Balance and Card Release Suggestions

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Balance and Card Release Suggestions

  • Northern Realms

    Votes: 0 0.0%
  • Scoia'tael

    Votes: 0 0.0%
  • Skellige

    Votes: 0 0.0%
  • Nilfgaard

    Votes: 0 0.0%

  • Total voters
    1
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 of 3 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.
 
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Whoah! :eek: so many suggestions. I have to say I love almost all of them. Well done :) But to save time I'll only talk about the ones I disagree with, if that's ok :)

Iris: Power increased to 4 from 3.

You also suggest that weather damage is increased to 3. So with a WH rider on the opposite row it will still be insta-killed. Impera Enforcers will still be able to kill it in 2 hits. WH warrior damage also increases to be able to destroy it. So I don't see any fundamental change to Iris if all of your suggestions are implemented

Same effect. If played on the siege row double damage dealt to the centre unit.
I think that should go for all of the siege units, leading to the discussion for the preferred row system. So battering rams gain the boost if on the siege row, so do ballistas and everything else :)

Tridam Infantry: New Effect: 9 Point. 4 Armour. Remove the armour from 2 allied units and gain armour equal to the amount removed.

So this will just shift the armor around? I mean, I know where you are getting with that but...I don't know. It's a maybe.

Ban Ard Tutor: Boost a unit in your hand by 3, then swap it with a bronze special card from your deck.
This would make ban ard tutor playable in a deck which either needs to stagger cards (reaver hunter), or has a lot of bricks (temerian decks) while being able to play units from their deck, and creates an incentive to run special cards in those decks.

Quite the opposite, it would most likely make them worse. The most common use for Ban Ard Tutors is to mulligan Blue Stripes Commandos. If those units are boosted you can no longer summon them with Blue Stripes Scouts, Temerian Infantrymen, or Vernon Roche/John Natalis. They'll be way out of range for virtually every Temerian unit. Plus you can't swap Special cards away, making them unable to un-brick Natalis

Sile: 4 to 6 Points.
Sille has the ability to play silver cards, which most notably, include silver tactic cards. Not to mention the thinning. If it was just bronze I'd absolutely agree. But slapping 4 points on a Reinforcements or Commander's horn and giving it an extra unit if necessary is not bad at all, plus the potential to draw great cards if you have done enough deck thinning

Ves: 11 Point. Boost 2 cards in your hand by 3 if they're units, then swap them.
Similarly to ban ard tutor this card needs to be worth something. The reaosn why cards like Saskia and Vrihedd Officer can see play is because they have cards which benefit from swap, Swap cards in northern realms on the other hand need to provide the benefit alongside the swap since they don't have cards which benefit from the effect.

Similar to Ban Ard Tutor above.

Elven Blade: Boost an elf ally by 2 and force them to duel an enemy.

It already doesn't see much use, I don't know how well that will work. Can't picture it, that is


Filavandrel: 6 Points. After 2 turns reveal all ambush allies and boost them by 2, if any have targeted effects trigger them against random enemies.

While more Ambush synergy and an Ambush leader would be awesome, I have no idea if that's the way to go. It will depend solely on the Ambush cards we get. Also, if we get Ambush golds and silvers this will be potentially too powerful

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.

While that Shieldmaiden was awesome, I also loved the card's Closed Beta effect (STR 4. If damaged but not destroyed, play a copy of it from your deck. So self harm synergy, ability to bring all of them on because savage bears hit both sides at the time. Now you just need Brokvar archers or longships. Especially if turned into an active ability and damaging the same shieldmaiden twice will cause her to summon both copies. That way the longship synergy will be awesome :) )

Shieldsmith: 9 to 8 Point. Strengthen and armour increased from 2 to 3.

Make it able to be resurrected too I'd say :) other than that, agreed.

Restore: Return a unit to your hand, make it doomed and strengthen it to 8, then play a card.

This is how the card is going to be, it is how it is in the PTR :)


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.

Not if you use Drowners along with Bridge trolls. BM is surprisingly able. And we need cards that synergize with that aspect too, not just full moon :) So while the Werecat needs some change, I don't think that is the direction it should be going


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.

This is intentional. The Aura stops boosting NEW WH units on the board but those already boosted don't lose that. It is working properly. Besides, you said it yourself, this card is underwhelming, if you take away the boosts it has already given out, it becomes even worse.

Ruehin: New Effect: 5 Point. Boost all insectoid and cursed allies by 2.

Unsure about that. There's been a lot of times that I've drawn this with Ge'els and at least it offered me some value by strengthening my wolves. I usually keep it as a finisher after I play Draug but it's not always possible. Besides, you risk making it immensely powerful in consume decks that aren't all about Nekkers

Imlerith: Destroy enemies under frost instead of dealing 8.

While that hero needs a boost, that would make him a more powerful version of Menno Coehoorn, which contrary to the real Menno, can target very easily. With the current Menno you need to have turned a unit into a spy and only a max of 3 infiltrators allows you to do so, which is why you need to keep one for the last couple of turns, to target the strongest unit.

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.

So a draining cyclops basically? that's how I see it. I think the Unseen Elder will be an alright leader when drain synergy is added to the game, it doesn't really need a change to its effect especially if we get units that are strengthened/boosted/made more powerful in general with draining, like a possible vampire archetype.


Vicovaro Medic: 1 Point. Resurrect a bronze spying agent from your opponent's graveyard.
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.

While I think it needs a nerf, I was more on the lines of "resurrect a unit with 8 power or less" to account for the disruption while also eliminating the massive point swings. Because it should be able to disrupt graveyards still.


Impera Enforcer: 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.

Can't disagree enough with that. It's literally the only thing keeping spies competitive. A bit even, it's not even that much. With the powercreep making every bronze worth 12 - 14 points you need at least 3 - 4 spies for your units to even GET the nominal bronze value. not even worth more, that's being worth just as much as every other bronze. and considering there is a max of 3 emissaries and 3 infiltrators in your deck, and speaking from experience, I can tell you that while it is something achievable, it's not as easy or as insane as it first looks. It is a good way of bringing more power in a long round after all, which is where spies profit. Not to mention you also need more than one engine units to even start profiting from it, as all the first engine unit will do is counter balance the amount of points you give to your opponent with spies in the first place. Besides, they've lost the initial 2 points of damage from the old effect now.

Sweers: 9 to 10 Point. Can only move up to a maximum of 3 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.

And it is a silver card. You don't want to be countered? Don't focus entirely on one card, like nekkers. Sweers is just as it needs to be right now.

Tibor: Boost increased to 20 from 15.

I'd also suggest making him immune to targeting, so he can't be reset, like the old strengthening. Still able to be scorched and G:Igni'd even on an empty row though so that won't be a problem :)
 
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PeteTheN00b;n10394172 said:
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.

What if it will increase damage by 1 only if in one particular row ( frost deal 3 in the malee row, 2 instead; fog deal 3 in ranged, 2 instead; rain 3 in siege, 2 instead) ?

just to add more dept in the choice where put units and hazard
 
Thanks for the feedback, I'll admit that some of the Nilfgaard changes might seem strange because they were the last ones I worked on, and I made them late at night so I'll clarify some of the things which may have not come across they way I wanted them to.

ser2440;n10394572 said:
Iris: Power increased to 4 from 3. You also suggest that weather damage is increased to 3. So with a WH rider on the opposite row it will still be insta-killed. Impera Enforcers will still be able to kill it in 2 hits. WH warrior damage also increases to be able to destroy it. So I don't see any fundamental change to Iris if all of your suggestions are implemented
The reason why I suggested this was because of the weather change suggestion. I think in frost eredin you should need to develop frost and one WH rider in order to kill it, the problem with Iris would've been that you could then kill it with the buffed frost without developing a WH rider, this is literally the only reason I proposed this change.

