Suggestions for New Cards

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xDivinity

Thread merged.

Quite a few Axii suggestions here now. It'll be interesting to see what kind of an ability it'll receive, if it does get added to the game.
 
xDivinity;n10388422 said:
Card type: gold
Value: 5

Ability/ies: Charm a unit with 10 power or less.
or
Charm 2 units with 5 power or less.

Or maybe even a choice between those 2 options.But i guess then he would be auto include in any deck.The second option came to my mind from TW3 alternate axii talent,where it hits 2 targets.
Thoughts ?

I think that would make the card way too much better than Muzzle which is neutral too and similar. Also a 25 power swing would make it an autoinclude... I doubt that would be a good thing.
 
xDivinity;n10388422 said:
Or maybe even a choice between those 2 options.But i guess then he would be auto include in any deck.The second option came to my mind from TW3 alternate axii talent,where it hits 2 targets. Thoughts ?
I Think Geralt: Axii would be cool if it was something like

GOLD - 1 Point - Charm 2 bronze or silver units of 4 power or less. Similar to muzzle ... it's a tech card whose value could be anything from 1 (if it bricks) to 17 (best case). Carries some risk, but could really mess with opponent strategies.
 
Short summary: Fix the term "damaged"
Add more cards like:
-If the card is Damaged, add this effect.
-Healing

I'd like to see them fix the current cards not being played before just jumping out with more idea's. Synergy is also another important part to this game currently. Players are always trying to think: how many cards can I play into another for maximum value?. One issue I recently noticed is the term "damaged". The way it works is if you damage a card and take it below it's original base stat the number will turn red, referencing that it is "damaged". The issue is that if you buff the card above its base stat regardless of the term strengthen or boost, it will remain green no matter how damage it takes unless it goes below the base stat. This means cards like Ulfhedinn and Vabjorn have almost 100% useless card effects because of the current game revolves around boosting all or most of your cards.

With that being said, afterwards I would love to see them focus on the genre "damaged". Octivist would see a large amount of play, control decks could become much more popular, basically this could lead to a strong counter to the popular decks we see today. Now we dont want them to be to over powered and be the most popular deck in the game. So cards with these effects would typically need a low base stat to avoid having high control and large number gain late game. That or with the term "damaged" becoming popular you also bring in more cards related to "healing". I believe both would be a great addition to the game IF the term "damaged" is fixed.
 
Cedric

Gold, neutral, value:1

Choose two cards from battlefield and divide their power evenly between them, rounding up. If both cards belonged to you or your opponent, boost self by 10.
 
Angouleme

"I tell you we should set up a brothel here"

Silver, neutral. Stenght 5

Deal 1 damage. Repeat the ability for each Neutral card in your starting deck.

 
New faction:1
New core mechanics: 6
New abilities: 95
New tags: 30
Lore friendly cards *(linked/total): 46/126

Legend:
Core mechanic
Faction
Archetype
Ability
Tag
Lore friendly card
(custom card pic are all 0 power bronzes and are only for visual purposes, actual numbers/colors are not suggested for any card)

Changelog: Moved to bottom of the post

CORE GAMEPLAY

Morale - new stat. Each card will have certain value for morale. Based on the faction morale would be gained/lost in specific ways. There would be effects that trigger on micro or macro level based on morale. Individual units would Flee battlefield if morale is to low or could get some benefits if moral is high. Total moral of all units can also influence the game is some way.

Platinum cards - maximum of one can be added to deck. They would be completely immune and could not be interacted in any way either by you or opponent.

Quests - specific condition that has to be met in order to activate effect, each leader will have quest specific to his archetype.

Passive abilities - add passive abilities to every leader that will improve synergy between cards of its archetype and serve as backup engines.

New pile - for the cards that left the board due to morale loss, Flee, Fade, Off board… or other reasons.

Neutral leaders - add neutral leaders for Witcher archetypes.

New faction - Organizations.

New archetypes, cards, abilities and tags

Create - REMOVE ENTIRELY FROM CONSTRUCTED.

MONSTERS

Poison x- weaken by x every turn, removed by heal.
Flee - leave the board and go to desertion pile.








Knock down - move a unit one row down.
Evolve x- if consumed x units evolve to next evolution tier.








Linger - effect is active while unit is in graveyard.









Intimidate - causes all lowest enemy units with less power than this unit to Flee.
Chase x- deal x damage to random enemy unit after opponent passes.







