Ideas about fixing Cards, overpowered or weak

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I decided to share my initial thoughts regarding potential Scoia'Tael balance changes after recently looking through all of the Scoa'tael faction cards. I only picked Scoia'tael because I was already interested in the faction. Maybe I'll do an analysis of another faction at some later date if this thread actually manages to draw the attention of one or more of Gwent's developers. To make things easier, I'll try to only suggest minor changes based around overall value and not full redesigns. Finally, while I'm new to Gwent, I have A LOT of experience playing countless other trading card games.

Feign Death: Add "Then, banish this card." to the end of the Chapter 2 effect. (along with the other 5 Scenario cards)
Water of Brokilon: Change into an Artifact with "Deploy: Spawn a Dryad Fledgling on both sides of this card." and "Order: Boost a Dryad in your hand by 1. Cooldown: 3" (Has Dryad synergy while also preventing Fauve and Mystic Echo from selecting it)
Ithlinne Aegli: Increase Power from 5 to 7
Call of the Forest: Increase Provisions from 10 to 11
Figgis Merluzzo: The Defender keyword should probably be changed to something like "The opponent cannot target target adjacent cards." or "Neither player can target other cards on this row."
Schirrú: Reduce Provisions from 9 to 7
Isengrim's Council: Increase Provisions from 8 to 10
Toruviel: Increase Provisions from 8 to 9
Aelirenn: Increase Provisions from 8 to 9
Isengrim Faoil Tiarna: Increase Provisions from 8 to 10
Fauve: Increase Provisions from 8 to 10
Ciaran aep Easnillen: Reduce Provisions from 7 to 6
Weeping Willow: Increase Provisions from 7 to 8
Treant Boar: Reduce Power from 5 to 4
Yaevinn: Increase Provisions from 7 to 8
Treant Mantis: Stalk: Increase Provisions from 6 to 7
Dryad Matron: Increase Provisions from 5 to 6 and change ability to "Every allied turn, on turn end, boost adjacent Dryad units by 1." (in order to match the flavor text)
Dryad Ranger: Increase Provisions form 5 to 6.
Vernossiel's Commando: Change ability to "At the end of your turn damage a random enemy unit by 1 if you control only Elf units. Ignore the condition if you control Vernossiel." (in order to match the flavor text)
Vrihedd Saboteur: Increase Power from 3 to 4
Brokilon Sentinel: Reduce Provisions from 5 to 4
Pyrotechnician: Reduce Power from 4 to 3 and change ability to "Order: Damage both a random enemy unit and a random allied unit by 6."
Farseer: Change ability to "Deploy (Ranged): Reveal a random card from your deck. If it's a special card, boost a random unit in your hand by 3."
Hawker Support: Change ability to "Deploy: Boost a unit in your hand by 1. If you control an artifact, boost it by 3 instead."
Elven Wardancer: Change 2nd ability line to "If Elven Wardancer is already boosted, damage all units on an enemy row by 1 instead."
Scoia'tael Neophyte: Add "Bonded: Summon a base copy of this unit to each allied row." to its Deploy ability.
Dwarven Agitator: Change ability to "Deploy (Ranged): Boost a Dwarf in your hand by 3."
 
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I just want to post about axii
how is this not a seize card like isn't axii about controlling another person's mind. make it 14 provisions seize a none Spector humanoid.
Sieze is not a welcome Keyword, that's the Problem, But Axii can be a low power Sieze, Sieze a unit with 2-3 power or something, but Sieze needs a little change i believe, adding more of it is not wise at the moment.

Also Axii is the Purify Reset tech Card that we need, The Factions that lack a proper way to deal with a boosted tall units can use this, but on the other hand, existence of Poisen in it's current state makes such cards to be unreasonable to play.
But as a whole I do believe that Axii can be a cooler card, no idea how though.
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I’d like to propose an adjustment to Cahir. While he can be handled by players with a thorough selection of cards, he is single handedly, an automatic win against any deck based upon growth unless he is countered. With defender, he is hard to reach without legendary cards. And he is a virtually brainless play.

I propose he self destruct upon reaching strength 18 (this value could be adjusted). This adds an interesting strategic decision of when to play him or how to disable him before the destruction occurs, plus he can be countered by simply growing more.
True, Cahir is a bad Card, it's a guaranteed win against most decks if they can't answer it, just by playing the card, it's too much trouble, with little effort, and when you see you can't answer this card sometimes you just gotta forfeit.
Making it to be *Whenever an Enemy is boosted, boost self by 1* Might be a good Solution too.
 