Tridam Infantry was the last change I suggested for Northern Realms, and I wasn't too certain about it myself. I was just hoping to see some experimentation with this card so that it would actually do something more interesting than slam an armoured body onto the board. Also I was hoping to create a card which would make Redanian Knight more viable as it struggles to find a place right now.

ser2440;n10394572 said:
Ban Ard Tutor: Boost a unit in your hand by 3, then swap it with a bronze special card from your deck. This would make ban ard tutor playable in a deck which either needs to stagger cards (reaver hunter), or has a lot of bricks (temerian decks) while being able to play units from their deck, and creates an incentive to run special cards in those decks. Quite the opposite, it would most likely make them worse. The most common use for Ban Ard Tutors is to mulligan Blue Stripes Commandos. If those units are boosted you can no longer summon them with Blue Stripes Scouts, Temerian Infantrymen, or Vernon Roche/John Natalis. They'll be way out of range for virtually every Temerian unit. Plus you can't swap Special cards away, making them unable to un-brick Natalis

The temerian example probably wasn't the best one I could've chosen. I was kind of hoping that this change would help cards like Kaedweni Knight and Reaver Hunters. Though if Ban Ard Tutor is already seeing some usage in the temerian style decks then it may be better to only apply the change to ves, as even in the temerian decks ves is rather underwhelming due to her not doing much for a silver card.

ser2440;n10394572 said:
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. This is intentional. The Aura stops boosting NEW WH units on the board but those already boosted don't lose that. It is working properly. Besides, you said it yourself, this card is underwhelming, if you take away the boosts it has already given out, it becomes even worse.

Sorry didn't know about that. I just remembered how in its old form it used to damage all Wild Hunt units upon dying and thought that this was intentional.

ser2440;n10394572 said:
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. Not if you use Drowners along with Bridge trolls. BM is surprisingly able. And we need cards that synergize with that aspect too, not just full moon So while the Werecat needs some change, I don't think that is the direction it should be going

I have to admit I wasn't quite sure which way to go with this change. The main reason why I thought of shifting it to full moon was because Blood Moon already deals so much damage to rows, and I thought that a lot of werecat's targets would already be killed by the initial 2 damage. The other thought I had for this was simply buffing it from 5 to 7 points because of the fact that it already loses value because blood moon kills some of its targets.

ser2440;n10394572 said:
Sile: 4 to 6 Points. Sille has the ability to play silver cards, which most notably, include silver tactic cards. Not to mention the thinning. If it was just bronze I'd absolutely agree. But slapping 4 points on a Reinforcements or Commander's horn and giving it an extra unit if necessary is not bad at all, plus the potential to draw great cards if you have done enough deck thinning

However I tried her out in decks such as the Kaedweni Revenant deck, which I played about 30 matches of at the start of midwinter. She isn't as powerful as you might think simply because of the fact that a lot of Northern Realms cards which want to play spells will run tormented mage and leave them in your deck instead. Also the deck has incredibly tight silver slots wanting to run Dethmold, Sabrina, Stennis, Alzur, Runestone, Nenneke, Last Wish and a couple more. Furthermore Sile very frequently bricks your hand because of how difficult it is to draw her, since you can't usually alzur her, and when you draw her it can be surprisingly difficult to find a spell for her to cast unless you are holding Alzur. Its simply the problem that she acts similarly to roach, but has fewer targets than roach because you want most of your spells to be in your deck and because she draws you a random card rather than being summoned when you play a spell from your hand she can easily draw another brick from your deck, such as a flail you wanted to pull with tormented mage.

ser2440;n10394572 said:
Elven Blade: Boost an elf ally by 2 and force them to duel an enemy. It already doesn't see much use, I don't know how well that will work. Can't picture it, that is

When you consider cards like Vrihedd Officer reaching 11 points quite easily this may even be a little bit overpowered in my opinion, being a 2 point deal 13. I simply wanted to make this change because it appeared more thematically appropriate and could allow this card to see some play. I won't take credit for this idea though, as I believe I saw this suggestion on a rsmerchant video and thought it was a really good idea because of how interesting duel is as a mechanic, and how this might lead to the card seeing some play.

ser2440;n10394572 said:
Filavandrel: 6 Points. After 2 turns reveal all ambush allies and boost them by 2, if any have targeted effects trigger them against random enemies. While more Ambush synergy and an Ambush leader would be awesome, I have no idea if that's the way to go. It will depend solely on the Ambush cards we get. Also, if we get Ambush golds and silvers this will be potentially too powerful

You could be right about this, again this was the last change I made for Scoia'tael and I wasn't certain as to how to go with Filavandrel. I simply thought that Filavandrel was a frustrating card to play with and against and it might be interesting to see if a deck could be created with a finisher like Filavandrel which would suddenly causes your entire board to flip and trigger. It just seemed cool in my imagination, but I agree that this could possibly be overpowered. On the otherhand this may be incredibly weak however due to the fact that this would be the first leader who's effect could be prevented by killing it, and 6 damage isn't that hard for most decks to find.

ser2440;n10394572 said:
Imlerith: Destroy enemies under frost instead of dealing 8. While that hero needs a boost, that would make him a more powerful version of Menno Coehoorn, which contrary to the real Menno, can target very easily. With the current Menno you need to have turned a unit into a spy and only a max of 3 infiltrators allows you to do so, which is why you need to keep one for the last couple of turns, to target the strongest unit.

Perhaps its points could be reduced then, however I'm not sure how much more powerful this would be then Menno. Since it isn't realistic to expect to be able to cover an entire board in frost, so you would probably have to drowner the strongest enemy, which would already cause you to waste value from the drowner.

ser2440;n10394572 said:
Vicovaro Medic: 1 Point. Resurrect a bronze spying agent from your opponent's graveyard. 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. While I think it needs a nerf, I was more on the lines of "resurrect a unit with 8 power or less" to account for the disruption while also eliminating the massive point swings. Because it should be able to disrupt graveyards still.

I agree with you on that one. I think that the interesting interactions you see with Vicovaro medic are always when they steal something with low power, as the main problem I have with this card is when you steal something massive that Skellige spent the entire game strengthening. I may update my patch suggestions to take some of your changes into account.

ser2440;n10394572 said:
Impera Enforcer: 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. Can't disagree enough with that. It's literally the only thing keeping spies competitive. A bit even, it's not even that much. With the powercreep making every bronze worth 12 - 14 points you need at least 3 - 4 spies for your units to even GET the nominal bronze value. not even worth more, that's being worth just as much as every other bronze. and considering there is a max of 3 emissaries and 3 infiltrators in your deck, and speaking from experience, I can tell you that while it is something achievable, it's not as easy or as insane as it first looks. It is a good way of bringing more power in a long round after all, which is where spies profit. Not to mention you also need more than one engine units to even start profiting from it, as all the first engine unit will do is counter balance the amount of points you give to your opponent with spies in the first place. Besides, they've lost the initial 2 points of damage from the old effect now.

Perhaps the card should be increased to 8 points with retroactive triggering and the initial 2 damage then. I simply think that Impera Brigade though necessary is the most boring card in spies, and that Impera Enforcer feels a lot more frustrating than it used to because of the fact that you always have to expect your opponent to be able to kill whatever unit you can develop as soon as they develop their third spy. I just think the old Enforcer was a lot more interesting because of the fact that it forced the deck to develop an engine before it obtained the ability to kill your units.

ser2440;n10394572 said:
Sweers: 9 to 10 Point. Can only move up to a maximum of 3 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. And it is a silver card. You don't want to be countered? Don't focus entirely on one card, like nekkers. Sweers is just as it needs to be right now.

