A lot of these changes seem good, but some appear to have slight problems in my opinion which could easily be tweaked.
I think a lot of your changes would create a more interesting neutral pool however a few of them have issues which are easy to fix such as mechanical changes (commander's horn) or a rework being applied to the wrong card (gaunter o'dimm, king of beggars). As a whole I like the idea of these changes though and am looking forward to seeing your other suggestions for specific factions .
I think this compromise for commander's horn is a good one, but it should read boost a unit and 5 units to the right of it by 3. It has the same effect but is easier to understand for a new player.DannyGuy;n10450322 said:Commander's Horn Boost 6 adjacent units by 3. Add "Doomed" tag. Tutors should have been nerfed, not Commander's Horn. The Doomed tag is added because of Eithné
I don't like the idea of nova becoming a second foltest. Also by promoting swarm nova so heavily you disincentivize several other potential nova decks. I think the card should stay as a simple big finisher which is designed for newer players who are looking for simple but effective ways to construct decks to learn the game.DannyGuy;n10450322 said:Ciri: Nova 12 strength. If you have exactly 2 copies of each bronze card in your starting deck, Strengthen all loyal Bronze and Silver units in your hand and deck by 1. Strengthen all loyal Gold units in your hand and deck by 2. This card is always in your starting hand. Replaces the one card finisher with a boost to your overall deck power. The card also promotes swarm-ish gameplay.
This idea is actually amazing. I hope it makes it into the game, because it would keep its interesting effect and become playable but though it would give you card advantage by making it unswappable it couldn't give you massive value. I'm just not sure if 9 points are a good idea for this card though as it could be killed by alzur. Though it should be easy to counter because of its powerful effect I think that similarly to Villentretenmerth it should require slightly more investment than 1 alzur to be killed. Maybe you should just add 1 armor to your suggested effect.DannyGuy;n10450322 said:Ciri 9 Strength, no Armor. If Ciri returns to your hand, she cannot be mulliganed by any means. Increases base power at the cost of weakening the card in later rounds, since you cannot trade it in for a better card from your deck. Pure card advantage.
I love the effect but don't think it belongs to Gaunter. I wish that Gaunter would return to something similar to its old state, because it used to be a card like Avallac'h the sage. Something which was never intended to be playable but was just a fun card to mess around with if you wanted a more casual experience. Also I don't think that it should trigger when in the graveyard, because that would make it provide massive value if you go first and lose the first round. Other than that I think that this suggestion is incredible . I just think that it should belong to something different or even new like Geralt: Axii (confusing the opponent and appearing when the match starts) or another more fitting card.DannyGuy;n10450322 said:Gaunter O'Dimm 8 Strength. Summon this unit from your deck or graveyard when you have the first play in the first or third round. Helps decks that have problems when going first. If you go second, this card can still be summoned in the third round if you won the second round.
I don't think Lambert should change, it was intended to be a tech card and still is, it will simply take some time before it sees play, but eventually I'm sure that it will. For example if cursed nr or slave infantry nilfgaard ever become a popular deck which people struggle to deal with this card will be available to counter it. Furthermore the effect of your suggestion isn't particularly useful as special cards are mostly removal or tech cards (and probably won't even be in your hand because you'll be using tutors instead), and the last thing you need when your hand is filled with removal is more of it.DannyGuy;n10450322 said:Lambert: Swordmaster 6 Strength. Deal 2 damage to a unit for each special card in your hand.
I like the consistent effect but think that 4 points are too few for it. Compare it to fransesca which is a leader which is worth 10 and has elf and boost synergy, and is still rarely seen. I think this card could easily be 5 or even 6 points with this effect as a silver card.DannyGuy;n10450322 said:Lesser Demons/Iris'Companions Weaken it to 4 Strength (from 11). Instead of discarding a card at random, banish a chosen card. Makes the card much more consistent, at the cost of base strength and losing discard synergy.
I agree that we need this tech option as a neutral less binary option, however I think that King of Beggars has an interesting effect which simply doesn't work because of how little it is worth, rather than the cards effect being problematic. Similarly to with your gaunter suggestion I like the suggestion but think that it should belong to a different neutral card, perhaps even a completely new one.DannyGuy;n10450322 said:King of Beggars 9 Strength. Choose an enemy unit and move up to 2 copies of it from your opponent's deck to their graveyard. I will propose a Sweers and Nekker change in my Nilfgaard and Monsters overhaul, respectively. This is not an effect that should be restricted to one faction only.
I think a lot of your changes would create a more interesting neutral pool however a few of them have issues which are easy to fix such as mechanical changes (commander's horn) or a rework being applied to the wrong card (gaunter o'dimm, king of beggars). As a whole I like the idea of these changes though and am looking forward to seeing your other suggestions for specific factions .