Since I'm not interested in this Gwent meta lets do some suggestions for my favorite archetype:
The Wild Hunt
To kick off lets start with the fundamentals their faction identity is wrapped around: Dominance & Frost conditions.
While nothing is wrong about these conditions it's kind of hard to pilot when you compare it to something like SK warriors.
SK warriors only condition is bloodthirst to trigger their strongest possible variant of their cardpool: simple and not hard to trigger.
Meeting 2 conditions in the WH deck is harder but also forces all kind of choices in the deckbuilder that don't support the archetype.
So for the sake of simplicity the first fundamental change I would suggest for the WH is:
Condition for card abilities: Frost only
Next thing is how frost should work currently it damages the highest unit on a row by 2 for x turns.
The last couple of patches more cards have gained armor this obviously is a big nerf to all sorts of damage cards but more so for weather.
Weather effects stack value over multiple turns the problem armor causes is that you gain nothing making it very matchup dependent to get value.
This sort of unreliability basically means you don't want to play it competitively so to improve this aspect my suggestion would be:
Frost: Damage the highest unit on row by 2: ignore armor
Last fundamental change is devotion related to the leader ability which off course should be implemented factionwide.
When your deck does fullfill to the devotion requirements my suggestion would be:
Devotion: gain 1 extra leader charge
Let's move on to the Wild Hunt cards if the card is not mentioned here it remains unchanged.
Wild Hunt Warrior
4 Provisions
3 Strength / 1 Armor
Deploy melee row: damage a unit by 2 if the row is under frost damage it by 3
Wild Hunt Hount
4 strength
4 Provisions
When there is frost on a row boost by 1 at the end of each turn
Wild Hunt Navigator
5 Provisions
4 Strength / 1 Armor
Deploy ranged row: boost an Wild Hunt unit by 3
Bonded: spawn a Wild Hunt Hount
Naglfar's crew
3 Strength
5 provisions / 1 Armor
Deploy: spawn frost for 2 turns
Devotion: whenever a Wild Hunt unit is played boost it by 1
Wild Hunt Rider
4 Strength / 1 Armor
5 Provisions
Deploy: when frost is on board summon all copies from your deck to the board
Nithral
4 Strength / 1 Armor
7 Provisions
Deploy move 3 enemy units to the opposite row and damage them by 1.
If the row is under frost deal 2 damage instead.
Imlerith's Wrath
Special card
7 Provisions
Damage an enemy unit by 6 if Imlerith is on board destroy it instead
Caranthir
5 Strength / 1 Armor
10 Provisions
Deploy: Spawn a 1 strength base copy of a Wild Hunt unit from your hand
Devotion: Deploy a 1 strength base copy of a Wild Hunt unit from your hand
Imlerith
5 Strength / 6 Armor
10 Provisions
Deploy: Damage an enemy unit by 4 if the row is under frost Duel it instead
Eredin
6 Strength / 3 Armor
12 Provisions
Deploy: Spawn frost for 2 turns
Devotion: Gain Veil and deal 1 extra frost damage
Since a full WH unit deck isn't possible right now the deck could be filled with the following cards:
White Frost
Stratagem
Spawn frost for 3 turns on a row
Ice Troll
5 Strength
5 Provisions
Deploy: extend all frost row effects for 1 turn
Ice Giant
7 Strength
6 provisions
Deploy: no ability when there is frost on board boost by 1
Jotunn
7 Strength
6 Provisions
Deploy: move an unit to a different row if this row is under frost lock it.
The Wild Hunt
To kick off lets start with the fundamentals their faction identity is wrapped around: Dominance & Frost conditions.
While nothing is wrong about these conditions it's kind of hard to pilot when you compare it to something like SK warriors.
SK warriors only condition is bloodthirst to trigger their strongest possible variant of their cardpool: simple and not hard to trigger.
Meeting 2 conditions in the WH deck is harder but also forces all kind of choices in the deckbuilder that don't support the archetype.
So for the sake of simplicity the first fundamental change I would suggest for the WH is:
Condition for card abilities: Frost only
Next thing is how frost should work currently it damages the highest unit on a row by 2 for x turns.
The last couple of patches more cards have gained armor this obviously is a big nerf to all sorts of damage cards but more so for weather.
Weather effects stack value over multiple turns the problem armor causes is that you gain nothing making it very matchup dependent to get value.
This sort of unreliability basically means you don't want to play it competitively so to improve this aspect my suggestion would be:
Frost: Damage the highest unit on row by 2: ignore armor
Last fundamental change is devotion related to the leader ability which off course should be implemented factionwide.
When your deck does fullfill to the devotion requirements my suggestion would be:
Devotion: gain 1 extra leader charge
Let's move on to the Wild Hunt cards if the card is not mentioned here it remains unchanged.
Wild Hunt Warrior
4 Provisions
3 Strength / 1 Armor
Deploy melee row: damage a unit by 2 if the row is under frost damage it by 3
Wild Hunt Hount
4 strength
4 Provisions
When there is frost on a row boost by 1 at the end of each turn
Wild Hunt Navigator
5 Provisions
4 Strength / 1 Armor
Deploy ranged row: boost an Wild Hunt unit by 3
Bonded: spawn a Wild Hunt Hount
Naglfar's crew
3 Strength
5 provisions / 1 Armor
Deploy: spawn frost for 2 turns
Devotion: whenever a Wild Hunt unit is played boost it by 1
Wild Hunt Rider
4 Strength / 1 Armor
5 Provisions
Deploy: when frost is on board summon all copies from your deck to the board
Nithral
4 Strength / 1 Armor
7 Provisions
Deploy move 3 enemy units to the opposite row and damage them by 1.
If the row is under frost deal 2 damage instead.
Imlerith's Wrath
Special card
7 Provisions
Damage an enemy unit by 6 if Imlerith is on board destroy it instead
Caranthir
5 Strength / 1 Armor
10 Provisions
Deploy: Spawn a 1 strength base copy of a Wild Hunt unit from your hand
Devotion: Deploy a 1 strength base copy of a Wild Hunt unit from your hand
Imlerith
5 Strength / 6 Armor
10 Provisions
Deploy: Damage an enemy unit by 4 if the row is under frost Duel it instead
Eredin
6 Strength / 3 Armor
12 Provisions
Deploy: Spawn frost for 2 turns
Devotion: Gain Veil and deal 1 extra frost damage
Since a full WH unit deck isn't possible right now the deck could be filled with the following cards:
White Frost
Stratagem
Spawn frost for 3 turns on a row
Ice Troll
5 Strength
5 Provisions
Deploy: extend all frost row effects for 1 turn
Ice Giant
7 Strength
6 provisions
Deploy: no ability when there is frost on board boost by 1
Jotunn
7 Strength
6 Provisions
Deploy: move an unit to a different row if this row is under frost lock it.
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