I like that sweers can punish an archetype that heavily, however I don't like that drawing it can dictate the entire match. I hate binary cards similarly to why I despised the Villentretenmerth, D-shackles, no D-shackles rock paper scissors meta. I'm just worried that Sweers will eventually create a meta where you play consume and beat decks without sweers, play decks without sweers and beat decks with sweers, and play sweers and beat consume. Also its rather irritating that Sweers can nullify the entire wild hunt drakkar strategy. I just wish that it would be more like scorch in that it can severely punish a certain strategy, but not nullify the entire matchup by simply playing it.


Anyway thanks for your feedback and I hope I didn't come off as rude with any of this. :). I appreciate your feedback so please let me know if there is anything else you disagree with me about or you'd like me to clarify or think that I should change.
 
jotunheim92;n10394662 said:
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. What if it will increase damage by 1 only if in one particular row ( frost deal 3 in the malee row, 2 instead; fog deal 3 in ranged, 2 instead; rain 3 in siege, 2 instead) ?
just to add more dept in the choice where put units and hazard

This is an interesting suggestion as it would create a more powerful row which would be played around. However weather decks would in this case need buffs in other aspects. I like the idea, but I'm not going to change it quite yet, as I believe this topic might be up for debate. If another person or two supports this opinion I'll change it because I like the idea as well, but am uncertain as to how others would react to it.
 
PeteTheN00b;n10394172 said:
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.

It's pretty good against Toad Prince, who usually gets to 19 points.

Though i see most of your suggestion are just point increases, making the power creep even worse, though i kinda agree on few of them, like Dandelion for example.
 
It's just my suggestion ;) I would change a bit lot of weather cards and their synergies. For example:
- Foglet (2): summon one from deck and all from graveyard (as in previous version of gwent), and they will die if there is no fog ( now it can be useful );
- Ragh Nar Roog & Drought: deal 3 damage instead 2 in a chosen row ( in best case it can hit 7 damage per turn, in average case 5 );
- Dagon: give him the possibility to spawn also Moonlight;

Together that EVERY unit with the tag "soldier" have a boost of 2 if it is in the malee row, same for war machine in the siege row and create something similar for ranged units ( to simulate that a soldier perform better in first line, an archer perform better behind, and a machine away from the battlefield ). U can still put in the "wrong" row but u will miss a little buff. Or U can decide to put 2 equal soldiers (ex. imperial brigade) in the same ( malee) row but they could potentially suffer from cards like Gerald: Igni, lacerate, Dimerium Bomb, Frost from your Eredin opponent, ecc...

Two small change to the game to have more depth in choosing which row u can put your units.
 
Iuliandrei;n10394942 said:
Though i see most of your suggestion are just point increases, making the power creep even worse, though i kinda agree on few of them, like Dandelion for example.

The main reason why a lot of my suggestions are powercreep is simply to rebalance a lot of the cards which have been ignored during cdpr's powercreep, this is probably very noticeable for Skellige and Monsters. I'm not trying to further powercreep the game, I just want cards which were viable and lost their viability in the process of this powercreeping to return to a playable state, and the best way of doing this for a lot of them is through simply buffing them, though there are others who are inherently problematic and need more significant changes.
 
Anyway thanks for your feedback and I hope I didn't come off as rude with any of this. :). I appreciate your feedback so please let me know if there is anything else you disagree with me about or you'd like me to clarify or think that I should change.

Not rude at all :) Thank you for the feedback. I genuinely think some ideas are great, like Toussaint Red or the Cowardly Assassin. They also seem simple to implement. And sorry if I came across as rude in my feedback as well.

I have to admit I wasn't quite sure which way to go with this change. The main reason why I thought of shifting it to full moon was because Blood Moon already deals so much damage to rows, and I thought that a lot of werecat's targets would already be killed by the initial 2 damage. The other thought I had for this was simply buffing it from 5 to 7 points because of the fact that it already loses value because blood moon kills some of its targets.

Hmm, for me the problem is the lack of Blood Moon hazards. What this deck needs is a gold that has this ability: move a unit to this row on its side. if it's an ally, apply Full Moon to the row. If it's an enemy apply Blood Moon to the opposite row. With enough Blood Moon Hazards, the werecats can get the value a Berserker Marauder gets. I am not sure though, they are meant to be bronze finishers sure, but maybe even a point buff to 7 from 5 makes them too strong (considering they'd be a 12 point value even without setup and way more with). I am at quite a dilemma about this card. And I think the problem is the deck itself, not the card.


Perhaps its points could be reduced then, however I'm not sure how much more powerful this would be then Menno. Since it isn't realistic to expect to be able to cover an entire board in frost, so you would probably have to drowner the strongest enemy, which would already cause you to waste value from the drowner.

I guess they are a bit incomparable. You could save a Frost hazard for the last couple of turns to make sure the opponent's highest unit is destroyed but that means you lose so much value from it too. Ugh. So difficult to balance that :p

I agree with you on that one. I think that the interesting interactions you see with Vicovaro medic are always when they steal something with low power, as the main problem I have with this card is when you steal something massive that Skellige spent the entire game strengthening. I may update my patch suggestions to take some of your changes into account.

I am honored :) thank you very much. And yes, I feel the same, when they can steal a Queensguard for example :) I am not sure about the point value though. If it's 6, it will barely be able to steal Tuirseach axemen, which is an also interesting interaction. If it's less than 9, it's impossible to steal a nekker warrior which an also offer some possibilities in the right deck. Or it might just be me who loves to steal Nekker warrios maybe :p I don't know.

Perhaps the card should be increased to 8 points with retroactive triggering and the initial 2 damage then. I simply think that Impera Brigade though necessary is the most boring card in spies, and that Impera Enforcer feels a lot more frustrating than it used to because of the fact that you always have to expect your opponent to be able to kill whatever unit you can develop as soon as they develop their third spy. I just think the old Enforcer was a lot more interesting because of the fact that it forced the deck to develop an engine before it obtained the ability to kill your units.

I think this is a good balance. 8 points with the old ability seems fair, considering that when you drop it, it deals 2 damage immediately plus 2 from the spy that brought it into the field. So it gives your opponent an incentive to counter it, it gives you an incentive to play it early and at least it won't be a massive waste if it gets forced off the board immediately, but still enough to ruin your day :) Also still in range of Alzur's Thunder. Probably the best way to have a "conventional" engine unit in the spy deck with this powercrept point-vomitting meta. I think it would be more interesting if the spy engine units were left unchanged and all factions got more interaction with the spies on their side of the board (like the old field medic shuffling them in. More ways to reset their tokens would be nice). But that's a different discussion, at the current state of the game that's probably the best change :)

I like that sweers can punish an archetype that heavily, however I don't like that drawing it can dictate the entire match. I hate binary cards similarly to why I despised the Villentretenmerth, D-shackles, no D-shackles rock paper scissors meta. I'm just worried that Sweers will eventually create a meta where you play consume and beat decks without sweers, play decks without sweers and beat decks with sweers, and play sweers and beat consume. Also its rather irritating that Sweers can nullify the entire wild hunt drakkar strategy. I just wish that it would be more like scorch in that it can severely punish a certain strategy, but not nullify the entire matchup by simply playing it.

Sweers is only problematic because of how consume decks try to play, and get all greedy and fill their deck with nekkers. On a regular consume deck with Arachas behemoth and arachasae and harpies, it's not that much of a problem. Plus if you want Nekker Warriors, you can run a mix of consume types to have the warriors create bronze copies of Arachasae, Harpies and finally Nekkers too maybe :)
Basically the reason I am against the change in sweers is that it makes more sense to me, as a silver card, to move all copies from the deck to the graveyard, than just 3. Bronze cards can make 2 copies, maybe make Sweers down to 4, but he should be worth 2 Nekker Warriors at least.
Also I wouldn't be as against that change if Nekkers were reverted to STR 3 (so within range of Mardroeme and Peter Saar) as I am now. Maybe it's just the nightmare that Nekkers are (I can't for the life of me play against them. Or with them even.)


