The only cards that I dislike atm are Madame luiza and Saul because both of them are way overtuned.
With this list, you’re probably playing the wrong game lol!In all honesty I could happily fill at least half of this list of NG cards. But I am going to try and offer up some worst offenders from each faction, for the sake of balance.
NR - This is hard for me since I both play this faction a lot and i feel like most of their cards are fair and rewarding. Pushed for to choose i would go for:
Vissegerd - as it can be quite annoying to see him pop up and have half a dozen charges.
Philippa: Blind Fury - at ten damage she can be a beast and with clever setup or simply luck, her random factor cushioned.
There's plently of powerful combos in the NR book; the Tridam boosts, the Voymir Revenants, the Charge Bards; but they all feel fair and defeatable to me.
If you were reading annoying as - weak, rather than strong then i would also mention Warfare/Ressuply cards - it's a shame that there's still not much that can be done with them. Maybe in future updates we'll see more cards that beef up this category.
ST - Similar to NR, I like their style of play and i find it hard to find fault. However there is one card that comes to mind:
Malena - her ability move and either negate a row-dependant unit or break up a combo of neighbouring cards each turn makes her very troublesome.
Treant Boar - Not as annoying as Malena but its persistant damage and persistant heals make it a tough card to fight, especially if there's plenty of other SK plays already present on the field.
Going with the trend i started with NR - Annoyingly weak SK cards - the trap cards. It's a shame about them as well. It used to be they were horribly broken but i hardly ever see them used and certainly don't use them myself.
SK - There's one card that stands shoulders against all others and that card is:
Sukrus - (or as my mind insists on remembering - Surkus) - a very powerful card that can negate the costs of many SK cards. At its worst when combined with the Covenant of Steel - if you don't happen to have a purify, then you're simply not getting through there.
Artis - Damaging all units by half when they are played is a powerful effect as well. It deals persistant damage to your enemy and sets up both your bloodlust and your berserker cards.
Annoyingly Weak - The Discard cards. Like the ST Trap cards they used to be OP but now they're relegated to an occassional play at best. I've only gotten my 100 wins with the Discard Leader because the recent Seasonal mode was very favorable for the SK deck i was using, even with a mostly useless Leader ability.
SN - I play this faction the least of all and see it the least of all so it might be the least accurate.
Philippa Eilhart - stealing a non-locked card for yourself is a powerful play. So long as you have the coins, you can steal yourself any card that isn't strongly boosted. And since the most powerful cards in the game tend to have low power, all the better - fewer coins needed.
Madame Luiza- thanks to her free tribute ability , she used to be on Philippa's level of annoyingness. After the change from deploy to order - we'll see.
Annoyingly weak - I'll resist the urge to say this entire faction (especially during season modes) and say - Collusion - Someone was talking about this card in a post some time ago and i agree - it's a fun card that doesn't seem to get much love or much use. Also similar to NR's Warfare, it's a shame that SN's Salamandra and Witch Hunter subcategories don't affect anything (both having only one card/combo and not an amazing one at that)
MO - Surprisingly many cards can be annoying in this faction, now that i think about it.
Caranthir - like previous poster's have pointed out his ability to spawn any gold card from your hand, most notably Kikimore Queen makes him a pain.
Keltullis - will keep destroying units on the side with fewer units. And since MO decks can always control the amount of units, essencially without cost to the user.
Ruehin - a hard to counter continuous free four points bump to your opponent's consume cards.
Yghern - similar to Ruehin - a free 13 points bump to your opponents consumers as long as it's played early enough. Although with enough setup you can play it successfully even in the last round.
Predatory Dive - due to a clear but long standing design fault, it does not actually require the user to have a unit of their own to be dostroyed - while not the most powerful, certainly one of the most annoying cards in the MO decks.
Annoyingly weak - I'm actually not sure if there is anything from this faction that fulfils this criterion - It used to be Dominate but with more cards having this effect it seems that all MO effects are workable and usable at this moment.
NG - Ah yes, the grand event. Although the other factions have some degree of annoyingness, this is definitelly the faction that has the most annoying, frustrating cards.
Cahir - a card with the potential to gain vast amounts of points every round. If you're playing a boost deck, which accounts for many MO, NR, SK, ST and even NG decks, then this card can essencially one-shot you. One of the potentially most powerful and most vesatile cards in the game. So no surprise it's in the NG deck. At least some partial nerf of this card would be great (I've written a more detailed post on this that's somewhere above in the discussion)
Yenner's Invocation - essencially a direct destroy effect without the added requirements that cheaper destroy effects usually have, which also adds the card to your deck AND guarantees that you'll get said card on your next draw, thereby removing any randomness
Vilgefrontz - destroy any chosen (undefended) card and force the other player to play a card at random, likely wasting its deploy or ranged/melee effect. Reusable with the Leader ability. Similar effect with Tibor Eggebracht.