Redirect - redirect incoming damage from specified units to other units.








Sleep x - disable units effect for x turns or until that unit is interacted with in any way.






Stealth - can’t be attacked for x turns.








Flanking x- gets bonus damage if targeted unit was previously damaged by the beast.
Trio - activate certain effect in 3 specific units are played on the same row or during same round.








Cornered - if opposite row from the row this card was played on has more units on it summon all copies of this card.






Preemptive strike x- if targeted by unit attack before being attacked.










Flying x - can change place on turn start x times, taking damage removes flying.






Off board - removed from board for specific amount of time after which returns to board. (Effects and power are not active during the time until returned to the board.).





Toggle - at the start of your turn chose which one of the effects will be active on the unit, goes on cooldown after every use.






Repetition - repeat ability every time copy of this card appears on board.






Move - move self or another unit to a new field.










Leech - drain boost and continue to drain for x damage per turn.





Infect - weaken by x and plant a parasite in to a unit.






Convert - drain boost and deal x damage, if unit goes below x power transform it to Vampire and move it to your side of the board.







Chain - part of a chain reaction, can only be activated if chain condition is met.







Carryover - effect that doesn’t get removed from board on round end.
Haunt - confers negative effect on unit each turn, Carryover.






Phasing - go Off board at the end of your turn, return at the start of your turn and repeat deploy effect.





Fade - after x turns leaves the board.





Possess - go Off board, possessed unit effect (if applicable) will be reversed (boost = damage, lowest = highest) during the possession time.





SCOIA'TAEL

Prophesy - mark x units that will fulfill certain condition after x turns (highest on board, killed, moved, healed…).









Exhausted - lose effect after certain number of times ability activates.
Changeling - weaker version of a unit. Has ¼ of original units power and gets exhausted x.


Cover - grant ambush tag and evade ability to affected units, cover is removed when unit providing cover is interacted with in any negative way.
Evade - evades single instance of negative interaction.


Bait - causes specific type of unit to do something.
Capture - lock a unit and move it to your side.


Trap - must be placed on an empty field. Invisible to opponent until activated. If a unit is places next to field with trap it will become visible in ambush format. Doesn’t get removed upon activation, its state changes to triggered.




Damage spill - if damaged unit is destroyed without the use of total damage deal excess damage to adjacent units.





Ambush recycling - after triggering ambush effect go to ambush again if condition is met.






NORTHERN REALMS



Promote - increase units Veteran rank by x.

Veteran - unlock units rank based on the number of turns it spent on the board.

Revenge - Activate specified effect after friendly unit with revenge is destroyed.

Takeover - takeover units can be moved or played on enemy’s melee row. Row becomes contested, both players can play units on it and units points and effects go to player whose units combined power is greater.


Reinforcement - summon this card if x turns passed in a round.

Cursed - requires fulfillment of specified condition in order to lift the curse.
Strong armor - can only be destroyed with damage higher then armor value in single shot, can’t be chipped away with lower instances of damage.





Superior armor - can’t be destroyed. Armor becomes superior if unit accumulates more than x armor.
Overburdened - can’t be moved in any way. Become overburdened if unit has more than x armor.



Crew - provides a unit with crew.
Crewed - activate ability on turn start if enough crew is available.







NILFGAARD

New archetypes: Slaves

Duny, cursed - ?
Lydia van Bredevoort, cursed - ?
Ulle the Unlucky - ?

Reveal

?, - reveal top x cards from opponent’s deck.
?, - reveal a card and opponent must play it next turn or swap it.
?, - if revealed in hand show this card to opponent as some different card (i.e. Imperial golem).
?, - put revealed enemy card back to the deck, enemy draws new card.
?, - exchange 2 revealed cards of same color.
?, - reveal random card from each deck, if your cards power is bigger boost self by that much, if lower damage enemy unit by that much then shuffle the cards back to decks.
?, swap a revealed unit in your hand with a copy from your deck and reveal it.
?, add x Imperial golems to the deck and return all Imperial golems from graveyard to your deck.
?, whenever enemy unit with less power is revealed boost by revealed units power.
?, machine - deal x damage on turn end to revealed unit in opponent’s hand.
?, repeat effect each time this unit is concealed or revealed.

Spy

Sabotage - move next to random enemy with effect/counter on turn start and prevent it from triggering that turn.

