"Price of Power" Expansion Set Officially Revealed!

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I do not get your logic. Why do you attribute the value generated by bounty to the unit killing it ? By that logic Slander is a card that is only worth 3 coins and thus garbage, while cards like Payday are suddenly considered 2*5 = 10 for 5. The fact that it has to target a unit with bounty is a condition, not a reason to arbitrarily attribute the coins generated to it.
It can play as a 5p version of a 4p card or under specific conditions comparably to another 5p card ... how is that in any way worth 6 provisions ?
Because that's the main purpose of any card, to get as much value out of it as possible. With this special, you will almost always want to target a unit with bounty, so that you can maximize the damage and coin count. In the best case scenario, with no units with Intimidate, this deals 6 damage max and gets you 6 coins. That's 12 points for 5 provisions. And yeah, it is conditional, but how hard of a condition can that be when the purpose of this expansion is to enhance the bounty/witch hunter archetype?

Also, getting max points out of this is not hard to meet either, you can potentially get them in 1 turn if you have a spender (or play Pirate's Cove to get a spender). Slander gets full potential in 2 turns, unless you combine it with the Blood Money leader. Payday is a 5 for 5 at most.
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Salamandra being one of the most organized and purpose-united gangs (as I remember it from W1), it's really strange this keyword is so useless. Well, at least Stolen Mutagens take this keyword into account (I'm honestly surprised I don't see that card in this Pirate Cove deck that I meet sometimes 5 time in a row now).
I guess the reason that is not included is because you would have to replace one of the thinning cards, Sewer Raiders or Casino Bouncers. Most versions of this deck run these 2 as 5p cards.

You know what? It is a good suggestion to try out and rearrange the deck a bit, to maybe include an extra Salamandra Abomination for consistency. Although the lack of thinning in a Devotion deck could mean lower chances of getting your golds for the last round.
 
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All cards which not getting (good) value on deploy is almost useless., because what? Yes, that's right, because they get removed instantly.

Now there are numbers of cards with interesting effects not on deploy, but try playing them and see what happens.
Yes, removed with 4-5p specials. Or locked. Or heatwaved. Or phillipa'd. Or yrden'ed at the end.
 
Because that's the main purpose of any card, to get as much value out of it as possible. With this special, you will almost always want to target a unit with bounty, so that you can maximize the damage and coin count. In the best case scenario, with no units with Intimidate, this deals 6 damage max and gets you 6 coins. That's 12 points for 5 provisions. And yeah, it is conditional, but how hard of a condition can that be when the purpose of this expansion is to enhance the bounty/witch hunter archetype?

Also, getting max points out of this is not hard to meet either, you can potentially get them in 1 turn if you have a spender (or play Pirate's Cove to get a spender). Slander gets full potential in 2 turns, unless you combine it with the Blood Money leader. Payday is a 5 for 5 at most.
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Your estimation is wrong though.
In one case you attribute the full coins of Bounty to a damage Special and in another case, where the target is not forced to be a bountied unit, you do not attribute the coins from bounty to it, although in every situation where Hysteria would target a bountied unit the other damage Special would do the same. That is a contradition in itself.

Just because it forces you to target a bountied unit, does not mean its damage is worth more or that it magically gets more value, than a card that does the same damage unconditionally. Even if the aim is to enhance Bounty as a mechanic, this still does not mean that you randomly attribute the value from other cards to the final piece in the combo. With your logic, in the exact same situation (having bounty on a target), you could also say Bekker's Rockslide would be a 16 for 8, if it would be nerfed to only target bountied units. By your argument a nerfed Bekker's Rockslide would suddenly turn from an 8 for 8 into a 16 for 8.

Payday can also hit a bountied target (and "you will almost always want to target a unit with bounty, so that you can maximize the damage and coin count."), just like Hysteria and in that situation Payday is a 10 for 5, with your argument.
 
I guess the reason that is not included is because you would have to replace one of the thinning cards, Sewer Raiders or Casino Bouncers. Most versions of this deck run these 2 as 5p cards.
I don't get why people cling so much to the deck thinners. I never use them in my decks, so mutagens were a logical "replacement". Also - doggos.
You know what? It is a good suggestion to try out and rearrange the deck a bit, to maybe include an extra Salamandra Abomination for consistency. Although the lack of thinning in a Devotion deck could mean lower chances of getting your golds for the last round.
If you sacrifice adaptivity for consistency, you're killing half the fun. I get my golds just fine without thinners.
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All cards which not getting (good) value on deploy is almost useless., because what? Yes, that's right, because they get removed instantly.

Now there are numbers of cards with interesting effects not on deploy, but try playing them and see what happens.
Yes, removed with 4-5p specials. Or locked. Or heatwaved. Or phillipa'd. Or yrden'ed at the end.
Or you can play around removals. There's almost always a way. At least your games will be interesting.
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On topic - when will the next NR cards be revealed? Will the epic one be such a monster as the SY one?
 