Finally, I've recently been reviewing the card history and came across some VERY interesting cards in the closed beta. You can check it out in the wiki if you'd like, but the list is rather long and not all cards have been changed. But here are a few examples:

Vrihedd Sappers: STR 4 Agile, Disloyal
Whenever you play a special card, damage the whole row by 2. With the row cap and everything being agile, I can see this as a very fun to play card in spell decks. Maybe adjusted for power, dealing less damage or being worth more or less points, or both.

Wardancer: Whenever you play an Ambush card, boost this unit by 3. Potential Ambush engine, ambush synergy, I love this personally.

Dol Blathanna Trappers: STR 6 Ambush
Whenever your opponent plays a unit to the opposite row, flip this unit over and damage the opposite row by 2.

Fireball Trap: STR 1 Ambush
Whenever your opponent plays a unit, flip this unit over, damage it by 3 and spawn a STR 3 token (Commando Neophyte) on your side. Adjusted for powercreep, this would make a very interesting ambush card.

Nithral: STR 8.
Whenever you play a Wild Hunt unit on your side, damage a random enemy by 2. Basically a WH mangonel :p
 
Poll has been created at the end of the first comment for which faction you want to see me create custom card concepts for. You can reply to me to let me know if you have any specific archetypes you'd like to see cards for as well.



Reply to ser2440:
ser2440;n10399812 said:
Not rude at all Thank you for the feedback. I genuinely think some ideas are great, like Toussaint Red or the Cowardly Assassin. They also seem simple to implement. And sorry if I came across as rude in my feedback as well.
I'm glad to hear that, and no worries you didn't come off as rude either, I'm just occasionally worried that I come off as rude when I try to be direct. Its nice to hear that you like some of my new card suggestions, particularly Cowardly Assassin as out of all of the cards I came up with this was my favorite one to create. Even though it is simple I think it represents what Ambush should be like, a deck which makes several low tempo plays yet has the ability to chain them together for massive swing turns. I hope that we see more cards like this get printed for Ambush rather than ones like Toruviel, because though I like toruviel and think that it is necessary so that people can't blindly pass against an ambush unit, if too many cards like her existed you would just end up playing guaranteed points which basically have gold immunity. A card like Cowardly Assassin and the currently existing Vrihedd Sappers are fun cards which Scoia'tael should have because they promote the more interesting side of the faction, having cards which are high risk, high reward (though Ambush cards currently have underwhelming rewards) and which must be played out at correct times and in the correct order to obtain their highest value.



ser2440;n10399812 said:
With enough Blood Moon Hazards, the werecats can get the value a Berserker Marauder gets. I am not sure though, they are meant to be bronze finishers sure, but maybe even a point buff to 7 from 5 makes them too strong (considering they'd be a 12 point value even without setup and way more with). I am at quite a dilemma about this card. And I think the problem is the deck itself, not the card.
Actually though the deck itself has problems I do believe that this card is a problem as well. One problem with row damage is that it often stacks diminishingly. For example your blood moon might damage 8 units making it worth 16 points, 20 with siren. You could then follow this up with Werecat (we'll use the buffed version I'm suggesting in this case). It hits 6 units because blood moon killed two of them making it an 18 point play. This kills another 3 and you play another one which is worth 15 points. This kills another one and your final werecat ends up being worth 14 points. Though your first siren and werecat are worth massive amounts of value, and even your final ones provide a reasonable amount of it, your value averages out at slightly below 17 points. Though this is an incredible average for bronze cards this can only occur in a long round, in which your opponent stacked 8 units on one row, and presumably also made incredibly high power plays of their own in the process. Berserker Marauders can often obtain an average value of 18 in long round situations like these, and successive Marauders are worth more than the previous ones because the previous ones buff them. In comparison Werecats are cards which in their current state though they can find a lot of value, often require the same or more setup than other cards like Berserker which can provide more value than Werecat, and Werecats rely on their opponent performing a strategy in which they play a large amount of units, and because of their reliance on blood moon require that your opponent doesn't use enough weather clears or pass, and stack diminishingly with eachother which makes you want to run fewer copies of this card thereby reducing the consistency of this card as a power play as it decreases your chance of drawing this. Particularly because of the problem of werecat stacking diminishingly with blood moon and other copies of itself, yet needing to be run in the same deck I think that it has to be above the power curve of other similar cards.



ser2440;n10399812 said:
Basically the reason I am against the change in sweers is that it makes more sense to me, as a silver card, to move all copies from the deck to the graveyard, than just 3. Bronze cards can make 2 copies, maybe make Sweers down to 4, but he should be worth 2 Nekker Warriors at least.
4 Seems like a fair amount for Sweers. The reason why I'm against him moving everything to the graveyard isn't because I don't want something to counter Nekkers, its simply that I don't want you to be able to add a card to your deck which removes the need to think about what you're doing when you play against specific decks, in this case nekker consume. Because playing Sweers against Nekkers is always a simple task in which you wait for your opponents third nekker warrior, play Sweers and watch them concede. I'm okay with Sweers countering the deck, just not with it outright winning the matchup on its own and removing a players need to make any other decisions throughout the match.



ser2440;n10399812 said:
Vrihedd Sappers: STR 4 Agile, Disloyal Whenever you play a special card, damage the whole row by 2. With the row cap and everything being agile, I can see this as a very fun to play card in spell decks. Maybe adjusted for power, dealing less damage or being worth more or less points, or both.
Though this is a cool idea, it sounds like an easier to counter dragon's dream. I like the concept of the card but I think that it would be better to make dragon's dream stronger, rather than to make a bronze version of it. Particularly because as a bronze card it would probably still be a one of because of the problem with diminshing returns that I mentioned earlier about werecat.



ser2440;n10399812 said:
Wardancer: Whenever you play an Ambush card, boost this unit by 3. Potential Ambush engine, ambush synergy, I love this personally.
I agree that we need an ambush engine, but prefer the concepts I proposed earlier.
PeteTheN00b;n10394172 said:
Panther: 8 Point. Deal 3 damage to a random unit on a row with less than 4 units. Repeat whenever an ally is revealed.
The Panther feels much more thematically appropriate because it has the feel of a card which lies in waiting, ambushing unprepared, lonesome enemies whenever an ally joins them.
PeteTheN00b;n10394172 said:
Bronze: Elf. 9 Point. Whenever an ally is revealed boost them by 3.
This is a very similar card which I proposed which I thought of as some sort of saboteur. It makes the enemies unprepared, and makes its allies much more effective once they initiate their ambush.



ser2440;n10399812 said:
Dol Blathanna Trappers: STR 6 Ambush Whenever your opponent plays a unit to the opposite row, flip this unit over and damage the opposite row by 2.
I like this concept, but again prefer the unit I proposed earlier. I hope I don't sound rude when I say this, because I'm sure saying that I prefer my idea sounds arrogant, however I like the concept but simply believe that I've already suggested something which does a similar thing in a more polished way.
PeteTheN00b;n10394172 said:
Yrden Sign (Trap): Silver Card. 4 Point. Ambush. When a unit enters the opposing row reveal this unit and deal 4 damage to all enemies on the opposing row.
This is basically a silver version of that card which provides synergy with movement.



ser2440;n10399812 said:
Fireball Trap: STR 1 Ambush Whenever your opponent plays a unit, flip this unit over, damage it by 3 and spawn a STR 3 token (Commando Neophyte) on your side. Adjusted for powercreep, this would make a very interesting ambush card.
Its interesting, but sounds like a miniature version of the current Morenn. Also:
PeteTheN00b;n10394172 said:
Yaevinn, Strategist: Silver Card. Elf. 9 Point. Ambush. When an enemy unit is played duel them.
is in my opinion a more interesting away of implementing this effect. I really hope that I'm not coming off as rude with these comments, because I honestly like these concepts I simply believe that either ones already exist or I have already proposed fulfill similar roles to the ones your suggesting.



ser2440;n10399812 said:
Nithral: STR 8. Whenever you play a Wild Hunt unit on your side, damage a random enemy by 2. Basically a WH mangonel
Though some archetypes need engines I don't think that Wild Hunt is one of those, because frost and its WH riders basically act as the engines for that deck.



