Hello there.
After seeing the recent reveals from the Crimson Curse expansion, I've become concerned about the direction CDPR is taking with NG. That direction seems to be a very random chance direction (via Create and Steal which depends on what your opponent is running + whatever you grab). Assimilate is a neat idea given NG's lore however from a gameplay point of view it's incredibly random since the only cards that can proc (that we know of) are Imperial Diplomacy (create), Canterella (depends whats on top of your opponent's deck), Bribery (create), Blue Dream (actually good but expensive, also neutral) and Hen Gaidth Sword (looking strong but also neutral). So the best cards for Nilfgaard's new keyword are neutral cards. Anyway's I'm less here to harp on how bad NG's new cards are looking and instead give suggestions for new cards by fleshing out old NG mechanics rather than making new under developed ones (also I'm not well versed enough in Witcher lore so I'm not going to give names and instead just say bronze or gold).
1. Reveal+Agents
Reveal is the most functional of all NG archetypes. That said, it has been nerfed into oblivion and is completely random. On top of that "Agents" are an archetype almost exclusive to NG with no synergies with an obvious potential to the synergy. The dev's are aware of the situation and this reddit post highlights good changes to it, so I won't get into changing what needs to change but instead what to add.
Nilfgaard's whole thing is spies. I don't know the lore well but I know that NG heavily utilizes spies, so why is it that only three spies exist in NG's card pool? I fully don't comprehend the decision to exclude them from the game since they're so fundamental to NG's whole theme. Here are a few examples of cards that could work with current synergies.
Lock is probably NG's second most fleshed out archetype and strongest. The only problem with it is that there are very few cards that take advantage of cards being locked. Obviously lock is powerful on it's own but the archetype can't support a whole deck. Here are a few supplimentary cards that would help lock NG be a whole deck without needing a ton of neutral cards.
This is one of the most interesting archetypes and i hope there will be more cards that do this because it may the the least fleshed out. It has amazing synergy potential with Scorch/Igni and is all round a very fun ability. Assume all of these units are knights.
After seeing the recent reveals from the Crimson Curse expansion, I've become concerned about the direction CDPR is taking with NG. That direction seems to be a very random chance direction (via Create and Steal which depends on what your opponent is running + whatever you grab). Assimilate is a neat idea given NG's lore however from a gameplay point of view it's incredibly random since the only cards that can proc (that we know of) are Imperial Diplomacy (create), Canterella (depends whats on top of your opponent's deck), Bribery (create), Blue Dream (actually good but expensive, also neutral) and Hen Gaidth Sword (looking strong but also neutral). So the best cards for Nilfgaard's new keyword are neutral cards. Anyway's I'm less here to harp on how bad NG's new cards are looking and instead give suggestions for new cards by fleshing out old NG mechanics rather than making new under developed ones (also I'm not well versed enough in Witcher lore so I'm not going to give names and instead just say bronze or gold).
1. Reveal+Agents
Reveal is the most functional of all NG archetypes. That said, it has been nerfed into oblivion and is completely random. On top of that "Agents" are an archetype almost exclusive to NG with no synergies with an obvious potential to the synergy. The dev's are aware of the situation and this reddit post highlights good changes to it, so I won't get into changing what needs to change but instead what to add.
- [Bronze] 4 Power 7 Provision: reveal a card in your opponent's deck that was/is not in their starting deck, and boost self by that unit's power.
- [Bronze] Special card, 5 Provision: reveal an agent in your deck and damage an enemy unit by the power of that card.
Nilfgaard's whole thing is spies. I don't know the lore well but I know that NG heavily utilizes spies, so why is it that only three spies exist in NG's card pool? I fully don't comprehend the decision to exclude them from the game since they're so fundamental to NG's whole theme. Here are a few examples of cards that could work with current synergies.
- [Bronze] 4 power 4 provision: Apply the spying tag to an enemy unit.
- [Bronze] 2 power (spying) 5 provision: Play a random bronze card from your deck.
- [Bronze] 1 power (spying) 6 provision: Damage adjecent units by 3.
- [Gold] 1 power 6 provision: Boost self by 2 for each spying unit on your opponents side. (Jotunn equivelent).
- [Gold] 1 Power (spying) 8-9 provision: Damage a random unit on this row by 1. When this card is locked boost 3 random units on the opposite row by 3.
- [Gold] 5 power 9 provision. Destroy a spying unit.
- [Gold] 4 power (spying) 10 Provision: Switch sides when you pass. Boosts applied to this card are doubled.
- [Gold] 1 power 11+ provision: Boost self by the power of a spying unit.
- [Gold] 1 power (spying) 13 provision: Deploy: boost self by 6. Deathwish: boost 5 random units on the opposite row by 3.
Lock is probably NG's second most fleshed out archetype and strongest. The only problem with it is that there are very few cards that take advantage of cards being locked. Obviously lock is powerful on it's own but the archetype can't support a whole deck. Here are a few supplimentary cards that would help lock NG be a whole deck without needing a ton of neutral cards.
- [Bronze] 2 power 4 provision: boost self by 2 for each locked unit
- [Bronze] 3 power 5 provision: Purify an enemy unit and boost self by 3 if it was locked.
- [Gold] 4 power 10 provisions: Lock the right most unit in both player's hands
- [Gold] 3 power 10-12 provision: repeat the ability of a locked unit.
This is one of the most interesting archetypes and i hope there will be more cards that do this because it may the the least fleshed out. It has amazing synergy potential with Scorch/Igni and is all round a very fun ability. Assume all of these units are knights.
- [Bronze] 3 power 4 provision: boost self by 2 whenever a knight boosts an enemy unit.
- [Bronze] 4 power 4 provision: damage and enemy by 1 then boost it by 1.
- [Bronze] 5 Power 5 Provision: Order: Boost self and an enemy by 1.
- [Bronze] 4 Power 6 Provision: Damage all boosted units by 1.
- [Gold] 4 power 6 provision: Boost an enemy by 4 then boost self by 3 (old Rainfarn but not in Geralt range)
- [Bronze] 7 power 7 provision: set a unit to the power of a stronger enemy unit.
- [Gold] 6 power 8 provision: Set an enemy units power to 1, then boost it by the amount damaged.
- [Gold] 4-5 Power 9-10 provison: Melee: Whenever a unit is boosted on your turn damage by twice that amount).
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