Some problematic cards of Gwent (from before and) as of and including Iron and incl some Ofir

+
NEUTRAL:
Living Armor
card get too much value with too many shenanigans moves and gives an unfair advantage to certain factions over others (NG, MO)
Olgierd immortal??
Triss Butterflies, BAD - do anyone use this?
Triss Telekinesis, BAD - do anyone use this?
Operator is mostly used for shenanigans, not real play and relies on a bad game mechanic (spawn-summon). Change to 3 body and give the spawned units doom.
Dandelion Vainglory, BAD - who brings this card and for what reason?
Curse of corruption - did the game really need another scorch card? I know it is a single scorch, but nonetheless cheaper
Hen Gadith Sword - it's a fair card in itself, but perhaps it need a change "deathblow: spawn and play a base copy of a non spying unit and give it doom"
Cyprian Wiley - This card used to be good, but is it really good anymore? Change: 10-11p, 3 body, banish a unit with 5 or less power.
Triss Merigold - BAD - do anyone use this? Seems too conditional.
Yennefer: Divination - I've seen this card used, but it seems too conditional and random.
Epidemic: Old and new was bad for different reason Change: Gold, 8p, destroy the lowest unit(s).
Mandrake: does anyone use this?
Xavier Lemmens: What justifies bringing this card except graveyard shenanigans? Change: let him ban 5 cards instead of just 3.
Witcher trio: nerfed to uselessness. Bump to 7p.
Adrenalin Rush - why remove resilience? Change: gold 8p, give or remove resilience.
Decoy - I have tried to make good use of this card, but it never quite works out, it's just too risky or costly or difficult to set up. Maybe draw top card and play a card
instead?
Weather XYZ - BAD - needs a general overhaul, I made a thread about some possibilities
Summoning Circle - while the old card could be shenanigans deck stuff, Create and Play is hardly the solution to anything in Gwent.
Devil's puffball - with all the poison it has become OP. Change: damage adj.units by 1. Remove deathblow.
Elder bear: - BAD - I've played some casual, and I always know the new guy when he plays this for tempo. Change: 7 body. Bonded: boost by 1.
Dimeritum shackles: Not sure if this card is bad, but is it irrelevant? I've heard it's bad. I don't use it. Change: Lock a unit and damage by 3, ignore armor. OR purify and lock.

MONSTERS:
Ruehin
: ever since the graveyard lock was removed, this card is OP. Only counter is banish, which is WAY too conditional and/or bad value.
Yghern: overpowered. Costly to bring down armour, destroy ok, but graveyard target. Change: If this unit has no armor, banish self. (if destroyed it has armor still)
Fightener: what an idiotic card. Condition too easy, reward too big. Change: remove immunity.
Cave Troll: nothing against this one in particular, just DEFENDER cards in general
Miruna: it's not so much this unit is overpowed as unfair. Super Sweers. Change: cooldown 1. (you can't just toss it and double trigger deathwish - make counter possible)
Whispering Hillock
: Shenanigans classic. Change: 10-11p. OR 9p spawn and play a base copy of it and give it doom.
Imlerith: So, this card is now bad? Change: remove dominance condition. Only "set a unit's power to 7".
Carantir Ar-Feiniel: shenanigans card classic. Change: 10-11p OR 9p spawn and play a 1-power base copy of a unit from your hand and give it doom, summon to this row.
Imperial manticore: seriously? Change: 9p, add cooldown 1.
Jotunn: BAD. Anyone use this card?
Predatory Dive: do what the wording says. Only destroy lowest enemy IF there is an allied unit to destroy also.
Drowner: isn't this row movement bugged? Change: 4p. deploy, damage a unit by 2,
Endrega Larva: who came up with this card, seriously? It's way better than nekker. Change: 6p OR 5p 1 armor.