Please don't be demotivated into thinking of or searching for more concepts for new cards. A large portion of cards which we can design wouldn't work because the game either has other cards with similar effects or the effect isn't something which a deck needs. Even right now I'm doubting the need for the ambush engines, though I had a lot of fun designing them, because Ambush is by nature a very low tempo mechanic and the deck needs high tempo plays and powerful ambush finishers more than it needs engine cards. New card effects have to create an archetype (Kaedweni Revenant), be a reward of the archetype (Impera Enforcer), or counteract a weakness of an archetype. Try thinking of them in that way, and continue trying to think of ways to make games more interesting. I'm glad to see that some of the people on the Gwent forums are active and creative and hope that it stays that way. :). As always it was a pleasure responding to you, so thanks for taking your time to look through these suggestions and even more thanks for providing your personal feedback to them.
 
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PeteTheN00b;n10402942 said:
PS: How do polls work? I think I started one to see which faction people want me to create custom cards for but I can't find it.

Is it the one at the end of your first post in this thread?


EDIT: Apparently it was :)
 
jotunheim92;n10395192 said:
Together that EVERY unit with the tag "soldier" have a boost of 2 if it is in the malee row, same for war machine in the siege row and create something similar for ranged units ( to simulate that a soldier perform better in first line, an archer perform better behind, and a machine away from the battlefield ). U can still put in the "wrong" row but u will miss a little buff. Or U can decide to put 2 equal soldiers (ex. imperial brigade) in the same ( malee) row but they could potentially suffer from cards like Gerald: Igni, lacerate, Dimerium Bomb, Frost from your Eredin opponent, ecc...
I like the idea of giving cards more emphasis on positioning, but I'm not sure if this is the best way to go about doing it. Firstly this creates an issue with support units as they thematically are supposed to be wherever they are needed, and secondly its not the case that agile units are problematic, its just that this many agile units are problematic, and thirdly though it adds complexity to the game, it does so in a way which harms faction identity, as many factions play soldiers, and the only mechanic which is realistically introduced is unless playing against henselt machines you want to either keep units on or away from the melee row. It simply adds complexity in an unnecessary manner. I prefer the suggestions Swim gave in his video https://www.youtube.com/watch?v=h8oO-fwpduY . The too long didn't watch version is that units obtain a specific effect based on where they are played rather than a point boost. For example Vrihedd Dragoon has its usual effect, but can also be played on the ranged row to reduce its power to 5 but give it 5 armor. This gives some cards, particularly engine cards the versatility of being able to be played for their regular effect, or being weaker but less vulnerable to removal. Changes like these allow both sides to make important decisions. The opponent's decisions for which row they should punish you for playing on becomes more complex than simply denying points, it becomes a decision to deny effects and versatility. The player's decision for which row they should be prepared to play on becomes more strategic, where you play your agile units matters more because it becomes harder to prevent Geralt: Igni and expired ale if some of your options are only available on certain rows.

However, some of your other propositions such as weather being more effective on specific rows are more interesting in my opinion because they create interesting interactions between cards which benefit from being played on specific rows, and the weathers which counter them, and they reward players for knowing which row to attempt to stay away from, or on. Either way I agree that positioning is an important mechanic which Gwent needs to place more emphasis on, and think that, though I don't agree with all of your approaches to certain points, these points still need to be discussed because they are important to the game either way.
 
Well, thanks u for your feeedback ;)

I like the idea to add complexity to the game, but i also agree that all those ideas need a balancing

PeteTheN00b;n10403052 said:
I prefer the suggestions Swim gave in his video https://www.youtube.com/watch?v=h8oO-fwpduY . The too long didn't watch version is that units obtain a specific effect based on where they are played rather than a point boost.

I also like your proposal. I really like something that give/remove something depending the row because now, with all agile, is very boring
 
I can't believe I'actually read through your whole post. I guess I'm really passionate about this game. Some better formatting next time for an easier read would be greatly appreciated. Otherwise, good job compiling what pretty much most people are thinking into one giant post.

PeteTheN00b;n10394172 said:
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
Fair enough. Nekkers should be changed in my opinion anyway

PeteTheN00b;n10394172 said:
Stammelford's Tremors : Deal 2 damage to all units, if any are killed spawn a lesser guardian.
Self wounding? In which year do you live? 2017, LUL. I think Tremors was fine as it was. Ithlinne was the problem, not the spell.

PeteTheN00b;n10394172 said:
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.
I personally think weather should recieve a minor rework. It turns a lot of games into binary matchups. I should know, I play Wild Hunt Frost a lot. It definitely doesn't need any buffs in my opinion. 2 points per turn is already very good value-wise.

PeteTheN00b;n10394172 said:
Commander's Horn: Boost 7 adjacent units by 3.
Agreed. Tutors like Letho: Kingslayer and John Natalis are the problem, not Commander's Horn.

PeteTheN00b;n10394172 said:
Dudu: New Effect: 1 Point. Boost self by the power of a unit.
I'd just make Dudu transform into a copy of a unit. Gives the card some extra much needed synergy.

PeteTheN00b;n10394172 said:
Iris: Power increased to 4 from 3.
Changes literally nothing. Iris is only played in two decks: Wild Hunt Frost and Spies. Both decks aim to kill her instantly. If Frost damage should be increased to 3, Iris would still die to Wild Hunt Riders combined with Frost, and she still dies to two hits from Impera Enforcers. A wholly unnecesarry change in my opinion.

PeteTheN00b;n10394172 said:
Ciri: 6 to 4 Point. 2 to 6 Armour.
This would make Ciri even more unplayable. Make her 8 points with 2 armor. That'd put her on the verge of playability.

PeteTheN00b;n10394172 said:
Temerian Drummer: 4 Point. Boost an ally by 7.
Temerian Drummers are already often worth 14-15 points in a Temerian deck. Thought I'd just point that out. Not that I'm against this change, as I play a Temerian deck myself quite often.

PeteTheN00b;n10394172 said:
Field Medic: 6 Point. Heal and boost 2 soldier allies by 3.
I agree that Field Medics are boring cards, but this just makes it a worse Hawker Healer. I think it'd be nice to have some Temeria synergies - Shuffling cards from your graveyard back into your deck or something like that.

PeteTheN00b;n10394172 said:
Ves: 11 Point. Boost 2 cards in your hand by 3 if they're units, then swap them.
Utterly destroys the point of the card. It is used in Temeria decks, because they have too much thinning. Ves is used to throw cards like Blue Stripes Commandos back into your deck. If it boosted the cards, the Blue Stripes couldn't be pulled. Also, not being able to swap weather would suck too, as Aretuza Adepts are often included in Temeria decks.

PeteTheN00b;n10394172 said:
Panther: 8 Point. Deal 3 damage to a random unit on a row with less than 4 units. Repeat whenever an ally is revealed.
I assume this is meant to synergize with traps. Is that what reveal means? No Nilfgaard synergies I hope, lol. I don't like the random aspect, but I'd like Ambush to return as a standalone archetype. This could be good support.

PeteTheN00b;n10394172 said:
Elven Archer: Same Effect: 9 Point.
I'd redesign the card to have more synergy with Elves. Something like "Deal 1 damage for each Elf ally, up to a maximum of 8" with 6 strength.

