Balance Suggestions
This thread contains balance suggestions & changes for all factions and some game mechanics.
Please note the following key things in this thread:
- The suggestions shouldn't be seen as a package but mostly as seperate ones.
- Some suggestions (can be) (are) related to eachother.
- Some suggestions are preventive meaning they are no problem right now but can be in the future.
- The startpost containing the suggestions is continuously updated.
- The last couple of seasons I've played NG a lot so the huge list with suggestions for this faction has turned into a redesign.
- The above point can be interpreted as biasedness but thats not what I'm after so don't take it personal.
- The goal of this thread is to make Gwent a better game for everyone.
- Discussing suggestions or sharing your own thoughts about them are very welcome.
- Please be constructive in your comments/opinions, it requires a bit more time but it can ultimately lead to better quality suggestions.
The suggestions:
Nilfgaard
''Soldiers''
Tibor Eggebracht, this card lacks value if you can't empty your opponents deck.
''Reveal/machines''
Hefty Helge, it isn’t competitive enough.
Resurrect and deathwish are the only machine decks that work adding such features to NG will do no good to variety.
Another problem with reveal is the lack of good finishers because most value is wrapped in to the mangonels synergy.
In order to make this archetype shine again it might be helpful in reversing things.
''Spies''
Assassination, a 16 value gold isn't interesting enough and it doesn't have synergy with a deck.
''Alchemy''
Cadaverine, the card doesn't provide enough value for a silver.
Either this forces you to play a short round and lose control or it ends up in card disadvantage because of bricked cards.
''Misc''
Letho, his point swing in combination with Regis can be quite massive and not counterable.
Skellige
''Cursed''
Morkvarg/Olgierd von Everec, playing against it with blue coin can be a disadvantage when you can't counter it.
It has control over r2 which can result in card disadvantage.
''Soldiers''
An Craite Warcrier, this card can boost units such as Olaf, Ciri: Nova, Geralt and Greatswords to insane levels.
''Misc''
Skjall, it's needs a slight tweak.
Northern realms
''Machines''
Winch, currently it grants the ability to pull out 3-6 machines of one type with Henselt.
Winch can be played 4 times with Triss: Telekinesis causing greater odds to create 2-3 machines of the same type.
Summoning circle can target the last created machine or a Nekker warrior!
I understand the initial concept why the devs made Winch without it the leader ability can be bricked if every machine gets removed.
But I believe Shani already is a good option to bypass this.
Also not all decks rely on removal so Henselt's ability can easily be abused with a guarenteed 2-3 machine pull or even more when Nenneke comes into play.
''Mages''
Tormented mage, it has 2 card pools to select from I don't think thats fair when compared to similar cards in other factions.
''Misc''
Bloody Baron, has a bug.
Scoia'tael
''Ambush''
Hawker support + Vrihedd dragoon + Vrihedd neophyte, ambush units shouldn't be boosted by these units.
Ambush is already a very good ability because your opponent doesn't know what to expect and they can't be damaged when turned upsite down.
I think buffing them in your hand and playing them later is a form of foul play.
It either forces your opponnent to play more cards than needed thanks to ambush or lose the round/match by taking a gamble.
''Elves''
Elven scout, these cards create too much (lucky) value in a game and their synergy with other bronzes makes them too powerfull.
''Dwarves''
Dwarven agitator, it's current ability is a form of create and makes it possible to play a lot of bronzes of the same type.
''Misc''
Milva, the ability of this card is broken when you've only played gold cards and the opponent didn't.
Monsters
''Deathwish''
Nekker warrior, adding 2 cards to your deck is a bit excessive and can easiliy be abused.
''Full moon''
Werewolf, immunty is one of the better 'passive' abilities in the game because it limits counter options drastically.
The most effective ones are actually silver and gold cards such as Scorch and Geralt: Igni.
It should be limited because werewolfs are bronze cards after all.
