The Tide Rises Card Reveals

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Update 11.7 is around the corner and it will introduce the biggest Card Drop of 2023.

The Tide Rises releases July 11th and bring 6 new cards per faction!

This article will tell you exactly where and when the new cards will be revealed and reveal assets will be added after they have been revealed.

We kicked things off during the GWENT Mid-Season tournament with the first 4 Monster cards on Saturday, and the first 4 Scoia'tael cards during the Developer Update on Sunday.
Reveal Schedule:
All times are in CEST.

01.07 SATURDAY - Monsters

1 King Chrum

2 Girdle of Giant Strength

3 Ogre Warrior

4 Lord Riptide

02.07 SUNDAY - Scoia'tael

5 Riordain

FYI: The second part should read: "Elf - Play a Trap from your deck."

6 Deception

7 Sticky Situation

8 Trapmaker

03.07 MONDAY - Monsters +Scoia'tael

9 05:00 PM moshcraft: twitch.tv/moshcraft

10 05:30 PM Reddit

11 06:00 PM lerio2: https://leriohub.com/

12 06:30 PM MissLadyJay: twitch.tv/missladyjay

04.07 TUESDAY - Nilfgaard

13 05:00 PM Rykov: twitch.tv/rykov_

14 05:30 PM INAF_Official:

15 06:00 PM lemon: twitch.tv/lem0n44

16 06:30 PM PiotrCNS: twitch.tv/piotrcns

05.07 WEDNESDAY - Nilfgaard + Skellige

17 05:00 PM kungfoorabbit: youtube.com/@kungfoorabbit

18 05:30 PM Tech_xx1: twitch.tv/tech_xx1

19 06:00 PM Ceely: twitch.tv/cceely

20 06:30 PM GhostArya: twitch.tv/ghostarya

06.07 THURSDAY - Skellige

21 05:00 PM shinmiri2: twitch.tv/shinmiri2

22 05:30 PM Gandalf0271: twitch.tv/rykov_

23 06:00 PM Ashphilo: youtube.com/ashphilo

24 06:30 PM KaFuNow: twitch.tv/kafunow

07.07 FRIDAY - Syndicate

25 05:00 PM eXtasis:

26 05:30 PM Qcento: youtube.com/c/Qcento

27 06:00 PM Erlandziu: youtube.com

28 06:30 PM wiku: youtube.com/@wiku93

08.07 SATURDAY Syndicate + Northern Realms

29 02:00 PM tbh

30 02:30 PM tbd

31 03:00 PM Balder Gamer: youtube.com

32 03:30 PM tbd

10.07 MONDAY Northern Realms

33 05:00 PM [MetallicDanny]: youtube.com

34 05:30 PM Mercernn

35 06:00 PM ArtNhr:

36 06:30 PM Lionhart: twitch.tv/lionhart
 
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Will CDPR continue to make premium versions of the new cards this year? Some of the artwork of on these is (as usual) absolutely stunning, so I'm already considering upgrading them to premium versions after release.
 
I assume that this is just an oversight by the devs seeing as the video is talking about actually "building" armor, but An Craite Armorsmith needs to specify that is has to be Skellige/Non-neutral units in the hand or people will just put Living Armor in the deck and once again we get a release of completely broken 5p cards with instant 12 for 5.

It took me 2 seconds to make this connection after reading the card, I do hope half a season is enough for the devs to make it before this has a chance to make it into the game.
 
I am very excited about the new ogroids — assuming they are appropriately balanced (strong enough to be playable without being overwhelming), I think they may be exactly what Gwent needs — a simple archetype based on true point slam (not uninteractive high point generation).

I know point slam is often maligned as “brainless”, (an assessment that I think is based upon an excessive focus on tactics and an underappreciation of long-term strategy), but it addresses the weak link in the engine/point slam/ control triangle. And it leaves cards on the board to interact with.

I am hoping it’s influence helps improve the game experience overall by forcing thoughtful play (no more auto-bleeding round 2) and by forcing out some of the most unpleasant binary decks by trading up to a lot of removal.
 

rrc

Forum veteran
I am very excited about the new ogroids — assuming they are appropriately balanced (strong enough to be playable without being overwhelming), I think they may be exactly what Gwent needs — a simple archetype based on true point slam (not uninteractive high point generation).

I know point slam is often maligned as “brainless”, (an assessment that I think is based upon an excessive focus on tactics and an underappreciation of long-term strategy), but it addresses the weak link in the engine/point slam/ control triangle. And it leaves cards on the board to interact with.

I am hoping it’s influence helps improve the game experience overall by forcing thoughtful play (no more auto-bleeding round 2) and by forcing out some of the most unpleasant binary decks by trading up to a lot of removal.
I don’t know if you have seen the other 4P card for MO which plays for 10 on deploy. 10 for 4P. I am really not sure how you would have reacted if such a card was given to ST (which we will never know as ST can’t have such good 4P card ever).

In the same expansion we are getting Sticky Situation which could be renamed as S***y Situation. An 8P card playing for 0 tempo and needs opponent to play a 4 power card to start being an engine which needs two cards on the side to give 4 per turn which then locks if the opponent passes. In R3 it would play for 4 points. Seriously, what the hell is this stupid junk card?

I have seen many dead on arrival cards but if there is a competition, this card would become the undisputed champion of DOA cards.
 
