Now, that all the cards have been revealed, is a good time to share your final thoughts on the expansion.
I don't want to wait until i get my hands on it, because CP77 is coming mere two days after WotW (really poor timing CDPR!), so i won't be able to properly "get my hands on it" for a while.
Way of the Witcher is wilder and more creative than the previous 2 expansions, so it's difficult to guess which cards or archetipes are going to become the meta and which ones are going to become a meme.
Overall i really like this expansion - it's creative, it focuses on combos, synergies and preparation, and it supports some of the long overlooked archetipes.
I think most WotW cards are well designed, so i'll go over only those that are IMO exceptionally well designed, poorly designed or potentially problematic. Locations are all interesting and well designed IMO, but also little bit bland. Btw where is Kaer Morhen???!!!
NEUTRAL
Berengar - it's basically unconditional 9 for 6, i don't like that at all, he's just too good for how cheap and accessible he is.
Suggestion: 6prov, 4p, Deploy: Boost self by 3 for each adjacent witcher. At the end of your turn, reset, if Berengar isn't adjacent to a witcher. At the start of your turn, repeat the deploy ability, Berengar is not boosted nor damaged.
Geralt: Quen - i think tutoring your most powerfull unit and giving it shield on top of that is a bit too much.
Suggestion: Deploy: Play a bronze witcher card from your deck and give it a shield. Adrenaline 3: Play a witcher card from your deck instead.
Alzur and Cosimo - i don't like RNG cards, but it's nice to have some fun, off-meta, meme-only options. They are fine as long as they are too unreliable to be competitive, but if they become reliable enough to be competitively viable, they will be broken and will require some nerfs.
Snowdrop - obvious NG-hate card.
Idarran - this card will cause problems for sure. Carantir into any gold engine, Mobi into Redanian Archer, Scenarios, Roche in R1, Ulrich, Cerys, Igor, Azar, . . .
MONSTERS
Consume archetipe degenerated a lot sice it's glory days, so it's nice to see it return to its roots.
Evolution - the insectoid part is OK, i guess, it has some synergies so it's more than just point-slam. The beast part however is nothing but point-slam and the ogroid part is just weird and out of place.
Phooca - totaly random card, it has no synergy with anything. When it was revealed i thought: "maybe they are going for some sort of drain-and-thrive archetipe", sadly Phooca is just a nonsensical filler card.
Succubus - the art looks too cartoony. Cool ability, but it probably won't be worth the trouble.
Suggestion: 5 power, 5prov.
Koshchey - i'm afraid this guy is just going to be broken as hell. Engine that spawns engines? That can't end well.
Viy - love it! Old but cool design that promotes a different style of play.
Wererat - cool design, lot of combos and synergies. This is what MO should be like.
NILFGAARD
The reverse mill archetipe is very interesting and much Much MUCH healthier than normal mill, but i'm a bit worried about its viability. It could end up as another fun but clunky meme deck.
Alchemist - i don't like cards that can randomly steal my win conditions! It's OK if you play him as a combo with Coated Weapons or Viper Witcher, but random pulls are just toxic.
Suggestion: . . . if the opponent's card is a gold card from his starting deck, spawn a copy of it on top of opponent's deck before swapping.
Warritt - randomly stealing a win condition is toxic, beeing able to remove the randomness from "randomly stealing a win condition" is one of the worst card designs i have ever seen!
Suggestion 1: same as Alchemist - spawn a copy.
Suggestion 2: Deploy (Melee): Put the highest cost card in your deck on top of it.
Kolgrim - it's hard to say how good he'll be, or if he'll be good at all (since he's a bit matchup dependant), but i really like the design - finisher based on prep and synergy, he can be answered and he also has some extra synergies with game-prolonging cards.
Vypper - unique and possibly difficult to play, LOVE IT!
NORTHEN REALMS
NR cards are all over the place - there's support for shields, swarm, commandos and even some new stuff. Supporting different archetipes is good, but i would preffer if every faction was handled in the same way. Btw wasn Stockpile supposed to get some love?
Griffin Witcher - amazing synergy with veil.
Mentor - no synergy with anything, it's just pure f*ck NG card. Pretty poor design IMO.