NILFGAARD:
Damien d Tour:
Overplayed in shenanigans decks. Change: Order: Refresh leader ability, give self doom and set power to 3.
Vattier d Riddeaux: Difficult to execute, but.. Change: Order Melee: seize a locked enemy and give self doom.
Stefan Skellen: Overplayed in shenanigans decks. Change: Order: give self doom, set power to 3, play copy of tactic card you played this round and banish it.
Letho Kingslayer: Deploy: add doom &&& etc.
Ramon Tyrconnel: Deploy: &&& give it doom.
Cahir Dyffryn: Shenanigans decks.. Difficult to remove, prone to row, locks get purified. Needs a change somehow,.
Xarthisius: BAD - I honestly barely knew this card existed at all, it's so irrelevant. Never seen anyone use it.
Vrygheff: Legit but also featured in shenanigans decks.
Ffion Var Gaernel: Most OP defender? && DEFENDER cards in general.
Bribery: There is a joke going around "create and play the best card of your opponents deck". Base mechanic of this card broken/bugged? Need fix?
Assire: This card isn't defect, it's quite ok, BUT, it could theoretically be used for shenanigans. Change: &&& give it doom.
Milton and Palmerin: these card can be average, but are generally BAD??? I never used them, except Milton in a weather based deck. (lol)
Fringilla Vigo: BAD. Who plays a NG mage deck anyways? I've seen this card used, but not often.
Artorius Vigo: Used in some shenanigans. Change: &&& give it doom.
Tourney Shaelmaar: Not sure about this card, I almost never see it. But once I did and I got a real punch in my face from it. BAD???
False Ciri: This card was always pretty bad, and just got worse. Change: 6body, ranged: purify a unit (if it cannot have artifact remove)
Vreemde: Generally a shenanigans deck (spawncopy) card rather than a legit card. Change: 8p &&& give self doom.
Glynnis Aep Loernach: How did CDPR reach the conclusion that 2 armour is only worth 1 provision? It's NOT!
Daerlan Soldier: average card, but. Change: &&& give it doom.
Rot Tosser: yes, because poison is worth nothing/0, this unit gets a 5 body? Change: 2 body. Deathblow (cow token), boost self by 2.
Ard Feainn Crossbowman: One of the most OP and abused bronze cards in the game. Change: Remove deploy ability.
Dutchess Informant: Nothing wrong with this card per se, but used for shenanigans. Change: give self doom && give spawned enemy unit doom.
Alchemist: Not sure if this is a real problem. But maybe change to "swap the power of 2 allied nilfgaard units"???
Fangs of the empire: again with all the poison, worth nothing? Perhaps slow down poison moves even more. Change: 2 body, bonded boost by 1.
Ard Feainn Heavy Cavalry: again with the armour, it's worth nothing? Change: 5p (no portal) OR no armour OR 1p body.

NORTHERN REALMS:
Draug: seems to be the big play these days, not sure if this card itself is the issue.
Roche Merciless: old card was cooler, but ok.. Can be used in shenanigans decks. Change: Order &&& give it doom.
Queen Adalia: shenanigans deck enable. Change: spawn/play etc &&& give it doom.
Bloody Baron: Right... Overused card? OP? Change: remove formation and inspired condition.
Donmir of Troy: 2nd/1st most OP defender? && DEFENDER cards in general.
Nenneke: How many times have this card been changed now? Is she a spy too? Change: 6 body, 3 charges, boost an allied unit by 1.
Sabrinas Inferno: BAD. isn't the whole specter archtype defect? I rarely see anyone play it or this card.
Dethmold: BAD. old ability was cool, difficult to pull off and risky but fun. New ability is not good.
Princess Pavetta: Could be used for legit purposes, but generally used for shenanigans decks. Change: && give them doom.
Ves: Change premium graphics back to old ability ;). Zeal is worth almost nothing in times of formation. This card changed from decent to below average.
Vissegerd: This card is OP, no? Change: remove formation.
John Natalis: BAD. Because warfare cards are so bad.
Nathaniel Pastodi: This card is OP, no? Difficult to remove, condition too easy, damage too high. Change: 8p, give bleeding for 1 turn.
Bloody Flail: BAD. Was an interesting charge card, is now a bad special card.
Sabrina Glevissig: Lazerate 2? Change: Spying, doomed.
Bombardment: Possibly the worst change of all. Terrible special card. used to be a good card. Change: Revert back.
Cursed Knight: BAD. Irrelevant card, irrelevant archtype.
Cintrian Envoy: 2 charges can be real bad depending. Despite, this card is not really worth removing. Change: remove formation.
Blue Stripes Scout: Pretty much only used for shenanigans. Change: Deploy: &&& give it doom.
Tridam Infantry: one of the most OP 4p cards. Not alone, and prone to removal too. Change: 5p 3body.