PeteTheN00b;n10394172 said:
Hawker Healer: 5 Point. Boost adjacent allies by 3. If played on the siege row boost them by 4 instead.
I understand that many peoplel ike the idea of a soft lock, but as I see it - it'd change nothing. As for making Hawker Healers mroe interesting - I like the idea of a Scoia'Tael Boost archetype, and I thought something along the lines of: "Boost 2 allies by 2. If they were already boosted, boost them by 4 instead." with 6 strength could be cool.

PeteTheN00b;n10394172 said:
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.
Agreed. I don't think I know a single community member who prefers the new Morenn over the old one.

PeteTheN00b;n10394172 said:
Hattori: New Effect: 3 Point. Boost an ally 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.
I like it. Vulnerable to Scorch so it has clear counters and requires another unit on board. Very interactive card, put it in game right now I say! :D

PeteTheN00b;n10394172 said:
Ithlinne: 4 Points. Choose two of three: Play a bronze spell, boon or hazard from your deck.
I'd just let Ithlinne retain her current ability and make her a 4 point spy. Problem solved. I like how simple her ability is, and I wouldn't want to change that.

PeteTheN00b;n10394172 said:
Filavandrel: 6 Points. After 2 turns reveal 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.
Filavandrel is a guy, lol. Don't like his current ability, but I don't like your suggestion either, sorry. Seems way too clunky in my opinion.

PeteTheN00b;n10394172 said:
Cowardly Assassin: Bronze Card. Elf. 13 Point. Ambush. Reveal this unit when an ally is revealed.
Cool design. Very risky to play if you're not in the 3rd round. I like it. However, it's a lot of risk for an average reward. Maybe make him repeat the ability of the other ambush card or something, I dunno.

PeteTheN00b;n10394172 said:
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.
Agreed

PeteTheN00b;n10394172 said:
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.
#BringBackCoolEffects

PeteTheN00b;n10394172 said:
Donar: New Effect: 2 Point. Lock a unit, then resurrect a bronze unit from your opponent's graveyard.
Incredibly overpowered as I see it. 2 point resurrect (from enemy graveyard, but still) plus a lock. Really overtuned, and especially strong in mirror matches. I don't like cards that are bullshit in mirror matches. For example, Slave Driver. Ugh.

PeteTheN00b;n10394172 said:
Ermion: New Effect: 10 Point. Draw 2 cards, then strengthen 2 cards by 4 and discard them.
With An Craite Raiders, this is 26 points. Not sure how much I like that. Though the thought is nice.

PeteTheN00b;n10394172 said:
Vabjorn: 11 to 12 Point. From 2 to 4 damage.
Still unplayable. :( I have a suggestion: "Deal 1 damage to an enemy. If it was already damaged, repeat this ability until it dies." with 8 Strength. Axemen synergy.

PeteTheN00b;n10394172 said:
Eist Tuirseach: 5 to 2 Point. Now strengthens the unit he spawns by 3.
The problem with Eist is that Tuirseach Units don't synergize with each other unlike Eredin's Wild Hunt units, which have a clear Frosty theme, and interact with other Wild Hunt allies. Either Eist or the Tuirseach Clan needs a bit of a rework in my opinion.

PeteTheN00b;n10394172 said:
Cockatrice: New Effect: 9 Point. Deal 2 damage to an enemy for every draconid ally.
For now, there isn't a deck that'd support this unit, but it's an 11 point base unit. Its base value could be toned down a bit, maybe to 7 base strength, in order to avoid future problems. Foresight is important when designing games. Otherwise, I like it.

PeteTheN00b;n10394172 said:
Wild Hunter Warrior: Damage increased to 4 from 3.
This is a really boring card in its current form. I'd instead add the ability to keep Frost on the opposite row at the end of the round. To combat the increase in power level, the base strength could be reduced to 5 or 6 (down from 7).

PeteTheN00b;n10394172 said:
Mourntart: New Effect: 2 Point. Consume up to 9 bronze or silver units in your graveyard, and boost self by 2 for each.
I like this. Though with every single swarm unit being doomed, this would either be in every deck, or in no deck at all. Not sure how I'd change the card, just my two cents...

PeteTheN00b;n10394172 said:
Jotunn: 6 to 8 Point.
This card is absolutely amazing. It doesn't need a buff. It's already 15 base value plus movement. It's fine as it is.

PeteTheN00b;n10394172 said:
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.
Yes please!

PeteTheN00b;n10394172 said:
Rot Tosser: 7 to 9 Point. Cow Carcass power up to 5 from 1. Timer increased to 3 turns from 2.
This would only make the card worse. Why make the cow 5 points? A simple point increase to 8 or 9 is enough in my opinion. The card has anti synergy with spies, because Emissaries tend to be the lowest unit. I'd make the cow only destroy non-spying units, then this cool card might yet again see play in a Spies deck.

PeteTheN00b;n10394172 said:
Deithwen Arbalest: New Effect: 7 Point. Deal 3 damage, increase damage dealt by 1 for each soldier ally.
This could easily reach 25+ points. Add a cap to it and it's fine. Something like: "Deal 1 damage for each soldier ally, up to a maximum of 8 damage" with 7 Strength.

PeteTheN00b;n10394172 said:
Sweers: 9 to 10 Point. Can only move up to a maximum of 3 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.
I'd personally just change Nekkers and remove Sweers's current ability form the game. It's stupid that only Nilfgaard have this option, and it's stupid that a deck exists that relies so much on a single Bronze unit that a single silver card completely kills the deck. Consume needs more support than overpowered Nekkers. Then, Nekkers can be changed. A cool new ability for Sweers could be: "Swap a revealed card in either player's hand." Simple, yet extremely powerful.

PeteTheN00b;n10394172 said:
Henry Var Attre: 9 to 8 Point. Damage and boost increased to 3 from 2.
Personally, I don't like the direction reveal is taking. It went from a unique archetype that interacted with your opponent's hand rather than the board to just another deck that puts points and just happens to benefit from revealing cards. Concealing cards has no utility aspect to it other than allowing you to reveal the cards again. This is probably just me who's thinking this though. I really like the design of Venendal Elites, for example. Effects like those are really unique and interesting.

PeteTheN00b;n10394172 said:
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.
Agreed. In my opinion, there should be way less tutor cards. Every faction now feels the same, whereas before, only Scoia'Tael would have the ability to tutor cards with Elven Mercenaries. It takes away from the feel of a faction :/


PeteTheN00b;n10394172 said:
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.
Well, Cantarella only draws you 1 card, so you don't really get much of a choice in the end unless you use Stefan Skellen and then play Cantarella to put it on the bottom of your deck to be able to play the card with Xarthisius. It's more reliable to just keep the card in question.
There was this idea floating around, that went something like this: "Look at your opponent's deck and hand. Select up to 3 cards, deal 3 damage to them and put them on the bottom of your opponent's deck. If they're in your opponent's hand, reveal them instead." 10 Strength (You wouldn't know which cards are in your opponent's hand and which are in the deck when selecting the cards).

All in all, you have some good ideas, and some ideas that I disagree with. The Midwinter patch really bungled things up a lot. I hope that the game will be back to a good state as soon as possible. Unfortunately, Pavel Burza confirmed that the upcoming patch won't include major balance changes. We'll have to wait and see.
 
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DannyGuy;n10414712 said:
Stammelford's Tremors : Deal 2 damage to all units, if any are killed spawn a lesser guardian. Self wounding? In which year do you live? 2017, LUL. I think Tremors was fine as it was. Ithlinne was the problem, not the spell.
I'm not saying this because tremors is a problem, on the contrary I'm saying this because we can see that tremors is an unplayable card outside of ithlinne decks. I haven't seen axemen ever play tremors against me even though that would be the strongest deck for the card, that's why I think this card needs a bit of a change. Also I think this would help in axemen decks as tuirseach axemen start with 2 armour.