And many more, but i'm not going
Neutral - Probably just Geralt:Yrden in this category - with one play have all the gains you've mad on a row get reset and have your opponent win the round just by having this card in their hand.
Anyways that's probably enough for one post. A bit more than just 10 but then perhaps a bit more variety to it as well. While we can all agree that NG is a pain in the ass in various combo incarnations, it's always good to remember that other factions can have OP cards too.
They are actually really good I use them on Cow carass, bleeding units who would die anyway, poisoned units to decrease the value the opponent gets from killing them and of course units that benefit from getting damaged.Honorable Mentio. Terror Crew Plunderer — Have you ever encountered a plunderer in an actual game? Exactly.
That royal Decree though1. Passiflora — generates two of the most overpowered, mindless boost engines in the game.
2. Masquerade Ball — one stupid, overplayed card that destroys the enjoyability of an entire mechanism.
3. Cahil — mindless, overpowered and symptomatic of the 0-1 mindset that ruins CCG’s.
4. Vogo’s Muzzle — why should only one “theft” card be balanced? Compared to Yennefer’s invocation and Philipa Eilhart, it should give you 10 provisions.
5. Vernossiel — enough with the Elves! Seriously, too much synergy hinges upon this one card.
6. Gerald: Yrden — a pathetic attempt to balance a dozen OP boost generators in a single card that is itself OP and too prevalent.
7. Royal Decree — a lazy player’s solution to RNG allowing poorly designed decks to shine and delevopers to throw out 0-1 solutions to poorly designed cards.
8. Muraal — because more is not always better
9. Collusion — because it’s description won’t fit on my screen.
10. Knickers — because it’s description doesn’t describe what it does.
Honorable Mentio. Terror Crew Plunderer — Have you ever encountered a plunderer in an actual game? Exactly.
I just felt like making a list of the cards that I find most annoying in Gwent. The ones that gets on my nerves and "trigger" me in one way or another. I know alot of people find certain cards or even factions or leaders annoying. But a faction is not a card, but it can be argued that a leader in a way is a card. So, what is your top 10 list of most annoying cards in Gwent at the moment?
I agree with most on your list but Damien was already reworked to be Melee only. I think he should maybe get a provision increase. You can just move him so I'd be more open adding other/better cards that move units. ST is pretty much the only faction that has numerous cards that have good synergy with their deck.
- Damien
I agree with most on your list but Damien was already reworked to be Melee only. I think he should maybe get a provision increase but even that is a bit of a reach. You can just move him so I'd be more open adding other/better cards that move units. ST is pretty much the only faction that has numerous cards that have good synergy with their deck.
Because control is sort of an underlying theme specific to NG both in game and Witcher canon I can see why it's unique to NG and I wouldn't change that. I only wish they put equal thought into the synergy of other factions lolFair points - there's definitely a gap for me on that list between the top 8 and the bottom 2. Originally, Siege was much higher on that list, due to the point swing caused by the OP Bombardment card at the end. But I've run a lot fewer of those decks after Caretaker and Treb were nerfed. If that becomes popular again, then it moves up.
My rationale for Damien is that leader ability replay is one of those insane abilities unique to NG, and even if you manage to disable him, he's often followed by Kingslayer. (And I'm guilty of running that combo when I play my Assimilate deck)
And on further reflection, Draug should be on that list.
Just lock Ruehin....most MO don't carry purify plus it has to be consumed so you can get away with removing it at the end of each round or taking out the consume unit.Some places with more than one card because they do mostly the same thing. It's about being annoying not op. Except number 7.
1. Philippa Eilhart
2. V. V. M.
3. Yennefer: Invocation
4. Ruehin (the demon that can't die)
5. Keadweni Revenant
6. Malena
7. Tinboy/Wild Boar (I have no idea why ppl still get butthurt about NG, these cards dominate all point slams, and you gotta to be like 25 ahead (good luck with that if you didn't bomb Passiflora and good luck bombing it in time with double defender) or you lose a long round. And nothing you can do. No Caretakers/Bomb Heavers for this nonsense. Especially Tinboy that gets value with as few as 5 units.)
8. Ignis (when lucky with no setup)
9. Kikimore Queen
10. all Skelige cards
Honorable mention for Philippa: Blind Fury for the pissoff potential
Some places with more than one card because they do mostly the same thing. It's about being annoying not op. Except number 7.
1. Philippa Eilhart
2. V. V. M.
3. Yennefer: Invocation
4. Ruehin (the demon that can't die)
5. Keadweni Revenant
6. Malena
7. Tinboy/Wild Boar (I have no idea why ppl still get butthurt about NG...
4-5p and power poisons cards
Damien de la tour too cheap, should cost 15p and have 2 of power.
Rot Tosser - what is even the downside of running this card?
Amusing that two of even your top three are NG cards
tbf, most of the hate towards NG is directed at one very specific and very overly abused mechanism.
it's actually a very hard card to play and fully pull off. It requires tremendously BIG BRAIN and massive planning ahead + a lot of luck