New leader abilities

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My thoughts about the new leader abilities:

Blaze Of Glory: At first I thought this is ridiculously OP, but now I think this is good ability, but not broken or OP. I don't think this will be used with Crow Mother or Morgvarg, but rather with Jutta. For full benefit, the enemy should have such a tall unit. Unlike Wholeson Junior or Adda, extra damage dealt doesn't come back, so, if there is no valid target for 12 strength, this is just a weaker version of WJ and Adda. But against Monsters this will be super powerful, as, in the last turn, you can get 24 points from this leader (but Second Wind can get 35+ points in one turn.. so.. not so OP or going to a staple SK leader)

Hidden Cache: Hoard needing -3 is bonkers. This passive ability alone makes this leader much more versatile and useful than King of Beggers or Sigi. But I had always found Hoard as a bad mechanics. You need to keep your coins in your purse and not use it even if you have to for those cards to work. Now, most of the hoard can be triggered without losing significant value by using this. I think this will replace (replace is such a big term. No one is using King of Beggars or Sigi already. So, it is safe to say it wont replace them) King of Beggars and Sigi. So, in addition to Wild Card and Blood Money, this will be the third option for the players.

Imposter: This is actually bonkers. But apparently most of the design team is a fan of NG so, what else to expect? The whole RNG fiesta of NG along with the disgusting Bribery, Damien, Skellan non sense, this will just get added to "10 reasons to hate and loathe NG". If defenders and Damien is not in the game, this ability is a good interesting one. But defenders (Vattier and Damien) are just going to make this a flustercuck.

Overwhelming Hunger: (Amazing name by the way. My most favorite name of the leader ability in the game). Three charges for DW units is actually very strong. For DW archetype, usually the strategy is to push R2 so that all the consume units are used and make the DW units kind of toothless in R3 (without anyone to consume them). This leader ability just takes that counter away making DW archetype formidable.

Uprising: I am not so sure. NR already gets bled. For maximum potential, you need 4 units on board in R3. Using a single charge in R1 or R2 makes this even weaker and everyone knows this. I think this is a weak ability.

Mahakam Forge: My thought? And prayers for this ability. The weakest and junkest ability. A leader who plays a 4P card and it is a one time ability and he has 15 provisions? All dwarfs have +1 armor. I believe two or three cards will benefit from having armor. Against control decks this may bring more value. Only time can tell. But I am just terribly disappointed with this ability, but of course, the first ability I will try on April 2nd.
People have to stop crying about NG, they aren't tier 1 according to any of the released meta snapshots by TLG or Aretuza, and there was a also an analysis posted on reddit showing that on average NG has the lowest MMR gain over 100 games played of the 6 factions. People just hate having their things (that fat board you spent 7 turns point slamming, not that you could do anything else, because you decided not to include any reactive cards in your deck) taken away from them and that provokes these vocal reactions and makes people think they are OP. The Impostor ability will be decidedly weak against swarm decks, as someone already pointed out, and will thus have several unfavourable matchups. This vattier combo everyone is so afraid of still requires two turns and a simply terrible artifact card to pull off, 3 turns if you count the defender. All factions have access to decent purify options (also helps with the poisons everyone is crying about) and artifact removal, unless they are too concerned those tech cards wont drop for 7+ or be an engine. And if you do manage to defend against this supposedly game breaking combo with your tech cards which play with tempo and are versatile in general (many artifacts to remove and things to purify currently), then congratz to your opponent for shoving 20 provisions down the drain and picking a 13 provision leader. And that's not counting playing a swarm deck where you just don't have to care about that really. Also since this dumb combo plays for 3 tempo first turn and requires at least 2, maybe 3 turns, you can play with that in mind and pass when your opponent drops the zeal potion, options galore.

PS: NG is not my favorite or main faction.
 
IMHO, the multi-unit Scorch is an integral part of the game. It's always a looming threat, but rare enough that it doesn't feel over-utilized. It can played around, but if you forget to do so, you get a nasty surprise. Getting scorched badly in that way is terrible, but I always know my mistake. Conversely, pulling off an epic Scorch/Igni is just so much fun. It's a classic Gwent feature that factors into bluffing and playing mind-games.

On a different note, it would be interesting to see the old leader cards come back as Faction Stratagems.
 

DRK3

Forum veteran
Yesterday, i reached Mastery for my 30th leader ability (Guerrilla Tactics, quite a chore, that one was), so i think i have a good grasp of the current leaders by now, and before we get new leaders after 8 months without any (9 if we dont count Dijkstra), i think we could all use a buff to some of the leader abilities that quite simply arent viable:

NR: Stockpile (some even call it the worst ability in the game. i dont know, but its the only NR i didnt "Mastery"ed...)

MO: Carapace (just for memes, i guess) and Force of Nature (once the most popular, but now very weak, and bland)

ST: Invigorate (aka "bleed me please"), maybe Guerilla Tactics too (an extra charge)

SK: Discard (maybe do 2dmg on the card discarded with leader ability, 1 dmg with other discards)
 
ST: Invigorate (aka "bleed me please"), maybe Guerilla Tactics too (an extra charge)

Charges 8 - Buff a unit in your hand by 1 (Cant buff the same unit more than 1 time with this ability)

If you go for a full R1 is 2 less than now but you gain flexibility, especially the inclusion of no unit cards in the deck without get punished.
It would also require more planning of when to use the charges, since saving them all for a few card round would not be helpful. Currently it is like "I have 10 cards and I must use my leadership"
 
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