Coen - very interesting card with lot of potential and posibilities. The best use will probably be boosting 1 or 2 units to around 11p and quadrupling their power with Coen+Viraxas combo. I think Viraxas should not be able to reset witchers.
Archgriffin - just like Vyi, very cool design and amazing synergy with Ranger.
Erland - interesting concept, but i think that at 12prov he's too expensive to find a place in any deck.
SCOIA'TAEL
Movement is my favourite ST archetipe, so i'm really happy to see some new movement support cards. All the combos and synergies look amazing. Unfortunately there is only one new proactive card.
Making a Bomb - trash! It would have to be usable on allied units to be playable.
Adept - probably too clunky to see any play.
Saber-Tooth - cool design that promotes unique playstyle, but on the other hand, uninteractive is never a good design choice.
Suggestion: Make Stealth a unit as well, and give both normal and stealth versions Veil.
SKELLIGE
From all the factions SK seems to be the strongest this expansion, it has the best bronzes and the best synergies with old cards. Lot of the new cards are matchup dependant, but i think the points are going to be there even in a bad matchup.
Dire Bear - unique card that requires some skill and planing to play around or to play efficiently.
Arnaghad - this one could be pretty broken in the right situation, but just like Dire Bear it can be played around. What i'm worried about is the interaction with Sukrus and Defender, forcing opponent to deal with those two first could be too much.
SYNDICATE
Self-poison is one of the most interesting archetipes, so i'm glad it's getting some love. Unfortunately this archetipe lives and dies with meta, if your opponent can use your own poisons against you, you'll just loose by default.
Abomination - this will probably be the core of a self-poison deck, i think the Adrenaline could be higher.
Salamander - the first board-wipe card in Gwent, love it!
Rayla - great finisher that requires synergy and planing to work. Shame about the interaction with Off the Books.
Suggestion: Give her one more ability: If your leader ability is Off the Books, boost self by 1 every time you pay a tribute.
Hideout - guaranteed and uninteractable poison kill as last-say, not a good idea!
Suggestion: At least limit it to moving poison between units on the same side.
Well, it turned out to be longer than i expected
I don't want to wait until i get my hands on it, because CP77 is coming mere two days after WotW (really poor timing CDPR!), so i won't be able to properly "get my hands on it" for a while.
Way of the Witcher is wilder and more creative than the previous 2 expansions, so it's difficult to guess which cards or archetipes are going to become the meta and which ones are going to become a meme.
Overall i really like this expansion - it's creative, it focuses on combos, synergies and preparation, and it supports some of the long overlooked archetipes.
I think most WotW cards are well designed, so i'll go over only those that are IMO exceptionally well designed, poorly designed or potentially problematic. Locations are all interesting and well designed IMO, but also little bit bland. Btw where is Kaer Morhen???!!!
NEUTRAL
Berengar - it's basically unconditional 9 for 6, i don't like that at all, he's just too good for how cheap and accessible he is.
Suggestion: 6prov, 4p, Deploy: Boost self by 3 for each adjacent witcher. At the end of your turn, reset, if Berengar isn't adjacent to a witcher. At the start of your turn, repeat the deploy ability, Berengar is not boosted nor damaged.
Geralt: Quen - i think tutoring your most powerfull unit and giving it shield on top of that is a bit too much.
Suggestion: Deploy: Play a bronze witcher card from your deck and give it a shield. Adrenaline 3: Play a witcher card from your deck instead.
Alzur and Cosimo - i don't like RNG cards, but it's nice to have some fun, off-meta, meme-only options. They are fine as long as they are too unreliable to be competitive, but if they become reliable enough to be competitively viable, they will be broken and will require some nerfs.
Snowdrop - obvious NG-hate card.
Idarran - this card will cause problems for sure. Carantir into any gold engine, Mobi into Redanian Archer, Scenarios, Roche in R1, Ulrich, Cerys, Igor, Azar, . . .
MONSTERS
Consume archetipe degenerated a lot sice it's glory days, so it's nice to see it return to its roots.
Evolution - the insectoid part is OK, i guess, it has some synergies so it's more than just point-slam. The beast part however is nothing but point-slam and the ogroid part is just weird and out of place.