SCOIA*TAEL:
The Great Oak:
Is anyone not tired of always seing this card? Pretty much 16 points for 13 provision guarantee.
Novigrad justice: This card is not the problem, Dwarf Berserker is... Change: && give it doom
Munro Bruys: another bad example of create/spawn (in the form of transform). Change: &&& give them & self doom.
Aglais: 1-trick pony decks shenanigans.
Gabor. Very generous choice there for a 9p unit. OP.
Zoltan Chivay
: This card is not the problem, spawn and Dwarf Berserker is..
Figgis Merluzzo: More defect spawn mechanic. && DEFENDER cards in general.
Sheldon Skaggs: Yet another great finisher for team ST.
Weeping Willow: poison or shield is worth nothing/0? Change: remove harmony.
Cieran Aep Easnillen: so ST get the best cheapest locks aside from NG? Neutral is 5body, 8 p, only lock. Change: remove row movement
Morenn: Same as above. and/or lock neutral is 5body 9p. Change: Deploy (Melee) lock a unit. (ONLY)
Percival Shuttenbach: Again a case of CDPR assessing shield is worth nothing. This card is OP.
Zoltan's Company:
More spawn shenanigans.
Treant Mantis: again, poison worth nothing? Change: Treant Mantis, 4 body
Malena: Row movement is so cheap for ST, and so expensive for the opponent. Change: 8p
Vrihedd Dragoon: Row movement worth nothing? Ok.. Change: 4 body.
Dol Blathanna Sentry: with how cheap row movement is for ST, this card is pretty much gold. Change: 6p (greatsword territory)
Forest whisperer: slow down poison unit tempo. Change: 3 body, bonded boost by 1.
Dryad ranger: Poison and harmony, wow, great value. Change: remove harmony. bonded boost by 1.
Dwarf Berserker: This card is one of the most OP bronze cards in the game. The fact you can spawn etc makes it worse: Change: 3 armour.

SKELLIGE:
Morkvarg: HoT
: did greatsword and dagur REALLY need more support? Change: Reset a unit and damage by 1.
Kambi: BAD. Do anyone actually play this lottery 10p card?
Wild Boar of the Sea: Pretty good card this, further narrowing ALL skellige decks to become greatsword/dagur decks. Change: 12p
Cerys An Craite: BAD. I don't think I've seen anyone use this card, EVER.
Dagur: Skellige is now only about Dagur and greatsword? Change: doomed.
Covenant of Steel: Shenanigans decks use this. && DEFENDER cards in general.
Sukrus: Shenanigans deck enabler. Change: 11p. Prevent any unit, without status, left of Sukrus from taking any damage.
Vabjorn: Pretty powerful card, pretty easy condition. 5 body, big swing. Change: Order (Melee): destroy...
Vildkaarl: Champion of Svalblod is the issue. Change: CoS doomed..
Skjall: Revert back to old card/ability.
Champions Charge: too cheap, too much value.
An Craite Greatsword: despite 6p, one of the most OP bronze cards. Change: Gold.
Tuirseach Veteran: Am I wrong, did this have no ability before, damaged self by 4 on deploy? New version is a very OP bronze multi engine card.
Disgraced Brawler: Skellige didn't need more cheap tall units. Change: 3 power, 3 damage. Banish self, if bloodthirst 3, lock self instead.
Armored Drakkar: One of the most OP bronze cards in the game, near impossible to remove. Change: banish self from the game.
Svalblod Priest: 6p doesn't change the giant irremovable engine this is. Change: 5p, every allied turn, damage unit to the right, the boost self by 1.

SYNDICATE:
I'll try to add syndicate here later on. Instead I will give some 1st impressions about what's annoying about syndicate.
1. Crime card feels like moving back into the era of no-unit decks, or in this case, low unit decks.
2. Firesworn zealot spawn deck is pure shenanigans based on the defect spawn mechanic of gwent.
3. Due to the nature of coins and syndicate and comparison to order and charges, it is somewhat difficult to distinguish who has "zeal" and "endless charges" and who does not. Fee vs other things is not visually well represented on the cards and require reading the card description.
4. It seems too easy to get alot/enough coins. Having both profit and a very powerful ability with fee, seems a bit OP

GENERAL:

So, what are some of the common factors of all these "problematic" cards.
1. Spawn, create, copy is a generally problematic mechanic
2. Endless Gold replay/leader replay
3. Not utilizing the excellent "doom" mechanic enough and/or properly
4 Overpowered cards in general
5. Overpowered bronze cards
6. Powerful cards with conditions that are too easy
= 7. Some balance issues
8. Defenders
9. Underestimating value of armour

Scenario I didn't even want to touch. I haven't seen enough of it, but it seems really bad. Seems like dumbed down "do it for me" mechanic in the form of overpowered artifact cards with way too much synergy potential (not my words).