''Wild Hunt''
Caranthir Ar-Feiniel, if you have bad luck he's just a 9 str gold if your opponent can clear weather.
''Ogroids''
New leader, ogroids should have their own leader because their identity doesn't suit any of the leaders.
It's very difficult to build a viable deck with this archetype though.
Neutral
''Gold''
Ciri: Nova, this card is a problem against control decks because when they win r1 they will abuse r2 to thin hands to 1 card.
Nothing you can do in r3 to have a chance to win if you don't have Nova yourself.
''Silver''
Bekkers dark mirror, a tricky card because most of the time it transfers 10 boost to your enemy.
''Bronze''
Dimeritium shackles, never seen this card played.
Miscellaneous
Silver runestones, it's possible to play 2 of the same silver cards.
What are your thoughts about these suggestions? If something isn't clear enough I'd be happy to explain it
This thread contains balance suggestions & changes for all factions and some game mechanics.
Please note the following key things in this thread:
- The suggestions shouldn't be seen as a package but mostly as seperate ones.
- Some suggestions (can be) (are) related to eachother.
- Some suggestions are preventive meaning they are no problem right now but can be in the future.
- The startpost containing the suggestions is continuously updated.
- The last couple of seasons I've played NG a lot so the huge list with suggestions for this faction has turned into a redesign.
- The above point can be interpreted as biasedness but thats not what I'm after so don't take it personal.
- The goal of this thread is to make Gwent a better game for everyone.
- Discussing suggestions or sharing your own thoughts about them are very welcome.
- Please be constructive in your comments/opinions, it requires a bit more time but it can ultimately lead to better quality suggestions.
The suggestions:
Nilfgaard
''Soldiers''
Tibor Eggebracht, this card lacks value if you can't empty your opponents deck.
- Change him to a 8 strength duel card with 2 options:
- 1 Command a soldier to duel a unit on the opposite row
2 Duel a unit on the opposite row with Tibor himself
- When you reveal a Daerlan Soldier you won't get the boost option, like to see this fixed.
- Just 1x boost when playing Alba pikemen & Slaves infantry while you basically play 3 soldiers.
Let it boost every soldier played in a turn exclude doomed soldiers. - It would be nice if officers also get the soldier tag or improve abilities on certain units on the battlefield.
- Set bonus damage (back) to officer in hand instead of spying unit, spydeck already got Nauzicaa brigade.
- Set damage to 7 or 8 and compensate with the unit's strength this way it can take out some good targets.
- No boost when you play Magne division.
- No boost when you play Vilgefortz.
- Change it to draw an random item from your deck.
- Added ‘draw’ to create synergy with Alba spearman.
- Let it spawn 3, 4 and 5 strength units instead 3x 3 strength.
- Set the cards strength to 4 so it fits into the ointment suggestion further ahead.
- Target a bronze soldier or machine and repeat it's deploy ability.
''Reveal/machines''
Hefty Helge, it isn’t competitive enough.
- Change it to gold: Let it do 2 damage to all units, when revealed do 3 damage.
- Keep it silver: but activate it's deploy ability when revealed.
This will give Master of Disguise more value/synergy with Hefty Helge.
Limit it's ability with a 2-3 timer.
- Give the machine 3 armor and compensate with Vrygheff’s strength.
- Choose from: lock an revealed card or lock an played card and do 6 damage.
Resurrect and deathwish are the only machine decks that work adding such features to NG will do no good to variety.
Another problem with reveal is the lack of good finishers because most value is wrapped in to the mangonels synergy.
In order to make this archetype shine again it might be helpful in reversing things.
- On deployment deal 2 damage to random enemies for each card you've revealed in both hands OR in the entire match.
- Deal 3 damage to the row when the rot gets destroyed.
If the row is full destroy an bronze or silver unit.
- Let him boost played and revealed machines.
- Or let him resurrect a machine from the graveyard.
- Let him reveal 1 machine in your hand, play it's ability and immediately conceal it.
