Categories: DiscussionGwent

Fake Patch notes. Made it just for fun.

Sometimes I am getting very annoyed because the decks I play against. It's easy to blame CDPR because of the balance. Ofc it's much harder than it looks but I still think that they could do more. When I review this by myself I found at that a lot of this changes would actually backfire. Wanted to make dozens of unused cards viable and didn't really succeed. Still had a lot of fun doing it, more fun than playing the actual game recently. If you like this kind of stuff then enjoy this read and ofc you can leave your ideas below. CDPR might just look at it and use it some of it. You never know.

Patch notes 10.never

Neutral

⦁ Wolf pack: Power changed from 2 to 4. Ability changed to: Deploy: Damage an enemy by 2. If the target dies damage self by 3.

It is usable now and if beast decks are becoming a thing this might be used. Better than Elder Bear at least.

Wagenburg: Power changed from 3 to 4. Armor changed from 3 to 2.

In most scenarios armor is worth 1 point but it's not always the case. It is an armor engine now which can be deactivited with 2 point of removal.

Oxenfurt scolar: Power changed from 3 to 4.

It's only vitality so it seems right to have at least 6 points. It is still weaker than the scoia'tael counterparts.

⦁ Cutthroat: Power changed from 3 to 4.

Bleeding is so much worse than direct removal so this makes the card a little better.

Highwaymen: Ability changed to: Deploy: Damage an enemy unit by 2. If it has Armor damage it by 3 instead.

A removal for armored engines. Might be usable in some metas.

Fortune teller: Power changed from 4 to 5.

Lock and veil should be closer in value. With removing the self lock engines options and some changes veil it might become a pretty viable and useful tech.(Griffin witcher and Heavy Infantry now destroys self if cannot be locked)

⦁ Iron falcon Troubadour: Power changed from 4 to 5.

It might be very strong in certain decks. In that case nerfing the armor given is better then reverse the power change in my opinion.

⦁ Iron falcon infantry: Power changed from 4 to 3. Armor changed from 0 to 1.

Now it can grow by itself but power reduced for compensation.

⦁ Pellar: Power changed from 4 to 5.

Lock has too much power,. expecially in NG. This helps balance the odds.

⦁ Scout: Power changed from 5 to 6.

Well it has veil, but it don't really do much. It is also a soldier so might be some synergy there.

So why not?

⦁ Spring equinox: ability changed to: Purify all units on a row and boost all 1 power units on that row by 1.

This card is not used at all. Maybe with this change Monsters can use this for a combo.

Khm. Mourntart.

⦁ Thaw: Ability changed to: Boost an alied unit by 5 and give it veil.

Veil combo removed. The card is better now but Lock still has a turn to lock ur precious engines.

⦁ Caravan guard: Ability changed to: Damage an enemy unit by 2. If you control Caravan infantry damage an enemy unit by 4 instead.

It was a useless card. Now you have a chance to have a pretty great removal if the situation is right.

⦁ Strays of spalla: Power changed from 4 to 5.

Moving unit doesn't have value in a lot of cases. i don't think 1 power will change much.

⦁ Sapper: Power changed from 5 to 6.

Armor stuff got buffed by me so it's seems fine to buff tech card used against it.

⦁ Traveling merchant: Power changed from 5 to 6.

For 5 provision it still seems bad. But in some decks might prove useful.

Watchman: Power changed from 5 to 6. Shield removed. Ability changed to: Give an allied Soldier a shield.

Some soldier synergy and power buff added. Might be a really dumb idea.

Tempest: Ability changed to: Purify 3 adjacent units and damge them by 2.

Now you can wash away your own statuses. For a prize of course.

⦁ Prize winning cow: Chort power changed from 10 to 11.

A bit better.

⦁ Nivellen: Power changed from 5 to 6.

Movement doesn't good. Might be too good in a scoia'tael deck however. It's worth a try.

Iris Von Everec: Abiltiy changed to: Give an alied unit vitality (5)

Vitality can be denied. So it seems okay.

Musicians of Blaviken: Provision changed from 6 to 8. Ability changed to: Deploy: Gain randomly Shield, Doomed, Resilience or Poison. If you control Land of a Thousand Fables gain Resilience instead.

RNG cards like this should be changed. With removing the RNG it actually seems pretty good..

⦁ Berengar: Power changed from 9 to 10.

Can only be used in 1 archtype, witcher decks. Compansating this it gets 1 power.

⦁ Count Caldwell: Power changed from 10 to 11. Aristrocrat tag added.

Pretty hated character. Let's see if this changes anything at all.

