Categories: DiscussionGwent

Issues and Fixes for Wild Hunt

With Vampire finally getting their deserved support, it's time to talk about the other disappointing monster archetype, Wild Hunt.

Why does Wild Hunt suck?

There are two major issues, the lack of synergy with Frost and the dependency on big units due to Dominance. There are only 4 cards which can make use of Frost which is obviously not enough to make a good deck based on it. Dominance is pointless when the biggest units has 7 points. It is also too easy to play around Frost by stacking a single row.

How can this be fixed?

Simply less Dominance, more Frost. Of course row stacking and unitless decks are also a big issues. I tried my best to let the cards be the same for other decks while proposing changes.

Changes

Wild Hunt Hound – 3 BP – 4 Provisions

Dominance: At the end of your turn, boost self by 1. If there is Frost on the opposite row, always trigger the Dominance ability.

A simple change to give Frost decks a cheap engine.

**Wild Hunt Navigato****r/**Wild Hunt Warrior – 3 BP – 4 Provisions

Effect stays the same. But if there is Frost on the opposite row, always trigger the Dominance ability.

Wild Hunt Rider – 4 BP – 5 Provisions

Effect stays the same. But if there is Frost on the opposite row, always trigger the Dominance ability.

Wild Hunt Bruiser – 4 BP – 1 Armor – 5 Provisions

Deploy: Move an enemy unit to the other row. If the target moves to a row affected by Frost, damage it by 2. If there is Frost on the opposite row, move two enemy units instead.

His effect is already good. This change will give him more control over the opponent's rows. I took 1 BP to let him play as the classic 8 for 5.

Naglfar's Taskmaster – 5 BP – 5 Provisions

Deploy: Purify an enemy unit. Dominance: Purify a unit instead. If there is Frost on the opposite row, Purify two units instead.

Just a small buff. Also ignoring Dominance would probably be too strong.

Naglfar's Crew – 1 BP – 1 Armor – 5 Provisions

Deploy: Spawn Frost for 2 turns on an enemy row.Whenever an opposing unit is damaged by Frost, boost self by 1.

The buff will allow it to boost itself by 2 if there's Frost on both rows.

Winter Queen – 4 BP – 9 Provisions

Devotion: Thrive. If there is Frost on the opposite row, boost self by 1 at the end of this turn.At the end of your turn, if there is Frost on both enemy rows, Summon this unit from your deck to the Ranged row.

Basically a Wild Hunt Hound that can be summoned directly from the deck. To make up for the buff, her provision cost will be raised by 1.

Nithral – 5 BP – 8 Provisions

Order (Melee): Damage a unit by 1. Dominance: Damage a unit by 2 instead. Cooldown: 1. If there is Frost on the opposite row, always trigger the Dominance ability and gain Veil.

A very frosty looking warrior without a Frost related ability. Again, Frost allows him to ignore Dominance and Veil protects it from being locked.

Eredin Bréacc Glas – 5 BP – 10 Provisions

Deploy: Spawn Frost on an enemy row for 2 turns. Increase damage dealt by Frost by 1.

The best Frost related unit in the game and only useful in a Frost deck anyways so removing his Dominance shouldn't break the deck.

Auberon Conqueror (King) – 5 BP – 12 Provisions

Veil. Deploy: Create and play a bronze Wild Hunt unit.Whenever an enemy is damaged by Frost, boost a random allied Wild Hunt unit by 1.

This allows Auberon to generate 2 points per round unlike the other transforming cards but you also rely on Frost to damage a unit.

White Frost – Leader

Order: Move an enemy unit to the other row and Spawn Frost on its row for 1 turns. Charge: 3Frost ignores Armor.

This ability adds 15 provisions to your deck's provisions limit.

Another issue with Frost is hitting Armor. The leader will ignore Armor. Because this is a really strong buff, the leader itself will only generate 6 instead of 8 points although you will be able to move a third unit.

New support

As stated before, Frost can easily be played around by stacking units on a single row. Or by using unitless decks. To prevent this, new Wild Hunt support should have row punish or abilities that make up for this, e.g. While there is Frost on an opponent's row without units, increase Frost damage by 2. A card similar to Unseen Elder would also be nice.

Hope my suggestions are not too broken. Thanks for reading !

Gamer

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