Heist needs a nerf

Yennefer's Journey

Exactly what title says, the new heist card is very good, nothing wrong with that, but it is just so broken it is becoming an auto include in pretty much every Scotiael deck. Hand buff? Sure thing. Elf swarm? Why not. Waylay spam? Of course! The only decks that aren't running it are spellatel (more of a meme deck so im not 100% sure if it could actually run it) and traps (full control, no units to even give the 'prepared' to). And it's for a good reason. Since cargo isnt a unit you can't actually do anything about it, the only way to make your oponent unable to reuse the deploy ability is to destroy the unit is a single turn, which is not that easy even for not greedy decks. And if you don't manage to get rid of whatever your oponent is planning to reuse then you are gonna have some really bad time.

So i thought of a way to somewhat be able to give someone playing against heist a better chance: make cargo only work on units that aren't locked. It wouldn't be a huge nerf as you are locking a deploy unit and a lot of these decks run purify already but it would allow decks that don't run enough damage to be killing every gold card that hits the board a chance to at least reduce the damage that heist can do.

If any of you have other ideas i would love to talk about it as it is still a rather rough idea i got

Source: https://www.reddit.com/r/gwent/comments/12v1ww1/heist_needs_a_nerf/

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