Sangreal: Ability changed to: Boost 2 units by 3 and give them shield.

This should be much better.

Gimpy Gerwin: Power changed from 3 to 4.

Little bit of love for the swarm destroyer.

⦁ Vesemir: Power changed from 3 to 4. Adrenaline removed.

Overall the 3 witchers isn't very good. Little bit more flexible and stronger.

Myrgtabrakke: Power changed from 5 to 4. Abiltiy change to: Damage 3 units by 2.

Much more flexible. It can now hit your own units to activate self wound effects or to avoid a deadly igni.

Siegfried of Denesle: Power changed from 6 to 5. Ability changed to: Deploy (Melee): Purify all units on a row. Deploy (Ranged): Boost self by the number of Knight units in this row.

He might find his way into a knight deck now.

Frenzied D'ao: Power changed from 7 to 8.

Just movement buff.

Gascon: Ability changed to: Deploy (melee): Boost self by a random amount between 0 and 11. If you control Strays of Spalla Deploy: Boost self by 11 instead.

It no way you would use Gascon in a real deck. With this change it's more reliable.

⦁ Zoltan: Soundrel: Power changed from 4 to 5.

Row boost and row punish in 1 card? Yes please.

Cyprian Wiley: Power changed from 5 to 4. Ability changed to: Deploy: Banish a unit with 4 power or less.

It shouldn't be autopicked to any deck. But should change it to become a reliable removal in some metas

Manticore Venom: Provision changed from 8 to 7.

Commander's Horn: Provision changed from 8 to 7.

Merigold's Hailstorm: Provision changed from 8 to 7.

⦁ The Last Wish: Provision changed from 8 to 7.

Feels like these cards just killed with provisions. Trying to reverse that.

⦁ Vivienne: Oriole: Provision changed from 9 to 8.

It's gonna be strong but might run into high removal.

⦁ Allgod: Power changed from 4 to 5.

Still really slow. Will see how it goes.

⦁ Gregoire de Gorgon: Provision changed from 9 to 8.

Was one of the best cards once. This should help him bounce back.

⦁ Ciri: Power changed from 4 to 5.

This should make the game much more interesting.

⦁ Golden Nekker: Provision changed from 9 to 10. Ability changed to: If you starting deck does not have cards with a provision cost of 10 or more excluding itself, play the top unit, special and artifact from you deck.

Feels like this card was a little strong. Needed a little change so it excludes itself.

One-eyed Betsy: Ability changed to: Damage an enemy unit by by 4. If it has armor damage it by 7 instead

Now it's a pretty good removal against units with armor.

Regis: Bloodlust: Ability changed to: Deploy (melee): Damage an enemy unit by 4. Deathblow: Boost by the excess damage dealt then banish it

It's better damaging units below four.

Saesenthessis: Blaze: Power changed from 5 to 6.

Was too easy to remove and the order abilty isn't good enough to risk it. Now it's better.

⦁ Ocvist: Ability changed to: Damage all enemy units by 1. If you control another dragon increase damage by 1.

Can be answered but now have some dragon synergy wich really packs a punch.

The Mushy Truffle: Ability changed to: Resilience. Deploy: Spawn and play a bronze Bonded unit from your starting deck. Order: Spawn and play Golden Froth

Added a negative bonded effect to Tibor. This can be used for other NG units which would go infinite or too strong to be copied. Corrected Mushy so it won't spawn Tibor. (Tibor: Bonded: Destroy self.)

⦁ Aerondight: Ability changed to: If your starting deck have a card with "Geralt" in it's name, gain echo.

Little bit of change. Won't be weaker with Geralt but requires to built around it.

⦁ Dragon's Dream: Provision cost changed from 10 to 9.

It's a pretty good card but nobody using it. Devestation on row stack but still bad against deck with few units and bad for short rounds.

⦁ Villentretenmerth: Provision cost changed from 11 to 10.

A high punish which can be answered. Why was it 11?

⦁ Sihil: Provision cost changed from 12 to 13.

Need to change the card. People hate this card and with good reason. Buffing this card will only make the players angry.

Renfri: Starting deck requirement now at least 26 units.

There is so many units that can do the same effects like special cards. So this was not really a handicap for some factions. You have to go over the minimum deck size to use this card now.

Monsters

⦁ Nekker: Provision changed from 4 to 6. Power changed from 1 to 2. Armor changed from 0 to 1. Ability changed to: Thrive. Deploy: Spawn a base copy of this unit and summon it to this row. Barricade: Whenever a unit is destroyed during your turn boost self by 1.

With barricade it actually has a synergy with Evoulution. By moving the old vran abilty it is now a double engine.

