Ok, so let's just talk about a little easy and quick Raffards math here.
26+ points: 7 (Raffards + leader), + 2 (Siege Master), + 8 (2 Mages) + 4 (2 pings) + 5 (Winch) + 2 for every mage/soldier you play by its side + eventual remove value.
3 continuous engines (Raffards + 2 Mages that also generate carryover) and 1 on point engines (Siege Master).
3 thinning (2 from Raffards and 1 from SM).
And all of that in 2 turns (and if you're on red coin there's a big chance you'll win o even)
All and all I just wanted to make this post because I really appreciate CDPR job with monthly patches (really do enjoyed the swarm love), but sometimes I just feel they stumble on the "Tunnel Drill problem' where a faction and/or a deck depends solely on a specific card to exist (i.e. Tunnel Drill) while other faction leaders/archetypes must bend to either function around it or doesn't at all.
Ps: I'm talking about a competitive perspective and I understand the game must have the appeal for the casual player who just want to jam some cards after a tiring day. But for that same guy some balance changes won't affect his fun as much and would make competitive play not feel so binary sometimes.
Ps2: No, I don't hate NR and I don't want to delete the faction (since I know this comment will come). I'm just arguing against the ideia of "1 card makes all" kind of deal across all factions.
Ps3: Raffards at 7f is extremely hard to remove. Out of range of traditional removals (5f ones), golds ones (6f like parasite/muzzle) and not high enough for not to play on tempo loss if using cards like Heathwave.
Ps4: No, this is not a critic to Alumni, this post is made only to comment on a single card and how a faction exists around it on the competitive level.
Source: https://www.reddit.com/r/gwent/comments/t8rzz7/a_little_raffards_vengeance_math/