I want to keep this thread and this post purely for ST and nothing about whining about other factions. As per CDPR's promise, every faction will get reworked and buffed (hopefully to the Gold standard NR's Gold has set). So, when it happens, there are the kind of changes I want to see, which will make ST as strong and as formidable as SK, SY, and NR (and MO which will probably will become this month end).
I don't want to give a huge list. Just a few cards.
ST Movement: Even pre-HC movement was an interesting you-can-win-one-round-and-lose-game kind of an archetype. But now there are a few cards which supports Movement archetype, but need some more love to make it strong. The recent Malena change was good, but not good enough.
Matron: (5 Provisions, 4 Power) Every allied turn, on turn end, move to the right most and boost the end on its left by 1. If Matron is on the right most, move to the other row and boost the unit on its left. (Basically, an engine which can give value even after passing, like plenty of other engines out there). This will strongly synergize with Sentinels. With this change, Movement can be viable.
Sentinels: (5 Provisions, 5 Power) Whenever an ally moves, boost it by 1. Bonded: In addition, whenever an enemy moves, damage it by 1. Sentinels is a card which is on its own useless unless there is another card which can get value out of it. Just like Tridam Infantry, who on his own is useless, but is now formidable due to the support he gets from other cards.
Malena: (6 Provisions, 5 Power) <Same ability as now).
With these changes, movement archetype can be viable and strong competitively, at least in my mind I can see it strong enough.
ST Handbuff: When all the bronzes were buffed, handbuff archetype didn't get any love. It needs a little of bit of love to get cards which need to be buffed on deploy usable.
Smuggler: (6 Provisions, 4 Power) <Same ability as above>. I know handbuff and carry over is strong, but the fact is, not all ticks is going to be a carry over. If you have to play the card that gets buffed, this bronze engine needs three turns to break even. This needs a slight buff in provisions to be as good as the plenty of other engines out there.
Half-Elf Hunter: (5 Provisions, 3 Power) Melee: Boost an Elf in hand by 2. Ranged: Boost two random units in hand by 1. Controlling more artifact is more and more useless and weak and he would probably have < 1% usage. This will make him playable and enable him with Wardancer and Marauder.
Marauder: (6 Provisions, 4 Power): Same ability
Ithlline: (11 Provisions, 5 Power): Melee: Boost a ST unit in hand by 4. Ranged: Boost 5 random units in hand by 1.
Sirissa: (8 Provisions, 4 Power): Harmony. Deploy: Damage an enemy by 2. Deathblow: Gain Zeal. Order: Boost a unit in your hand by 2. After the nerf to her and the boost to all bronzes, she is practically useless. Sweers was buffed because he can't get a target reliably after the bronze buff. She she should also get a buff.
Elf Swarm: After Isengrim's buff, it seemed like it would be awesome, but elf swarm still struggles. Elf Swarm has one power round and nothing else for another round win.
Ida: (7 Provisions, 5 Power). Melee: Destroy an enemy artifact. Ranged: Boost an ally by 2. SirPumpkn came up with an all-elf deck and in that Ida didn't make the cut. Simply because, destroying artifact can be done for free (without provision deficiency) and she needs 4 provision deficiency, which is simply unacceptable. Ida needs to be buffed.
Neophyte: (6 Provisions, 3 Power). Spawn and summon a base copy to the other row. The most important key card to elf swarm archetype is Neophyte as he can give more elves on board. But he is now a bad 4 for 4 which is unacceptable in the current meta and the direction. Also, he is a juicy feeder for all deal-2-damage-deathblow cards.
Ele'yas: (5 Power, 7 Provisions). Deploy: Boost all boosted enemies by 1, and damage all damaged enemies by 1. Eleyas is one Elf who will never make into any good deck and elves need all support possible.
Misc.
Waylay: (4 Provisions). <same ability>. An absolutely unplayable card at 6 provisions. Being at 5 provisions will help Dana to have a cheap tactic card as a filler.
Isengrim Counsil: (6 Provisions) <Same ability>. All tutors were buffed by provisions but not him. Since there is an RNG involved, this card is literally unplayable. At 6 provisions, it may see play.
Xavier: (7 Provisions, 5 Power). Whenever Xavier gets boosted, give a random ally vitality for 2 turns.
Hattori and Yerpen needs a completely new ability.
Leaders:
Brouver should have at least 15 provisions. He is a good leader crippled by the provisions. When other leaders who are much much stronger than him have more provisions, it doesn't make any sense that he has less than 15.
Fila should have 17 provisions. Fila is a good leader on red coin. Most of the times, he gets 7 units to be boosted. His ability by default discourages people to use specials and artifacts. He has so many problems and he is not as strong as many other leaders who have 16+ provisions. At 17 provisions, he would be strong and see more play.
