For monsters, I want to see insectoid and wild hunt only. Both should be fully functional archetypes. NG spies only should be a fully functional archetype. ST dragons and machines. Machines should include traps. Also I wouldn’t mind slight buffs to all dwarves. NR needs more warfare and maybe a few more siege engines. SK needs more discard and revival focus. SY could use more fee based options and profit generating cards (other than crimes.)Which cards would you like to see in the upcoming expansion/ which characters from the Witcher universe do you think are still missing? I really want to see the Koshchey and Jacques de Aldersberg from Witcher 1
Not just from the books. I would also like a serious rework on the Ciri cards if they do anything with that. She used to be awesome, now she is strictly novelty decks.If they're really doing wild hunt and spyes, it would thematically fit to the "hunt for Ciri" story from books. So we might get cards like The Rats, some Aen Elle, Skellens group, Rience, Lodge of sorcereses or maybe some NR spyes.
Someone made an interesting suggestion about one of the Ciri cards becoming more like a Shupe card (without the condition I think), with abilities depending on which faction she is played in.Not just from the books. I would also like a serious rework on the Ciri cards if they do anything with that. She used to be awesome, now she is strictly novelty decks.
Journey is the perfect vehicle for new lore. For example, they could add a three brothers neutral card (the brothers that were chasing D and G,) which if played on the ranged row causes an enemy on the melee row to move to ranged, or if played on the melee row triggers damage to self and target equal to the base power of the brothers. Easy to do, lore connected, interesting card.Going off of Bleach's lead let's go faction by faction.
NR might get a working Warfare mechanic, which would be a new thing for NR since warfare cards seem to be special cards so we would get an NR special card based deck.
Another thing that could be developed would be NR's Soldier and Knight subtypes. There are some already popular cards with that subtype but their generally good due their abilities with the fact that they have that subtype being generaly forgotten.
NR seems to be pretty solid with siege machines, charges and boost setups so I'm not sure what could be improved upon there.
Maybe they could do some more things with the Shield status?
ST has had a lot of mechanics depending on having units of the same or of different "species" subtype. Maybe more could be done with that, adding more cards which get stronger with a varied selection of units on the field.
ST also has some seedling of a build that focuses on moving units. I think more could be done with that as well. Perhaps a mechanic that requires your own units to be moved (as adding too many cards that move enemies might end up being too strong)
Finally Traps is another thing that could see a revitalisations.
NG should get some more spies, I agree.
But the main thing they should get is some powerful, powerful nerfs. Either that or they should get no new cards at all while the other factions get plenty, but that will never happen.
But just for the sake of the argument, there's also the Agent subclass and the Engineer subclass that could see use.
Monsters (I can never remember the abbreviation for them, MT?) I would love to see be amazing in a non-cheesy way. Domination would be the way to do that, I think. Just have them be able to benefit from their tendency to be the naturally biggest units on the board and that might be enough.
And yeah same as the other factions, there's subtypes which could be used. Just for flavor, I would love it if there were more of the Cursed subtype and strategies of using them.
SK - Honestly, I don't know. Seems like a well-rounded faction to me. Any cards they get they tend to soak up like a sponge and use often. And if the cards seem mechanically sound then I guess the only thing to hope for is that they're nice to look at as well.
SN - ... Where to even start. I mean they would need to get some big changes to old cards and some additional new ones so that more of their archetypes could work. I'm just incredibly happy that I'm not yet at the point where I might want to do the faction meta-contract for them.
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Aside from factions, I'd love to see Weather cards back in play as I have fond memories of them and they seem to be the one thing that's completely unusuable at the moment. I've got no ideas for how to make them functional though.
Same with Artifacts. I'd like to see them make a return but I dont know if that's possible without awakening the old no-unit toxicity in a new form.
As for cards related to the Witcher series' lore; I kind of hope they don't do that too much. There's only so much lore that's there to draw upon and they need to pace themselves or risk using it all up.
Rather than use known names and faces, I'd prefer them to create stuff of their own that feels like it fits with the setting.
Although I suppose they could create new cards featuring character we've seen before like they've done with Regis, Roche and Filippa.
Pretty much, but the case with Jad Karadin is also kind of weird (with his right hand Hammond being added for some reason, but not him).[...]
And from Witcher 1, Jacques de Aldeberg. Weird the main antagonist of that game still has no card, even more when we already have Syndicate and related stuff.