#Ideas and suggestions for different cards

1 messages · Page 2 of 1

gusty steppe
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yeah thats the simplest one to go

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if there can be more flavour, there are the other options too

gusty steppe
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  1. PIONEER BATALLION (buff/rework ideas)
    (yet again) another old suggestion I've made some time before, as for this one, a very simple card with a very simple effect, which is too conditional to be even worth to play with while considering the other 1k german infantry options out there.
    So here are my ideas to make it more playable:
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1- Deployment: Give all friendly ground units +1 defense.

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2- Increased cost to 2k; Friendly ground units added or deployed get +1 defense.

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3- Increased cost to 2k; Friendly ground units have +1 defense.

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4- Increased cost to 2k; Adjacent ground units have +1 defense.

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5- Increased cost to 3k; Deployment: Give target enemy unit -1-2.

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6- Increased cost to 2k; Deployment: Give target enemy infantry unit -1-2.

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7- Now has Shock; Deal +2 damage against infantry units.

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8- Deployment: Destroy target enemy unit with cost 1 or less.

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9- Increased cost to 2k; Deployment: Destroy target enemy unit with cost 1 or less. If it is an infantry unit draw a card.

loud glade
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Stuka bolster Hello

deft leaf
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Numbers 1-4 are all pretty good

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I'd say 3 could be 1k 2op 1/3 same effect

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The notion being: you burn 1k to bolster the defense of all of your units but can't really operate it

gusty steppe
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SUPPORT COLUMN (buff ideas)
This order has an interesting concept, you can give a unit a passive effect that can make it something similar to a "10th enginners battalion" and a "Grief". But imo, it is quite bad in its current form, it would be intended for an aggro strategy or heavy artillery like deck, but its too weak and easy to dispose that is not worth to play.
So I bring some ideas to boost it up and make it a good option for different decks:

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1- Base card; Reduced cost to 0k

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2- Base card; Now it gives target unit +0+1 (similar format as case yellow) and the base effect.
(alternative changes)
a- Give a unit +0+2...
b- Give a unit +0+3...

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3- Base card; Similar to 2nd option but now it gives the unit -1+2 (it reduces the damage equal to defense gained) and then the base effect.
(alternative changes)
a- Give a unit -2+2...
b- Give a unit -3+3...

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4- Base card; Give target unit Smokescreen, and the base effect.

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5- Base card (slightly changed); Give a unit "Adjacent ground units operate for 1 less. At the start of your turn draw a card". (replaced the damage bonus for a turn based card draw)
(alternative changes) "similar to 2nd option"
a- Give a unit +0+1...
b- Give a unit +0+2...
c- Give a unit +0+3...

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6- Similar to 5th option, but with the stat modifiers of 3rd option.
(alternative changes)
a- Give a unit -1+1...
b- Give a unit -2+2...
c- Give a unit -3+3...

deft leaf
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I also like the idea of it giving defense in principle

gusty steppe
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all of them are pretty good changes for that order

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the one that I like the most is the one that reduces damage but gives defense instead

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so it changes it into a more support like unit

deft leaf
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It's an interesting concept, I don't know the historical background there

prime iron
gusty steppe
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basically support lines that deliver supplies to different lines through some fronts, so it makes sense it would be slightly reinforced but less armed to focus on the supportive tasks.

deft leaf
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Thanks guys

gusty steppe
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MOMENTUM (buff/rework ideas)
As for this order, I have mixed feeling about (mainly when I was a new player), on one hand it is pretty powerful if the enemy can't remove both of them and it can buy you one turn, kinda, on the other hand, it is too expensive for two 1k tanks (I know, they multiply like cockroaches) and it is quite easy to remove at that moment in the game, not to mention you require to either control it or none to trigger it.

So I want to share some ideas to make it a better new player option to play, as also some reworks if necessary:

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1- Reduced cost to 3k

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2- Base card; Costs -1 for each tank you control.

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3- Base card; Increased cost to 6k; Similar to 2nd option but the reduction is tied to tanks in hand.

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4- Base card; If PANZER I-B condition cannot be triggered, get 6 kredits and draw a card. (could be 5k kredits instead).

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5- Base card/Rework; Add two PANZER I-B into the battle, add two in the frontline if possible. (similar to Soviet "Line of Engagement")
(alternative version)
a- Reduced cost to 2k; Base effect idea; Costs +2 if it is not enemy controlled.

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6- Rework; Choose a tank in hand. When it is deployed, it gets +1+2 and Blitz; If the frontline is enemy controlled, it operates for 1 less. (basically the german counterpart of Hull down, but without Hull or down)
(alternative variants)
a- ....it operates for 2 less.
b- ....it operates for free.

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7- Rework; Similar to 6th option, but instead of having is operation cost reduced, it adds a copy of that unit in your hand.
(alternative variant)
a- ....shuffle a copy of it in your deck.

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8- Rework/base card: Add two PANZER I-B in the frontline if its is not enemy controlled OR add a PANZER III-J in your hand with -2 cost.

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9- Rework/base card: Choose one - Add two PANZER I-B in the frontline if it is not enemy controlled OR add two 15. AUFKLARUNG in your hand.

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10- Rework/base card; Add two PANZER I-B to the frontline if its not enemy controlled. If it is, deal 2 damage to all units there.
(alternative variant)
a- Choose one - .... (basically the same effects but now you can choose, not tied to conditional triggers).

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11- Rework; Fill your supportline with PANZER II-A (cost could be adjusted)
(alternative change)
a- .... If the frontline is enemy controlled they get Shock.

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12- Rework; Fill your supportline with PANZER I-B. (cost could be adjusted)
(alternative variants)
a- ... If the frontline is enemy controlled they get Shock.
b- ... If the frontline is enemy controlled they get +1 damage and Shock.

deft leaf
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I think just lowering the cost to 3k is pretty good. I'd say we should give it conditional blitz

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Like, 4k "add two panzer 1-B to the Frontline if the enemy does not control it. Give them blitz if you controlled it" or something along these lines

gusty steppe
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13- Base card; Besides the base effect: If you control the frontline, give them also Blitz.
(alternative change)
a- Reduced cost to 3k.
(credits to Gabrielzinho)

gusty steppe
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BUZZ BOMB (buff ideas)
(yet another) An old suggestion I've made some time ago, funnily enough, I've was really skeptical about this order tbh, but I've learn how to use it and how it can work, its not bad, but here are my old thoughts that still could be applied, maybe its not necessary, who knows:

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1- Base effect; now the draw effect triggers if you destroy an enemy unit alongside damaging the HQ.

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2- Rework; No card draw, instead you get 1 extra kredit next turn.

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3- Rework; similar to 2nd option but now the kredit gain triggers if you hit the HQ.

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4- Rework/buff; combination of both base effect 2nd option.

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5- Rework; No card draw, instead it works as a small Embargo (1 less kredit gain).

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6- Rework/buff; Has conditional card draw and th same effect as 5th option.

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(this are just old ideas, just as archive)

loud glade
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Buzz bomb is a decently good card, dosen’t need buffs

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1k draw is pretty good

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And bring able to pick up key kills is good

gusty steppe
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that's what I've learned from time to time

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only thing I would want from it is the 1st change tbh

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being able to draw when you hit an enemy unit by only if you destroy it

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but its a good card

gusty steppe
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PANZER I DAK (buff/slight rework ideas)
As for this unit, I always found it quite interesting, but really weak for what its purpose is, as it doesn't even have ambush on deployment, so instead of using this tank why not just using the PANZER II-A, same cost, same smokescreen and more defense.
With this line of though I bring some ideas for this little fella:

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1- Base card; Reduced operation cost to 0.

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2- Rework; Removed conditional, now it has Shock alonside Smokescreen.

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3- Rework; Similar to 2nd option; Gets +1 attack when it gets into the frontline.

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4- Rework; Similar to 3rd option; Attack reduced to 1.
(alternative change)
A- Base idea; defense increased to 2, similar stats to PANZER I-B.

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5- Rework; Similar to 3rd option; now it has 2/2 plus all of mentioned above. (take it as a chaotic joke, or not?)

deft leaf
deft leaf
gusty steppe
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not buffs to make it more powerful, but change it slightly by reorganizing how it works, so it is more useful and consistent, while at the same time keeping its original idea

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as far I've saw, it is not used that much

deft leaf
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Agree with me that at turn 1 there will always be a card that is more powerful than the others?