?, - sabotage 2 adjacent enemies

Slaves

Enslave - if enemy unit drops below x power move it to your side, add slave tag to it.

Slave

Charge - deal x damage to enemy unit on melee row + x dmg for every row between charging unit and enemy unit.
Shevlova banda - Escayrac, Yan Malkin, Prospero Basti, Ligenza, Floquet, Trent

?, - repeat Slave deploy effect and damage it by x.

SKELLIGE

New archetypes: Cult

Cult

Enrage - deal x damage when ally is destroyed, deal x+1 dmg for every other ally that is destroyed.
Berserk - deal x damage for every x health missing.
Sacrifice - destroy own unit.
Sacrificial ground (boon/hazard) - x counter, for every instance of blood spilled reduce counter by 1. When counter reaches 0 perform summoning ritual (summon Deity on the row).
Self-wounding - deal x amount of damage to self when played.
Rage - deal x damage to random unit, repeat this until one unit is destroyed.

Deity

?, - if x amount of blood was spilled on either side of the board summon this card

Resurrect

Decay - weaken self by x every turn. Prevents Banish, allows negative power.
Undead - when destroyed leaves token behind with x turn counter. If token is not destroyed resurrect self with Decay.
Corruption (hazard) - apply Decay on turn start to random unit. (When played affected row starts with 25% of Corruption, % of row Corruption is linked to chance of applying Decay to a unit on turn start. Corruption can’t be cleared and has Carryover.)

?, - add Undead tag to x units.
?, aura - prevent Decay.
?, - increase Corruption by x% each turn on opposite row.
?, - increase Corruption by x% for every unit killed on the opposite row.

Discard

?, discard bronze unit from the deck then resurrect the card with same or lower power.
?, resurrect bronze or silver card, if it was discarded resurrect another card.

NEUTRAL

New archetypes: Witchers - Equipment, Potion, Bombs

Freeze - can be moved damaged, effects stoped, when unfrozen retroactively activate effects
drvo pusta korijenje u coloni, ballista dedtroy armor deal dmg iza
Whirlwind (hazard) - 3 row hazard, if there are more the 3 units on the row move right unit one row up and left unit one row down, right unit from siege row moves to left side, left unit in melee row moves to right side.

Illusion - copy of the original unit, undistinguishable for opponent, destroyed if interacted with in any negative way or if original is destroyed.

Aura - passive ability that is undone when the unit is destroyed or Locked.

Aguara: true form, aura (rework) - unit cards that are played after Aguara will have x illusions of that card created on the board.

Mark - specify a unit that will be the target of certain effect.

Aguara (rework) - Mark a unit. After x turns if Marked unit has less then x power move it to your side and transform in to Aguara that will mark next unit.


Dormant - inactive until triggered by specific condition.

Olgierd's Shadow - when played spawn x Dormant copies on board, deathwish: activate one Dormant copy.
Plants

Root - prevents a unit from being moved.

Plant
Untouchable - can’t be interacted with in any way.

Ancient tree, plant - for every x power lost spawn Sapling on opposite row.
Sapling, plant, token - no ability

Borch Three Jackdaws, draconid - If damaged summon Tea and Vea
* Tea , Zerrikanian - Give Flying to Borch Three Jackdaws
* “Vea” Alveaenerle, Zerrikanian - Heal Borch Three Jackdaws

Sheepbagger/Kozojed, support - place poisoned cow
Poisoned sheep, bait, spy, token - after x turns destroy self and summon Myrgtabrakke.
Myrgtabrakke, deathwish, poisoned (rework) - deathwish: poison all units on adjacent fields.

Regenerate - heal self by x each turn.

Bleobheris, untouchable - spawn 1 Root on row above and 2 Roots on next row if possible. Every x turns spawn new Root if there are less than 3 Roots on the board. If there are no Roots on board lose x power each turn at the end of a round.

Stem (melee), deathwish, repeat - root enemy unit on opposite field and deal x damage to it and boost self by that much, on start of the next turn transfer boosts from self to Bleobheris. Deathwish: deal x damage to Bleobheris.
Steam (ranged), deathwish - strengthen Bleobheris by x and give him regenerate. Deathwish: deal x damage to Bleobheris.

Witchers

Set - activate effect if all set pieces are equipped to same unit.