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Rot Tosser is overpowered, a 5-point 5-provision card that can poison 2 units. Even if you brick the poisoning, it's not that bad. It should be a 3-point card at most.
 
The monster crimson curse leader is way too weak relative to the other 4 leaders. 3 play new cards, always with a twist that makes them even more deadly. The fourth, ursine ritual triggers massive amounts of points and gives a plus 6 unit after its charges are expended. The monster unit triggers bleeding for 3 turns. Bleeding can be purified, negated by pass, and in some cases can trigger enemy abilities. The 2 point token makes the max value 11. Every other CC leader is capable of far more point potential and far more direct value.
 
Does anyone play infiltrator these days? With the update to the mulligan system, this card is pretty useless as it stands. I think the should just revert it back to its beta version - toggle a units spy status
This change would most likely see the card being used more in the spy archetype or even with conjunction with thirst dame perhaps.
The spy archetype honestly needs more support cards as they really only have 2 bronze damage units, enforcers and mangonel, plus 2 bronze spy units, duchesses informant and envoy.
 
Some thoughts on balancing and new cards… (edited)

Leader abilities:

# Blaze of Glory - Increase provision to 17

# Invigorate - Change order ability to 'boost a unit in your hand by 2, cooldown: 3'

# Carapace - Increase provision to 17

# Force of Nature - Increase ability boost to 9

# Vicious Slash - Increase damage to 9

# Mobilization - Increase ability boost to 3

# Congregate - Increase provision to 17

# Hidden Cache - Increase the order ability to 3 coins

Cards:

- Monsters

# Urn of Shadows - Give 1 boost in addition to current ability

# Old Speartip - Increase base power to 13

# Weavess: Incantation - Reduce provision cost to 10

# Miruna - Reduce base power to 1, change ability to seizing a chosen enemy unit (instead of random)

# Cave Troll - Increase armor to 5

# Toad Prince - Reduce base power to 1, increase the ability to '4 or less power'

# Hen Gaidth Sword - Add this condition to the deploy ability 'if you control only vampire unit(s) and the targeted enemy unit is bleeding, damage by 3 instead'

# Add a vampire unit that gives 3 adjacent enemy units 3 bleeding

# Add a monster unit that gives veil to adjacent monsters on deploy and at the end of every 3 allied turns

# Add a monster unit with the status 'immunity' and the passive ability 'whenever an allied unit is destroyed by opponent, boost self by its power, purify self when self power is 25 or more'

- Scoia'tael

# Zoltan: Warrior - Reduce provision cost to 11

# Milaen - Change ranged deploy ability to 'damage 5 enemies by 1'

# Braenn - Change 'if you control 2 or more other dryads' to 'if you control 1 or more other dryads'

# Treant Mantis: Stalk - Increase base power of Treant Mantis: Strike to 7

# Weeping Willow - Change 'gain shield' to 'boost self by 1 and give an enemy unit doomed'

# Figgis Merluzzo - Reduce base power to 4, increase armor to 4

# Schirrú - Reduce provision cost to 8

# Ida Emean aep Sivney - Reduce base power to 4, increase ability vitality to 6

# Saskia - Reduce base power to 4, change the cooldown reduction to 'for every unique primary Scoia'tael unit category in your hand, reduce cooldown by 1'

# Ithlinne Aegli - Reduce base power to 4, increase deploy ability boost to 5

# Sirssa - Reduce base power to 2, increase deathblow ability boost to 3

# Aglaïs - Reduce provision cost to 9

# Incinerating Trap - Reduce provision cost to 4

# Add a 4-provision cost trap with the ability 'ambush: after your opponent plays an artifact, destroy it, spring: damage an enemy unit by 2'

# Add a scoia'tael unit with the order ability 'boost a unit in hand by the amount of boost on self'

# Add a dwarf unit that gives veil to adjacent dwarves on deploy and at the end of every 3 allied turn

- Nilfgaard

# Assire var Anahid - Change ability to 'deploy (melee): shuffle a unit from your graveyard into your deck, order (ranged): shuffle a card from your graveyard into your deck