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That card will have a much higher play ratio than a card who, say, costs 6k even if this 6k card is much better than its competitors

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Simply because turn 1 is when you shrink the amount of potential game paths the most

proud basalt
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1a) tho not inherently busted, 0op will give smokescreen 8 1drops. Not very healthy

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2b) situational but not a bad buff. Literally cannot complain about this

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3c) mixed with Hirosaki, this thing is a 1k 4/2 shock. This will melt midrange decks, but does have 1hp still so there’s a trade off

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4)‘s 3c) but less/ more powerful. Not necessary changes

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5d) honestly, unironically a decent 2k 0op tank. Sustainable version of the 35(t), and provided an important curve to smokescreen

gusty steppe
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PANZER II-C (buff ideas; and an alternative rework)
yet again another unnecessary change, but anyways, this is a fine unit, basicaly a support card for veteran themed decks, but I think it could still offer a little more of power by itself, here some simple ideas and 1 big 180 turn for it:

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1- Base card; Now it has Ambush

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2- Base card; Now it has Blitz.

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3- Base card; Now it has Smokescreen.

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4- Base card; Now it has Shock.

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5- Rework/buff; Becomes veteran when 3 units become veteran.
(alternative change)
A- Applies only to friendly units.

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6- (Following 5th idea): Veteran; 3/3 1 op cost; Draw a card when your units become Veteran, then give them +2+1.
(alternative variants)
A- Base idea; Has Shock.
B- Base idea; Has Ambush.
C- Base idea; Has Fury (could have 2 op cost)

deft leaf
gusty steppe
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PANZER III-L (small buff ideas)
As for this elite, this might not even be necessary, but it would be nice if it was a little more easier to play with, only sees play from new players or as a "budget" pick from Afrikan Corps. On the other hand, it is quite slow to play with in the early game/when deployed, some changes could be made for it:

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1- Reduced operation cost to 1k. (as simple as that)

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2- Same operation cost reduction; Increased cost to 4k to compensate.

proud basalt
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At 3k it would be too good, but at 4k it’s decent

gusty steppe
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MARDER III H (buff/rework ideas)
As for this unit in particular, I'm not sure why was the reason it was reserved or if it was used a lot back then, maybe it was underused, maybe it was a bad passive effect, its current status could be only a seasonal thing to avoid mechanical clashing, either way I want to share some possible ideas for it if when it comes back:

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1- Base card; Now has smokescreen

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2- Base card/buff?; Instead of drawing a unit, draw a card.
(alternative variant)
a- Has smokescreen.

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3- Rework; When an enemy ground unit attacks, it takes 2 damage first.
(alternative variant)
a- Has Smokescreen

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4- Rework; Deal 1 damage to an enemy, if it is a tank unit deal 3 instead. (can target the HQ)
(alternative change)
a- Can only target enemy units.

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5- Rework; Deployment: Deal 1 damage to an enemy. Deals double damage against tanks.
(alternative changes)
a- Base idea; Now has Shock.
b- Instead of dealing double damage against tanks, it deals triple damage.
c- Same idea as B; Now has Shock.

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6- Rework; When a friendly ground unit is deployed draw a card. If it is an enemy ground unit deal 2 damage to it instead. (cost could be adjusted)

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7- Rework; At the start of your turn draw a card, and deal 2 damage to a random enemy (damage could be reduced to 1 and/or restricted to ground targets)
(alternative changes)
a- Base idea; Deals double damage against tanks.
b- Effect is now restricted to units. (no HQ damage)
c- Same effect as B; Deals double damage against tanks.

gusty steppe
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8- Rework; When MARDER III H destroys an enemy unit, the enemy discards a card.
(alternative changes)
a- Now has Shock
b- Now has Smokescreen
c- Has both Smokescreen and Shock (cost could be increased)

gusty steppe
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as I was going on...

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9- Rework; Deployment: Draw a card, the enemy discards a card with cost 5 or less. (cost could be increased)
(alternative changes)
a- Discard cost range reduced to 3 or less.
b- Discard a tank unit from the enemy hand.

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damn I'll be lectured

loud glade
# gusty steppe as stated, I don't know the card, not like this my last word and would be applie...

Well, lemme explain then, it was reserved because it was an extremely powerful draw engine, you could trigger with deployment effects and passives as well btw, marder was just a very strong draw for any deck that plays a significant amount of units, Heinz run it, usfl run it, jaggro run it, ger midrange run it, and probably more decks too. Because turns out now trading is always in your favor if marder is on board

loud glade
proud basalt
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give it shock KEKW

loud glade
proud basalt
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as all 3k tanks must have now

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or maybe some absolutely busted deployment effect

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ngl with all the current 3k tanks a toned-down marder wouldnt even be too strong

loud glade
proud basalt
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'the first time a friendly unit destroys an enemy this turn, draw a card'

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(and no smokescreen)

loud glade
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Honestly? Make it 2k then

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That’s a big hit

proud basalt
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meh

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it would just kinda be a stronger draw than the infantry special guy

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!2K german infantry draw

agile coyoteBOT
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Cards found: 1

gusty steppe
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10- Rework; Enemy tank units cost +1 kredits to operate.
(alternative changes)
a- Base idea; Now has Smokescreen
b- Increased effect to +2 kredits.
c- Same increase as B option; Now has Smokescreen

loud glade
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It’s a good draw engine

proud basalt
loud glade
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But it requires some setup

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And has horrible stats

proud basalt
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(if ur playing against soviets)

proud basalt
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maybe 3k 3/3 with the nerfed effect?

loud glade
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That sounds fine to me

proud basalt
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yippe germany gets consistent draw

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down with Britannia

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and rip 5-year plan

loud glade
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We need feigned backLad

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Like actually, free me boi

proud basalt
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maybe?

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I personally dont like buffing/ nerfing jaggro

loud glade
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Now

proud basalt
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but with alot of good japanese elite orders kaput

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I dunno

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If desperate measures goes, then probably

loud glade
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2 order feigned

proud basalt
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I guess

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but audacity

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bombing raid

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my precious japanese elite orders 😭

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even lightning conquest was kinda fun

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yummers

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now give it shock and watch the meta burn sad

loud glade
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Looking at it, may need to be 2/2

gusty steppe
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or a 2/3 to match panzer 38(t)

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maybe...

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2/2 or 2/3? I'll deleted it and reedit it

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as it is toned down it would be fair if it is a little thouger

proud basalt
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definitely not 2/3

gusty steppe
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so 2/2

proud basalt
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that would stick way too much for a 2 drop

gusty steppe
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fair enough

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11- Rework/nerf; Reduced damage to 2; First time a friendly unit destroys an enemy unit, draw a card. (credits to L is deuce)
(alternative change)
a- Now has Smokescreen.

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(I do wonder how many people besides the ones that writte here reads this suggestions)

deft leaf
loud glade
deft leaf
gusty steppe
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PANZERZUG 61 BP42 (buff/rework ideas)
As for this unit (which btw is my favorite one alongside the soviet BP-43), I do believe it could have some adjustments for it to be better, as it is too expensive to be really good on its own, its not bad, but it doesn't have guard like its soviet counterpart, its far too expensive both its deployment and operation, alongside the fact that you need 13 kredits to fully operate both summoned panzergrenadiers.
So here are my ideas for this big guy:

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1- Base card; Reduced cost to 8k.
(alternative changes)
a- Reduced cost to 7k.
b- Base cost; Now has Heavy armor 2.

deft leaf
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I have one for you

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On deployment, spawns one of these little tank infantries as the current version does

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And every turn in the Frontline it spawns another one and gives you one extra draw

gusty steppe
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2- Base card; Now 59. PANZERGRENADIER operates for free until end of your turn.
(alternative changes)
a- Base idea; Now it has Heavy armor 2.
b- Base idea; Now 59. PANZERGRENADIER have Shock too.
c- Base idea; A and B options combined (HA 2 for Panzerzug and Shock for panzergrenadiers)

gusty steppe
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it says: "At the start of your turn, draw a card. If this unit is in the frontline add a 59. PANZERGRENADIER (with Blitz?) in your supportline.

