For those who are unaware, there has not been a new trap added to the game since the Crimson Curse expansion, which add a single Treant Mantis Stalk. No traps were added in the Novigrad, Iron Judgement, Merchants of Ofhir, or Master Mirror expansions.
More crimes have been added, more nature cards, and 6 artifact scenarios but no traps. I understand that the leader ability "deadeye ambush" was changed, but at least add a few more with differing triggers...especially more timed (crushing trap) or indefinite duration traps like Mahakham horn.
For example,
When an opponent plays a card that cost 10 provisions or more, transform into X.
When 3 units or more units are on an opposing row, summon Y from your deck
Resurrect the next unit your opponent destroys
When your opponent would destroy an adjacent unit, destroy this trap instead
If you win this round, spawn a random trap from your graveyard and set it. If you lose this round, this trap gains resistance.
Sure, some of these are broken, but the point is they don't just deal damage or destroy units and they aid in the mind games you can play with opponents, which is what made Gwent such a good game in earlier builds. Plus, Traps makes the play 20 or 40 artifacts quests an actual enjoyable exercise.
I would love if every faction had some trap cards, but getting the Gwent team to make just 1 new trap within Scoiatel would be a miracle almost as divine as those regular balance patches updates they fail to keep monthly.
More crimes have been added, more nature cards, and 6 artifact scenarios but no traps. I understand that the leader ability "deadeye ambush" was changed, but at least add a few more with differing triggers...especially more timed (crushing trap) or indefinite duration traps like Mahakham horn.
For example,
When an opponent plays a card that cost 10 provisions or more, transform into X.
When 3 units or more units are on an opposing row, summon Y from your deck
Resurrect the next unit your opponent destroys
When your opponent would destroy an adjacent unit, destroy this trap instead
If you win this round, spawn a random trap from your graveyard and set it. If you lose this round, this trap gains resistance.
Sure, some of these are broken, but the point is they don't just deal damage or destroy units and they aid in the mind games you can play with opponents, which is what made Gwent such a good game in earlier builds. Plus, Traps makes the play 20 or 40 artifacts quests an actual enjoyable exercise.
I would love if every faction had some trap cards, but getting the Gwent team to make just 1 new trap within Scoiatel would be a miracle almost as divine as those regular balance patches updates they fail to keep monthly.