- Set strength 10-12.
- Set it to the old ability of Alba armored cavelry:
Look at the top 3 bronze/silver units from your opponent’s deck, choose one and boost self by its base PowerGive the Spotter the abilities of the Alchemist (reveal 2 cards / 9 strength). - I don't see the link between alchemist/mages and revealing cards/trigger machines this should be done by a soldier.
The spotter is the most logical card so they should swap abilities.
- If enemy: switch this unit's power with that of a revealed enemy unit.
- If ally: copy the power of an ally.
Cantarella (13) can't be damaged to 1, spies must be a compromise in every deck.
- Let him upgrade the ammunition on NG machines by targeting a revealed machine:
Fire Scorpion: add fire effect for 1 shot: damage all units on a row by 1 for 2-3 turns.
Mangonel: add explosives for 1-2 turns: deal double damage.
Rot Tosser: toss body parts: this will create a fear effect on a row, units with 1-2 strength will flee the battlefield.
Deithwen Arbalest: add fire effect for 1 turn: damage all units on a row by 1 for 2-3 turns. - The suggested row effects should also be playable in other factions.
- Or let him play organic cards (Alchemy)
''Spies''
Assassination, a 16 value gold isn't interesting enough and it doesn't have synergy with a deck.
- Give it a deploy ability as ally or spy.
- If spying deal 3x 6 damage with a 1 strength spying unit + this will create synergy with Impera Brigade, Enforcers, Nauzica brigade etc.
- If ally give it 1 strength and let it deal 2x 8 damage so you can't end up with a bricked card.
- Make it more clear to which graveyard a card belongs, it can be a bit tricky with similar decks.
- Make her immune but set her to 4 strength.
- In the lock suggestions ahead it's possible to lock immune units.
- Give them 4 armor so they can't be wiped from the board that easily.
- It should fire for every Emissary played in a turn also when played from a Emissary.
When it gets played from a 2-3 Emissary streak it will only fire once on deployment.
This disrupts the tempo of the deck quite significantly.
- Ignore armor.
- Change it to look at 2 different units and play one.
- Toggle 2 units to spying status instead of 1.
- Alchemist had a similar change in the past and it worked quite well.
''Alchemy''
Cadaverine, the card doesn't provide enough value for a silver.
- Keep: 2 choices
- Change: let it destroy a bronze or silver unit in your opponents graveyard.
Or deal 4 damage to all units that share the same category.
- Let it trigger immediately when It's played.
- Give them +1 strength so they can't be resurrected with ointment.
- Or limit the max amount of damage 7-9.
- Or check the ointment suggestion ahead.
- Or control the damage output by the amount of alchemy cards played.
- Let it resurrect a unit up to 4 strength.
- Let the card spawn a chained (locked) unit so it won't trigger it's ability.
- Give the slave driver a bit more strength (+2 or 3) to compensate but limit it to play a card not higher than 8-10 strength.
- Spawn a chained unit seems so fitting for this card
- Or move to arena (all the create cards)
Either this forces you to play a short round and lose control or it ends up in card disadvantage because of bricked cards.
- Change it to look at 2 different alchemy cards and play one.
- Let him play organic cards.
- Or let him upgrade the ammunition on NG machines by targeting a revealed machine:
Fire Scorpion: add fire effect for 1 turn: damage all units on a row by 1 for 2-3 turns.
Mangonel: add explosives for 1-2 turns: deal double damage.
Rot Tosser: toss body parts for 1 turn: this will create a fear effect on a row, units with 1-2 strength will flee the battlefield.
Deithwen Arbalest: add fire effect for 1 turn: damage all units on a row by 1 for 2-3 turns. (Reveal/machines). - The suggested row effects should also be playable in other factions.
''Misc''
Letho, his point swing in combination with Regis can be quite massive and not counterable.
- Let him lock & drain 2 adjectant units instead of picking 2 on a row.