Intoxicated - Activates when Toxicity counter reaches certain value.
Equipment
Potion
Bomb

Law of Surprise, spell - 6 turns after being played, regardless of round, play one of the tokens:
* witcher - ?
* dead child - ?

*Equipment

Equipment cards are attached to units, when the units is destroyed Equipment stays on the board and new units can be played in to it.
Equipment comes in sets, if you apply all set peaces to a single card bonus effect is activated.
Equipment can only be applied on witcher units.


*Potions

Applying multiple potions to witchers will increase their toxicity counter, when it reaches x activate x effect.

*Bombs


COMMON FOLK

New archetypes: Merchants/bankers, Criminal, Duel, Concubines

Merchants/bankers

Loan - boost random enemy by x every turn, after x turns boosted unit returns x power per x points boosted.
Trade - exchange 2 units under specified conditions.
Invest - select x units with effects and boost them by x, each time their effect trigger boost self by x.
Auction - each turn after being played for x turns Auction a specific card (Player has an option to bid for the card and play it normally. Cards cost must be payed with x power from units in hand. Opponent will have an option to outbid if he wants by paying original + x power price).

Merchant/banker
Auctioneer

Abner de Navarette, auctioneer - auction x cards
* Antidotarius magnus - ?
* Ars Magica - ?
* Physiologus - ?

?, - trade allied unit, after x turns take enemy unit with up to double the power of traded unit.
?, - trade a unit for enemy unit with same power.

Criminal

Bribe - activate next effect of select enemy unit on your side.
Extortion - transfer x% of total enemy points to you when both player pass.
Mug - take x points for self every time unit on opposite row gets boosted.

Bounty - if this unit is destroyed unit that destroyed it gets boosted by x.
Criminal

Pyral Pratt - priest, criminal - summon Vigilosaur on enemy row
* Vigilosaur - draconid, mutation, spy - deal x damage to any card played at this row and apply Poison to it.

Fistech dealer, spy - boosts all humanoids by x each turn and mark them, after x turns Flee. All marked units lose x power per turn and lose their effects after x turns if Fistech dealer is not on board.

Duel

Retaliate - deal x damage to enemy unit that triggered specified condition.
Provoke - make enemy unit Duel selected allied unit.
Tap out - summon this card if any of your cards are about to lose a Duel, then continue the Duel instead of it.

Ronvid of the Small Marsh (rework) - Duel enemy unit, if won duel another random unit until destroyed. Resurrect on 2[SUP]nd[/SUP] round start with x armor and duel random units until destroyed, resurrect on 3[SUP]rd[/SUP] round start with x armor and 2 tokens, all 3 Duel random units until destroyed.

?, - if friendly unit losses a Duel Retaliate with x damage.
?, aura - add x armor to allied dueling unit.
?, - unlock certain effect each time this card wins a Duel
* brawler -
* fighter -
* duelist -
* dueling champion -
(each new title will improve the card in some way).
?, - duel x units until destroyed.
?, - select x allied units then all duel same enemy simultaneously.

Concubines

Vigor - Removes Exhausted.

- ?, - take self and enemy unit Off board for x turns then return both with Exhausted ability.

Bards
Storyte=lling, chapters

Misc

Canon be bosted or strenghtened

Mimic - same power, effects, tags as mimicked unit. Whatever happens to original unit happens to doppler. If mimicked unit is destroyed return to original form.
Delayed deployment - deploy effect doesn’t activate when card is played, effect can be activated on start of any future turn manualy.
Timeline - advance round by x turns with no actions by players.
Split - make 2 copies from a card with halved power and same effect.
Effort - if the optional ability was used, weaken self by x.
Brave - trigger this ability if your opponent has more units.

Unwanted - units with negative effects that change side every time they are interacted with.
Doppler

Tellico Lunngrevink Letorte “Penstock” - Dudu, doppler (rework) – mimic enemy unit when played, every x turns mimic different/unique enemy unit, if there are no suitable targets return to original and lose x power.

Chappelle - doppler - mimic enemy unit, if damaged return to original form.

?, - mimic x next cards you play.
?, - lock top x cards in enemy deck.
?, - remove boost from unit and add it to card in hand.
?, - return unit to deck and deal that much damage.
?, - deal x damage to enemy unit, reduce by x for every row between this and target.

