2, if any have targeted effects trigger them against random enemies.
Filavandrel is a strange leader, I honestly don't know what to change her to. I simply thought that this was a good idea but if anyone has a better one let me know.
New Cards:
Cowardly Assassin: Bronze Card. Elf. 13 Point. Ambush. Flip this unit when an ally is flipped.
Yrden Sign (Trap): Silver Card. 4 Point. Ambush. When a unit enters the opposing row flip this unit and deal 4 damage to all enemies on the opposing row.
Yaevinn, Strategist: Silver Card. Elf. 9 Point. Ambush. When an enemy unit is played duel them and flip this unit.
Skellige
Reworks and Changes:
Shieldmaiden: New Effect: 3 Point, deal 2 damage to an enemy. If it was already damaged summon another shieldmaiden.
This card should never have been changed. It was a well designed card which would've eventually found its place again.
Skald: New Effect: 7 Point. Strengthen all allies from a clan of your choice by 1.
Clan Warcrier: 5 to 7 Point.
Clan Greatsword: 7 to 8 Point. Strengthen increased from 2 to 3.
Greatsword's don't provide enough value and are far too low tempo to be playable. Also you can no longer guarantee to pull them with crach an craite as longships now also have 7 strength.
Clan Archer: 8 to 9 point.
Being the hardest tuirseach card to enable this should be the strongest one in my opinion. Not beastmaster.
Clan Beastmaster: Spawned bear is weakened by 3.
This card is a proactive tuirseach unit and is also the strongest tuirseach unit for some reason. That simply shouldn't be the case. Also this is a 1 point nerf not a 3 point nerf, don't forget that I suggested buffing the bear by 2 earlier.
Clan Hunter: New Effect: 6 Point. Deal 5 damage to a unit. Whenever an adjacent ally is damaged boost self by 1.
Without this card the only other incentive for self wounding is greatsword.
Clan Skirmisher: 8 to 10 point. Strengthen increased from 3 to 4.
War Longship: 7 to 8 point.
There will be a lot of point buff suggestions for discard cards.
Clan Warmonger: 8 to 10 point.
Clan Smuggler: New Effect: 10 Point. Return a unit from your graveyard to your deck and strengthen it by 2.
Shieldsmith: 9 to 8 Point. Strengthen and armour increased from 2 to 3.
More focus should be put on the effect of this card, and less on the body. This will help the card find a place in the meta.
Clan Pirate: 11 to 12 Point.
Clan Warrior: 12 to 13 Point.
Apparently this has already been implemented. Thanks ser2440.
Draig Bon Dhu: 5 Point. Strengthen 2 units in your graveyard by 4.
Holger Blackhand: 5 Point. Deal 6 damage. If the unit was destroyed strengthen the highest units in your graveyard by 3.
By applying this change holger could strengthen multiple units, this would actually make him a consideration, and give him the ability
Yoana: 6 to 9 Point.
Donar: New Effect: 2 Point. Lock a unit, then resurrect a bronze unit from your opponent's graveyard.
Giant Boar: Silver to Bronze unit. 8 to 6 point.
Svanrige: New Effect: 9 Point. Draw a card, then strengthen a card by 3 and discard it.
Ulfheddin: New Effect: 4 Point. Deal 1 damage to all enemies. Repeat twice against enemies that were already damaged.
This would make it proc damage effects like axemen multiple times against damaged enemies.
Madman Lugos: 6 to 8 Point.
Ermion: New Effect: 6 Point. Draw 2 cards, then strengthen 2 cards by 4 and discard them.
Vabjorn: New Effect: 11 Point. Deal 1 damage to an enemy, if it was already damaged repeat up to 4 times.
Credit for the idea goes to dannyguy. This kind of card could promote non-weather axemen decks.
Eist Tuirseach: 5 to 2 Point. Now strengthens the unit he spawns by 3.
Monster
Reworks and Changes:
Ice Troll: 4 to 5 Point.
A lot of monster changes are going to be point buffs simply because a large amount of Monster suffers from other decks being powercrept.
Foglet: 4 to 5 Point.
Blood moon doesn't need a card which deals more area damage, it already struggles to find targets, full moon on the other hand might be able to use this effect.
5 to 7 Point.
This card may see some use in blood moon after all. Thanks ser2440.
D'ao: If played on the melee row strengthen self by 2.