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3- Base card; Now 59. PANZERGRENADIERS have both Blitz and Shock (similar to 2nd options variants but without free operation).
(alternative variants)
a- Base idea; PZ BP42 has Heavy armor 2.
b- Base idea; PZ BP42 has Shock.
c- Base idea; PZ BP42 has Heavy armor and Shock.

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4- Base card/buff; Now when this unit is damaged, repeat the deployment effect.
(alternative variants)
a- Now it has Heavy armor 2.
b- Now it has Heavy armor 3. (it may be too much, oh well)

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5- Rework; Operation cost set to 3k; Now it has Blitz; When this unit attacks or moves into the frontline, set its operation cost to 5 and add a 59. PANZERGRENADIER in your supportline.
(alternative variant)
a- Now it has Heavy armor 2.

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6- Rework; At the start of your turn, draw a card. If this unit is in the frontline, add a 59. PANZERGRENADIER in your supportline. (no Blitz)
(alternative variants)
a- Now it has Heavy armor 2.
b- Now added 59. PANZERGRENADIER have Blitz.
c- Both changes from A and B variants.

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7- Rework; Deployment: Add a 59. PANZERGRENADIER in your supportline with Blitz. At the start of your turn if this unit is in the frontline, draw a card and repeat this effect. (credits to Gabrielzinho)
(alternative change)
a- Now it has Heavy armor 2.

proud basalt
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give it gaurd (for the sillies)

gusty steppe
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I would but I would be hanged as a reminder as to why germany can't have unconditional guard units

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XD

loud glade
gusty steppe
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anything but "if you control the frontline" would be good

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but can't think of one that fits the very essence of the card itself

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maybe a conditional guard when you get a unit into the frontline, but it last X amount of turns

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that could work

proud basalt
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'when this unit isnt suppressed it has guard'

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🤑

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Im so smard Hello

gusty steppe
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or even better, when it is supressed it has guard

deft yarrow
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when you control a HQ it has guard

gusty steppe
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JET PROTOTYPE (buff/rework ideas)
As for this fighter in particular, I do like a lot how it works and it design but... I really feel it lacks a lot of power for the price you pay for it and what it can (or may) do for so little, being a 5/4 fighter with Blitz and a possible 0-6 conditional operation cost, makes it a terrible option even if you build a deck around it, not to mention it has almost no synergies (besides the 35th MOUNTAIN RIFLES) which is quite insignificant (atleast for now).
So here are my ideas to make it viable and not just a meme card/dust gatherer:

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1- Base card; Now it has Shock. (still a prototype, but it should be able to overwhelm the enemy)
(alternative variant)
a- Base idea; Cannot lose Shock.

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2- Base card; Reduced operation cost to 3k; Reduced card removal to 3 cards.
(alternative variants)
a- Now it has Shock.
b- Now it has Shock and "Cannot lose Shock".

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3- Base card; Operation cost reduced to 4k; card removal similar to 2nd option; operation cost reduction increased to -2.
(alternative variants; basically the same as 2nd option ones)
a- Now it has Shock.
b- Now it has Shock and "Cannot lose Shock".

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4- Rework; Reduced operation cost to 0k; When you operate this unit, remove a card from your deck and increase its operation cost by 2. If it had an even cost reduce it by 2 instead.
(alternative variants)
a- Increased cost to 7k
b- Increased cost to 8k
(counter argument for this idea/card power, B-24D is a thing, and it is sturdier and better than this)

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5- Rework; Basically the same idea as 4th option, but now it has Shock.
(alternative variants)
a- Increased cost to 7k.
b- Increased cost to 8k.

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6- Rework; Same thing as 4th option, but now it removes 2 cards instead.
(alternative variants)
a- Increased cost to 7k.
b- Increased cost to 8k

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7- Rework; Same idea as 6th option, but now it has Shock.
(alternative variants)
a- Increased cost to 7k.
b- Increased cost to 8k.

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(credits to No.2 Ivan/Arthur/Yamada)
Even though he may not know, for the last ideas I've got inspired by the HEINKEL 280 concept he posted in Fanmade-cards)

icy knoll
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I think Jet should work with kards in hand not Deck.
Or maybe with top of the deck.
You get an immediate effect and pay an immediate price or a one turn delay.
Cards could be moved to the top of the deck with a negative effect applied (this could be used/exploited by other cards that have synergy with the moved card (or the negative effect) or just a deployment effect on it)

proud basalt
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@gusty steppe I wonder if your changes would get more reception if u added suggestion 'packs'

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or rather a collection of changes that all somehwat resemble each other

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like a 'Soviet air" package

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or even just nationalities

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like a general Japan suggestion collection

gusty steppe
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or collection?

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I can't think of any other to share this ideas through a chat that is not like this (its not efficient but it works, kinda)

proud basalt
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It’s just the fact most cards that are bad have no archetypes they slot into, or that the ones they do are fairly bad

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So if you take a portion of those cards, and dedicate an entire suggestion to those

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It could improve the cards as a whole

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Rather than 1 card in a vacuum

gusty steppe
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PROPAGANDA (buff/rework ideas)
(An old suggestion I've made back then and I bring back to archive, and maybe to share new ideas)
As for this reserved order, I always thought that a burn deck for germany was quite bad, considering that you have to discard valuable cards like countermeasures, and I can see why it was rotated in the first place.
So I think this card, as a good representative card for Germany, could have a new face for it to be used in a different way than before, here are my ideas:

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1- Rework; Increased cost to 2k; Develop a german countermeasure; Draw a card.
(alternative variant)
a- Base idea; Develop a german infantry unit.

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2- Rework; Increased cost to 2k; Develop a german countermeasure; Your HQ gets +2 defense. (would be a small but pretty good way to get some HQ healing without allies)
(alternative variant)
a- Base idea; Develop a german infantry unit.

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3- Rework; Increased cost to 3k; Deal 2 damage to an enemy unit; Develop a german countermeasure.
(alternative variant)
a- Base idea; Develop a german infantry unit.

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4- Rework; Identical to 3rd option, but now you can target any enemy unit.
(alternative change)
a- Base idea; Develop a german infantry unit.

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5- Rework; Increased cost to 2k; Give a unit +1+1; Develop a german countermeasure.
(alternative variant)
a- Base idea; Develop a german infantry unit.

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6- Rework; Increased cost to 2k; Fully repair a friendly damaged unit; Develop a german countermeasure.
(alternative variant)
a- Base idea; Develop a german infantry unit.

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7- Rework (big one); Increased cost to 7k; If in you hand, costs 2 less each time your countermeasure triggers. Deal 4 damage to an enemy. (basically a German Iron Cross (Cross of Lorraine, ba dum tss)
(alternative variant)
a- Base idea; Draw a card.

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(drum sounds)

deft leaf
deft leaf
fathom yacht
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d

formal sundial
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d indeed

proud basalt
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d

gusty steppe
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d

gusty steppe
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quick question, as I am really doubtful, would FW 200 CONDOR need a buff or is it good as it is, don't know that card but I'm not convinced enough.

gusty steppe
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so it's a good candidate?

loud glade
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Yes

gusty steppe
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ok, I'll finish my game and share the ideas

gusty steppe
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FW 200 CONDOR (buff/rework ideas)
As for this reserved unit, I couldn't really try it out when I started the game, but I always had find it bad, but terribly bad, 5k for 3 damage that can be blocked with a fighter is not good at all, and you can't even target the enemy HQ so it makes no sense at all. So to make it a better option (when it comes back) I want to share some ideas for it:

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1- Base card; Operates for free until end of your turn.
(alternative variant)
a- Now has Shock (so it can fight fighters easily, although it may be odd)

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2- Base card; Increased cost to 4k; Reduced operation cost to 0k.

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3- Base card?; Removed base deployment effect.

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4- Rework; Add a GLIDE BOMBING in your hand. (note that it doesn't have the HQ deployment effect, this is common for the rest of the Blitz variants)
(alternative variants)
a- Base idea; Reduced operation cost to 1k.
b- Base idea; Increased cost to 4k; Reduced cost to 0k.

gusty steppe
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5- Rework; Add a DIVE BOMBING in your hand. (basically the same thing as 4th option)
(alternative variants)
a- Base idea; Reduced operation cost to 1k.
b- Base idea; Increased cost to 4k; Reduced cost to 0k.