Your estimation is wrong though.
In one case you attribute the full coins of Bounty to a damage Special and in another case, where the target is not forced to be a bountied unit, you do not attribute the coins from bounty to it, although in every situation where Hysteria would target a bountied unit the other damage Special would do the same. That is a contradition in itself.

Just because it forces you to target a bountied unit, does not mean its damage is worth more or that it magically gets more value, than a card that does the same damage unconditionally. Even if the aim is to enhance Bounty as a mechanic, this still does not mean that you randomly attribute the value from other cards to the final piece in the combo. With your logic, in the exact same situation (having bounty on a target), you could also say Bekker's Rockslide would be a 16 for 8, if it would be nerfed to only target bountied units. By your argument a nerfed Bekker's Rockslide would suddenly turn from an 8 for 8 into a 16 for 8.

Payday can also hit a bountied target (and "you will almost always want to target a unit with bounty, so that you can maximize the damage and coin count."), just like Hysteria and in that situation Payday is a 10 for 5, with your argument.
No contradiction at all. I just view the card for its full potential, and the full potential I spoke of remains standing. It is too much for a 5p card. Period.

Say what? What do you mean that its damage is not worth more? 6 damage resulting in 6 coins, thus 12 points, for a 5p card is too little? News to me. But ok, if that is what you think.
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I don't get why people cling so much to the deck thinners. I never use them in my decks, so mutagens were a logical "replacement". Also - doggos.

If you sacrifice adaptivity for consistency, you're killing half the fun. I get my golds just fine without thinners.
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Or you can play around removals. There's almost always a way. At least your games will be interesting.
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On topic - when will the next NR cards be revealed? Will the epic one be such a monster as the SY one?
Consistency is the key. I played quite a few games with this new Pirate Cove deck and the lack of reliable tutors is an issue. Devotion is very restrictive and I lost quite a few games because I could not get some golds in the last round. Thinning helps a little, as you think the Raiders, Bouncers and the Boat.

I don't consider sacrificing adaptability for consistency as killing fun. One can't make the perfect deck. It is part of what makes Gwent good, that you need to change and adapt your deck to be as proficient as possible.

Needless to say, having those thinning cards in your deck comes with its own downside, such as bricking them during mulligans. This happened to me as well. Like I said, one can't make the perfect deck, just trade-offs.
 
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No contradiction at all. I just view the card for its full potential, and the full potential I spoke of remains standing. It is too much for a 5p card. Period.
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No, it is a contradiction, given that you suddenly start assigning the value from the bounty of another card to it. If you want to "consider the full potential" you have to do that for all damage Specials, which do the same in the same situation. You still pretend that in the same situation Payday would be a 5 for 5, given that for it you do not arbitrarily reassign the value from other cards to it.
The point does not stand, given that the entire calculation is wrong.

Maybe it becomes clearer if we actually consider the full combo. Let us assume there is an unboosted 6 str unit on the opponent's side.
You now use Slander on in and during the following turn use Hysteria on it, killing it and getting 6 coins in the process.
In total you get 6 damage and 9 coins for 4+5 provisions. If we count 1 coin as 1 point that becomes 15 points.
If you then say "6 coins and 6 damage have to be assigned to Hysteria" you say 12 points are Hysteria, thus Slander was worth 15-12=3 points in that combo ... why do you not cut Slander from your deck ? It is just a 3 point card, it was performing even worse that Wolf Pack and Peasant Militia.
If you assign non-unplayable value of 6 or more to Slander (which would be more than fair) Hysteria is "suddenly" worth 9 or less for 5.
A 9 for 5 or 8 for 5 is everything but bad, however if you start talking about "in the perfect scenario it is worth 9 points and thus it has to be nerfed to be a 6p card", then I have to say your argument is disingenuous.

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Say what? What do you mean that its damage is not worth more? 6 damage resulting in 6 coins, thus 12 points, for a 5p card is too little? News to me. But ok, if that is what you think.
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No, I merely pointed out that your evaluation is arbitrary (you suddenly do not use the same standards for other damage Specials in the same situation) and even if the previous point would be not be true the calculation is still wrong, given that you assign the value from other cards to it.
It is not that "12 points, for a 5p card is too little", it is that the card is not worth 12 points for 5 provisions.
 
I watched Shinmiri's analysis of the new NR cards yesterday, and his conclusion was that Gerhart is going to be a good card.

I definitely agree, considering it's 13 for 11 on Deploy so there's not even need to wait to get more than his Provisions' worth of value. Not to mention Patience permanently increases the number, which means using VIraxas on Gerhart gets you another of the same level Spell you already got.

Unless you misplay, he can't even be stopped if you use the Zeal so he's guaranteed to be able to get value. He will be a high-value target if you wait, though, definitely.

I wonder if anyone will manage to brick him by being too patient. Waiting 10 turns is possible with Matta and/or Dash. :D
 
He can't even be stopped if you use the Zeal so he's guaranteed to be able to get value. He will be a high-value target if you wait, though, definitely.
Theoretically can be killed on deploy by the Pit trap or commit suicide by the Snake trap :) But yes, other than that, I can't see a way to get rid of him (except blocking) in one turn with non-neutrals.
What I don't like about the card is an uneven spread of spells by provision. Sometimes there's just one!