- Give him the ability of Unseen Elder this makes the card more useful in other factions (like Kambi decks).
- Unseen elder will need a new ability.
- To make this card viable it needs 2 options:
Keep: it's current ability.
Add: cast the silver necromancy spell (Banish a Bronze or Silver unit from either graveyard, then boost an ally by its power). - Or let her 'spawn' necromancy spell just like Schirrú and Coral.
- When your opponent has 0 cards left, there is truce and this card is played you don't get a card.
I don't see the problem when you have no cards left and your opponent does you can steal their card.
- Boost allies with 2-3 and damage enemies with 2 or 3.
Skellige
''Cursed''
Morkvarg/Olgierd von Everec, playing against it with blue coin can be a disadvantage when you can't counter it.
It has control over r2 which can result in card disadvantage.
- Carryover should be entitled to resilience so like Ronvid these guys should spawn after you've played a card.
- In return let them spawn with 100% value when they are played from the graveyard the first time.
- Give it 1 ability.
- Let it spawn a Bloodcurdling Roar.
- They shouldn't get boosted by veterans.
''Soldiers''
An Craite Warcrier, this card can boost units such as Olaf, Ciri: Nova, Geralt and Greatswords to insane levels.
- Let him only boost bronze or silver clan units by their base strength.
''Misc''
Skjall, it's needs a slight tweak.
- I think he shouldn't be able to tutor Udalryk such value should be gold only (like Rainfarn).
- Same thing with Alzur's double cross (see neutral section).
- The restored card should be played immediately.
Northern realms
''Machines''
Winch, currently it grants the ability to pull out 3-6 machines of one type with Henselt.
Winch can be played 4 times with Triss: Telekinesis causing greater odds to create 2-3 machines of the same type.
Summoning circle can target the last created machine or a Nekker warrior!
I understand the initial concept why the devs made Winch without it the leader ability can be bricked if every machine gets removed.
But I believe Shani already is a good option to bypass this.
Also not all decks rely on removal so Henselt's ability can easily be abused with a guarenteed 2-3 machine pull or even more when Nenneke comes into play.
- Remove this card because It's overpowered with King Henselt/Nenneke deck.
- Or make the created machine doomed.
- Or limit Henselt pulling out 2 of the same cards (3 in total).
- Or let it create a machine which isn’t in your startingdeck.
- Or move to arena (all the create cards)
- Give it 1 or 2 abilities at most 3 is just insane bronze value.
''Mages''
Tormented mage, it has 2 card pools to select from I don't think thats fair when compared to similar cards in other factions.
- Let them play spells only.
- I think every faction should have a tutor that lets you choose between 2 special cards of one kind and play one of them:
- NG: Alchemy
- NR: Spells only not items as well, items could be done by a tutor that plays random items from your deck.
- SK: Items
- M: Organic (this would be a welcome new card)
- SC: Item or spell not all special cards
''Misc''
Bloody Baron, has a bug.
- When your opponent consumes units he also gets boosted.
It should only be boosted by every unit you destroy.
- Set strength to 3 instead of 4.
- Or raise the lose condition to 23-26.
- Or simply don't let them trigger with spies.
Scoia'tael
''Ambush''
Hawker support + Vrihedd dragoon + Vrihedd neophyte, ambush units shouldn't be boosted by these units.
Ambush is already a very good ability because your opponent doesn't know what to expect and they can't be damaged when turned upsite down.
I think buffing them in your hand and playing them later is a form of foul play.
It either forces your opponnent to play more cards than needed thanks to ambush or lose the round/match by taking a gamble.
- Let them boost non-ambush units only.
- Your opponent still has to guess what you've played but they don't have to worry about a Toruviel or Sapper boosted to 15+ anymore.
''Elves''
Elven scout, these cards create too much (lucky) value in a game and their synergy with other bronzes makes them too powerfull.
- Scouts and created cards should have the doomed tag.
- Let the vanguard only boost non doomed-elves.
