I wanted NG to be strong this season, but not like this.
Starting with the Witchers/clog package:
Viper Witcher Mentor: loses the adrenaline condition, if you want huge pointslam for 6p, you have to earn it by putting a gold on top of your opponent's deck with Warrit or Coated Weapons.
Coated weapons: "damage an enemy unit by 5. Deathblow: if it was gold, move it to the top of the opponent's deck. If it was bronze, shuffle it in instead." This change sets up for Mentors or Cantrella the same, but makes clog far less toxic, without nerfing Kolgrim. "Move" instead of spawn means you can't use it on doomed tokens.
Viper Witcher: "Give bleeding 2 to an enemy unit. Adrenaline 6: spawn a copy on the top of the enemy's deck if it was gold, or on the bottom of it was bronze." This works with tokens, but won't clog the opponent's draws unless you set up a real combo with Warrit (see below)
Warrit Evil Eye: Melee remains unchanged, Ranged: move the bottom 3 cards from your opponents deck to the top. More interesting than current ability and makes for an actual combo if you really want to clog the top of your opponent's deck.
Regarding the above changes to the clog side of the package, differentiating between golds and bronzes, note that the only gold garbage is The Guardian (also not doomed). This niche interaction means that after Cynthia-Tibor/vilgefortz, you can put that particular token back on top.
Ivar Evil-Eye: make him 3-power. This is a small boost to tempo, and supports Amnesty/Coup-De-Gras.
Rience: add "if you control 4 mages, gain zeal"
Damien: "if you control 4 soldiers, gain zeal"
Stefan: "if you control two siege engines, gain zeal"
Vattier: "if you control 4 agents, gain zeal"
Fringilla Vigo: change text to "Deploy: damage an enemy unit by 2. For each adjacent mage/construct, repeat the deploy ability once"
Dead man's tongue should keep the ability to see the deck in order, but cost 8 or even 9 provisions.
Blightmaker is a well designed card and should remain unchanged, the problem is mage assassin.
Mage assassin "if moved to the top of your deck, move self to a random row, OR, damage a chosen enemy by 2, then banish self". (The effect is chosen) this makes the overall package a much more reasonable 9-for-5, and forces the player to choose between having more bodies to support the elder bears, or the targeted damage to support removal/seize
Anna Henrietta: add "deploy: melee, spawn and play Imperial Diviner" to add some versatility and ensure she doesn't brick. If this is too strong, maybe a Ducal Infantry instead.
Masquerade Ball: change the closing chapter to a Duchess's informant, instead of a 2nd fangs. This means the player needs to bring a second poison to get value. Informant would still trigger the dame.
Vilgefortz: Allow choosing which row the unit is summoned to, allowing you to intentionally brick your opponents row locked cards, and avoid bricking your own. Maybe an adjustment to 4 power or 10p to account for this.
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