Consistency is the key. I played quite a few games with this new Pirate Cove deck and the lack of reliable tutors is an issue. Devotion is very restrictive and I lost quite a few games because I could not get some golds in the last round. Thinning helps a little, as you think the Raiders, Bouncers and the Boat.

I don't consider sacrificing adaptability for consistency as killing fun. One can't make the perfect deck. It is part of what makes Gwent good, that you need to change and adapt your deck to be as proficient as possible.
"Consistent" decks are really predictable and with the netdeckers' love for them you can memorize them by seeing the same patterns multiple times in a row. And this equals boring for me. I prefer to play with the cards I get, not fish for the cards i "need". So my decks don't have cards I just try to "get out of the way".
 
Assuming that bounty will be really become meta (what I doubt for various reasons) big boosters will be a good counter. You boost the bounty unit and your opponent struggles with removal (only if he have a Graden or other removers like Morelesse or maybe poison). And then your opponent struggles with getting coins for his Freakshow and so on.
So cards like casting contest or other big mage boosters like Ildiko and Ban Ard Tutor might be a nice counter.
 
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commit suicide by the Snake trap
It's called Serpent Trap.

He will still Create the Spell so the value is not zero, either, unless you for some reason decide it's a great idea to play him as a first card and boost him with Pact. If you do, against any faction, and fall victim to instant (tall) removal... well, congratulations on wasting the card.

Playing around potential threats is part of the game.
 
It's called Serpent Trap.
Well, you understood what trap I meant. :) In Russian it's Змеиная (from змея - snake, I thought, but seems it's from serpent (for me "змей", closer to "wyrm") ловушка (trap). Looking for official English name for every card I want to mention gets tiring sometimes.
He will still Create the Spell so the value is not zero, either, unless you for some reason decide it's a great idea to play him as a first card and boost him with Pact. If you do, against any faction, and fall victim to instant (tall) removal... well, congratulations on wasting the card.

Playing around potential threats is part of the game.
I'm not looking for a way to play him around threats (this I can manage), but for ways to counter him. Devs are making cards taller again to get them them out of removal range (instead of balancing the removal itself, but that's only my opinion). And I'm still not a fan of the card. He's a powerful mage, yes, but has almost no synergy with the Mage archetype
 
What I don't like about the card is an uneven spread of spells by provision. Sometimes there's just one!
We might want to wait what other spells they are adding, Spella'tael, MO Witches, NG Mages and neutrals will most likely also receive some strong spells in one of the three expansion parts.

Additionally I think he has some great meme potential like waiting for 5 turns and hope for double Yennefers Invocation (Viraxas order refresh) followed by Vernon Roche (spy).

Edit:
I actually thought Mandrake would reset the patience counter, but I guess the permanently really means permanently.
 
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We might want to wait what other spells they are adding, Spella'tael, MO Witches, NG Mages and neutrals will most likely also receive some strong spells in one of the three expansion parts.

Additionally I think he has some great meme potential like waiting for 5 turns and hope for double Yennefers Invocation (Viraxas order refresh) followed by Vernon Roche (spy).

Edit:
I actually thought Mandrake would reset the patience counter, but I guess the permanently really means permanently.
Hahaha

I thought gets oneiro was going The Best thing to do with that card.

But this idea (double yenvo) its better and funny
 
Winrates were just deleted did anyone save them?
Nvm I found it.
 
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Revealed by Kob_
IMG_20210527_163756.jpg

 
After 1,5 years of Gwent my first pause and what do I have to see: Gwent turns into pay to win.(n)
What I dislike the most: it's even harder for a new player.
Let's how this develops.

I guess I will extend my pause or play only a few games until November.:whistle:
 
Ban Ard Student:

Actually this was my first idea, when I heard about patience. Nice card and also amazing art.

Synergies:
- Defender and also protect Gerhart of Aelle
- Casting Contest (Probably the best target)
- Revenants as a pre-damager



When I take a closer look at all those existing mages I really hope that the following receive a small buff:
- Cintrian Spellweaver: There is no opportunity to double play mages. I would suggest to make him either a 5 for 5 or a 4 for 4.
- Aretuza Adept: Can be powerful on Shani (inspired), Priscilla (inspired), Foltest's Pride (crew), Hubert Rejk and Damned Sorceress but can also brick easily. Would suggest the following addition: Counter 3. Reduce the counter by 1 if you do not control any units with charges. If the counter reaches 0: Move to Melee and boost self by 3.
- Síle de Tansarville: She is currently just a 7 for 8 and only be seen rarely in revenant decks. Would suggest to buff her a bit.
- Philippa: Blind Fury: She is at max a 11 for 12. Of course she has great removal potential and can also randomly hit unit behind defenders. But her randomness is also a big drawback. Would suggest to either buff body or provisions significantly.
 
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