- Summon Aelirenn only with 6 non-doomed elves.
- Or move to arena (all the create cards).
- Set strength to 2x 5.
- Or every faction should have acces to a 12 str bronze.
- When boosted deal half the amount of (rounded up) damage by this units strength.
In the current meta they are not a big problem but when engines get a more protected status (see locked units & removal suggestions in this thread) they will be.
''Dwarves''
Dwarven agitator, it's current ability is a form of create and makes it possible to play a lot of bronzes of the same type.
- Let this card play golden froth from the deck this will create more creative deck building.
''Misc''
Milva, the ability of this card is broken when you've only played gold cards and the opponent didn't.
- Add the condition that this ability only works when the player has played a bronze or silver card themselves.
- Let the player choose from remove the highest bronze or highest silver cards.
- Change it to create a elf which isn't in your starting deck.
- A good card such as Toruviel can be played 3 times in combination with a runestone (see miscellaneous below).
- Or move to arena (all the create cards).
- It would be fair if these cards are played from the deck/hand when swapped during a round, not before it.
- If you have to start the first round you really have a disadvantage.
Monsters
''Deathwish''
Nekker warrior, adding 2 cards to your deck is a bit excessive and can easiliy be abused.
- Add 1 copy to your deck instead of two.
''Full moon''
Werewolf, immunty is one of the better 'passive' abilities in the game because it limits counter options drastically.
The most effective ones are actually silver and gold cards such as Scorch and Geralt: Igni.
It should be limited because werewolfs are bronze cards after all.
- Remove immunity after moonlight.
- When immune make them targetable for silver and gold cards like Letho, Sweers, Margarita of Aretuza, Morvudd, Mardroeme etc.
- Or change them to silver and let them stay as they are now.
''Wild Hunt''
Caranthir Ar-Feiniel, if you have bad luck he's just a 9 str gold if your opponent can clear weather.
- Increase base strength to 13-15.
- Increase base strength to 4-6.
- Deal 6 damage to a enemy. If the enemy is under Biting Frost, deal 10 damage.
- Limit the amount of duels:
Option 1: duel once but give it synergy with Drakkars (see option 2 for their suggestion).
This would be a good finisher.
Option 2: make him immune but duel twice.
Mandrake, parasite, adrenaline rush etc. can't be abused.
His duel power can be boosted with Drakkars (see option 1 for their suggestion).
- Add the ability to move a enemy to the opposite row.
- Option 1: Make them immune but lower base strength to 5.
Nekker warrior and WH Navigator can't target them. - Option 2: Boost all WH hunt units on board, hand and deck by +1.
Nekker warriors can abuse this so they should only be capable to add copies of monster units (like relicts, ogroids etc.)
''Ogroids''
New leader, ogroids should have their own leader because their identity doesn't suit any of the leaders.
- Lord of Undvik: spawn frost on all 3 enemy rows.
It's very difficult to build a viable deck with this archetype though.
- Improve to strengthen all ogroids in your deck, hand and on the board by 2.
- Deal 3 damage to 5 enemies on a row if there is weather on that row do 4 damage.
- Or deal 2 damage to an entire row if there is weather on that row deal 3 damage.
- Improve to: Move 3 enemies and deal 3 damage if they are under frost deal 4 damage.
- Set base strength to 5.
- Add the ability to move a enemy to the opposite row.
Neutral
''Gold''
Ciri: Nova, this card is a problem against control decks because when they win r1 they will abuse r2 to thin hands to 1 card.
Nothing you can do in r3 to have a chance to win if you don't have Nova yourself.
- Enable her ability when you have at least 4 cards in hand.
- Deal 7 damage to the 3 highest enemies.
- Set it to 16-18.
- Or make him immune.
- Silver sword: destroy a non-human.
- Steel sword: destroy a human.
- Let it apply a hazerd or a boon:
- Hazerd: weaken all enemies on a row by 1.
- Boon: boost all allies on a row by +1 per turn.