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6- Rework; At the start of your turn add a GLIDE BOMBING in your hand.
(alternative variant)
a- Base idea; Has Blitz.

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7- Rework; At the start of your turn add a DIVE BOMBING in your hand (same thing as 6th option, again)
(alternative variant)
a- Base idea; Has Blitz.

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8- Rework; Removed Blitz; Deployment: The enemy discards a card with 3 cost or less (basically a U-375 with a unit)
(alternative variant)
a- Increased cost to 5k; Increased card removal range to 5k cost or less.

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9- Rework; Deployment: Draw a card. (better(?) version of PANZER 38(t)
(alternative variant)
a- Base idea; Repeat this effect when this unit attacks and destroys an enemy unit.

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10- Rework; Increased cost to 5k; Deployment: Destroy an enemy ground unit with cost 3 or less. (cost could be adjusted)
(alternative variant)
a- Base idea; Reduced cost to 4k (?); Reduced removal range to 2k or less.

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11- Rework; Same thing as 10th option but now has Blitz.
(alternative variant)
a- Base idea; Reduced cost to 4k (?); Reduced removal range to 2k or less.

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12- Rework; Removed Blitz; Deployment: Add a SUDDEN STRIKE in your hand.
(alternative variant)
a- Base idea; Increased cost to 4k; Now has Blitz. (again)

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13- Rework; Same thing as 12th option but with EAGLE CLAWS.
(alternative variant)
a- Base idea; Increased cost to 4k; Now has Blitz. (again)

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14- Rework; Same thing again but with SUPRESSION.
(alternative variant)
a- Base idea; Increased cost to 4k; Now has Blitz. (again)

gusty steppe
#

oh

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oooooh

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didn't thought that!

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15- Rework; (following 10th idea) But now it can target Covert units.
(alternative variant)
a- Base idea; Has Blitz.

formal sundial
#

!condor

agile coyoteBOT
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Cards found: 1

deft yarrow
#

I just realized

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how much work it takes to doing all these changes

gusty steppe
#

tbh not that much

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I have some already made templates, a color palette for it (which is gray with grade 37-38 in brightness) and then the word font

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as for the ideals themselves I just take what is already in game (for each nation) and apply for the card, if it can work it works

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what takes me too much time is deciding to share the ideas

gusty steppe
#
  1. PANZERGRENADIER (buff/rework ideas)
    As for this reserved unit, I always had find it one of the worst german units you could ever use, its conditional guard is terrible as to, why would you want a guard in the frontline? the main use for them is to give "temporal health/defense" to your main HQ or important targets in the supportline, not the frontline. For its price range and complicated condition I just hate it, so I bring some ideas to make it a better card in general, both keeping the Guard aspect and just reworking entirely:
    (lots of ideas ahead)
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1- Rework; Deployment: Gets Guard if you control another 25. PANZERGRENADIER.
(alternartive variants)
a- Base idea; ... if you control a german infantry unit with cost 3 or less.
b- Base idea; ... if you control a german infantry unit with cost 3 or more.
c- Base idea; ... if you control a german infantry unit with cost 4 of more.

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2- Rework; Deployment: Gets Guard if you control a unit with 4 or more attack.

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3- Rework; Deployment: Gets Guard if there are 2 or more enemy units in the frontline.
(alternative variant)
a- Base idea; .... if there are 2 or more friendly units in the frontline.

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4- Rework; Adjacent units receive -1 combat damage. (pseudo guard like unit)
(alternative variants)
a- Adjacent units receive -1 damage. (reduces order/countermeasure damage)
b- Adjacent targets receive -1 damage. (affects the HQ)

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5- Rework; At the start of its second turn, add a 59. PANZERGRENADIER in your supportline. (it can repeat)

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6- Rework; Can only be damage by units with 3 or more attack.
(alternative variant)
a- Base idea; .... with 3 or less attack.

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7- Rework; Can only receive up to 3 damage per turn.

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8- Rework; When this unit survives a combat, add a random german infantry unit with cost 3 or less in your hand.
(alternative variant)
a- Base idea; .... in your supportline.

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9- Rework; Similar thing as 8th option but it excludes elite units.
(alternative variant)
a- Base idea; .... in your supportline.

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10- Rework; When this unit survives a combat, add a 25. PANZERGRENADIER with 1/2 in your supportline. (pseudo printer unit)

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11- Rework; Has Shock against infantry units.

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12- Rework; Receives -1 damage from orders or deployment effects. (could be higher)

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13- Rework; Deployment: Draw a card (cost could be higher)
(alternative variants)
a- Base idea; If you control a german tank, draw 2 instead.
b- Base idea; If you control a unit with 4 or more attack, draw 2 instead.
c- Base idea; If this is your unly unit draw 2 instead.

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14- Rework; Deployment: Develop a german light tank.
(alternative variant)
a- Develop a german infantry unit that costs 3 or less.

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15- Rework; At the start of your turn, this unit recovers +2 defense.
(alternative variants)
a- Base idea; Has Mobilize.
b- At the start of your turn, this unit gets Mobilize.
b- Has Mobilize; At the start of your turn, this unit gets Mobilize.

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16- Rework; Increased cost to 6k; When an enemy unit attacks, it first Fights this unit.
(alternative variant)
a- Base idea; Cost kept to 4k; When an enemy ground unit attacks, it first Fights this unit.

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17- Rework; When an enemy infantry unit attacks, it takes 1 damage first.

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18- Rework; When an enemy infantry unit deals damage, it takes 1 damage.

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19- Rework; Your HQ cannot be attacked or targeted by ground units.
(alternative variant)
a- Base idea; .... by infantry units.

deft leaf
#

Because it's conditional guard but synergizes really well with an established archetype, and puts this card as one of the members of said archetypes

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Just imagine following Feldherrnhalle rifles with 25. Panzergrenadier, then using the extra 2k to get a countermeasure or an order through

gusty steppe
#

thats the idea, that it can work with modern cards

silver path
#

!1097. VOLKSGRENADIER

agile coyoteBOT
#

Cards found: 1

silver path
#

This only works only vs units that has blitz and it's good vs Jaggro but that's it

prime iron
silver path
#

Yea

polar salmon
proud basalt
#

.

  1. Conditional guard is cool, but the conditions here are not inclusive to actually needing a guard. And with how difficult it is to combo with a 4K unit, its probably not a good change
#

.
2) pretty cool, but once again the conditions are just not helpful enough to actually consistently get when you need it.

#

.
3) Much better, these are conditions that you can actually control. Out of the two I prefer the first one

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.
4) Interesting, but way too powerful for a standard. Two of these guys hard counters commandoes, garrisons, burn and whatnot. I think it needs 'to a minimum of 1 dmg', so you cant just prevent dmg fromenemy targets.

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.
5) Isn't a format that is currently in cards, and is also fairly weak. The enemy doesnt really have to deal with it as the value it generates is largely minimal and easily negated. Instead make it get Veteran at its 2nd/ 3rd turn of the battlefield, and then make it summon a 59. grenadiers at the start/ end of your turn.

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.
6) Way too strong considering its rarity and the fact you can try buffing it a ton. All it does is further incentivize order-based removal to just circumvent this entire bs

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.
7) Once again ludicrously overpowered in any kind of buffing deck (entangelent, Aunt frieda, repair even). It would basically prevent the enemy from ever holding the frontline, and basically require suppression to fight against. At most it should get 'combat damage is reduced to 3(or 4)' otherwise it quite literally becomes invincible

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.
8) Very Solid effect that could see play. both are equally strong as you may just get a statted unit, or you get one with a deployment effect. The only problem I see is the potential to activate it multiple times a turn, which would generate too much value. Perhaps limit it to once per turn, or one tim per unit.