I've also not mentioned Ofir much, I'm generally positive towards those cards, I've only inspected, although not a fan of the "spawn token" stuff, rats and pigeons and what not...

Anyways, if CDPR spends some time and effort on fine tuning all the cards of the game, and vying for a more perfect balance between factions (in their own way ofcourse, not by my words), instead of adding new things, then I promise that I will buy Thronebreaker and be a bit more dedicated to Gwent than I have been.
 
CDPR has remove a lot of interesting abilities and deck types, cards need balance for sure but I don't know about removing interesting cards mechanics?
 
Really long post from OP, saw some of those suggestions, most of them were not accurate at all, so i'm sorry but i wont really bother to refute them, even if there are a few that are right.

Maybe you can second some you agree with then?
 
These changes are so very bad.

although I'm at the locked playstation version playing casual at the moment. Not much changed in regards to those decks really.

You've mentioned on these forums multiple times that you are still playing the frozen PS4 version of the game.

Dont you think it would be wise to play the actual real live version of the game before making such an extensive change list. That just seems like common sense.
 
CDPR has remove a lot of interesting abilities and deck types, cards need balance for sure but I don't know about removing interesting cards mechanics?

Variety is one of the things that make Gwent great IMO, but so is strategy. I think the very most important thing is to really take a close look at every card and fine tune them, and also fine tune the balance between the factions at the same time.
This is kind of what I did for this thread. I looked at every single card and looked for those that are too good or bad. I did not really have a big look at faction balance though.

I think alot of the things that has already been done is great, and most new mechanics and deck types or archtypes added to the game has been a generally positive thing. I've seen the introduction of things like bleeding, vitality, vampires, dwarf achtype, elf archtype, nilfgaard new archtypes, formation/inspired and many more, and I think they are all good and I like them.

Removing interesting cards mechanics, that's not really something I want either. Obnoxious and dysfunctional mechanics however is something that should be minimized in my opinion. I play Nilfgaard (mostly) myself, but I realize that alot of the criticism towards some of the more extreme Nilfgaard stuff is actually right.

I personally find that spawn, copy etc is something of the worst this game has to offer, be it gold replay monsters or endless bronze shenanigans. It's not that it needs to be gone, it's just that it should work in a smart way. My thought is that such a matter is best resolved by doom, a good game function that is not used enough. I think ALL spawned copies should have doom. Might be extreme, but I've seen some pretty extreme decks. I think also gold cards that are frequently abused with multiple replays can be limited by smart doom functions.

Anyways, I was just sharing my thoughts. I thought perhaps it would be interesting if others did too.
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These changes are so very bad.



You've mentioned on these forums multiple times that you are still playing the frozen PS4 version of the game.

Dont you think it would be wise to play the actual real live version of the game before making such an extensive change list. That just seems like common sense.

Well, I have been on the PC version too just recently, and I've kept an overview of ALL changes in 5.1, and Ofir added cards in mind when I looked through all the cards.

Besides, the game have not changed that much in such a short time either.

So no, I don't think it necessary to play the live version extensively every day to have an opinion about "problematic cards". It's not a change list, it's my opinion on "problematic cards" and what I would consider positive changes.
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I'm sure I will hurt the feelings of some people who run what I call shenanigans decks, or trolling decks or relies on obnoxiousness, for their decks.

But some decks in this game are absolutely tragic and just feels like trolling or like something is wrong with the game. I've seen many people complain about these things too, which is why I included them. And I have some opinions on my own, like about that annoying desperate blue stripe commando endless copy deck. That's not fun at all. Or, ooh there we go, Nilfgaard playing this gold card for the 5th time already.

It might just be me, but I can't take those people and their decks serious at all. I just laugh in their face when they present their endless spawn copies deck or bribery for the third time in a row or make yet another copy of their best goldcard.

I don't laugh because it's fun, it's not fun. That's the whole point, it's unfun and give you the feeling you don't want to play this anymore, lose or win, not because of that, but because it feels so desperately tragic that it's even possible to do X or Y or Z.
 