Hazards/boons

Hazards:

? - blocks card placement in the row for x turns.
Thunderstorm - deal x damage to random unit on row and then jump to adjacent unit and do x damage, 2 jumps, can jump to the cards in adjacent rows.
Flood - each turn rise in power by one and drown all cards with lower power.
? - units played on this row will move to random row if there are free slots.
? - amplify all damage done to units on this row by x.
? - weaken x enemy units by x each turn.
? - cap max power of units on a row.
Fog - lasts for x turns - boon, provides evade to units under its effect,
Hazard - prevents units under its effect to interact with other side of the board
skellige storm - push units from left to right by one field, if init cant be pushed damage it by x, lasts x turns.
Torrential rain (rework) -

Boons:
Golden froth,
? - boost a random unit in your deck by x that has same tag as random unit on this row.
? - after x turns under this effect retrigger unit’s ability.
? - amplify all boost done to units on this row by x.
? - reduce all dmg done to units on this row by x.
? - regenerate all units by x.

Skellige Storm (rename) - Geas Muire, Curse of the Sea.

Aeschna, beast - deal x dmg each turn to all units under flood.

?, - if not on a row with hazard or boon move to random row with hazard or boon and amplify its effect, immune to hazard/boon effects.

Mages

Teleport - take unit Off board, place it anywhere on board on its side next turn.
Shield - protects a unit from the next power-reducing effect.
Deception - invisible to the opponent for x turns.
Essence shift - exchange effect of 2 cards.
Overload - pay specific price (x power from thid card, allied card, sacrifice the card) in order to activate additional effect of the spell.
Mutate - combine 2 cards with different race in order to create mutants (elf + beast, dwarf + draconid…) (If both cards are yours mutant is active instantly, if one card is opponents Dormant for x turns, if both cards are opponents Dormant for x turns).
Link - whatever happens to one linked unit happens to others.
Reflect - reflects any incoming damage back to enemy unit.
Absorb - if damaged boost self instead of taking damage.
Redirect - redirect specified negative effects from primary target to eligible targets.
Transmute - destroy card on the board then play card from the deck with equal power.
Demonic possession - take control over enemy unit, deal x damage to allied units for x turns then destroy possessed unit, Flee.

Djinn
Demon
Mutation - unit generated by combining 2 units with different race tags.
greater brothers

Geoffrey Monck: Portal, mage - places a portal on either side that will pull closest unit on the row through it every x turns and apply x effect to it, unit is then placed on random row.

Geoffrey Monck, Djinn, mage - summon djinn
*Djinn - at the start of a round fulfill a wish, repeat 3 times
*wish
*wish
*wish.

Sorel Albert Amador Degerlund, mage - summon: Bue, Bang, Pasztor
* Bue, mutation (Ogre-Troll) - ?
* Bang, mutation (Ogre-Troll) - ?
* Pasztor - ?.

Beta, mutation - ?.

Tissaia de Vries “Lark”, mage - As long as this card is on the board mirror enemy units to match unit formation on your side of the board.

Tissaia de Vries “Lark”, mage - Disperse all illusions and Deceptions on board.

Carla Demetia Crest, mage - cast Shield on x allies.

Triss Merigold: Deception, mage - cast Deception on next unit you play.

Intersection, aure - boost power of mages.

Agnes of Glanville, mage – cast Whirlwind.

Nina Fioravanti , mage – as long as this card is on board prevent spell effects.

Drithelm, mage - deal x damage to every unit on left/right side of the board.

Benavent's portal, spell - teleport a unit .

Dorregaray of Vole, mage (rework) - each turn equalize the power of highest and lowest enemy units rounding down.

Dorregaray of Vole, mage (rework) - every time unit is destroyed on the board destroy random unit with same color on opposite side.

Idr - insectoid, mutation - efects:
* x effect
* x effect
* x effect
Every effect has power threshold, if Idr drops below specific power he will lose corresponding effects, Regenerate, if he regenerates enough power to get to effect threshold he gets the effect back.