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.
9) Only 3 elites that follow that condition, so yeah, just a minor shrnking of the pool

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.
10) Pretty nonesense. Not point in actually buffing these 'tokens' to generate more, and unlike garrisons, japanese 2/2 guard, or riflemen, they dont do a whole lot. Maybe make it summon a 1. infantry regiment as it at least has 0 op cost

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.
11) Infantry hard counter go brrrrr

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.
12) could really match well against certain matchups, but such a large unit isnt dying to a hammer anyways, so most removal would be hard removal, so not much in the way of stopping that

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.
13) needs to be 5k at the very least. Giving germany very consitent draws can make them way too good. this also just flat out overshadows the 38(T), and havingthe chance of getting a convoy for playing an on-curve unit is frankly insane to me

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.
14) NO MORE DEVELOP FOR THE LOVE OF GOD

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.
15) Infinite mobilize is a no go. The other two are unprecedented. As for their power level, they are already the tip-top of 4K statted infantry. So I guess they would be tricky to kill. Once again, Suppression beats all, so I dunno

#

.
16) 5K 'when a ground unit...' seems to be the most balanced option. Can't have it curbstomping air decks, and once again, a 4K its alr too strong (see germany's other 4k fight target enemy unit)

#

.
17) Pretty cool idea, it doesnt exactly protect units, but rather lets them take the brunt of the damage and then punishes the attacker. It also can take a hit too

#

.
18) Commando annihilator #9285

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.
19) Yay incredibly overpowered guard unit you need to supress!!!!

mint nacelle
gusty steppe
#

EXPLOIT THE GAP (rework/buff ideas)
As for this reserved elite order, I always find it in two ways that are completely opposite as you'll see.
On one hand it could be mounstrously OP as you could put a really big unit (Tiger I, King tiger, Maus, etc.) into play for 0 cost if you fullfilled the requirements.
On the other hand it can also be a waste of credits as you cannot control which unit are you getting from your available tank pool remaining in your deck, making it terrible.
So to avoid all of that and kinda getting rid of the conditional requirement to play it, I present to you several ideas I thought for it to be a much viable and consistent order:

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(for starters, lots of these are just variants from 1 idea, with the base one being just tanks, 2nd being medium and heavy tanks, and last one being just heavy tanks.)
So in the end it'll be just a couple of changes for the base card.

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1(A)- Rework; Draw 1 of 3 top tanks from your deck; If you control the frontline give it Blitz and reduce its cost by half; Put the rest to bottom. (now that I see it could be reworded, but you get the idea)
(alternative variant)
a- Only german tanks.

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1(B)- Rework; Increased (?) cost to 5k; Draw 1 of 3 top medium or heavy tanks from your deck; If you control the frontline give it Blitz and reduce its cost by half; Put the rest to bottom.
(alternative variant)
a- Only german tanks.

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1(C)- Rework; Draw 1 of 3 top heavy tanks from your deck; If you control the frontline give it Blitz and reduce its cost by half; Put the rest to bottom.
(alternative variant)
a- Only german tanks

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2(A)- Rework; Reduced cost to 4k; Draw 1 of 3 top tanks from your deck and give it Blitz; If you control the frontline reduce its cost by half; Put the rest to bottom.
(alternative variant)
a- Only german tanks.

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2(B)- Rework; Increased (?) cost to 5k; Draw 1 of 3 top medium or heavy tanks from your deck and give it Blitz; If you control the frontline reduce its cost by half; Put the rest to bottom.
(alternative variant)
a- Only german tanks.

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2(C)- Rework; Draw 1 of 3 top heavy tanks from your deck and give it Blitz; If you control the frontline reduce its cost by half; Put the rest to bottom.
(alternative variant)
a- Only german tanks.

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3(A)- Rework; Reduced cost to 4k; Draw 1 of 3 top tanks from your deck and reduce its cost by half; If you control the frontline give it Blitz; Put the rest to bottom.
(alternative variant)
a- Only german tanks.

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3(B)- Rework; Increased (?) cost to 5k; Draw 1 of 3 top medium or heavy tanks from your deck and reduce its cost by half; If you control the frontline give it Blitz; Put the rest to bottom.
(alternative variant)
a- Only german tanks.

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3(C)- Rework; Draw 1 of 3 top heavy tanks from your deck and reduce its cost by half; If you control the frontline give it Blitz; Put the rest to bottom.
(alternative variant)
a- Only german tanks.

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4(A)- Rework; Decreased cost to 4k; Develop a tank from your deck; If you control the frontline give it Blitz and reduce its cost by half.
(alternative variant)
a- Only german tanks.

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4(B)- Rework; Develop a medium or heavy tank from your deck; If you control the frontline give it Blitz and reduce its cost by half.
(alternative variant)
a- Only german tanks.

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4(C)- Rework; Develop a heavy tank from your deck; If you control the frontline give it Blitz and reduce its cost by half.
(alternative variant)
a- Only german tanks.

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5(A)- Rework; Decreased cost to 4k; Develop a tank from your deck; If you control the frontline reduce its cost to 0. (no Blitz)
(alternative variant)
a- Only german tanks.

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5(B)- Rework; Decreased cost to 4k; Develop a medium or heavy tank from your deck; If you control the frontline reduce its cost to 0.
(alternative variant)
a- Only german tanks.

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5(C)- Rework; Decreased cost to 4k; Develop a heavy tank from your deck; If you control the frontline, reduce its cost to 0.
(alternative variant)
a- Only german tanks.

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(these really took me quite the time to make, phew)

deft leaf
#

Because even if we don't give it blitz just the fact that you got a Heavy tank out for free next turn makes the card actually worth it

gusty steppe
#

both this card and the heavy tank XD

proud basalt
#

Would say the best way to make this work is to make it do its job

#

This isn’t a draw engine but rather a very crappy wincon/ snowball

#

I think giving this develop can be very cheap as it basically give you an extra card in your deck

#

I think instead of credit cheating or 0op

#

It should give it ‘deployment: deal dmg to hq equal to its attack’

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That way you cant just use it as a vibe check for removal

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But rather as a finisher

gusty steppe
#

FLAMMPANZER (buff ideas)
I've already posted 1 single idea here before, didn't think much about and just obscured it with the H39 sWG, which was quite sad.
#1350635388666122300 message
But now I've though what could this really cool card have for it to be a more viable card and not just a cumbersome and specific tool, here are my new ideas:

loud glade
#

Could be a 3/4

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Used to be that

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And tbh could return

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Or could get 1op

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Maybe both

gusty steppe
#

nah it should only stay

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but you'll see what Ive though

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the 3/4 idea I like

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lemme blitz edit that in a sec

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1- Base card; Now it has Heavy armor 1.

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2- Base card; Increased defense to 4.
(alternative variant)
a- Now it has Heavy armor 1.

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3- Base card; Added conditional effect; Draw a card if it is an infantry (similar to pak40).
(alternative variant)
a- Now has Heavy armor 1.

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4- Base card; Draw a card. (a better version of panzer 38(t), could have +1 cost)
(alternative variant)
a- Now has heavy armor 1.

gusty steppe
#

5- Base card; This unit gets -1 operation cost if it was an infantry.
(alternative variant)
a- Now has Heavy armor 1.

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6- Base card; When this unit destroys a unit, reduce its operation cost by 1.
(alternative variant)
a- Now has Heavy armor 1.

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7- Base card; Deals double damage against infantry.
(alternative variant)
a- Now has Heavy armor 1.

proud basalt
#

If we really REALLY want to make this viable

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It needs an archetype

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I suggest making it a cheap 4 attack initiator

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Make it a 4-3

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With the effect

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‘Deployment, destroy an enemy unit that costs 1k. Lose one attack’

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Now it can still initiate 4attack buffs

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Like the 12th

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But it can’t be used to destroy an enemy unit AND combo into another 4 attack unit

loud glade
#

I dunno, just making it a 4/3 without losing it is good imo

proud basalt
#

Nah

loud glade
#

Why not

proud basalt
#

It would allow for very good early combos

loud glade
#

Not really

gusty steppe
#

it has 2 op cost

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is not that efficient

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or well...

