Categories: DiscussionGwent

Proper balances for many cards

Reading the other post that says gwent has become kinda aggravating makes me think why I also feel the same. And it kinda clicked in my head I think that the cards' flavour are pretty much binary as well.

Most of the time, those cards narrow the wincons into a simple pointslam or board removal without specific conditions and therefore what makes a deck good is greeding out one of the wincon or build decks that are good doing both of them.

For example, let's talk about eist warrior deck. This deck is really good on exploiting both simplified wincons by playing already balanced sk cards like dimun light longship + heymaey protector, bear witcher, etc. The addition of eist with only laughable limitation (counters 2, devotion removes the counter) disrupts the balance by providing great point slam, especially when paired with certain ability like blaze of glory.

Instead of doing that, to make it more interesting, eist can be reworked into something like artis,

"Counter: 2

Ranged: summon discarded skellige unit on your side and damage it by half of its power.

Melee: summon killed/destroyed unit on opponent side and set its power to 1.

Devotion: remove counter"

This will open an opportunity to more interesting play for sk players, exploiting both the berserk status and the bloodthirst status.

Or like viy for example, amp that things up by reworking it into:

"Deathwish: shuffle itself into the deck, discard the lowest provision deathwish unit in deck and boost viy base power by the base power of discarded unit.

Devotion: also triggers the discarded unit's deathwish."

This way viy players has to balance the carryover with overly milling itself, leaving them with the task of finding the sweet spot which units have to be left in deck and how many times they want to send back viy into the deck to win the game.

This also offers different playstyle of viy which now mainly is a heavy tutor deck.

Or like eldain:

"Ranged: For each sprung trap, banish the lowest provision unit in deck and then transform the trap into token elf power set to that unit's provision.

Melee: highest provision unit instead.

Devotion: banish any card instead."

This way, eldain can't be exploited for pointslam in a unitless deck and it rewards the st players who take a risk to build deck with more 25 cards with the risk of having bad mulligan and even can be saved from having bad mulligan by playing eldain front row for a short round.

Those three are examples, in my personal opinion, on how to add interesting complexity to the game which I think will make the game less polarizing and therefore less aggravating since many decisions a player has to make and many way for other faction to answer such decisions.

Gamer

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