# Collar - Reduce damage to 2

# Vanhemar - Reduce base power to 2

# Vincent Van Moorlehem - Reduce base power to 4

# Vilgefortz - Reduce base power to 4

# Van Moorlehem Hunter - Reduce armor to 0

- Skellige

# Hym - Reduce provision cost to 7

# Dagur Two Blades - Increase base power to 5

# Corrupted Flaminica - Increase base power to 5

# Axel Three-eyes - Reduce base power to 4, change 'spawn a crow' to 'spawn a Crow Messenger'

# Kambi - Increase base power to 6

# Covenant of Steel - Reduce berserk to 5

# Derran - Increase base power to 5

# Svalblod Totem - Give the order ability charge: 2

-Syndicate

# Azar Javed - Reduce base power to 1, increase armor of Scarab to 2

# Professor - Increase base power to 7

-Northern Realms

# Needs adjustments, no idea yet

- Neutral

# Ciri: Nova - Change ability to 'after 2 allied turns, deal 2 damage to all units with power higher than self'

# King Cobra - Increase armor to 2

# Saesenthessis: Blaze - Zeal

# Sihil - Reduce provision cost to 10

# Renew - Reduce provision cost to 11

# Hanmarvyn's Blue Dream - Reduce provision cost to 10

# Vesemir, Lambert, Eskel - Increase base power to 4

# Bomb Heaver - Reduce base power to 3

# Mandrake - Reduce provision cost to 7

# Tesham Mutna Sword - Reduce provision cost to 5, change deploy ability to order

# Add an artifact with high provision cost and order ability that gives a unit resilience

# Add an artifact version of Caretaker with charges instead of cooldown, usage limited to 1 charge per allied turn

# Weather cards NEED to be reworked
 
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Some thoughts on balancing and new cards…

Leader abilities:
# Blaze of Glory - Increase provision to 17
# Invigorate - Change order ability to 'boost a unit in your hand by 2, cooldown: 3'
# Carapace - Increase provision to 17
# Force of Nature - Increase ability boost to 9
# Vicious Slash - Increase damage to 9
# Mobilization - Increase ability boost to 3
# Congregate - Increase provision to 17
# Hidden Cache - Increase the order ability to 3 coins

Cards:
- Monsters
# Urn of Shadows - Give 1 boost in addition to current ability
# Old Speartip - Increase base power to 13
# Miruna - Reduce base power to 1, change ability to seizing a chosen enemy unit (instead of random)
# Cave Troll - Increase armor to 5
# Toad Prince - Reduce base power to 1, increase the ability to '4 or less power'
# Hen Gaidth Sword - Add this condition to the deploy ability 'if you control only Vampire unit(s) and the targeted enemy unit is bleeding, damage by 3 instead'
# Add a Vampire unit that gives 3 adjacent enemy units 3 bleeding
# Add a Monster unit that purifies all allied Monsters on a row on deploy and at the end of every 3 allied turns
# Add a Monster unit with the status 'immunity' and the passive ability 'whenever an allied unit is destroyed by opponent, boost self by its power, purify self when self power is 25 or more'

- Scoia'tael
# Zoltan: Warrior - Reduce provision cost to 11
# Treant Mantis: Stalk - Increase base power of Treant Mantis: Strike to 7
# Weeping Willow - Change 'gain shield' to 'gain resilience'
# Figgis Merluzzo - Reduce base power to 4, increase armor to 4
# Schirrú - Reduce provision cost to 8
# Ida Emean aep Sivney - Reduce base power to 4, increase ability vitality to 6
# Saskia - Reduce base power to 4, change the cooldown reduction to 'for every unique primary Scoia'tael unit category in your hand, reduce cooldown by 1'
# Ithlinne Aegli - Reduce base power to 4, increase deploy ability boost to 5
# Sirssa - Reduce base power to 2, increase deathblow ability boost to 3
# Aglaïs - Reduce provision cost to 9
# Incinerating Trap - Reduce provision cost to 4
# Add a 4-provision cost trap with the ability 'ambush: after your opponent plays an artifact, destroy it, spring: damage an enemy unit by 2'
# Add a Scoia'tael unit with the order ability 'boost a unit in hand by the amount of boost on self'
# Add a Dwarf unit that purifies adjacent Dwarves on deploy and at the start of every 3 allied turn

- Nilfgaard
# Assire var Anahid - Change ability to 'deploy (melee): shuffle a unit from your graveyard into your deck, order (ranged): shuffle a card from your graveyard into your deck
# Collar - Reduce damage to 2
# Tibor Eggebracht - Reduce base power to 12
# Vanhemar - Reduce base power to 2
# Vincent Van Moorlehem - Reduce base power to 4
# Vilgefortz - Reduce base power to 4