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yeah there could be some combos

proud basalt
#

Yes but it would allow cards that require 4attack for an effect to be run easier

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And things like pontoon bridge

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Or Souma

gusty steppe
#

lot of cards that synergises with 4 attack would benefit from it

proud basalt
#

It would be a slightly less efficient m10 in terms of 4attack initiators

loud glade
#

It would be way worse still

proud basalt
#

The m10 is just quite good

loud glade
#

It is

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And making flamm a 4/3 would be fine tbh

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No drawbacks needed

proud basalt
#

I still am against that

loud glade
#

Why though

proud basalt
#

4 attack has a lot of tech that lowers op cost or cheats kredits when operating

loud glade
#

No?

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Like pontoon and the 4/4

#

Both of wich don’t really work taht much here, nor work particularly well with it

proud basalt
#

Pontoon on turn 4 while going first would be quite strong

loud glade
#

It’s just as strong with other tanks though

proud basalt
#

Yes but adding more cheap 4 attack tanks still makes doing that more consistent

loud glade
#

That’s good

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As of now it’s pretty inconsistent

proud basalt
#

Maybe because midrange decks shouldn’t be trying to control the board by turn 4?

loud glade
#

That’s kinda what they do though? Also, I don’t think 4/3 flamm would really make it into a lot exept a 4atk one

#

Which needs support anyways

proud basalt
#

I guess there’s also the problem of blitz doctrine

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Cus a 4-3 really isn’t a light tank anymore

proud basalt
loud glade
gusty steppe
#

8- Base card; Increased attack to 4; If triggered reduce this unit attack by 1.
(alternative variant)
a- Now has Heavy armor 1.

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9- Base card; Similar thing to 8th option; now it doesn't lose attack on deployment.
(alternative variant)
a- Now has Heavy armor 1.

loud glade
proud basalt
#

Or 1k units that deal -2/3 combat dmg

deft leaf
#

I see good suggestions there with making it 3op and 4atk

gusty steppe
#

88mm FLAK (buff/slight rework?)
As for this artillery, I am aware of the current trope that makes artilleries less powerful and weaker as to avoid aboslute control with buffs and such, specially with higher cost ones. But I do feel that, with the amount of removal from all nations, supression, blitz bombers and specially the new Shock mechanic, this unit is absolutely useless unless your opponen has none of those, which means you are playing against a bot.
So here are my ideas to make this iconic weapon a viable yet still balanced option for defense:

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1- Base card; Now has Smokescreen.
(alternative variant)
a- Now has Blitz.
b- Now has both Smokescreen and Blitz.

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2- Buff/Base card; Deployment: Deal 3 damage to an enemy unit.
(alternative variant)
a- Now has Smokescreen.

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3- Buff/Base card; Same thing as 2nd option but it deals 2 damage instead.
(alternative variant)
a- Now has Smokescreen.

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4- Buff/Base card; Can counterattack bombers. (cost could be increased for blitz lovers)

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5- Buff/Base card; When an enemy bombr attacks, it takes 3 damage first. (damage could be reduced to 1 or 2)
(alternative variant)
a- Increased operation cost to 3k.
b- Increased operation cost to 4k.

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6- Buff/Base card; Increased cost to 7k (or 8k); same thing as 5th option.

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7- Buff/Base card; Same thing again as 5th option, but now it affects both air units and tanks.
(alternative variants)
a- Increased operation cost to 3k.
b- Increased operation cost to 4k.

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8- Buff/base card; Increased cost to 7k (or 8k); same thing as 7th option.

proud basalt
#

thats all?

gusty steppe
#

couldn't of anything else while not making it a whole ignorable rework

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so just something simple

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but that goes accordingly to it

proud basalt
#

hmm

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None of thse seems like something anyone would use ngl

gusty steppe
#

the counterattack and smokescreen seems like the best options

proud basalt
#

Also does the 'deal 3 dmg' thing stack with the double dmg against air and tanks?

gusty steppe
#

those are the biggest flaws from this unit

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yup

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as it is from the same source

proud basalt
#

I don't see the appeal here, it costs way too much and you can suppress/ remove it if you dont like it

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oh and 2A is just a direct upgrade to the British 6K elite fighter

gusty steppe
#

technically

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but it only affects bombers or air and tanks units

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thats the idea, not every enemy unit

proud basalt
#

!6K British Elite fighter

agile coyoteBOT
#

Cards found: 2

proud basalt
#

yeah its a direct upgrade, even without the double dmg

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Maybe turn it into a covert unit?

#

I could see that being much nicer than a giant 'USE REMOVAL ON ME' sign

gusty steppe
#

9- Buff/Base card; Now has Covert. (credits to L is deuce)

#

thats an interesting concept

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when you mention the removal cards I thought... well this can't just have "Cannot be targeted by orders"

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so this is a pretty neat fix

proud basalt
#

Could

gusty steppe
#

it is almost equivalent to the 92nd naval brigade

proud basalt
#

also Coverts are all 3K units, but Since Germany only has 1, I dont see any actual problems with it

gusty steppe
#

oh right

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the 3k thing

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well it shouldn't be a big thing?

#

maybe

proud basalt
#

maybe make it a 3/2 arty with the reveal: if is the enemy's turn the unit who revealed this card is a tank or bomber, destroy it, otherwise gain +3 defense

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or a 2/2 with ambush

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that gains +1+3

gusty steppe
#

that could be a good new card for germany

proud basalt
#

I mean it still fits the flaks ambush role

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and resets itself to the normal flak if it survives

gusty steppe
#

maybe

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it sounds good

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it would have 3k or 6k?

proud basalt
#

3K?

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I mean it has to survive getting counterattacked to become a 3-4

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and it doesnt deal double dmg to tanks/ planes anymore

gusty steppe
#

10- Rework; Reduced cost to 3k; Reduced stats to 2/2; Now has Covert; Reveal: If the revealing unit is an air unit or a tank destroy it, otherwise this unit gets +1+2.

proud basalt
#

Too bad its really hard to simplify the text

gusty steppe
#

for it to be good yup, it is

proud basalt
#

Anyways can't wait to nuke a tank with this

gusty steppe
#

here comes the angel

proud basalt
#

!4K artillery

agile coyoteBOT
#

Cards found: 12, showing 1 - 5

deft leaf
#

Ambush, smokescreen, lower op cost to 1k

proud basalt
gusty steppe
#

honestly now that I think about it

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it should cost 4k

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and maybe 3 op cost

proud basalt
#

Maybe make it a 3K-3op 6-4 "can only target tanks and planes"?

gusty steppe
#

that won't be used at all hahahaha

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too specific to be useful

#

unless

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its damage is reduced to 1

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and the damage bonus is numerical instead of a multiplier

#

like "+4 or +5 damage against air and tanks units"

proud basalt
#

I mean 3K to screw over ramp* sounds like nice deal

proud basalt
#

otherwise it would be overun incredibly fast

gusty steppe
#

by being a card with lower cost it compensates it

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not that bad if it is destroyed by other unit

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atleast its not like h39 swg

proud basalt
#

Would need to be only like 3K then

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otherwise it would just kinda be deadweight

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or be traded out instantly

prime iron
#

Not historically correctKEKW

deft leaf
gusty steppe
#

by this point historical accuracy is not a thing to consider at all

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maybe for some references and some tweaks, but not as a base ground

dry comet
deft yarrow
#

longest thread now nice

gusty steppe
#

it is?

#

yay

gusty steppe
#

3.7 cm FLAK 37 (buff ideas)
Maybe this is not necessary at all, but I always though it would be nice if this unit could have something else for it. While it has 0 op cost it has 2k (which is fine) making it quite similar to its counterpart the PANZER II-A. At the same time, it would be interesting if it had an AA trait, as it is an AA mounted gun.
So here are my ideas for this little unit:

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1- Buff; Now has Shock. (now can trade cleanly with the frontline)

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2-Buff; -1 cost if the enemy controls an air unit.
(alternative variant)
a- -2 cost if the enemy controls an air unit.

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3- Buff; Now has Shock; -1 cost if the enemy controls an air unit. (similar to 2nd option)
(alternative variant)
a- -2 cost if the enemy controls an air unit.

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4- Buff; Deals +1 damage against air units.
(alternative variants)
a- Deals +2 damage...
b- Deals +3 damage...

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5- Buff; Now has Shock; similar effect as 4th option.
(alternative variants)
a- Deals +2 damage...
b- Deals +3 damage...