DannyGuy;n10414712 said:
I'd just make Dudu transform into a copy of a unit. Gives the card some extra much needed synergy.
I don't think that would actually help the card because as we can see with cards like cursed knight transform doesn't trigger a deploy ability again. Also if it boosted self by the power of a unit you could play a deck like Spell'atael and effectively use Dudu as another Dol Blathana protector which staggers the scorch because it is automatically 1 point higher than the highest unit on the board.

DannyGuy;n10414712 said:
Iris: Power increased to 4 from 3. Changes literally nothing. Iris is only played in two decks: Wild Hunt Frost and Spies. Both decks aim to kill her instantly. If Frost damage should be increased to 3, Iris would still die to Wild Hunt Riders combined with Frost, and she still dies to two hits from Impera Enforcers. A wholly unnecesarry change in my opinion.
The only reason I suggested this was because I also suggested the weather buff. I like its current state where 2 pings kill it and weather plus the WH rider kills it. However if weather was buffed by 1 this would also need to be buffed by 1 so that it doesn't automatically kill Iris. Its a small reason but I think it would be problematic if any deck that would run a fog or frost mage could dump a weather onto a row and throw a suicidal iris into it without any other setup.

DannyGuy;n10414712 said:
Ciri: 6 to 4 Point. 2 to 6 Armour. This would make Ciri even more unplayable. Make her 8 points with 2 armor. That'd put her on the verge of playability.
That might be possible but I'd be very careful with Ciri. I think she has to be a very low tempo play since the reward for her putting you ahead is either giving you card advantage, which is the strongest effect in the game, or automatically winning you a round.

DannyGuy;n10414712 said:
Originally posted by PeteTheN00b View Post Field Medic: 6 Point. Heal and boost 2 soldier allies by 3. I agree that Field Medics are boring cards, but this just makes it a worse Hawker Healer. I think it'd be nice to have some Temeria synergies - Shuffling cards from your graveyard back into your deck or something like that.
This is one of those cards I wasn't sure about where to go with. As much as I enjoyed the old medic shuffling apparently cdpr thought it was a problem because it limited design space since every bronze card they printed could be shuffled and retriggered. Maybe it would work if it was limited to temerian units, I'll update the suggestions to include that later.

DannyGuy;n10414712 said:
Ves: 11 Point. Boost 2 cards in your hand by 3 if they're units, then swap them. Utterly destroys the point of the card. It is used in Temeria decks, because they have too much thinning. Ves is used to throw cards like Blue Stripes Commandos back into your deck. If it boosted the cards, the Blue Stripes couldn't be pulled. Also, not being able to swap weather would suck too, as Aretuza Adepts are often included in Temeria decks.
Maybe this and ban ard should only boost non-temerian units. I just feel like these cards could be interesting in non-temerian decks as well. Also I don't see what you mean with not being able to swap weather, it can still swap special cards it just doesn't boost them because they're special cards.

DannyGuy;n10414712 said:
Panther: 8 Point. Deal 3 damage to a random unit on a row with less than 4 units. Repeat whenever an ally is revealed. I assume this is meant to synergize with traps. Is that what reveal means? No Nilfgaard synergies I hope, lol. I don't like the random aspect, but I'd like Ambush to return as a standalone archetype. This could be good support.
Whoops, sorry about the wording, I'll make sure to change that to flip eventually. All ambush cards were meant to read flip, I just used reveal instead for some reason. Also I don't think the random aspect is as problematic as you think, its random in the same way that a card like mangonel is. Also the random effect is more controllable because of the row limitation. Glad that you like the idea though, even if the execution could be improved.

DannyGuy;n10414712 said:
Elven Archer: Same Effect: 9 Point. I'd redesign the card to have more synergy with Elves. Something like "Deal 1 damage for each Elf ally, up to a maximum of 8" with 6 strength.
That does seem more interesting, I think I might change the suggestions to include that. Don't worry I'll credit you for any changes I make based on your feedback.

DannyGuy;n10414712 said:
Hawker Healer: 5 Point. Boost adjacent allies by 3. If played on the siege row boost them by 4 instead. I understand that many peoplel ike the idea of a soft lock, but as I see it - it'd change nothing. As for making Hawker Healers mroe interesting - I like the idea of a Scoia'Tael Boost archetype, and I thought something along the lines of: "Boost 2 allies by 2. If they were already boosted, boost them by 4 instead." with 6 strength could be cool.
More boost synergy would be interesting, and this was only a basic example of a soft lock. I agree that a soft lock wouldn't change much for this unit however it would be beneficial to the game to have a soft lock apply to several units.

DannyGuy;n10414712 said:
Filavandrel: 6 Points. After 2 turns reveal 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. Filavandrel is a guy, lol. Don't like his current ability, but I don't like your suggestion either, sorry. Seems way too clunky in my opinion.
That's fine, I don't like the way I executed this one either to be honest, I just think that she needs to change and even if this is only a temporary change it would be more interesting than her current state. I think it would be nice to make her an elf / ambush leader, the only problem is that its hard to think of an interesting effect for that kind of leader.

DannyGuy;n10414712 said:
Cowardly Assassin: Bronze Card. Elf. 13 Point. Ambush. Reveal this unit when an ally is revealed. Cool design. Very risky to play if you're not in the 3rd round. I like it. However, it's a lot of risk for an average reward. Maybe make him repeat the ability of the other ambush card or something, I dunno.
I'd rather keep him this way and print more ambush synergy cards. I think that this version of it is nice and simple, and if it would repeat other ambush effects it could create some broken synergies and limit design space. I agree that 13 points might be a little low though, maybe it should be increased to 14, I just think that if the game had more elf and ambush synergy this effect could be playable. I'm glad to hear you like it though it was my favorite card to come up with, even though I agree with you that it might not see play because the reward is rather small for the current state of the game.

DannyGuy;n10414712 said:
Donar: New Effect: 2 Point. Lock a unit, then resurrect a bronze unit from your opponent's graveyard. Incredibly overpowered as I see it. 2 point resurrect (from enemy graveyard, but still) plus a lock. Really overtuned, and especially strong in mirror matches. I don't like cards that are bullshit in mirror matches. For example, Slave Driver. Ugh.
I'm not sure actually because the problem with this card would be that in round 1 you would be holding a 2 point lock, and Skellige already has a lot of cards that act as bricks in round 1, since you probably won't put a good unit in your opponents graveyard in round 1, making it a bad, or hard to use lock in the first round. And in later rounds where you can resurrect something you probably won't find a good lock target. I simply thought that something like this might give Skellige the ability to have a playable and flexible, but difficult to utilize lock card, because I think we can agree that Donar in its current state is completely underwhelming and unplayable.

DannyGuy;n10414712 said:
Ermion: New Effect: 10 Point. Draw 2 cards, then strengthen 2 cards by 4 and discard them. With An Craite Raiders, this is 26 points. Not sure how much I like that. Though the thought is nice.
Whoops, that probably should be reduced to a 6 point card looking at the point value I gave svanrige, I'll have to change that sorry for the confusion. Anyway I do agree that Ermion could provide a lot of points but that is moreso because of raiders than it is because of Ermion. Similarly to how daelran and impera golems make a card like vattier 25 points without making the card overpowered. I think discarding from hand simply needs powerful effects because they don't give you the consistency that something like bran does which discards from deck, so cards like Ermion and Svanrige need some incentive like a strengthen to see play now. It would also help decks like queensguard and skirmisher become playable again because it would give you the ability to move a card to your graveyard without feeling like you're sacrificing too many points.
PS: I'm thinking about changing these to target bronze only because this discarding a morkvarg or oligierd would be absolutely busted.