- Skellige
# Dagur Two Blades - Increase base power to 5
# Kambi - Change 'rightmost card in your hand' to 'a chosen card in your hand'
# Covenant of Steel - Reduce berserk to 5

-Syndicate
# Azar Javed - Reduce base power to 1, increase armor of Scarab to 2
# Professor - Increase base power to 7

-Northern Realms
# Needs adjustments, no idea yet

- Neutral
# Ciri: Nova - Change ability to 'after 2 allied turns, deal 2 damage to all units with power higher than self'
# King Cobra - Increase armor to 2
# Vesemir, Lambert, Eskel - Increase base power to 5
# Bomb Heaver - Reduce base power to 3
# Tesham Mutna Sword - Reduce provision cost to 5, change deploy ability to order
# Add an artifact version of Caretaker with charges instead of cooldown, limit usage to 1 charge per allied turn
# Add a very high provision cost legendary artifact with order ability that gives an allied unit immunity status
# Weather cards NEED to be reworked
Nerf Nilfgaard basically
 
The monster crimson curse leader is way too weak relative to the other 4 leaders. 3 play new cards, always with a twist that makes them even more deadly. The fourth, ursine ritual triggers massive amounts of points and gives a plus 6 unit after its charges are expended. The monster unit triggers bleeding for 3 turns. Bleeding can be purified, negated by pass, and in some cases can trigger enemy abilities. The 2 point token makes the max value 11. Every other CC leader is capable of far more point potential and far more direct value.
Good you mentioned this, that Leader is fine, it plays for 9 Points of Damage, which is supposed to worth more than Point's, and it plays for 11 at the end, seems totally fine for it's Provision, the Problem right now are the Supporting cards, they got Nerfed, and we need more Support for Vampire Architype in General.

One thing I wanted to Mention, is Garkain, I don't see why it has 3 Power, all 5 Prov Engines have a base power of 4, not to mention this card can't get boosted as much as some other 5 Prov Engines, it can get boosted by 9 max, if you play it at the Start of the turn, with an enemy on board bleeding, which never happens, it's prov was changed to 5 to Nerf Portal, but the card itself wasn't buffed Accordingly, it needs it's base power to become 4 atleast.
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Some thoughts on balancing and new cards…

Leader abilities:
# Blaze of Glory - Increase provision to 17
# Invigorate - Change order ability to 'boost a unit in your hand by 2, cooldown: 3'
# Carapace - Increase provision to 17
# Force of Nature - Increase ability boost to 9
# Vicious Slash - Increase damage to 9
# Mobilization - Increase ability boost to 3
# Congregate - Increase provision to 17
# Hidden Cache - Increase the order ability to 3 coins

Cards:
- Monsters
# Urn of Shadows - Give 1 boost in addition to current ability
# Old Speartip - Increase base power to 13
# Miruna - Reduce base power to 1, change ability to seizing a chosen enemy unit (instead of random)
# Cave Troll - Increase armor to 5
# Toad Prince - Reduce base power to 1, increase the ability to '4 or less power'
# Hen Gaidth Sword - Add this condition to the deploy ability 'if you control only Vampire unit(s) and the targeted enemy unit is bleeding, damage by 3 instead'
# Add a Vampire unit that gives 3 adjacent enemy units 3 bleeding
# Add a Monster unit that purifies all allied Monsters on a row on deploy and at the end of every 3 allied turns
# Add a Monster unit with the status 'immunity' and the passive ability 'whenever an allied unit is destroyed by opponent, boost self by its power, purify self when self power is 25 or more'

- Scoia'tael
# Zoltan: Warrior - Reduce provision cost to 11
# Treant Mantis: Stalk - Increase base power of Treant Mantis: Strike to 7
# Weeping Willow - Change 'gain shield' to 'gain resilience'
# Figgis Merluzzo - Reduce base power to 4, increase armor to 4
# Schirrú - Reduce provision cost to 8
# Ida Emean aep Sivney - Reduce base power to 4, increase ability vitality to 6
# Saskia - Reduce base power to 4, change the cooldown reduction to 'for every unique primary Scoia'tael unit category in your hand, reduce cooldown by 1'
# Ithlinne Aegli - Reduce base power to 4, increase deploy ability boost to 5
# Sirssa - Reduce base power to 2, increase deathblow ability boost to 3
# Aglaïs - Reduce provision cost to 9
# Incinerating Trap - Reduce provision cost to 4
# Add a 4-provision cost trap with the ability 'ambush: after your opponent plays an artifact, destroy it, spring: damage an enemy unit by 2'
# Add a Scoia'tael unit with the order ability 'boost a unit in hand by the amount of boost on self'
# Add a Dwarf unit that purifies adjacent Dwarves on deploy and at the start of every 3 allied turn