I don’t know if you have seen the other 4P card for MO which plays for 10 on deploy. 10 for 4P. I am really not sure how you would have reacted if such a card was given to ST (which we will never know as ST can’t have such good 4P card ever).

In the same expansion we are getting Sticky Situation which could be renamed as S***y Situation. An 8P card playing for 0 tempo and needs opponent to play a 4 power card to start being an engine which needs two cards on the side to give 4 per turn which then locks if the opponent passes. In R3 it would play for 4 points. Seriously, what the hell is this stupid junk card?

I have seen many dead on arrival cards but if there is a competition, this card would become the undisputed champion of DOA cards.
I am not so excited about the ST cards. Elf/Heist decks now have two more significant potential targets — I’m not sure they needed any.

Sticky Situation can be read in at least three different ways. I read the boost to adjacent units as occurring every turn — whether face up or face down. A virtually unstoppable four-point per turn engine with the only condition being a need to draw it round 1 is horrible for the game. I think you are reading it as though the boost only occurs while the card is face up — which makes it pretty bad as a second trigger would turn it off again. Even worse is to read the boost as part of ambush ability — then it would basically only trigger once.
 
With Hostage Taker you can now give Shady Vendor it's 'Blind Eyes' tag back.

Nice Ogroids, although it feels the same like Relicts. 'Might' sounds quite similar to 'Sabbath'. Bit uninspiring, but the Ogroids needed something, just like MO Specters btw and SY Insanity. Maybe the Thrive 2 card gets some use.

All in all a nice NG boost.
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Also, this new Jotunn kinda puts the last knife in the Rat-clog archetype.
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And on the Deception card, is that an Elf dressed up as Geralt next to Iorveth? Also, Iorveth overkill, how much Iorveth can one ccg take?
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Most of the ST card art looks subpar, also previous patches.
 
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rrc

Forum veteran
I am not so excited about the ST cards. Elf/Heist decks now have two more significant potential targets — I’m not sure they needed any.

Sticky Situation can be read in at least three different ways. I read the boost to adjacent units as occurring every turn — whether face up or face down. A virtually unstoppable four-point per turn engine with the only condition being a need to draw it round 1 is horrible for the game. I think you are reading it as though the boost only occurs while the card is face up — which makes it pretty bad as a second trigger would turn it off again. Even worse is to read the boost as part of ambush ability — then it would basically only trigger once.
After one week, there wont be any Traps getting played and I can guarantee that. And I can guarantee that Heist can't make it into traps deck as all required cards are super expensive. Angus may be played in elf deck, but there simply is no provisions in that deck already. Overall, it is a pretty dead-on-arrival expansion for ST players.

Sticky Situation would work like this: When you play, it is face down. Unless the opponent plays a unit with 4 or less power, it would be face down. If and only if they play 4 or less power unit, it will become face up and from then on, it will boost adjacent units by 2. And if the opponent passes, it will lock itself - at last, the first and only engine which will stop working after the opponent passes. There is more to it. This boost by 2, will reduce by one for each round, that is, if you draw/play that in R3, your only option is to spring it and use it for 4 boost. Now, if you haven't laughed out aloud by reading it, the devs will be sad that you didn't get their sense of humour.

But my original post was about you saying that MO cards are appropriately balanced, when every card plays for braindead insane pointslam and much much more than their provisions. At the same time you are worried about 0 tempo traps which are all over costed and over cautious. In a 100 games, Ogroid MO would beat ST traps 100 to 0.
 
But my original post was about you saying that MO cards are appropriately balanced, when every card plays for braindead insane pointslam and much much more than their provisions. At the same time you are worried about 0 tempo traps which are all over costed and over cautious. In a 100 games, Ogroid MO would beat ST traps 100 to 0.
I wish you had read my original post more carefully; you seem to have missed the main point.

I never said Ogroids are balanced — I can’t predict that without seeing them in play against a meta that has adjusted for their presence. What I said was that IF they are balanced, I believe they will improve the game in general by providing interactive targets of meaningful importance and by restoring a level of equity between pointslam and control.

Regarding Sticky Situation, I think you are right on interpreting the card. (It could have been much more clearly worded by stating the card is flipped face-up and that boost occurs when card is face up.) Even so, I hate the card, not because it is generally OP (your points are on the mark), but because it is binary. A four-point per turn, utterly uninteractive engine is never OK. And “balancing” it by when it is drawn and the composition of an opponent’s deck just creates meaningless gameplay. I hope the card is so awkward it can never be used — because that will be better than facing it.
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I’m not fond of the Nilfgaard cards to this point either.

The Catriona (a poison engine) is another stupid, binary, remove- or- lose card. Poison is barely tolerable when it demands two cards or turns.

Battle Stations plays for broken tempo, virtually guaranteeing that NG will never trade unfavorably in round one or round two. One of the things I always enjoyed about facing NG was the strategic (rather than tactical) richness of the game. This card will likely spoil that aspect.
 
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Love Angus and Riordain, because they are very ST cards. Hostage taker seem potentially beastly. Trapmaker nothing special, maybe a hard 8 for 4 occasionally. Most of the time probably 5 for 4. Deception trap is just 9 for 7, but I think it's a cool idea, as long as the timer is not actually revealed on ambush (which it probably is). Sticky Situation, though, doesn't make any sense. I know ST is supposed to have some convoluted mechanics, but that description is just ridiculous.
 
Syndicate today! Some nice Cutups cards? Casino location? I cannot wait to be disappointed like last two patches. Hyped!
 
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