DannyGuy;n10414712 said:
Vabjorn: 11 to 12 Point. From 2 to 4 damage. Still unplayable. I have a suggestion: "Deal 1 damage to an enemy. If it was already damaged, repeat this ability until it dies." with 8 Strength. Axemen synergy.
That actually sounds better, but it would have to have a maximum amount of repeats otherwise that would be completely overpowered. I'll probably add that, but change it to repeat up to 8 times, because otherwise this would be a stronger version of harald in many cases.

DannyGuy;n10414712 said:
Wild Hunter Warrior: Damage increased to 4 from 3. This is a really boring card in its current form. I'd instead add the ability to keep Frost on the opposite row at the end of the round. To combat the increase in power level, the base strength could be reduced to 5 or 6 (down from 7).
I actually like the card in its current state, I think though its boring its a simple but strong card which frost needs. Also the only reason for the point buff is because of how underwhelming weather is at the moment and because I suggested that iris should be raised to 4 points to balance a weather buff.

DannyGuy;n10414712 said:
Rot Tosser: 7 to 9 Point. Cow Carcass power up to 5 from 1. Timer increased to 3 turns from 2. This would only make the card worse. Why make the cow 5 points? A simple point increase to 8 or 9 is enough in my opinion. The card has anti synergy with spies, because Emissaries tend to be the lowest unit. I'd make the cow only destroy non-spying units, then this cool card might yet again see play in a Spies deck.
I don't know why I put the timer increase in here, but the reason why I thought the change would be good was because it feels really easy to kill the cow carcass at the moment. I'd rather have the card stay a low tempo play with massive potential for value, but make it slightly less easy to counter by increasing the power of the cow carcass.

DannyGuy;n10414712 said:
Deithwen Arbalest: New Effect: 7 Point. Deal 3 damage, increase damage dealt by 1 for each soldier ally. This could easily reach 25+ points. Add a cap to it and it's fine. Something like: "Deal 1 damage for each soldier ally, up to a maximum of 8 damage" with 7 Strength.
Agreed, I'll change that later.

DannyGuy;n10414712 said:
Sweers: 9 to 10 Point. Can only move up to a maximum of 3 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. I'd personally just change Nekkers and remove Sweers's current ability form the game. It's stupid that only Nilfgaard have this option, and it's stupid that a deck exists that relies so much on a single Bronze unit that a single silver card completely kills the deck. Consume needs more support than overpowered Nekkers. Then, Nekkers can be changed. A cool new ability for Sweers could be: "Swap a revealed card in either player's hand." Simple, yet extremely powerful.
Yeah its pretty silly for tech options like these to exist. I dislike binary tech options which can single handedly determine the outcome of a game, particularly when they're exclusive to a faction.

DannyGuy;n10414712 said:
Henry Var Attre: 9 to 8 Point. Damage and boost increased to 3 from 2. Personally, I don't like the direction reveal is taking. It went from a unique archetype that interacted with your opponent's hand rather than the board to just another deck that puts points and just happens to benefit from revealing cards. Concealing cards has no utility aspect to it other than allowing you to reveal the cards again. This is probably just me who's thinking this though. I really like the design of Venendal Elites, for example. Effects like those are really unique and interesting.
I think conceal is a mechanic which doesn't really give reveal anything knew, the only thing it does is allow you to retrigger Fire Scorpion. It seems like its not really part of the reveal your thinking of, but rather something which just spam activates fire scorpions which I'll admit is rather boring. I like the flexible damage of that reveal deck but thats pretty much all I like about it. Either way it is a good variation for new players, and definitely needs some buffs.

DannyGuy;n10414712 said:
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. Well, Cantarella only draws you 1 card, so you don't really get much of a choice in the end unless you use Stefan Skellen and then play Cantarella to put it on the bottom of your deck to be able to play the card with Xarthisius. It's more reliable to just keep the card in question. There was this idea floating around, that went something like this: "Look at your opponent's deck and hand. Select up to 3 cards, deal 3 damage to them and put them on the bottom of your opponent's deck. If they're in your opponent's hand, reveal them instead." 10 Strength (You wouldn't know which cards are in your opponent's hand and which are in the deck when selecting the cards).
I'm not sure since that seems rather random unless you're playing reveal and know specifically which cards are in your opponent's hand. It just seems like a better but much more inconsistent version of what Xarthisius currently is. Also wasn't Cantarella changed to show you both options?

Anyway I'm glad to receive more feedback on this so thanks for that, feel free to point anything else out which you might think is out of place or incorrect.

PS: Could you give me some advice for how to improve the formatting of these posts? I would greatly appreciate it because I know that a lot of my posts are hard to read, but I'm not sure about how I can improve them.
 
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PeteTheN00b;n10421442 said:
Dudu:
I don't think that would actually help the card because as we can see with cards like cursed knight transform doesn't trigger a deploy ability again. Also if it boosted self by the power of a unit you could play a deck like Spell'atael and effectively use Dudu as another Dol Blathana protector which staggers the scorch because it is automatically 1 point higher than the highest unit on the board.
Well it'd still work with engine cards. Just to add some extra synergy to the card.

PeteTheN00b;n10421442 said:
Filavandrel:
That's fine, I don't like the way I executed this one either, to be honest, I just think that she needs to change and even if this is only a temporary change it would be more interesting than her current state. I think it would be nice to make her an elf/ambush leader, the only problem is that its hard to think of an interesting effect for that kind of leader.
Seriously. Filavandrel is a man.

PeteTheN00b;n10421442 said:
Donar an Hindar:
I'm not sure actually because the problem with this card would be that in round 1 you would be holding a 2 point lock, and Skellige already has a lot of cards that act as bricks in round 1, since you probably won't put a good unit in your opponents graveyard in round 1, making it a bad, or hard to use lock in the first round. And in later rounds where you can resurrect something you probably won't find a good lock target. I simply thought that something like this might give Skellige the ability to have a playable and flexible, but difficult to utilize lock card because I think we can agree that Donar in its current state is completely underwhelming and unplayable.
After a bit of thought, I think this could work, but some limits would have to be put in place, like with your Vicovaro Medic suggestion - resurrect a unit form your opponent's graveyard with 6 or less Strength.

PeteTheN00b;n10421442 said:
Vabjorn
That actually sounds better, but it would have to have a maximum amount of repeats otherwise that would be completely overpowered. I'll probably add that, but change it to repeat up to 8 times, because otherwise, this would be a stronger version of Harald in many cases.
I really don't think the limit is necessary. The average base strength is around 6-8 anyway, but if you think so, fair enough.

PeteTheN00b;n10421442 said:
Formatting:
PS: Could you give me some advice on how to improve the formatting of these posts? I would greatly appreciate it because I know that a lot of my posts are hard to read, but I'm not sure about how I can improve them.
Well, the goal is to be able to scroll through the post and easily locate "anchors" to navigate by. I personally haven't set a very good example in my reply, but that is because I didn't expect anyone but you to read it anyway, and I knew you were probably gonna read the whole thing either way.
  • A good idea is to make larger headings, maybe center them and change their color. Also, don't make such big spaces between the individual comments. You can also use lists (unordered or numbered) and indents to emphasize headings.
  • You can also highlight important keywords (color them or embolden them) - I do this so that I can navigate through my own posts more easily, and make my posts stand out from the rest.
  • Also, a nice rule of thumb - don't underline anything, ever (an exaggeration of course, but until you get the hang of basic formatting, it's best not to trouble yourself with it and just avoid it completely).
e.g:

Skellige:

Madman Lugos:
His clan's rivalry with the an Craite clan dates back... a long time.
He is also crazy​

Queensguard:
They protect the queen, I guess. It is not uncommon for women in Skellige to become warriors.
No point in yelling​

Nilfgaard:

Slave Hunter:
These guys hunt slaves. For sport. They release them into the jungle and then hunt them down like animals.
They claim it's good fun​

Stefan Skellen:
He really wants to find a certain someone.
It's exactly who you think it is.​
 
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