Celaeno Harpy: Harpy hatchling up from 1 to 2 points.
Ice Giant: New Effect: 7 Point. Boost self by 7 if frost is on the opposing row.
Ekimara: New Effect: 6 Point, drain by 4 a unit that has 4 or less power.
This would make this card similar to slave hunter by requiring you to force an opponent into a certain range, and having an above average power level if you meet the condition.
Lamia: 6 to 8 Point.
Cockatrice: New Effect: 9 Point. Deal 2 damage to an enemy for every draconid ally.
This is similar to the current impera enforcer, however it doesn't trigger based off of cards which are played after the cockatrice comes into play, therefore this card acts as a finisher more so than anything else.
Wyvern: New Effect: 7 Point. Deal 5 damage to an enemy that isn't on the opposing row. If played on the ranged row increase the damage dealt by 2.
Wild Hunter Warrior: Damage increased to 4 from 3.
There are two frustrating things about this card. Firstly it is incredibly underwhelming because even if you have 5 of these on the board at the same time it is worth between 14 and 16 points. If you consider how many 9 point warriors you played and how many turns you spent making these low tempo plays this is pathetic. Secondly aura doesn't work the way it is supposed to. If this unit is removed or locked the buff isn't removed.
7 to 8 Point.
My bad, turns out the effect was intentional. I still think this card needs a buff however. Thanks ser2440.
Ancient Foglet: New Effect: 8 Point. At the start of your turn boost by 1 for every fog on the board.
Alpha Werewolf: 10 to 12 Point.
Fiend: 11 to 12 Point.
Cyclops: 11 to 12 Point.
Parasite: Damage and boost increased to 13.
Mourntart: New Effect: 2 Point. Consume up to 9 bronze or silver units in your graveyard, and boost self by 2 for each.
Morvudd: 5 to 7 Point.
Ruehin: New Effect: 5 Point. Boost all insectoid and cursed allies by 2.
Golyat: Boost self by 8 instead of 7.
Caranthir: 8 to 9 Point.
Imlerith: 9 to 7 Point. Destroy enemies under frost instead of dealing 8.
9 to 7 Point added later. Thanks ser2440.
Sleeping Giant: 12 to 14 Point.
Whispering Hillock: New Effect: 8 Point. Choose a bronze draconid, necrophage or relict ally. Spawn a copy of it.
Creating an organic card is very inconsistent, as there are resets, single target damage, area damage, and more things. This type of leader would help create more interesting archetypes.
Unseen Elder: New Effect: 6 Point. Drain an ally, then banish an enemy with less power than this unit.
This effect may be too powerful, and perhaps it should only destroy an enemy, or deal damage, yet it creates a powerful incentive to create large units, and creates an interesting gameplay in which the Elder player will attempt to create a unit which is large enough to kill a priority target from their opponent, yet small enough to not waste value in the process of killing it, while the opponent will at the same time attempt to prevent this from happening.
New Cards:
Night of Blood: Bronze. Organic. Force all vampire and beast allies to drain a random enemy by 1. Repeat once for vampires which stand in full moon.
Alp: Vampire. 6 Point. Drain all boosts from an ally, and damage an enemy by the amount drained.
This has potential to be used in both consume and a drain archetype, and could function similarly to the Viper School Witcher, except for the fact that it would require more setup.
Garkain: Vampire: 8 Point. Damage an enemy by 4, if you have a vampire and cursed ally drain by 4 instead.
Orianna: Vampire. 8 Point. Drain an ally by 4, if it dies boost self by an additional 10.
Queen of the Night: Vampire. 8 Point. Drain a non-vampire ally by 3. If the ally survives give them the vampire and cursed tag and boost them by 3. Repeat three times.
Nilfgaard
Reworks and Changes:
Vicovaro Medic: 1 Point.
This card is practically impossible to brick in its current state. It is only bad in round 1 against an empty graveyard, and strengthening spies doesn't counter them, because they will simply resurrect your units instead and casually play a 14 point bronze which disrupts your graveyard for no reason. Similarly to why priestess of freya shouldn't be able to resurrect support units this card shouldn't be able to resurrect non-spying units.
PS: The main problem with the card is when it resurrects massive units. That shouldn't take away the interesting decisions made when using smaller units from the enemy deck, which they probably wouldn't resurrect anyway. I think 8 might still be too high though, due to some of the things which could be strengthened to that amount than stolen, such as beastmasters in veteran decks. Thanks ser2440.
