Wild Hunt redesign
Ever since the Wild Hunt became an archetype I played the hell out of it, and expected it to be really good and stuff, but it turns out that it just lacks synergy, and we end up with weather decks using Wild Hunt Hounds without any other Wild Hunt units. I've taken it upon myself to redesign a couple of the Wild Hunt cards to make them more synergistic with each other.
Wild Hunt Warriors are pretty dull, boring cards at the moment. It's just simple damage, and there is no incentive to play it in a Wild Hunt deck, other than the ability to be pulled with the Wild Hunt Navigators. With my redesign, they are significantly weaker strength-wise, while preserving the removal (to make it more susceptible to removal itself) and adding Frost Synergy. Now this synergizes a lot better with Wild Hunt Navigators.
Wild Hunt Riders are pretty cool in my opinion, but yet again, they offer no synergy with the Wild Hunt other than with Wild Hunt Navigators. To fix that, I removed the Trio ability (Which was overpowered when left unanswered, and worthless if your opponent had any removal). Now the Wild Hunt Riders can buff up your Wild Hunt units in your hand, while being potential carryovers for the next round.
What do you think of my redesigns? Would these be welcome changes? What would you suggest?
Please leave me your thoughts in the comments below.
The Wild Hunt
Ever since the Wild Hunt became an archetype I played the hell out of it, and expected it to be really good and stuff, but it turns out that it just lacks synergy, and we end up with weather decks using Wild Hunt Hounds without any other Wild Hunt units. I've taken it upon myself to redesign a couple of the Wild Hunt cards to make them more synergistic with each other.
Wild Hunt Warriors are pretty dull, boring cards at the moment. It's just simple damage, and there is no incentive to play it in a Wild Hunt deck, other than the ability to be pulled with the Wild Hunt Navigators. With my redesign, they are significantly weaker strength-wise, while preserving the removal (to make it more susceptible to removal itself) and adding Frost Synergy. Now this synergizes a lot better with Wild Hunt Navigators.
Wild Hunt Riders are pretty cool in my opinion, but yet again, they offer no synergy with the Wild Hunt other than with Wild Hunt Navigators. To fix that, I removed the Trio ability (Which was overpowered when left unanswered, and worthless if your opponent had any removal). Now the Wild Hunt Riders can buff up your Wild Hunt units in your hand, while being potential carryovers for the next round.
What do you think of my redesigns? Would these be welcome changes? What would you suggest?
Please leave me your thoughts in the comments below.
Attachments
Last edited: