How would I do

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My thoughts on how to make some cards playable by adding useful abilities that are missing in many archetypes:

Wheel of Fortune (5) - Infuse a random amount between 1 and 10 non-Crime cards in your hand and deck with Crime category. Increase the minimal value by the number of unique bronze Crime cards in your starting deck.

Oxenfurt Naturalist (4 4) - Deploy: Infuse 2 units with "Intimidate" in your hand with "Intimidate".

Pickpocket (6) - Profit 8. Shuffle all cards from your hand into your deck, then draw as many cards.

Mutant (2 4) - When Poisoned, Spawn a 2 base copes of self on this row. Counter: 1

Mutant Killer (4 4) - Profit 1. Fee 1: Transform a "Mutant" into a base copy of self. Hoard 4: At the end of your turn, damage a random enemy unit without status by 1.

Greater Brothers (10 5 7) - Fee 4: Transform a "Mutant Killer" into base copy of self.

Nathaniel Pastodi (5 7) - Deploy (Ranged): Banish all cards on your deck, then boost this unit by the same amount.

Nenneke (5 9) - Order: Divide the total of your points by the number of allied units, then set the power of allied units equal to the rounding up result. At the end of your turn, if Order is not used, boost non-boosted allied units by 1.

Black Rayla
(5 8) - Formation. Order: Reset all allied bronze soldiers Order ability or give a 1 Charge. Cooldown: 5.

Ban Ard Tutor (4 4) - Patience. Order (Ranged): Increase Patience value of a bronze unit by [1]

Cleaver's Muscle (4 4) - Shield. Bonded: Give Immunity to Dwarf if between Cleaver's Muscles.

Gabor Zigrin (5 9) - Deploy (Melee): Give an allied Dwarf without status Resilience. Deploy (Ranged): Give an allied Dwarf without status Immunity.

Paulie Dahlberg (6 6) - At the end of your turn, while on the battlefield, move one position to the right. If there are no cards to the right of this card, move self to the next allied row to the leftmost position. Barricade: At the end of your turn, boost self and unit to the left by an amount equal to their Armor.

Duén Canell Guardian (4 5) - Veil. Symbiosis. Order: Damage an enemy unit by 2. At the start of the game, Infuse random Neutral card in your starting deck with Nature category and Infuse them with "This card does not prevent Devotion".

Braenn (4 6) - Deploy: If you control 2 or more other Dryads, gain Zeal. Order: Damage an enemy unit by 1. Charge: 3. When Vitality is applied to an allied unit, give Charge by the amount applied.

Dryad Grovekeeper (1 4) - Deploy: Boost self by 6. Inspired: At the end of your turn, remove self 2 boosts and boost a random unit in your hand by 2. Bonded: boost a highest-power unit instead.

Ale of the Ancestors - Zeal. Order: Boost a unit by 3. Cooldown: 2. When you use your Order 3 times, gain Resilience. If you play Mahakam Ale or Golden Froth, reduce its Cooldown by 1, then increase the boost by 1 for the rest of the game.

Thaw (4) - Boost a unit in hand by 3 and give it Veil.

Udalryk an Brokvar (4 6) - Deploy, Bloodthirst 2: Gain Zeal. Order: Damage a unit by 1. Charge: 3. Deathblow: give it an additional Charge.
 
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