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6- Buff; Deals double damage against air units. (this one is really dangerous)
(alternative variant)
a- Now has Shock.

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7- Buff; It costs enemy air units +1 kredits to target or attack this unit.
(alternative variant)
a- increased to +2 kredits
b- increased to +3 kredtis (no image as it is hipotetical)

#

8- Buff/Rework; Deployment: Choose one - Pin an enemy air unit OR get Blitz.
(alterantive variant)
a- added: Pin an enemy air unit and draw a card

deft yarrow
#

someone hates brit air lol

gusty steppe
#

who doesnt

#

even brit air mains hate themselves

deft yarrow
#

brick air

gusty steppe
#

and tbh, there should be more reliable AA and AT tools for every nation

#

that also works for a general purpose

deft leaf
gusty steppe
#

EAGLE CLAWS (small buff)
As for this idea, I've already shared this before but I again add it here to archive it, the change is simple, and it is to add the option to choose to damage all units in either the enemy supportline or the frontline, so can be useful to clear early threats.

#

1- Buff; Choose one - Deal 2 damage to all units in the enemy supportline OR in the frontline.

#

2- Buff/Alternative ; Deal 2 damage to all units in the enemy supportline OR 1 damage to all in the frontline.

deft yarrow
#

since people hate brit air

#

destroy all air units in the support line?

gusty steppe
gusty steppe
#

PANZER 35(t) (nerf proposal)
As for this card, I find it one of the most toxic cheap units you could play with, similar to TYPE 94 EARLY, this unit is fairly easy to buff, has a permanent operation reduction buff (supressable obviously) which just makes it feel like another jaggro unit, so to balance it a little I propose the next idea:

#

1- Nerf/Base card; Deployment: Operates for free until end of turn if you control an infantry unit.

loud glade
gusty steppe
#

it would still be a good card

#

just not so opressive

#

it doesn't need to be that opressive

#

and if its going to be reserved, its probably going to be nerfed or changed anyway

loud glade
#

Even if it operates for free the first time

deft leaf
gusty steppe
#

thats... not a bad idea actually

#

it could solve the "permanent" free op cost

#

which would also bypass the anti deployment effects.

#

2- Nerf/Buff?; Operates for 1 less if you control an infantry unit.

#

3- Nerf/buff?; Operates for free if you control an infantry unit.

#

other option I though just now would be reducing its defense to 1

#

but I discarded that idea inmediately

proud basalt
#

Give 35(t) shock (real)

deft leaf
deft leaf
deft leaf
#

!snowstorm

agile coyoteBOT
#

Cards found: 1

proud basalt
#

If we could change rarities I think just making it a special would be sufficient

#

Because it’s the third 35(t) that always gets you

loud glade
#

So no

gusty steppe
#

snowstorm may be the exception, who knows how that would work.

deft leaf
#

I guess the devs would have to make a decision

gusty steppe
#

If they ever read this post (or this channel)

#

🤞

loud glade
silver path
agile coyoteBOT
#

Cards found: 1

gusty steppe
#

eventually I'll make up ideas for this one

deft leaf
#

Give all units: take 1 damage at the start of the round

#

Similar to detached Battalion

#

!detached

agile coyoteBOT
#

Cards found: 1

deft leaf
#

Oops

#

!separate

agile coyoteBOT
#

Cards found: 1

proper finch
deft leaf
#

Separate batallion gains stats every end of your turn. Scorched earth could be the same thing

proper finch
#

because when is OP cost relevant?
your turn
when can you play infantry?
your turn

prime iron
agile coyoteBOT
#

Cards found: 1

prime iron
gusty steppe
gusty steppe
proper finch
gusty steppe
#

its more of the same thing

proper finch
#

the version i replied to;
is stronger than before thonk

gusty steppe
#

not really?

#

deployment is permanent

#

this is not that permanent

#

it requires the presence of a unit

#

not rare but not a consistent thing

proper finch
#

only the most incompetent players will not make it "effectively permanent"

#

if you play this, you play infantry (jaggro probably)

gusty steppe
#

mostly jaggro

proper finch
#

thing is;
if you compare them;
4 cases;
A) no infantry on deployment, no infantry after -> no difference
B) infantry on deployment, infantry after -> no difference
C) infantry on deployment, no infantry after
D) no infantry on deployment, infantry after

#

i think D is easier to accomplish than C, and makes for better curves

gusty steppe
#

well, in any case there is the original nerf idea

#

but how exactly would C and D options be worded like?

proper finch
#

C is what we got now

#

D is what you worded in the second nerf suggestion

proper finch
#

it saves 2K in OP cost on a 2/2 blitz

#

currently it can save 2K+1k-per-turn

proud basalt
#

‘Deployment: target a friendly infantry unit’
‘This unit operates for free until that unit is destroyed’

#

Boom, nerf

#

But it doesn’t really nerf the 38(t) summoner

#

!20 panzer

agile coyoteBOT
#

Cards found: 1

gusty steppe
proud basalt
#

!33rd

agile coyoteBOT
proud basalt
#

Huh

#

!Recce

agile coyoteBOT
#

Cards found: 1

gusty steppe
#

!56. JÄGER REGIMENT

agile coyoteBOT
#

Cards found: 1

proud basalt
#

!1k US tank

agile coyoteBOT
#

Cards found: 2

proud basalt
#

There’s a couple of fake pincer units now

gusty steppe
#

yup, there are some hahah

proud basalt
#

I don’t see as to why the 35(t) shouldn’t be either

gusty steppe
#

its not a bad idea

#

it could both say "Operates for free" or "Operates for 1 less"

#

and have between 1 or 2 operation cost

#

depending on which effect it has

loud glade
#

2op is too much

gusty steppe
#

yeah, its too harsh

proud basalt
#

Actually make the 35(t) elite (gatekeep is real)

#

Actually make every card with blitz an elite

gusty steppe
#

haha screw you japan

#

finally I could play the game in peace

gusty steppe
#
  1. PANZERGRENADIER (buff/rework ideas)
    As for this reserved unit, I have no experience or knowledge about its use in the past, if it was good, bad, or a mid card, but as far as I know reserved card are either too powerful or too weak/underused. But as I do really like its artwork I've though some ideas for it when it comes back.
#

1- Base card; Increased cost to 3k; Now has Blitz.
(alternative variants)
a- Returned cost to 2k; Now has Shock (no Blitz)
b- Now has both Blitz and Shock (cost could be 4k?)

#

2- Rework; Deployment: If this is your only card, add a 59. PANZERGRENADIER in your hand.
(alternative variant)
a- Deployment: If this is your only unit, add a 738. JÄGER REGIMENT in your hand.

#

3- Rework; Destruction: Add a 59. PANZERGRENADIER in your hand.
(alternative variant)
a- Destruction: Shuffle a 59. PANZERGRENADIER in your deck.

#

4- Rework; Takes -1 combat damage from infantry units.
(alternative variant)
a- Takes -2 combat damage from infantry units. (cost could be increased to 3k?)

#

5- Rework; Deals double damage against infantry.
(alternative variants)
a- Now has Blitz.
b- Now has Shock.
c- Increased cost to 3k; Now has both Blitz and Shock.

deft leaf
gusty steppe
#

5/A- (continuation of 5th option)
d- Now has Fury.
e- Increased cost to 3k; Now has both Fury and Shock.

deft leaf
deft leaf
gusty steppe
#

6- Rework; Deals double damage against infantry and units with Guard. (upgraded version of 5th option)
(alternative variants)
a- Now has Blitz.
b- Increased cost to 3k; Now has Shock.
c- Increased cost to 4k; Now has both Blitz and Shock.

#

6/A- (continuation of 6th option)
d- Now has Fury.
e- Increased cost to 3k; Now has both Fury and Shock

#

7- Rework; Deployment: Target unit in the frontline must Retreat.
(alternative variants)
a- Now has Blitz.
b- Now has SHock.
c- Increased cost to 3k; Now has both Blitz and Shock.

#

8- Rework; Deployment: Target enemy unit in the frontline must Retreat (similar to 7th option).
(alternative variants)
a- Now has Blitz.
b- Now has Shock.
c- Increased cost to 3k; Now has both Blitz and Shock.