- Add a 2-3 turns timer on it.
- Let it block all damage on units played on a row.
- Put a 2-3 turn timer on it.
- To get protected on the row units must be played first.
- Give it 6 strength.
- Or add the option to select an bronze or silver ally and protect against all damage for 2-3 turns.
- Let it charm a bronze or silver unit up to 6 strength.
- Or add the option to remove a bronze or silver enemy and put it at the bottem of their deck.
- Or let him charm units with 2 strength for 3-4 turns (charm one unit per round).
- Keep: 3 damage push
- Add: Aard Sweep which will deal 2 damage to a row.
- Keep: the destroy the highest unit on a row (if more than 25 strength).
- Add: Burn all targets on a row deal 1 damage for 2 or 3 turns.
- Keep: deal 4 damage to all copies of an enemy unit
- Add: the option to deal 4 damage on the highest unit on each row.
''Silver''
Bekkers dark mirror, a tricky card because most of the time it transfers 10 boost to your enemy.
- Change: weaken a enemy unit up to 7 and boost your lowest unit by that amount.
- Let it only be playable on silver and bronze cards.
- An 11 +2 armor Imlerith is hard to stop and a Cahir + boosted Jan Calveit + whatever is next is better than a Ciri Nova!
- I think it shouldn't play a spy instead it should play your highest loyal unit.
- Let him target non-spying units only.
- Or bronze/silver units only.
''Bronze''
Dimeritium shackles, never seen this card played.
- Rename to lock because this card has nothing to do with mages anymore.
- When played on locked ally: unlock and heal.
- When played on enemy: lock and deal 6 damage.
- Also see ‘locked units’ in miscellaneous part of this post.
Locks should have permanent effects.
- Draw a line between weather and hazard effects.
- For example it's weird to remove a pit trap by letting the sun shine
- Clear weather on just 1 or 2 rows, this gives gold weather cards some value.
- This will make the game more dynamic and the clear hazards units more popular/necessary.
- Let it only be playable on allies.
- Keep: deal 2 damage to all units on a row and clear a Boon from it.
- Add: remove an hazard and boost all units by 2 on a row.
Miscellaneous
Silver runestones, it's possible to play 2 of the same silver cards.
- Change it to create a silver card from your faction which isn't in your starting deck or match.
- Or move them to arena (all the create cards).
- Let the card's ability only trigger when you're winning.
- Banish them when they enter the graveyard, with Assire you can put back a bricked card in your opponents deck.
- Or simply remove them from the game.
- Banish them when they enter the graveyard.
- Or keep them locked when resurrected.
- Immune units should be lockable.
- Make locked units non targetable for certain abilities such as adding cards with Nekker warriors and Reaver scouts etc.
- Don 't let them be removable from the graveyard with cards such as Nenneke and Assire var Anahid.
- Or let locks apply on engines and removal only on humans and non-humans.
- Let removal cards only be targetable on units like humans and non-humans.
- Engines can only be locked.
- Make engines that struggle in the meta immune.
- Fire: deal 1 damage to all units on a row for 2-3 turns.
- Fear: let 1-2 or 3 strength units flee the battlefield.
- Gold cards: unique effects (like Geralt signs suggestions).
- Give most of the cards fixed rows again.
- Give the players the choice to continue the game or draw without penalty.
- Pair players which had a blue and red coin in the last played ranked match, simply turn red and blue coin over and you create a fair 50:50 system.
- Or when you have blue coin in r1 you'll draw 3 cards in r2 and your opponent 2.
Drypass, pass when scores are even, spies and Ciri must be removed from the game to prevent abuse.
- Make a interface that puts bronze machines in the middle and creates a pool of bronze/silver/gold cards around them that suit them.
Both owned and unowned cards should appear so the user can create and save a craftlist. - Of course the user is entirely free what to put in their deck.
What are your thoughts about these suggestions? If something isn't clear enough I'd be happy to explain it
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