Phooca - totaly random card, it has no synergy with anything. When it was revealed i thought: "maybe they are going for some sort of drain-and-thrive archetipe", sadly Phooca is just a nonsensical filler card.
Succubus - the art looks too cartoony. Cool ability, but it probably won't be worth the trouble.
Suggestion: 5 power, 5prov.
Koshchey - i'm afraid this guy is just going to be broken as hell. Engine that spawns engines? That can't end well.
Viy - love it! Old but cool design that promotes a different style of play.
Wererat - cool design, lot of combos and synergies. This is what MO should be like.
NILFGAARD
The reverse mill archetipe is very interesting and much Much MUCH healthier than normal mill, but i'm a bit worried about its viability. It could end up as another fun but clunky meme deck.
Alchemist - i don't like cards that can randomly steal my win conditions! It's OK if you play him as a combo with Coated Weapons or Viper Witcher, but random pulls are just toxic.
Suggestion: . . . if the opponent's card is a gold card from his starting deck, spawn a copy of it on top of opponent's deck before swapping.
Warritt - randomly stealing a win condition is toxic, beeing able to remove the randomness from "randomly stealing a win condition" is one of the worst card designs i have ever seen!
Suggestion 1: same as Alchemist - spawn a copy.
Suggestion 2: Deploy (Melee): Put the highest cost card in your deck on top of it.
Kolgrim - it's hard to say how good he'll be, or if he'll be good at all (since he's a bit matchup dependant), but i really like the design - finisher based on prep and synergy, he can be answered and he also has some extra synergies with game-prolonging cards.
Vypper - unique and possibly difficult to play, LOVE IT!
NORTHEN REALMS
NR cards are all over the place - there's support for shields, swarm, commandos and even some new stuff. Supporting different archetipes is good, but i would preffer if every faction was handled in the same way. Btw wasn Stockpile supposed to get some love?
Griffin Witcher - amazing synergy with veil.
Mentor - no synergy with anything, it's just pure f*ck NG card. Pretty poor design IMO.
Coen - very interesting card with lot of potential and posibilities. The best use will probably be boosting 1 or 2 units to around 11p and quadrupling their power with Coen+Viraxas combo. I think Viraxas should not be able to reset witchers.
Archgriffin - just like Vyi, very cool design and amazing synergy with Ranger.
Erland - interesting concept, but i think that at 12prov he's too expensive to find a place in any deck.
SCOIA'TAEL
Movement is my favourite ST archetipe, so i'm really happy to see some new movement support cards. All the combos and synergies look amazing. Unfortunately there is only one new proactive card.
Making a Bomb - trash! It would have to be usable on allied units to be playable.
Adept - probably too clunky to see any play.
Saber-Tooth - cool design that promotes unique playstyle, but on the other hand, uninteractive is never a good design choice.
Suggestion: Make Stealth a unit as well, and give both normal and stealth versions Veil.
SKELLIGE
From all the factions SK seems to be the strongest this expansion, it has the best bronzes and the best synergies with old cards. Lot of the new cards are matchup dependant, but i think the points are going to be there even in a bad matchup.
Dire Bear - unique card that requires some skill and planing to play around or to play efficiently.
Arnaghad - this one could be pretty broken in the right situation, but just like Dire Bear it can be played around. What i'm worried about is the interaction with Sukrus and Defender, forcing opponent to deal with those two first could be too much.
SYNDICATE
Self-poison is one of the most interesting archetipes, so i'm glad it's getting some love. Unfortunately this archetipe lives and dies with meta, if your opponent can use your own poisons against you, you'll just loose by default.
Abomination - this will probably be the core of a self-poison deck, i think the Adrenaline could be higher.
Salamander - the first board-wipe card in Gwent, love it!
Rayla - great finisher that requires synergy and planing to work. Shame about the interaction with Off the Books.
Suggestion: Give her one more ability: If your leader ability is Off the Books, boost self by 1 every time you pay a tribute.
Hideout - guaranteed and uninteractable poison kill as last-say, not a good idea!
Suggestion: At least limit it to moving poison between units on the same side.
Well, it turned out to be longer than i expected