Greetings from RuGwent community, its NOD and Im here to talk about Wild Hunt archetype. Here Im gonna tell my thoughts on current situation with this archetype and about its future development. I've covered this in my YouTube video, so i wanted to share it with you guys. Let's begin ladies and gentlemen!
Main thoughts
WH - Wild Hunt, will be used as shortening to the term.
WH should be separated from current Big Monsters archetype, it should more rewarding to play and more complex.
Some WH Frost mechanics and synergies should be brought back, I mostly think that CDPR shouldn't forget the OBT and old WH. Also, Frost synergies would be more canon according to the Witcher games and books.
Let's talk about cards for this Frosty WH.
Bronze:
Let's begin with Wild Hunt Hound:
Seems a bit unfair and too powerful but this type of cards should be in game, its additional deck thinning. These cards are absolutely required for some archetypes to function. But still we pay 13 prov for total of 9 points and 1 card draw, I honestly think this card is fine and balanced and it won't break the game in its current state.
WH Riders:
Almost nothing changed at all but
Its still thinning
It has more interesting conditions
WH Navigator:
Sortish engine for WH, when immune gives stable 5 points of strength on board, with riders even more. Changing cards strength value to 3 may be too op, if I had testers and and CDPR developer employee, I would think about that, but Im not, so let's move on.
WH Warrior
Very generic bronze card with 0 of conditions done, 5 str 5 provions, 6 strength with1 of them done and 7 with both. I myself consider this card very strong, but reach 1 makes it playable and not so strong.
So we are done with bronze and we can move forward to Gold cards
Let's start with Nithral:
Very versatile card can be used for spamming units and playing 6 str for 7 prov, also triggering navigator or as nice round finisher.
Caranthir:
My thoughts on current system within 16 turns are that you should keep the frost not all of the time on field but most of the game around 12 turns in summaryб if we add Vaedemakar it's actually 13 turns of frost per game.
Imlerith Sabbath - he was sorta an outsider, when someone tries relate him to the wild hunt, so instead of his art I would Use Imlerith Wrath. Remark: I don't want Imlerith Wrath to be removed, I like the card and effect so I would love to see in game, but mb with different art. REACH 2
6 damage for 9 provions with a condition, generally good card.
Overall this concept looks great. Main problem is that we actually lack some simplistic cards like nekker warrior, that you can just pull out of the hand with no effects or slow engine effects alike thrive or nithral with board spam. This lack of open play right now makes it very uncomfortable to play wit. To compensate the issue 1-2 bronze cards without board interactions should be added to the main set for this concept to fiction fully.
There are 2 leaders versions currently.
Speaking about the idea: they have charges but for different usage.
Eredin the 1st
Eredin starts with 0 charges, he generates 2 charges for each Golden WH card and 1 charge for each WH bronze unit, maximum amout is 12 charges for game.
Pressing the leader buttom opens tab for creating a WH bronze unit.
They are:
WH hound - 4 points
WH Navigator - 4 points
Wh Rider - 8 points
WH Warrior - 6 points
After choosing the unit you create and play it. In total from this ability u get 3 unit combos for all points: Rider + Navigator/WHH. Warrior + Warrior. Or 3 Navigators and etc. t's only the top of an iceberg. This ability allows for some nice plays. This concept is only for existing bronze and can be improved in some ways (card expansions, reworks, new cards from CDPR, players additions and etc). Very flexible ability considering his current possibilities in r1/r3. Considering his ability he shall have about 11-13 Prov.
Eredin the 2nd
Ability : increase weather duration by 1, 2 charges, gain 1 charge for every golden WH unit played. Just 4 points ability to extend frost or other weather effects on the field.
What i wanted to do is to make a clear difference within monsters faction between its archetypes and say final goodbye to wretched pile of big decks mechanics list and no clear difference between them . I would love to see more styalised decks and themes around them. Leave your feedback in comment section of the article and see you next time!
P.S. video
Main thoughts
WH - Wild Hunt, will be used as shortening to the term.
WH should be separated from current Big Monsters archetype, it should more rewarding to play and more complex.
Some WH Frost mechanics and synergies should be brought back, I mostly think that CDPR shouldn't forget the OBT and old WH. Also, Frost synergies would be more canon according to the Witcher games and books.
Let's talk about cards for this Frosty WH.
Bronze:
Let's begin with Wild Hunt Hound:
Seems a bit unfair and too powerful but this type of cards should be in game, its additional deck thinning. These cards are absolutely required for some archetypes to function. But still we pay 13 prov for total of 9 points and 1 card draw, I honestly think this card is fine and balanced and it won't break the game in its current state.
WH Riders:
Almost nothing changed at all but
Its still thinning
It has more interesting conditions
WH Navigator:
Sortish engine for WH, when immune gives stable 5 points of strength on board, with riders even more. Changing cards strength value to 3 may be too op, if I had testers and and CDPR developer employee, I would think about that, but Im not, so let's move on.
WH Warrior
Very generic bronze card with 0 of conditions done, 5 str 5 provions, 6 strength with1 of them done and 7 with both. I myself consider this card very strong, but reach 1 makes it playable and not so strong.
So we are done with bronze and we can move forward to Gold cards
Let's start with Nithral:
Very versatile card can be used for spamming units and playing 6 str for 7 prov, also triggering navigator or as nice round finisher.
Caranthir:
My thoughts on current system within 16 turns are that you should keep the frost not all of the time on field but most of the game around 12 turns in summaryб if we add Vaedemakar it's actually 13 turns of frost per game.
Imlerith Sabbath - he was sorta an outsider, when someone tries relate him to the wild hunt, so instead of his art I would Use Imlerith Wrath. Remark: I don't want Imlerith Wrath to be removed, I like the card and effect so I would love to see in game, but mb with different art. REACH 2
6 damage for 9 provions with a condition, generally good card.
Overall this concept looks great. Main problem is that we actually lack some simplistic cards like nekker warrior, that you can just pull out of the hand with no effects or slow engine effects alike thrive or nithral with board spam. This lack of open play right now makes it very uncomfortable to play wit. To compensate the issue 1-2 bronze cards without board interactions should be added to the main set for this concept to fiction fully.
There are 2 leaders versions currently.
Speaking about the idea: they have charges but for different usage.
Eredin the 1st
Eredin starts with 0 charges, he generates 2 charges for each Golden WH card and 1 charge for each WH bronze unit, maximum amout is 12 charges for game.
Pressing the leader buttom opens tab for creating a WH bronze unit.
They are:
WH hound - 4 points
WH Navigator - 4 points
Wh Rider - 8 points
WH Warrior - 6 points
After choosing the unit you create and play it. In total from this ability u get 3 unit combos for all points: Rider + Navigator/WHH. Warrior + Warrior. Or 3 Navigators and etc. t's only the top of an iceberg. This ability allows for some nice plays. This concept is only for existing bronze and can be improved in some ways (card expansions, reworks, new cards from CDPR, players additions and etc). Very flexible ability considering his current possibilities in r1/r3. Considering his ability he shall have about 11-13 Prov.
Eredin the 2nd
Ability : increase weather duration by 1, 2 charges, gain 1 charge for every golden WH unit played. Just 4 points ability to extend frost or other weather effects on the field.
What i wanted to do is to make a clear difference within monsters faction between its archetypes and say final goodbye to wretched pile of big decks mechanics list and no clear difference between them . I would love to see more styalised decks and themes around them. Leave your feedback in comment section of the article and see you next time!
P.S. video
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