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Disagree with a lot here. For example SK priests are not OP or irremovable as you put it. This game is removal crazy so keeping them alive is a lost cause much of the time. Playing against NG is a nightmare.
 
Disagree with a lot here. For example SK priests are not OP or irremovable as you put it. This game is removal crazy so keeping them alive is a lost cause much of the time. Playing against NG is a nightmare.

Well, I'm a Nilfgaard man myself, and as you can see I have no ulterior motives, I've suggested some changes for Nilfgaard too that I think can get rid of some often talked about problems.

Perhaps you care to comment on the Nilfgaard section?
 
Variety is one of the things that make Gwent great IMO, but so is strategy. I think the very most important thing is to really take a close look at every card and fine tune them, and also fine tune the balance between the factions at the same time.
This is kind of what I did for this thread. I looked at every single card and looked for those that are too good or bad. I did not really have a big look at faction balance though.

I think alot of the things that has already been done is great, and most new mechanics and deck types or archtypes added to the game has been a generally positive thing. I've seen the introduction of things like bleeding, vitality, vampires, dwarf achtype, elf archtype, nilfgaard new archtypes, formation/inspired and many more, and I think they are all good and I like them.

Removing interesting cards mechanics, that's not really something I want either. Obnoxious and dysfunctional mechanics however is something that should be minimized in my opinion. I play Nilfgaard (mostly) myself, but I realize that alot of the criticism towards some of the more extreme Nilfgaard stuff is actually right.

I personally find that spawn, copy etc is something of the worst this game has to offer, be it gold replay monsters or endless bronze shenanigans. It's not that it needs to be gone, it's just that it should work in a smart way. My thought is that such a matter is best resolved by doom, a good game function that is not used enough. I think ALL spawned copies should have doom. Might be extreme, but I've seen some pretty extreme decks. I think also gold cards that are frequently abused with multiple replays can be limited by smart doom functions.

Anyways, I was just sharing my thoughts. I thought perhaps it would be interesting if others did too.
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Well, I have been on the PC version too just recently, and I've kept an overview of ALL changes in 5.1, and Ofir added cards in mind when I looked through all the cards.

Besides, the game have not changed that much in such a short time either.

So no, I don't think it necessary to play the live version extensively every day to have an opinion about "problematic cards". It's not a change list, it's my opinion on "problematic cards" and what I would consider positive changes.
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I'm sure I will hurt the feelings of some people who run what I call shenanigans decks, or trolling decks or relies on obnoxiousness, for their decks.

But some decks in this game are absolutely tragic and just feels like trolling or like something is wrong with the game. I've seen many people complain about these things too, which is why I included them. And I have some opinions on my own, like about that annoying desperate blue stripe commando endless copy deck. That's not fun at all. Or, ooh there we go, Nilfgaard playing this gold card for the 5th time already.

It might just be me, but I can't take those people and their decks serious at all. I just laugh in their face when they present their endless spawn copies deck or bribery for the third time in a row or make yet another copy of their best goldcard.

I don't laugh because it's fun, it's not fun. That's the whole point, it's unfun and give you the feeling you don't want to play this anymore, lose or win, not because of that, but because it feels so desperately tragic that it's even possible to do X or Y or Z.

I am in the same mindset as well when it comes to very powerful cards like scenario which I believe should be doom once it is played.

I do believe that bronze cards which requires setup to be effective are not overpowered etc etc. Since you need to set them up. And they can be removed. Tridam infantryman requires a boost to deal damage.

I don't think shenanigans cards that you mentioned are bad and should be rethink maybe?
 
I am in the same mindset as well when it comes to very powerful cards like scenario which I believe should be doom once it is played.

I do believe that bronze cards which requires setup to be effective are not overpowered etc etc. Since you need to set them up. And they can be removed. Tridam infantryman requires a boost to deal damage.

I don't think shenanigans cards that you mentioned are bad and should be rethink maybe?

Well, doom is actually one of my main points here. I want doom to be used more/better. And I think also like you scenario should be doomed and vanish after used. In that case, the caretaker is not a good card anymore, which is why I did not even bother to include him.

Tridam is a very powerful engine card (at the same level of Svalblod Priest), and it also have so many supporting cards. Perhaps you are right, I don't really know, it's just my opinion anyways. Tridam usually give pretty good value. Minimum value is 4 for 4p. You get a lock out of the opponent or a damage card, and if not, you get good value from any supporting cards up to a certain point where you take on higher risk. (9body+), but at that point you already have 9 value from a 4p card. Even if you split the value between the giver (example Nenneke) and Tridam, it's still 6 value for 4 when Tridam is boosted to 8.
 