Counters/Turns

Standstill (hazard) - stops all effects and counters of units on this row

?, - when played activate one counter instantly, every x turns reduce one counter by 1
?, - add x counter to enemy unit


Changelog:

01.06.2018
*Completed northern realms faction. Added images for all 19 cards.
*New cards: Vissegerd, Milan Raupenneck, Vernon Roche, Vilfrid Wenck, Shevlov, Aileach Mor-Dhu, spintop, Zyvik, Vizima werewolf, Vincent_Meis , Cormorant, Freixenet, Shield wall, Marck, Ballista, Digod, Half-Gallon, Rayla of Lyria, Reinforcement camp

27.05.2018
*Compleated scoiatael faction. Added images for all 24 cards.
*New cards: Aelirenn, Water of Brokilon, Dryad, Aglaïs, Fauve, Sirssa, Isengrim Faoiltiarna, Toruviel, Conibear trap, Crumbling floor, Deadfall trap, Pit trap, Rolling bolder, Snare trap, Riordian, Yaevinn, Iorweth, Vienne, Addarion Bach, Munro Bruys


22.05.2018
*Completed monster faction. Added images for all 49 cards.
*New cards: Arachas queen, Egg, Kikimore queen, Caranthir ar-feinel, Wild hunt hound, Biting frost, Night, Wolf, Primal wolf, Boar, Primal boar, Bear, Primal bear, Voref, Princess, Opinicus, Royal whyvern, Larva, Endrega guard, Endrega drone, Endrega warrior, Endrega warker, Nectar, Endrega queen, Endrega queen: Exhaustion, Endrega queen: Canibalism, Colony, Gael, Oriana, Vampire, Dettlaf van der eretein, Vereena, Nightwraught, Noonwraight, Umbra, Penitent, Jenny o' the woods, Plague maiden, Hym, Sh'eenaz, Ekhidna, Melusine.

10.05.2018
*New cards: Eyehead “Okoglow”, Olgierd's Shadow, Emiel Regis Rohellec Terzieff-Godefroy : Sleep, Sh'eenaz, Loop of destiny, Chappelle, Drithelm, Geoffrey Monck : Djinn, Benavent's portal
*Rework/rename: Dorregaray of Vole, Tellico Lunngrevink Letorte “Penstock” - Dudu, Ronvid of the Small Marsh
*New ability: Off board, Flee, Repeat, Evade, Transform, Carryover, Dormant, Root, Toggle, Repetition, Sleep, Ambush recycling, Permanent resilience, Strong armor, Superior armor, Sabotage, Enslave, Enrage, Berserk, Rage, Decay, Set, Loan, Trade, Invest, Bribe, Extortion, Mug, Retaliate, Provoke, Tap out, Exhausted, Vigor, Mimic, Delayed deployment, Timeline, Damage spill, Split, Effort, Brave, Teleport, Shield, Deception, Prophesy, Essence shift, Overload, Mutate, Link, Reflect, Absorb, Redirect, Transmute, Demonic possession, Standstill (hazard)
*New tags: Plant, Drone, Queen, Changeling, Trap, Field marshal, Overburdened, Slave, Deity, Intoxicated, Equipment, Potion, Bomb, Merchant/banker, Auctioneer, Bounty, Criminal, Unwanted, Doppler, Djinn, Demon
*New faction: Organizations
*New core mechanics: morale, platinum cards, quests, passive abilities, new pile, neutral leaders

03.04.2018
*New cards: Aeschna, Tissaia de Vries “Lark” (2 cards), Triss Merigold: Deception, Intersection, Agnes of Glanville, Nina Fioravanti
*Linked caracters: Sand monster, Geoffrey Monck, Carla Demetia Crest
*Rework/rename: Maria Barring, “Milva”, Ithlinne Aegli aep Aevenien, , Dorregaray of Vole, Skellige Storm
 
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We need a neutral Cahir, neutral Milva and Angouleme. They were in Geralts group all along, they really deserve their own neutral cards.
 
Hello !
Here's some alternative abilities for the 5 silver spies in case CDPR decides to remove the CA ability (which IMO would be good for the game).

TALAR (Temeria) : Str 6 ; Look at the top 3 card of your opponent's deck. You may then shuffle one back into the deck.

CANTARELLA (Agent) : Str 5 ; Spying. Move a Silver or Bronze unit of Strenght 8 or less on this row to the opposite row.

YAEVINN (Elf) : Str 5 ; Spying. Ambush : when another unit is played on this side of the board, flip over and destroy the highest bronze unit on this side of the board.

UDALRYK (Cursed) : Str 5 ; Boost strenght by 1 for each Cursed unit on the board.

FRIGHTENER (Construct) : Str 6 ; Move all units on the opposite row to random rows and inflict 1 damage to all moved units.


