NG infiltrator too powerful
Inflitrator is super OP
Example 1. Opponent plays a CA spy against you. Use Ehmyr. Drop infiltrator to remove spy ability from the CA spy and then return said spy to your hand. You just got yourself a 10+ body along with another card for later, plus 5 point immediate board increase (6 points for Ehmyr + 9 infiltrator - 10 for spy).
Example 2. Opponent makes a super beefy silver or gold card. Play infiltrator on it. Impossible to res in the future with Renew, Shani or Sigfridga because it will play on the opponent's side. Use V. Medic later to steal different beefy bronze card from graveyard. In case of SK player, left with nothing good to res and rage quits.
Example 3. Three Impera Brigades and three Impera enforcers already in play. Play emissary to infiltrator. 12 point gain for brigades. 12 point direct damage from enforcers. 9 point body. 31 point swing for one bronze play. 23 point swing if only two of enforcers and brigades each in play, or 15 if only one of each. Plus possibility to screw again with Treason or Menno during next play. Actually, the same point swings will occur with an emissary to rot tosser, but for slightly less.
This is easily the nastiest card coming up in the new patch. People are going to be whining about this card nonstop. The worst thing is that once placed its impossible to remove spy status other than with another infiltrator. Maybe locking a card now neutralizes the effect. But that means that all other passive effects on the card will also be neutralized. Plus a lot of lock cards damage the unit as well. And no matter what, the infiltrator remains a 9 body on the board. And there can be three of these in a deck at once.
Inflitrator is super OP
Example 1. Opponent plays a CA spy against you. Use Ehmyr. Drop infiltrator to remove spy ability from the CA spy and then return said spy to your hand. You just got yourself a 10+ body along with another card for later, plus 5 point immediate board increase (6 points for Ehmyr + 9 infiltrator - 10 for spy).
Example 2. Opponent makes a super beefy silver or gold card. Play infiltrator on it. Impossible to res in the future with Renew, Shani or Sigfridga because it will play on the opponent's side. Use V. Medic later to steal different beefy bronze card from graveyard. In case of SK player, left with nothing good to res and rage quits.
Example 3. Three Impera Brigades and three Impera enforcers already in play. Play emissary to infiltrator. 12 point gain for brigades. 12 point direct damage from enforcers. 9 point body. 31 point swing for one bronze play. 23 point swing if only two of enforcers and brigades each in play, or 15 if only one of each. Plus possibility to screw again with Treason or Menno during next play. Actually, the same point swings will occur with an emissary to rot tosser, but for slightly less.
This is easily the nastiest card coming up in the new patch. People are going to be whining about this card nonstop. The worst thing is that once placed its impossible to remove spy status other than with another infiltrator. Maybe locking a card now neutralizes the effect. But that means that all other passive effects on the card will also be neutralized. Plus a lot of lock cards damage the unit as well. And no matter what, the infiltrator remains a 9 body on the board. And there can be three of these in a deck at once.