A few words about Nilfgaard (my main/only faction). There's currently two archetypes I recognize, reveal and control and here's my take on them:
Reveal:
- Reveal engines don't give you any useful information, which used to be one of the crucial perks of the archetype. You could adjust your gameplan based on your opponent's hand. Now you reveal random cards in both decks which seems pointless;
- Reveal as an archetype is all but reliable. The archetype seems too draw dependent (especially considering that NG leaders only get 2 mulligans). Didn't draw Mangonels and drew Daerlans? You can forfeit;
- Reveal engines are too random. As a player you've absolutely no control over what you reveal, so you easily brick your Recruits, Spotters, or Deithwens;
- Based on the aformentioned points, the archetype is an RNG fiesta;
- There's too many useless filler cards you've to take which lowers the consistency even more.
All in all I see potential there, but I'd happily trade max. point per play values in exchange for more cards supporting the archetype, as well as more reliability and consistency.
Control:
- Once again, too many fillers. The only bronze that effectively supports the archetype is Alba Cavalry and it sure as hell could use a buff (for instance 2nd deploy ability to prevent it being a dead 3 power play);
- Golds like Vanhemar and Vattier are absolutely amazing, but lack of overall consistency hurts them. Quite often you draw locks, but didn't get your golds and vice versa;
- Kingslayer should play the deploy ability of the card he's transformed into. Seriously. It could be a great finisher, but if you didn't draw any engines/orders it's a dead 6 power gold. I see enough potential for the card to be autoinclude in most NG decks, but right now it's lackluster;
- Again, lack of consistency. You've to play a heckton of filler cards to thin/or and generate value, since your core cards could camp at the bottom of your deck and if you drew them, they're too situational.
As in case of reveal, there's potential, but the archetype feels too random to be played competitively.
In general I feel like Homecoming will be one massive arena. You can create some synergies and make some interesting plays, but after all smashing random cards with higher base value will win most of the time. Existing archetypes got gutted for no apparent reason (what happened to spies? Why wasn't alchemy balanced and expanded into a proper archetype?). The idea of more flexible cards was to give you the opportunity to adjust your gameplan, and get multiple wincons. But considering that most of bronzes are too similar and the lack of consistency prevents any gameplan from being executed I feel like Homecoming failed in that department.
Overall I don't feel like Homecoming will be worth putting time into. Sure, visuals look great, the provision system can be interesting, but the cards are too random and boring. Add the fact that you've got only 2 bronze copies and that all fillers are equally bad and there's absolutely no incentive to play. In fact you could give each player one card. 5 base power, deploy melee: boost self by a random number between 1 and 10, and deploy ranged damge your enemy by a random number between 1 and 10 and you'd achieve exactly the same thing.
Wasted 6 months of development and 2 years of beta. All people wanted was to revert to pre-Midwinter and build from there. Instead we got Midwinter 2 but with shiny visuals.