- Nilfgaard
# Assire var Anahid - Change ability to 'deploy (melee): shuffle a unit from your graveyard into your deck, order (ranged): shuffle a card from your graveyard into your deck
# Collar - Reduce damage to 2
# Tibor Eggebracht - Reduce base power to 12
# Vanhemar - Reduce base power to 2
# Vincent Van Moorlehem - Reduce base power to 4
# Vilgefortz - Reduce base power to 4

- Skellige
# Dagur Two Blades - Increase base power to 5
# Kambi - Change 'rightmost card in your hand' to 'a chosen card in your hand'
# Covenant of Steel - Reduce berserk to 5

-Syndicate
# Azar Javed - Reduce base power to 1, increase armor of Scarab to 2
# Professor - Increase base power to 7

-Northern Realms
# Needs adjustments, no idea yet

- Neutral
# Ciri: Nova - Change ability to 'after 2 allied turns, deal 2 damage to all units with power higher than self'
# King Cobra - Increase armor to 2
# Vesemir, Lambert, Eskel - Increase base power to 5
# Bomb Heaver - Reduce base power to 3
# Tesham Mutna Sword - Reduce provision cost to 5, change deploy ability to order
# Add an artifact version of Caretaker with charges instead of cooldown, limit usage to 1 charge per allied turn
# Add a very high provision cost legendary artifact with order ability that gives an allied unit immunity status
# Weather cards NEED to be reworked
Thanks for giving your ideas, though some of these changes are Not good, Witcher trio, for example, that's crazy, when they were 3 power they were in every single deck, I believe they just need to be reworked, their Abbility is not just healthy. Same for Cave troll, it has the power of all Other Defenders, they all have the Same value in different ways, and so forth, but I do agree that Monsters need a buff as a whole.
 
That card definitely needs a rework, we might have it with the possible Wild Hunt rework.

I was very disappointed that White Frost did not get fixed when Wild Hunt was reworked with Master Mirror. The main problem is that, like other artifact removal cards, it needs to have its value relative to bomb heaver. I think making White Frost a MO faction card and buffing it so that it's like Taskmaster vs. Pellar relative value is key in making it playable and lore friendly.

Maybe White Frost should banish enemy artifact(s) and spawn frost on both enemy rows for 1 turn, as that gives it some consistency like bomb heaver but more utility, all while keeping it lore accurate, and a change in provision cost from 6 to 5 may also be fair. The liability of hitting your own side of the field is insane, the chance of having Eredin dominance already out when their scenario comes down will limit the potential value of frost (which will likely only hit the single row when that early scenario comes out anyway, maybe even then the armor of a defender which gets no value, technically), and so banishing several artifacts for MO at the same provisions of neutral bomb heaver will rarely even beat the value of bomb heaver for MO (only multiple Ball / Gedy shenanigans and Thunderbolts for Aglais will be affected by a "banish all artifacts" card). However, it would definitely have a place in MO devotion decks, which is something, at least.
 
Three things that I'd like to see that might address some of the power creep:

"Echo" becomes "Devotion: Echo".

Greatswords / Dagur altered to "boost self by 1 for each action that damages an enemy" (i.e. max 1 point boost for each card played, order given, or leader ability used to damage the enemy). Remove the row restriction on the GS units.

Poison altered to "damage a unit by 50% of it's current power". No longer a status, just a straightforward damage unit by half its power: apply poison a 10 power unit, it drops to 5 power. Damage rounded up for odd numbers.
 
I sort of envisioned any deck consisting entirely of neutral cards to trigger echo for that, regardless of leader. Though I guess that makes the "devotion" tag kind of difficult to implement...
Would need Suggestion: Neutral devotion.

I'm not saying your suggestion is bad though, I kinda like it in fact, it's just that one card kills it.
Could just remove its Echo, or leave it as a troll card that can never meet the criteria for double use.
 
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