State of ST - How we got here and what can be done
First off, I realize that there is another ST thread on this forum, but it doesn't really address these issues.
Secondly, I've been playing, almost exclusively, ST since I started playing Gwent right before the Positioning Patch and still do. I really like the ideas behind both new Movement and Mulligan archetypes, but they seem unfinished and Ambush could use another bronze card - maybe an ambush card that Springs only when Bronze weather is played on the row and blocks the Bronze weather like Ida used to block Special Cards.
History:
ST got crushed in the transition to Open Beta because everyone who wasn't in the top 1000 was complaining about them being too powerful - when in reality their cards were just about right to slightly under-powered. Ambush was fixed and then dismantled. CDPR seemed reluctant to give ST cards much power at the start of OB (just like Henselt was destroyed and Consume was nerfed) for fear of ST staying Tier 1.5ish.
The biggest hit to ST wasn't the nerf of cards or changing to a couple of half-finished archtypes, though. The biggest nerf that no one is talking about was losing their Faction Ability. It's an enormous smack to ST that was seemingly unaccounted for when OB started. ST in Closed Beta is nowhere near Tier 1.5 without their faction ability. In effect, ST was double nerfed.
Anyway - ST currently has problems with:
Bronze:
Hawker Smuggler - Was already under-powered when compared to SK Bears because it boosts itself and can be reset. Now...
Dol Blathanna Marksmen - On this list because the card is still bugged. It should be able to hit a unit on your side of the battlefield when deployed (it always could before and it says it still can - but it can't). It was ST's way of dealing with Cows.
Commando Neophyte - Cool idea for a card, however, unlike SK Discard, most of the time that you mulligan a card (between rounds) you can't have this card on the battlefield.
Silver:
Ida Emean - The worst Silver Mage by far. The only Silver Mage without an offensive spell and weird to play because, unlike the other Silver Mages, you need to decide pretty early if you're going to use her for Quen or hold her for Clear Skies. Quen should be dropped and replaced with Arachas Venom and her power reduced to 3.
Malena - Pretty cool idea for a card, on paper. In reality this card is holding up a big neon sign that says WEATHER THIS ROW.
Ciaran - The worst Silver Lock, again, by far. Sure, you can use it to set up Igni (or have Iorveth hit it, lol), but it's nothing like a double lock, a reset unit lock, a steal a card from your opponent's deck lock or a damage power by half lock. Not even close.
Ele'yas - Seriously laughable... the worst Silver Card in the game. This SILVER card's maximum strength is 9. Maximum.
Gold:
Iorveth - Another cool idea for a card. However, it's impractical to use because it's slow and ST gains more power by moving their own units around.
Isengrim - Not a terrible card, at all. On this list purely because ST could really use at least another Bronze Ambush card.
Saesenthessis - I don't know how to fix this card's ability. It's a First Round card and if you don't get it then it's basically worthless because it'll never reach real Gold potential.
Milva - Another card that I don't have a problem with and only on this list because I see complaints about it. The change to Milva's ability was needed and the card still does what it was originally intended to do. A great play with most ST decks other than Dwarves. In the right matchup, it's a game winner - especially in this meta.
Aglais - Sigh. Talk about going from the top of the hill to the bottom. She needs a total re-work or at the very minimum get rid of the Effort tag from her - at least that way she'd at worst be Geralt.
On the other side of the spectrum we do have an over-powered card in the Bronze and one that somehow got buffed in the last patch even though it's been over-powered since OB started. The Dol Blathanna Trapper should have a 2 turn counter on the Fireball Trap like the NG Cows do.
If a card isn't on this list it means that I don't have a problem with them one way or the other. Let me know what you think.
First off, I realize that there is another ST thread on this forum, but it doesn't really address these issues.
Secondly, I've been playing, almost exclusively, ST since I started playing Gwent right before the Positioning Patch and still do. I really like the ideas behind both new Movement and Mulligan archetypes, but they seem unfinished and Ambush could use another bronze card - maybe an ambush card that Springs only when Bronze weather is played on the row and blocks the Bronze weather like Ida used to block Special Cards.
History:
ST got crushed in the transition to Open Beta because everyone who wasn't in the top 1000 was complaining about them being too powerful - when in reality their cards were just about right to slightly under-powered. Ambush was fixed and then dismantled. CDPR seemed reluctant to give ST cards much power at the start of OB (just like Henselt was destroyed and Consume was nerfed) for fear of ST staying Tier 1.5ish.
The biggest hit to ST wasn't the nerf of cards or changing to a couple of half-finished archtypes, though. The biggest nerf that no one is talking about was losing their Faction Ability. It's an enormous smack to ST that was seemingly unaccounted for when OB started. ST in Closed Beta is nowhere near Tier 1.5 without their faction ability. In effect, ST was double nerfed.
Anyway - ST currently has problems with:
Bronze:
Hawker Smuggler - Was already under-powered when compared to SK Bears because it boosts itself and can be reset. Now...
Dol Blathanna Marksmen - On this list because the card is still bugged. It should be able to hit a unit on your side of the battlefield when deployed (it always could before and it says it still can - but it can't). It was ST's way of dealing with Cows.
Commando Neophyte - Cool idea for a card, however, unlike SK Discard, most of the time that you mulligan a card (between rounds) you can't have this card on the battlefield.
Silver:
Ida Emean - The worst Silver Mage by far. The only Silver Mage without an offensive spell and weird to play because, unlike the other Silver Mages, you need to decide pretty early if you're going to use her for Quen or hold her for Clear Skies. Quen should be dropped and replaced with Arachas Venom and her power reduced to 3.
Malena - Pretty cool idea for a card, on paper. In reality this card is holding up a big neon sign that says WEATHER THIS ROW.
Ciaran - The worst Silver Lock, again, by far. Sure, you can use it to set up Igni (or have Iorveth hit it, lol), but it's nothing like a double lock, a reset unit lock, a steal a card from your opponent's deck lock or a damage power by half lock. Not even close.
Ele'yas - Seriously laughable... the worst Silver Card in the game. This SILVER card's maximum strength is 9. Maximum.
Gold:
Iorveth - Another cool idea for a card. However, it's impractical to use because it's slow and ST gains more power by moving their own units around.
Isengrim - Not a terrible card, at all. On this list purely because ST could really use at least another Bronze Ambush card.
Saesenthessis - I don't know how to fix this card's ability. It's a First Round card and if you don't get it then it's basically worthless because it'll never reach real Gold potential.
Milva - Another card that I don't have a problem with and only on this list because I see complaints about it. The change to Milva's ability was needed and the card still does what it was originally intended to do. A great play with most ST decks other than Dwarves. In the right matchup, it's a game winner - especially in this meta.
Aglais - Sigh. Talk about going from the top of the hill to the bottom. She needs a total re-work or at the very minimum get rid of the Effort tag from her - at least that way she'd at worst be Geralt.
On the other side of the spectrum we do have an over-powered card in the Bronze and one that somehow got buffed in the last patch even though it's been over-powered since OB started. The Dol Blathanna Trapper should have a 2 turn counter on the Fireball Trap like the NG Cows do.
If a card isn't on this list it means that I don't have a problem with them one way or the other. Let me know what you think.