Ambassador: Boost increased to 14 from 12.
Alba Pikeman: New Effect: 1 Point. Summon a copy of this unit from your deck whenever you play a soldier.
Impera Enforcer: 6 to 8 Point. Old effect. No more retroactive triggering.
Spies was the strongest deck before midwinter and received one of the most powerful and boring buffs. Impera enforcer was frustrating but fine in its old state because at least you had an idea of how much damage your opponent could do, and could counter the enforcer, however now your opponent simply slaps stupid amounts of points onto the board for 6 points straight, because they now play 6 impera brigades rather than 3 bronze finishers and 3 bronze engines like they used to.
I maintain my opinion about this card being problematic in its current state, however I agree that the card in its old state would've required too much setup to obtain value to be playable. Thanks ser2440.
Combat Engineer: 7 Point. Boost an adjacent ally by 5. If played on the siege row heal an ally then boost it by 4 instead.
Rot Tosser: 7 to 9 Point. Cow Carcass power up to 5 from 1.
This would make the cow harder to kill, making the card lower tempo but potentially more powerful. Also why is the massive corpse of a cow so easy to get rid of? Removed timer nerf after feedback from dannyguy.
Deithwen Arbalest: New Effect: 7 Point. Deal 3 damage, increase damage dealt by 1 for each soldier ally, up to a maximum of 8.
Cap added after feedback from dannyguy.
Slave Hunter: 8 to 9 Point.
Master of Disguise: 11 to 12 Point.
Cadaverine Venom: Damage increased to 3 from 2.
Nilfgaardian Gate: Boost increased to 3 from 1.
Frangilla Vigo: New Effect: 1 Power. Spying. Halve the power of adjacent units.
Joachim De Wett: 5 to 7 Point.
Serrit: 6 to 8 Point. Damage decreased from 6 to 4. Can set up to 3 opposing units powers to 1.
As much as I personally hate the effect of setting revealed units power to 1, this is a silver card, and is inferior to venendel elite in every way. For this card to be worth a nilfgaard silver slot and keep a similar effect it has to be able to affect multiple units, similarly to henry var attre.
Auckes: 7 to 8 Point.
The Empress: New Effect: 6 Point. Spying. At the start of your turn spawn an emissary to the right of this unit. When your opponent passes move to the opposite row.
The emissary doesn't trigger its deploy effect. This makes the unit a spy engine for spy decks. I'm not sure if this is playable as it might be too much of a win more card for the deck, however its definitely a lot more interesting, enjoyable and appropriate than the current card.
Sweers: 9 to 10 Point. Can only move up to a maximum of
Though it is meant to counter an archetype like consume it almost counters it too much, making the matchup completely binary.
3 copies might be too few. I want this card to still counter the archetypes it targets (primarily nekker consume), but don't want it to be gamebreaking. Changed to 4 due to feedback from ser2440.
Henry Var Attre: 9 to 8 Point. Damage and boost increased to 3 from 2.
Assire: 11 to 12 Point.
The Guardian: 11 to 13 Point.
Rainfarn: 5 to 3 Point.
Letho Kingslayer: Same Effect: 3 Point.
You can't just slap 5 points onto a tactic card and call it balanced. Cards like Vesemir and Whispess are alright right now because there aren't good organic or alchemy cards, however tactics include cards like commander's horn and decoy.
Shilard: 9 to 12 Point.
Tibor: Boost increased to 20 from 15. Immune.
One of the problems with this card is how it can be destroyed by targeted effects. It being countered by cards like Geralt: Igni and Scorch seems fair enough. Thanks ser2440.
Xarthisius: New Effect: 6 Point. Summon the card at the bottom of your deck.
This is an idea which a friend of mine came up with, which seemed interesting due to how it interacts with Cantarella, and it seems like it has much more potential than the previous version which did nothing other than give information.
Usurper: Boost removed.
The card is thematically very appropriate, and the most interesting one of all the create leaders. However this card should not boost the leader it creates because it is already fairly close to being playable due to the fact that it is a random leader, with 1 additional point and the spy trigger attached to it, and if this leader is ever viable then a meta deck will exist whose leader can single handedly determine the outcome of a game based on random effects. The best example of this is when it creates radovid.
Poll located beneath me for which faction you want to see me create custom cards for.
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