Dana should have 17 provisions. Simply because Calanthe who is a better version of Dana has 16 provisions. It makes no sense to me for Dana having less provisions than Calanthe. She should have more than Calanthe.
There are some of the things I want to see when ST gets reworked.
I don't want to give a huge list. Just a few cards.
ST Movement: Even pre-HC movement was an interesting you-can-win-one-round-and-lose-game kind of an archetype. But now there are a few cards which supports Movement archetype, but need some more love to make it strong. The recent Malena change was good, but not good enough.
Matron: (5 Provisions, 4 Power) Every allied turn, on turn end, move to the right most and boost the end on its left by 1. If Matron is on the right most, move to the other row and boost the unit on its left. (Basically, an engine which can give value even after passing, like plenty of other engines out there). This will strongly synergize with Sentinels. With this change, Movement can be viable.
Sentinels: (5 Provisions, 5 Power) Whenever an ally moves, boost it by 1. Bonded: In addition, whenever an enemy moves, damage it by 1. Sentinels is a card which is on its own useless unless there is another card which can get value out of it. Just like Tridam Infantry, who on his own is useless, but is now formidable due to the support he gets from other cards.
Malena: (6 Provisions, 5 Power) <Same ability as now).
With these changes, movement archetype can be viable and strong competitively, at least in my mind I can see it strong enough.
ST Handbuff: When all the bronzes were buffed, handbuff archetype didn't get any love. It needs a little of bit of love to get cards which need to be buffed on deploy usable.
Smuggler: (6 Provisions, 4 Power) <Same ability as above>. I know handbuff and carry over is strong, but the fact is, not all ticks is going to be a carry over. If you have to play the card that gets buffed, this bronze engine needs three turns to break even. This needs a slight buff in provisions to be as good as the plenty of other engines out there.
Half-Elf Hunter: (5 Provisions, 3 Power) Melee: Boost an Elf in hand by 2. Ranged: Boost two random units in hand by 1. Controlling more artifact is more and more useless and weak and he would probably have < 1% usage. This will make him playable and enable him with Wardancer and Marauder.
Marauder: (6 Provisions, 4 Power): Same ability
Ithlline: (11 Provisions, 5 Power): Melee: Boost a ST unit in hand by 4. Ranged: Boost 5 random units in hand by 1.
Sirissa: (8 Provisions, 4 Power): Harmony. Deploy: Damage an enemy by 2. Deathblow: Gain Zeal. Order: Boost a unit in your hand by 2. After the nerf to her and the boost to all bronzes, she is practically useless. Sweers was buffed because he can't get a target reliably after the bronze buff. She she should also get a buff.
Elf Swarm: After Isengrim's buff, it seemed like it would be awesome, but elf swarm still struggles. Elf Swarm has one power round and nothing else for another round win.
Ida: (7 Provisions, 5 Power). Melee: Destroy an enemy artifact. Ranged: Boost an ally by 2. SirPumpkn came up with an all-elf deck and in that Ida didn't make the cut. Simply because, destroying artifact can be done for free (without provision deficiency) and she needs 4 provision deficiency, which is simply unacceptable. Ida needs to be buffed.
Neophyte: (6 Provisions, 3 Power). Spawn and summon a base copy to the other row. The most important key card to elf swarm archetype is Neophyte as he can give more elves on board. But he is now a bad 4 for 4 which is unacceptable in the current meta and the direction. Also, he is a juicy feeder for all deal-2-damage-deathblow cards.
Ele'yas: (5 Power, 7 Provisions). Deploy: Boost all boosted enemies by 1, and damage all damaged enemies by 1. Eleyas is one Elf who will never make into any good deck and elves need all support possible.
Misc.
Waylay: (4 Provisions). <same ability>. An absolutely unplayable card at 6 provisions. Being at 5 provisions will help Dana to have a cheap tactic card as a filler.
Isengrim Counsil: (6 Provisions) <Same ability>. All tutors were buffed by provisions but not him. Since there is an RNG involved, this card is literally unplayable. At 6 provisions, it may see play.
Xavier: (7 Provisions, 5 Power). Whenever Xavier gets boosted, give a random ally vitality for 2 turns.
Hattori and Yerpen needs a completely new ability.
Leaders:
Brouver should have at least 15 provisions. He is a good leader crippled by the provisions. When other leaders who are much much stronger than him have more provisions, it doesn't make any sense that he has less than 15.
Fila should have 17 provisions. Fila is a good leader on red coin. Most of the times, he gets 7 units to be boosted. His ability by default discourages people to use specials and artifacts. He has so many problems and he is not as strong as many other leaders who have 16+ provisions. At 17 provisions, he would be strong and see more play.
Dana should have 17 provisions. Simply because Calanthe who is a better version of Dana has 16 provisions. It makes no sense to me for Dana having less provisions than Calanthe. She should have more than Calanthe.
There are some of the things I want to see when ST gets reworked.