Kikimore Warrior: Armor changed from 0 to 1.

It have a lot of potential but it was too easy to disrupt.

Bruxa: Ability changed to: Deploy: Give an enemy unit bleeding for 3 turns.

Plus 1 bleeding.

⦁ Fiend: Power changed from 3 to 4.

It was not even good enough to scrap.

Coc katrice: Power changed from 4 to 5.

Little love for the chicken.

⦁ Vran Warrior: Provision changed from 4 to 6. Power changed from 4 to 2. Armor changed from 1 to 0. Ability changed to: Before the end of your turn Consume a unit to the right.

Consume archtype need automatic engines like this to work. Bringing it back should make consume great again.

⦁ Harpy Egg: Power changed from 3 to 4. Harpy's power changed from 6 to 5.

It's less painful if it is geting locked but the consumer will get higher power as well which can be punished.

⦁ Phooca: Power changed from 4 to 3. Abilty changed to: Zeal. Order: Consume an allied unit. Barricade: refresh order at the end of your turn.

A better slyzard if it has armor to work with.

⦁ Siren: Added Zeal.

It has a pretty good value now.

⦁ Cyclops: Power changed from 4 to 3. Armor changed from 0 to 2. Ability changed to: Deploy: Remove armor from itself, then damage an enemy unit by that amount.

Added some armor syngergy.

Ice Giant: Power changed from 7 to 4. Armor changed from 0 to 1. Ablity changed to: Barricade: Spawn frost at the end of your turn on the opposite row.

Another ogroid with barricade. It's a frost engine now.

Spontenous Evolution: Ogroid abiliy changed to: Ogroid: Give all ogroids in your deck, hand and battlefield 2 armor.

Best way to actually make your ogroids work.

Wererat: Immunity. Ability changed to: Deploy: Consume an allied unit. Order: Spawn a number of rats on this row equal to the amount of boost on self, then lose a point of boost for each rat Spawned.

With Vran reintroduced Wererat needed a new ability. Now it works like a cheaper kayran which still has the old order ability.

⦁ Adda: Striga: Power changed from 5 to 4. Deploy damage increased from 2 to 3.

Now it has remove opportunity without dominance.

⦁ Tatterwing: Ability changed to: Destroy an allied unit and increase this unit's base power by the destroyed unit's base power.

Just looked at this card and it made 0 sense. They are best friends with Ozzrel now.

⦁ Idr: Adrenaline changed from 3 to 4.

Easier to use.

Sir Scratch-a-lot: Ability changed to: At the start of the game gain Immunity. Deploy: Boost self by 0. Order Increase the boost value by 2, then replay self.

I think the removed effect was the most unfair effect this card had. The evil cat had it coming.

New card: Vran General (gold): Beast. Warrior. 3 Power.7 Provision. Deploy: Boost self by 0. Increase boost by 1 whenever an allied unit consumed a unit this game.

I think consume should have a card like this to work. The game has the same effect with special. So why not consume?

Nilfgaard

  • Angry Mob: Ability changed to: Deploy: Damage an enemy unit by 2. Conspiracy boost self by 3.
    Weird card, In many situation you just might use it on one of your 1 power disloyal. In that case this card is still a 7. if you can hit something with at least 2 power then it's 8 points now.
  • Illusionist: Provision increased from 4 to 5.
    Bringing so much value and it's very versatile.
  • Mangonel: Provision changed from 4 to 5. Armor changed from 0 to 1. Ability changed to: Whenever an enemy unit gains Spying, damage it by 1.
    Trying to make spying a reliable option.
  • Seditious Aristocrat: Provision changed from 5 to 4. Deploy ability removed.
    Mangonel up, this down just to keep balance. Also now its less versatile.
  • Ard Feainn Heavy Cavalry: Ability changed to: Barricade (melee): Whenever your opponent play a card on their side of the battlefield, lose all Armor and damage it by the same amount, then lock self. If the unic cannot be locked destroy self instead.
    Making veil viable defensive option.
  • Slave driver: Provision changed from 5 to 6. Power changed from 4 to 3.
    This card is outrageous. Hope this is enough to turn it down.
  • Spotter: Power changed from 4 to 3.
    Overtuned card. I mean it was.
  • Yennefer Invocation: Provision changed from 9 to 10.
    Seems weird to have a cheaper heatwave and in some cases better. Not anymore.
  • Damien de la Tour: Power changed from 6 to 5. Armor changed from 0 to 1.
    Easier to remove with some cards. One-eyed Betsy you up.
  • Tibor Eggebracht: Ability changed to: Immunity. At the end of your turn Infuse a random enemy unit with "Whenever this unit receives a status damage self by 1". Whenever this card enters the battlefield your opponent draws a card. If your opponent has passed or their hand is full, damage self by 12 instead. Bonded: Destroy self.

