Card Ideas

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Guest 4375874

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Bit weak though? In a world with CoC, Serpent Trap and many other targeted or non-targeted (and much cheaper) tall punish how would this card ever be viable? Not to mention that if you queued up against SK (warriors) you've just wasted 12 provisions. :[
It kills your own units lol... maybe if it killed your LOWEST unit and the enemy highest it would be useful in very narrow circumstances (I know it insta-dies since it's 0 power) like with Whispess deathwish-synergy.
 

Guest 4375874

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Bit weak though? In a world with CoC, Serpent Trap and many other targeted or non-targeted (and much cheaper) tall punish how would this card ever be viable? Not to mention that if you queued up against SK (warriors) you've just wasted 12 provisions. :[
It kills your own units lol... maybe if it killed your LOWEST unit and the enemy highest it would be useful in very narrow circumstances (I know it insta-dies since it's 0 power) like with Whispess deathwish-synergy.
Every deck has a weakness, you've highlighted all those it may struggle against but ignoring those where it would work well. Like Kolgrim or Viy or NR....even Kelly could be immediately destroyed behind a defender assuming it's power is higher. Not sure why you mentioned tall punish when this doesn't encourage you to play tall. It punishes tall play. Can you clarify what you meant? If serpent trap destroys this you'd lose 0 points but yes against unitless decks it wouldn't be great. That's an all round problem right now, not specific to this cards and you wouldn't exactly play this into a trap since it's intended for last play.

I'm guessing you suggested it insta-dies because gwent doesn't currently allow cards with 0 power but the aim is to have those cards playable so it wouldn't be destroyed on deploy. We've had a lot of new mechanics added to the game over the last few expansions so I don't see why this can't be. That aside, killing your lowest unit would be too OP because you could just use tokens for a huge point swing which isn't very balanced.
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Bit weak though? In a world with CoC, Serpent Trap and many other targeted or non-targeted (and much cheaper) tall punish how would this card ever be viable? Not to mention that if you queued up against SK (warriors) you've just wasted 12 provisions. :[
It kills your own units lol... maybe if it killed your LOWEST unit and the enemy highest it would be useful in very narrow circumstances (I know it insta-dies since it's 0 power) like with Whispess deathwish-synergy.
Now that I think about it, if combined with Caranthir or even Imperial manticore it's verging on being OP because that would kill the lowest and highest unit on their side but I think it's balanced enough, the provision could probably go to 10 I guess
 
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Spend some time to rework the cutup archetype and added one additional card. Whole idea is to make underperforming cards playable and develop a cutup specific archetype (like CDPR done for crownsplitters). Also the new whoreson leader might be much more playable if there are more cards benefitting from boosted opponent units and synergizing cards being able to boost oppoent units.
Of course I know that this is a little bit Nilfgardian (Standard Bearer, Nauzicaa Brigade) but I think that SY can also use the opponent boost archetype.
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Maybe this should be a SK card, with Alchemy for the Mutagen, the mutagen boosts an allied unit by 1 and gives it Rupture.
 
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To shake up the game a little! :)

Opponent can pass without penalty or discard a card from hand, but ofc. it's best against finishers.
Gaunter_O_Dimm.png
 
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Spend some time to rework the cutup archetype and added one additional card. Whole idea is to make underperforming cards playable and develop a cutup specific archetype (like CDPR done for crownsplitters). Also the new whoreson leader might be much more playable if there are more cards benefitting from boosted opponent units and synergizing cards being able to boost oppoent units.
Of course I know that this is a little bit Nilfgardian (Standard Bearer, Nauzicaa Brigade) but I think that SY can also use the opponent boost archetype.
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Apart from the wording, as well as the highroll potential on the dueling with the first card (and the fact that I assume the last card should be a unit) I really like those cards.
If anything I would suggest Whoreson Junior's Arena should have an order ability to allow the player to select the opponent's unit and force the opponent's unit to initiate the dueling against a Cutup (with 2 charges), as well as only 8 provisions after that change.
Although the Scenario would also propably be fine if it would be available for 8-9 provisions, given that it takes until Chapter 1 to get 6+ points in and for Chapter 2 to get somewhat tolerable value.
You could also remove the part of boosting units with the Prologue, while increasing the Provision cost.
 
Practically uncounterable and massively harms the opponent... way OP.
Well, just think about Kambi.... Kambi has the same potential in certain situations like my card, and it's definitely not op.
O'Dimm gives 5 point for 10 prov cost, I tought around 10-12 prov cost it's fine.
But yeah man it's maaaassively harms the opponent... that was the goal.
 
Kambi has the same potential in certain situations like my card
Kambi does nothing if it cannot discard one of your cards first.
But yeah man it's maaaassively harms the opponent... that was the goal.
Did you consider how fun it would be if an opponent played that card of yours against you when you had a massive finisher in hand?
It could cost 20 Provisions and still be ridiculously OP.

Designing cards -- and I can say this without having any specialised knowledge -- should never be based on "how to hurt to the opponent the most with zero risk".
 
Kambi does nothing if it cannot discard one of your cards first.
It does, you can discard Morkvarg and other cards, moreover you can double it's effect with Syanna.
Did you consider how fun it would be if an opponent played that card of yours against you when you had a massive finisher in hand?
It could cost 20 Provisions and still be ridiculously OP.
Yes of course. But, if this card existed in the game and you play against not a devotion deck, you can expect it and play your finisher earlier. And leave a 4 prov. cost card in your hand.

Designing cards -- and I can say this without having any specialised knowledge -- should never be based on "how to hurt to the opponent the most with zero risk".
Yep, that's true, but I won1t say it has no risk. In several situations, this won't be pay off.
I nerfd it a little (see up the card) and corrected it's effect.
 
It does, you can discard Morkvarg and other cards, moreover you can double it's effect with Syanna.
None of this contradicts what I said. Kambi does nothing to the opponent if it cannot discard a card from your hand first, therefore it has a risk of bricking. This card does not.

The card is still ridiculously OP, and it will be OP with that ability no matter how you tweak the numbers.
 
Apart from the wording, as well as the highroll potential on the dueling with the first card (and the fact that I assume the last card should be a unit) I really like those cards.
If anything I would suggest Whoreson Junior's Arena should have an order ability to allow the player to select the opponent's unit and force the opponent's unit to initiate the dueling against a Cutup (with 2 charges), as well as only 8 provisions after that change.
Although the Scenario would also propably be fine if it would be available for 8-9 provisions, given that it takes until Chapter 1 to get 6+ points in and for Chapter 2 to get somewhat tolerable value.
You could also remove the part of boosting units with the Prologue, while increasing the Provision cost.

Thanks for your feedback

Yes, last card should be a 4 body unit. My mistake using the tool and forget to change it.
Appreicate your change concerning Whoreson´s arena. Regarding casino I designed it to fit into the boost opponent units archetype, but maybe it should cost less provisions.
 
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