While we're at it, here's some other suggestions to modifies/improves existing cards :


COMBAT ENGINEER (Support) : Strenght 6 ; Reveal a Machine from your hand and boost it by 3. (Because the crew ability makes zero sense)

GERALT (Witcher) : Str 15 ; If Geralt is not the Highest unit on the board, boost him to match the Highest unit on the board. (He's supposed to be the best)

ROCHE, MERCILESS (Temeria, Officer) : Str 6 ; Lock an enemy unit. If the target is an Ambush unit, destroy it instead. (As it is, he is too weak for a gold)

WARDANCER (Elf, Soldier) : Str 3 ; Whenever a different bronze elf soldier is played, summon a copy of this unit from your deck. (It still supports the swarm elves archetype but becomes less of an issue)

MAHAKAM VOLUNTEERS (dwarf, Soldier) : Str 6 ; Every time a different dwarf unit is boosted, boost this unit by 1. (There are already one unit in Scoia'tael that summon every copies of itself, no need for two).

LAMIA (Beast) : Str 6 ; Deal 4 damage to an enemy. If the enemy is under Blood Moon or Lamia is under Full Moon, deal 7 damage instead. (A minor twist, but one that might make them a little bit more intesresting)

WERECAT (Beast) : Str 5 ; Deal 1 damage to all enemies under Blood Moon. Each time Blood Moon is applied on a row, deal 1 damage to all enemies on that row. (A bigger twist for improved synergy)

DRUMMOND QUEENSGUARD (Clan Drummond, Soldier) : Str 4 ; Each time this unit is send to the graveyard, strenghten it by 1. Resurrect all your copies of this unit. (It's time to give those girls some love).
 
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We all know Wraiths are coming so I sat down and thought what they could possibly do. There are a lot of ideas:

Wraith: STR 3
"Whenever an ally is destroyed summon a copy of this unit from your deck.
"When this unit is sent to the graveyard, after 3 turns, return it to the bottom of your deck"

Nightwraith: STR 8
"Summon 2 wraiths from your deck if played in Full Moon"

Noonwraith: STR 8
"If this unit's row is clear of hazards, summon a Wraith from your deck on turn start. Repeat up to 3 times"

Penitent: STR 10
"Destroy an ally and transform it into a Wraith"

Barghest:
"Transform a unit from your deck/graveyard into a Wraith"

The Beast (Gold): STR 10
"Transform 2 units from your graveyard into Wraiths and immediately resurrect them"
 
The Wraith from the Painting
strength: 9

Spawn 4 paintings (with 1 power).
If it gets damaged destroy one painting and heal itself by 5.

If Gaunter O'dimm is in your hand, deck or board, strengthen self by 1.

Every turn deal 1 damage for each of this cards in your hand, deck or board:
Olgierd, Iris, Caretaker, Lesser Demons (so max 4 damage every turn)
 
Would a transformation card be a good thing in Gwent? Example: Like the movie transformers, robots transforming but in Gwent two cards or one card transforms and into a destructive card or a special card that either deals massive amount of damage to random enemies or boosts massive amount to random allies.

Another example of transformation; Take Ciri, she could transform herself into 2 special cards while you choose which of the 2, that involves speed from her backstory that deals damage by 4 to 8 random enemies or gives random enemies each a timer then soon as the timer reaches 0, each enemy will take damage.

Sort of like Ciri went into Slow motion mode on the enemies to place a timer on them. :)
 
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Page 24 post #347 for anyone interested

Changes:
New cards: Aeschna, Tissaia de Vries “Lark” (2 cards), Triss Merigold: Deception, Intersection, Agnes of Glanville, Nina Fioravanti

Linked caracters: Sand monster, Geoffrey Monck, Carla Demetia Crest

Rework/rename: Maria Barring, “Milva”, Ithlinne Aegli aep Aevenien, , Dorregaray of Vole, Skellige Storm
 
Since this thread has had the most replies in all Suggestions, and includes a number of different ideas for cards, I've decided to stick it up, merely for users' convenience.
 
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Riven-Twain;n10792131 said:
Since this thread has had the most replies in all Suggestions, and includes a number of different ideas for cards, I've decided to stick it up, merely for users' convenience.

Feel free to edit the OP or let me know if you need me to change anything to better reflect suggestions. It was before the time that resilience was even in the game, so the OP suggestions are really old.
 
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