A negative bonded. There was some cases when cards like Anna for example could fill the board in NG. This stoppes that nonsense. Also Tibor isn't designed to play 10 copies of it in 1 turn.

Northern Realms

  • Field Medic: Power changed from 2 to 3.
    Needs 2 units to get a full value out of it. So it seems okay to experiment a little.
  • Redanian Elite: Power changed from 1 to 4. Armor changed from 3 to 2. Ability changed to: Deploy boost self by 3. Exposed: Reset own power.
    Old one was too risky to use. This one is better.
  • Kerack Cutthroat: Abiltity changed to: Formation. Order: Give an enemy unit Bleeding (4)
    Still very slow but has better value now.
  • Temple Guard: Power changed from 3 to 4.
    Needs 3 adjecent units to use this. Come on.
  • Poor Fucking Infantry: Power changed from 3 to 4.
    It might be too good now.
  • Siege Ladder: Power changed from 4 to 5.
    1 point. Will it matter?
  • Cursed Knight: Power changed from 6 to 5. Ability changed to: Deploy: Transform an allied unit into Cursed Knight.
    Same as the Slave Infantry just in NR. Also it's cursed and knight.
  • Griffin Witcher: Ability changed to: Adrenaline 3: At the end of your turn damage a random enemy unit by 3 and lock self. If the unit cannot be locked destroy self instead.
    Veil changes
  • Forbidden Magic: Ability changed to: Damage an enemy unit by 2. Deathblow: Spawn a Kaedweni revenant and summon it to a random allied row and give it Zeal.
    You can use the Revenant right away.
  • King Belohun: Provision changed from 8 to 7. Power changed from 6 to 5.
    Cheaper. Does anyone care?
  • Nenneke: Provision changed from 9 to 8.
    Seems pretty strong. Is it possible to balance this?

Scoia'tael

  • Vrihedd Saboteur: Power changed from 3 to 4.
    You need a unit to boost and a artifact for full value. So can this be 7 points or only pointslam cards can reach that?
  • Hawker Support: Power changed from 3 to 4.
    Same
  • Ithinne Aegli: Ability changed to: Deploy: Boost a random scoia'tael unit in your hand by 6.
    More value, less consistency.
  • Saesenthessis: Provision changed from 9 to 8.
    Reconsidering this. This is a mistake..
  • Iorveth: Ability changed to: Deploy: return an allied Trap to your hand, then play a Trap. If your starting deck has a card "Saskia" in it's name Deploy: Trigger friendly units Harmony and Infuse self with Harmony instead.
    Always wanted something else to do with Iorveth than just traps. This probably OP but I just let this here because of the idea.

Skellige

  • Heymaey Herbalist: Power changed from 1 to 2.
    Seems weird that you need damaged units to use it and still can't reach the standard 7 for 4.
  • Whale Harpooner: Power changed from 2 to 3.
    Not used much. Will 1 point make a difference?
  • An Craite Armorsmith: Power changed from 2 to 3.
    7 point on damaged units.
  • Dimun Pirate Captain: Changed Bloodthirst to 1.
    Better.
  • Svalblod Ravager: Changed Bloodthirst to 1.
    Better.
  • An Craite Blacksmith: Added Zeal.
    Engine with 5 points on play now.
  • Drummond Walmonger: Power changed from 3 to 4.
    Might be too cheap option for row punish.
  • Drummond Queensguard: Provision changed from 5 to 4.
    Lose a point for damaging it, so it's a 3 power engine but can be disrupted at any moment.
  • Magic Compass: Provision changed from 8 to 9.
    Turn it down a little.
  • Hammond: Provision changed from 8 to 7.
    Movement change.

Syndicate

  • Mutant Killer: Power changed from 3 to 4.
  • Oxenfurt Naturalist: Power changed from 3 to 4.
  • Sea Jackal: Power changed from 4 to 3.
  • Stolen Mutagens: Green ability changed: Green: Boost and allied unit by 5 and give it Veil.
  • Greater Brothers: Armor changed from 5 to 6.
  • Philippa Eilhart: Provision changed from 10 to 11

Hopefully this shakes up a little the stable SY meta. Probably not.

After I finished I didn't wanted to post this but what good it's gonna do if I just let it on my PC? Ofc I can't test these changes so it is just theory. Well if you actually read this you are a chad. Have a nice day!

Gamer

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