Well, doom is actually one of my main points here. I want doom to be used more/better. And I think also like you scenario should be doomed and vanish after used. In that case, the caretaker is not a good card anymore, which is why I did not even bother to include him.

Tridam is a very powerful engine card (at the same level of Svalblod Priest), and it also have so many supporting cards. Perhaps you are right, I don't really know, it's just my opinion anyways. Tridam usually give pretty good value. Minimum value is 4 for 4p. You get a lock out of the opponent or a damage card, and if not, you get good value from any supporting cards up to a certain point where you take on higher risk. (9body+), but at that point you already have 9 value from a 4p card. Even if you split the value between the giver (example Nenneke) and Tridam, it's still 6 value for 4 when Tridam is boosted to 8.

Caretaker can still be a good card with some minor tweaks, change to resurrect a bronze unit or bronze artifact.

I think faction base 4p cards are for the most part okay, except for a few minor ones I have issue with.

This is okay...
Endrega eggs, 4p - death wish spawn 3 x 1-health token (4p bronze, 4 health requires setup)
 
This is okay...
Endrega eggs, 4p - death wish spawn 3 x 1-health token (4p bronze, 4 health requires setup)

Ofcourse, there is a big different between useful/beneficial/legit "spawn" and other types. However, I think this new (Ofir) token spawning of rats and those kind of things is not really a good thing, but also not among the bad ones.
 

DRK3

Forum veteran
Maybe you can second some you agree with then?

I could point out the few i do agree, however i think i prefer to do some constructive criticism on the roots of the problems of your analysis and change suggestions:

- you seem to have a personal vendetta on spawn/copy mechanics, and out of touch with the current meta. So instead of making suggestions on changes for the strongest cards and decks, like SC Harmony, SC Elves, NG Poison, NG Morvran, NR Siege and SK Dagur/GS, you are often going after cards that are underplayed ad probably need a buff and you suggest a nerf.

- lots of your suggestions are giving 'Doomed' status to that card. I can agree that it could work on a few cases like Scenarios, but on many others giving Doomed wouldnt even change anything like Damien, Skellen, Letho Kingslayer, Queen Adalia, Munro Bruys, etc.
Doomed would only fix problems with OP cards that are being replayed, so at the moment, it would be Scenarios with caretaker and SK units.

- there are cards like Living Armor (which i've been using a lot) and Yghern that are overprovisioned because they balance out with cards like Caranthir and Ozzrel, working as a combo, because individually they wouldnt be worth the cost. Same thing with Griffins and Ghouls, and similar provision reasonings can be found on other factions too.

On a sidenote, i've been using a Ruehin deck and i dont think it works like you said anymore - if its locked and destroyed, it wont return. Same for Dethlaff HV and Ciri Nova.
 
- you seem to have a personal vendetta on spawn/copy mechanics, and out of touch with the current meta. So instead of making suggestions on changes for the strongest cards and decks, like SC Harmony, SC Elves, NG Poison, NG Morvran, NR Siege and SK Dagur/GS, you are often going after cards that are underplayed ad probably need a buff and you suggest a nerf.

I did suggest changes to Trebuchet to revert back to the old ability. It seems to be one of the more problematic NR cards. I liked and disliked the old version for different reasons, but it was better than the current. I suggested many changes to poison, slow down their tempo (and give them option to bond as a slight compensation, and to make ordering more difficult), I suggested greatsword be gold 6p, removing harmony from several cards. But you're right, I suggested nothing about Elves!

But in regards to spawn, I think endless copies of bronze, but particularly gold is a bad thing for the game, you're right. I don't think spawn is a bad function, it's just abused in very annoying decks. I think ALL or almost all cards that are spawned should be given doom. I think it would actually solve many of the problems with spawn

- lots of your suggestions are giving 'Doomed' status to that card. I can agree that it could work on a few cases like Scenarios, but on many others giving Doomed wouldnt even change anything like Damien, Skellen, Letho Kingslayer, Queen Adalia, Munro Bruys, etc.
Doomed would only fix problems with OP cards that are being replayed, so at the moment, it would be Scenarios with caretaker and SK units.

