I'm ST main, and Movement is probably my favorite archetype. I've been trying to make it work since beta pretty much, and it never really worked. Even with the ton of support it received in the WoTW - most notably in the form of Gezras, Gaetan and the Cat Witcher - it still sucks and never really NOT sucked. The new cards, as powerful as they are, improved some other decks, but Movement as an archetype never managed to become a staple of ST.
Now one of the problems has always been the lack of win condition. Even Gezras only ever plays for about 12, because of extreme setup condition and almost constant immediate removal. He's basically an Oak - he ONLY works in long round - except Oak also provides targeted removal AND would trigger about 5 engines in its heyday. You can maybe prolong Gez's life for another turn with the defender (if it's not immediately answered itself), but even then, your restrictions are killing you: adrenaline, long round, the requirement for your enemy to stack melee row, etc. In short, you'll never get 20 out of him even in a long round, and he's completely worthless in a short round, which is laughable in this day and age. And he's the best card the archetype has.
The other problem is... the lack of row-locks. Yes, I don't think there are enough row-locked units in the game, which kills Movement's offensive potential. The few offensive movement options there are: leader, Nivellen, Aard, Malena are too weak and produce too little value when moving opponent's units, so you basically end up focusing on boosting rather than damage, which your boosting set up is not good enough to compete with other greedy decks.
Which brings me to the main problem, and really, I think, the one that needs to be fixed, even if the first two are untouched. Namely: Movement is an engine archetype whose 3 core engines: Sentry, Matron and the Cat Witcher ALL REQUIRE other core engines to be on the board to return value, because they are absolutely terrible by themselves. Does this need to be elaborated? The sentry basically does nothing: it's a 4 point play. He needs either Matron or the Cat witcher to become an engine, so you basically skip a turn when you play him. The Matron requires a unit to the right of it every turn in order to become a 1 POINT ENGINE. The Cat Witcher (Oh so OP!) is a non-proactive 1/2 POINT ENGINE potentially, unless your opponent either plays directly INTO him, OR you expend additional resources (read: CARD OR LEADER) to move enemy units into position for him. Even when you hit that "terrifying" adrenaline that had to be nerfed, it's still basically a 1-per-turn engine without assistance.
ONLY when you have at least 2 of these core engines on the board at the same time, some semblance of "value" begins to be generated, and so, effectively, when you remove ANY ONE of them (which is very easy to do, unless you're full solitaire), you are basically removing TWO for the price of one, because the other engine that's not removed is immediately crippled. Yet, these cards are priced and treated like all other engines, and actually, in fact, priced higher than some engines that are better-protected and/or self-sufficient.
In conclusion, I'm not asking for all 3 problems to be fixed. I think fixing ONE of the three would go a long way and may actually be enough, and to me, the main one is the last one. What needs to happen here is: either all 3 of those core engines need to get extra protection (points, armor, shield, veil, anything really), OR they ALL need to be made 4p.
Now one of the problems has always been the lack of win condition. Even Gezras only ever plays for about 12, because of extreme setup condition and almost constant immediate removal. He's basically an Oak - he ONLY works in long round - except Oak also provides targeted removal AND would trigger about 5 engines in its heyday. You can maybe prolong Gez's life for another turn with the defender (if it's not immediately answered itself), but even then, your restrictions are killing you: adrenaline, long round, the requirement for your enemy to stack melee row, etc. In short, you'll never get 20 out of him even in a long round, and he's completely worthless in a short round, which is laughable in this day and age. And he's the best card the archetype has.
The other problem is... the lack of row-locks. Yes, I don't think there are enough row-locked units in the game, which kills Movement's offensive potential. The few offensive movement options there are: leader, Nivellen, Aard, Malena are too weak and produce too little value when moving opponent's units, so you basically end up focusing on boosting rather than damage, which your boosting set up is not good enough to compete with other greedy decks.
Which brings me to the main problem, and really, I think, the one that needs to be fixed, even if the first two are untouched. Namely: Movement is an engine archetype whose 3 core engines: Sentry, Matron and the Cat Witcher ALL REQUIRE other core engines to be on the board to return value, because they are absolutely terrible by themselves. Does this need to be elaborated? The sentry basically does nothing: it's a 4 point play. He needs either Matron or the Cat witcher to become an engine, so you basically skip a turn when you play him. The Matron requires a unit to the right of it every turn in order to become a 1 POINT ENGINE. The Cat Witcher (Oh so OP!) is a non-proactive 1/2 POINT ENGINE potentially, unless your opponent either plays directly INTO him, OR you expend additional resources (read: CARD OR LEADER) to move enemy units into position for him. Even when you hit that "terrifying" adrenaline that had to be nerfed, it's still basically a 1-per-turn engine without assistance.
ONLY when you have at least 2 of these core engines on the board at the same time, some semblance of "value" begins to be generated, and so, effectively, when you remove ANY ONE of them (which is very easy to do, unless you're full solitaire), you are basically removing TWO for the price of one, because the other engine that's not removed is immediately crippled. Yet, these cards are priced and treated like all other engines, and actually, in fact, priced higher than some engines that are better-protected and/or self-sufficient.
In conclusion, I'm not asking for all 3 problems to be fixed. I think fixing ONE of the three would go a long way and may actually be enough, and to me, the main one is the last one. What needs to happen here is: either all 3 of those core engines need to get extra protection (points, armor, shield, veil, anything really), OR they ALL need to be made 4p.