But I disagree, it would changed things, because I've played some of those cards myself and I know it would change things. In particular I've played Damien quite alot, but not really in an abusive way, but almost.. Many of those powerful gold cards I mentioned with giving them doom, point is to avoid replay and give a possibility for the opponent to more easily kill them (permanently). If Damien worked like that, I know it would make me think twice before using him twice.

Ofcourse my suggestions are not perfect, but I'm convinced doom could play a more important role in the game, that's one of the main points.

- there are cards like Living Armor (which i've been using a lot) and Yghern that are overprovisioned because they balance out with cards like Caranthir and Ozzrel, working as a combo, because individually they wouldnt be worth the cost. Same thing with Griffins and Ghouls, and similar provision reasonings can be found on other factions too.

On a sidenote, i've been using a Ruehin deck and i dont think it works like you said anymore - if its locked and destroyed, it wont return. Same for Dethlaff HV and Ciri Nova.

I know Dethlaff can be locked, Ciri I almost never meet, but I'm sure it can too. Maybe they changed Ruehin again? I can't be sure, but after the lock system changed, it was not possible to lock him and kill him, he would return. But I don't see him so often, and don't play him myself, so it could be they fixed that again.

The problem with a card like living armour is that it gives SK, MO and NG great value and the other factions not. I'm not a big fan of the Living Armor Caranthir play, I'll leave it at that and not say my real opinion.

I think Caranthir is a problem in general, same with Hillock. But, I think it would solve many things if whatever they put on the board were given doom. Like I said, the "spawn" issue I have also include the endless gold replay stuff.
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Adding a shortlist of what I think is most problematic bronze cards:
Predatory Dive
Rot Tosser
Ard Feainn Crossbowman

Dryad ranger
Dwarf Berserker
Armored Drakkar (
probably the worst of all)
Svalblod Priest
 
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What can you do with Living armor in SK that would be OP?
I'd love to know.

Btw, whispering hillock was changed to "play a deathwish unit from your deck". What's op or shenanigans about this?
 
What can you do with Living armor in SK that would be OP?
I'd love to know.

Btw, whispering hillock was changed to "play a deathwish unit from your deck". What's op or shenanigans about this?

Thanks for that! I must have missed it. Great news.

You're right, Living Armour is probably only great for Nilfgaard and Monsters. Not sure SK has any support for it (Sukrus?) with self damage.
 
If you use Sukrus on living armor it's the same as using it on any other unit.
 
CDPR has remove a lot of interesting abilities and deck types


Sorry, I forgot to ask about this interesting point actually. What of interesting abilities and deck types have CDPR removed?

I was/am a big fan of reveal, and I know they basically removed that. I think they should have reworked it to reveal in a non-random fashion. (reveal highest, lowest && provisions, top card etc etc). I think the main problem is/was the game random number generator, it was not random, and still isn't.

I know they toned down NR charge, but it still works, and in many ways is less frustrating and works better than it used to.
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If you use Sukrus on living armor it's the same as using it on any other unit.

I see, well, I guess no SK specific card really can support Living Armor then? So it's just NG and MO who get the biggest benefit of the card (NG chemist & MO various).

I guess NR can be mentioned too since they often play Mantlet and that other neutral armor card, which ofcourse can turn Living Armor into a kind of engine for all factions. But I don't see many other factions bringing that card I can't remember the name of.. (if barricade give adjascent units armour)
 
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Nilfgard reveal
Nilfgard alchemy
Nilfgard machine/reveal
Nilfgard Witcher/alchemy
Nilfgard spies
Nilfgard soldiers
Nilfgard boost
Nilfgard mill

I suppose these decks can still be somewhat viable with the right combination but these days it's just nilfgard poison/assimilate/armor soldiers

I could be missing some stuff



But right now it seems the meta is limited to seeing the same decks over and over from all the different fraction
 
Nilfgard reveal
Nilfgard alchemy
Nilfgard machine/reveal
Nilfgard Witcher/alchemy
Nilfgard spies
Nilfgard soldiers
Nilfgard boost
Nilfgard mill

I suppose these decks can still be somewhat viable with the right combination but these days it's just nilfgard poison/assimilate/armor soldiers

I could be missing some stuff



But right now it seems the meta is limited to seeing the same decks over and over from all the different fraction

This game has very high consistency due to small deck size and tutors so if the game isn't highly balanced with lots of options we are just going to see the same over powered decks over and over again.
 
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