#

9- Rework; Deployment: Pin target enemy unit in the frontline.
(alternative variant)
a- Now has Shock.

#

10- Rework; Increased cost to 3k; Now has Blitz, 104. PANZERGRENADIER can move and attack the same turn. (similar to 59. PANZERGRENADIER)
(alternative variants)
a- Now has Shock.
b- Increased cost to 4k; Now has both Blitz and Shock.

#

11- Rework; Deployment: Add a BREAKTROUGH in your hand. Discard it at the end of your turn.
(alternative variants)
a- Now has Blitz.
b- Now has Shock.

#

12- Rework; Increased cost to 4k; Add a BREAKTHROUGH in your hand. (no discard)
(alternative variants)
a- Now has Shock.
b- Now has Blitz.
c- Increased cost to 5k; Now has both Blitz and Shock.

#

13- Rework; Deployment: Add a RAPID ENGAGEMENT in your hand. Discard it at the end of your turn.
(alternative variants)
a- Now has Blitz.
b- Now has Shock.
c- Increased cost to 3k; Now has both Blitz and Shock.

#

14- Rework; Increased cost to 4k; Deployment: Add a RAPID ENGAGEMENT in your hand. (no discard)
(alternative variants)
a- Now has Blitz.
b- Now has Shock.
c- Increased cost to 4k; Now has both Blitz and Shock.

#

15- Rework; Pincer: Shock (yeah)

#

16- Rework; Destruction: All your german tanks in hand cost -1 to deploy.
(alternative variants)
a- Increased cost to to 3k; Now has Blitz.
b- Increased cost to 3k; Now has Shock.
c- Increased cost to 3k; Now has both Blitz and Shock.

#

17- Rework; Deployment: Fight target enemy ground unit.

deft leaf
#

You really overdid yourself this time

gusty steppe
#

it is fun to do so

split wagon
proud basalt
#

I don't have any opinions of this

gusty steppe
proud basalt
#

Bitten off more than it can chew

gusty steppe
#

nah it is fine, it is taking a break 🚬

proud basalt
#

It ask for one last smoke before it ascended 🙏

proper finch
#

!breakthrough

agile coyoteBOT
#

Cards found: 1

gusty steppe
#

!rapid engagement

agile coyoteBOT
#

Cards found: 1

proper finch
gusty steppe
#

yeah, sorry

#

you can make it as a list, then you'd go editing it

gusty steppe
#
  1. GEBIRGSJÄGER (nerf/buff? ideas)
    As for the current meta and card, Alpine decks are not that powerful considering both heavy removals, control, and supress, which are the worst enemies for Alpine units, but I do believe that as it is too common and "easy" to stack, it can be really overwhelming if you happen to not have/run out of tools to deal with it. So here are my ideas to change it.
#

1- Nerf; Gets +1+1 the first time you add or deploy an Alpine unit. (it cannot be buffed indefenitely)
(alternative variants/compensation)
a- Now has Shock.
b- Now has 3 attack.
c- Now has 3 attack and Shock.

#

2- Nerf/buff?; Reduced cost to 2k. (same change as 1st option)
(alternative variants/compensation)
a- Now has Shock.
b- Now has 3 attack.
c- Now has 3 attack and Shock.

loud glade
#

Honestly this card is fine rn

#

If anything you’d need a way to make alpine go fast if you want it to see play

formal sundial
#

!alpine move attack same turn

agile coyoteBOT
#

Cards found: 1

formal sundial
#

This should help with it but at the same time it just doesn't

#

!alpine blitz

agile coyoteBOT
#

Cards found: 2

formal sundial
#

hmm

gusty steppe
#

I mean, the idea is not help the card, but adjust it to avoid big snowballs, as it has a common rarity (yeah yeah, supression exists)

formal sundial
#

Is this the record for longest suggestion?

deft leaf
gusty steppe
#

it is slow, but it is devastating if you do not have enough tools/luck to beat it fast

#

and this card is one of the most problematic from it

gusty steppe
#

but yeah technically it is

gusty steppe
#
  1. GEBIRGSJÄGER (buff ideas)
    Contrary to 13. regiment, this unit is quite weak and dissapointing considering its stats, class and rarity, with the only thing positive about it besides being Alpine is the 2k cost. Its not a bad unit, but it could do better for an special unit, so it can do more than just die in the first combat it gets involved, and also as a potential unit to pick of any other non-Alpine deck.
    Here are my ideas for it:
#

1- Buff; Now has Shock.
(alternative variants)
a- Now has Ambush.
b- Now has both Shock and Ambush.
c- Increased cost to 3k; Now has both Shock and Ambush.

#

2- Buff/Slight rework?; Cannot be targeted by enemy orders or deployment effects.

#

2/A- Buff (following 2nd option); Now has Shock.
(alternative variants)
a- Now has Ambush.
b- Now has both Shock and Ambush.
c- Increased cost to 3k; Now has both Shock and Ambush.

#

3- Base card; Increased damage to 3.

#

3/A- Buff (following 3rd option); Now has Shock.
(alternative variants)
a- Now has Ambush.
b- Now has both Shock and Ambush.
c- Increased cost to 3k; Now has both Shock and Ambush.

#

4- Buff (following 2nd option); Increased damage to 3.

#

4/A- Buff (following 4th option); Now has Shock.
a- Now has Ambush.
b- Now has both Shock and Ambush.
c- Increased cost to 3k; Now has both Shock and Ambush.

deft leaf
#

This card's biggest problem is that it requires setup, but having it as setup for other alpine units would be goated

gusty steppe
#

that is a good idea

deft leaf
gusty steppe
#

5- Buff; Reduced cost to 1k; Reduced damage to 2. (credits to Gabrielzinho)

#

5/A- (5th option variants)
a- Now has Shock.
b- Now has Ambush.
c- Now has both Shock and Ambush.
d- Returned cost to 2k; Now has both Shock and Ambush.

#

6- Buff; Reduced cost to 1k; Reduced damage to 2; Cannot be targeted by enemy orders or deployment effects. (slighlty changed version of Gabrielzinho)

#

6/A- (6th option variants):
a- Now has Shock.
b- Now has Ambush.
c- Now has both Shock and ambush (maybe its too much for 1k)
d- Returned cost to 2k; Now has both Shock and Ambush.

icy knoll
#

It could turn veteran with blitz after some alpine deployments.
Maybe the text could be changed to "cannot be targeted." If it is from both deployment and orders?

proud basalt
#

a 1K 2/2 alpine that can't be targeted by orders does not seem healthy

#

If u want to make a unit that starts the alpine chain

#

Don't give it Alpine

#

but instead give it 'your 141 GEBIRGSJAGER have alpine'

#

that way it cant just be chained on turn 5 to make a 5/5 for 1K that cant be targeted by orders

deft leaf
gusty steppe
#

and any indirect damage by orders too

#

and deployment effects

proud basalt
#

still massive powercreep

icy knoll
#

"Becomes veteran if it's":
" the Nth+ alpine deployed" or
"the Nth+ alpine on the battlefield" or
"the second GEBIR deployed"

Stat check and more synergies

gusty steppe
gusty steppe
#

GEBIRGS-PIONIER 95 (nerf/buff?? ideas)
As for this reserved unit, it was quite sad when it was reserved as it was one of my first key specials, but it is logical that it had to go into the abyss as it was really powerful (and common to use), so I though some ways it could be adressed when it may come back in a future.
Here are my ideas:

#

1- Nerf; Increased cost to 2k
(alternative variant)
a- Also increased defense to 2 (to compensate?)

#

1/A- (following previous change) Now it has Ambush OR Smokescreen.
(alternative variants)
a/b- Increased defense to 2.

#

2- Nerf; Increased cost to 3k.
(alternative variants)
a- Increased defense to 2.
b- Increased defense to 3.

#

2/A- (following 2th changes) Now has Ambush OR Smokescreen.

#

2/B- Ambush/Smokescreen; Increased defense to 2.

#

2/C- Ambush/Smokescreen; Increased defense to 3.

#

3- Nerf?/Meme change; Now has Guard.
(cannot be guarded anymore, technically)

#

3/A- (following previous meme) Increased cost to 2k.
(alternative variant)
a- Increased defense to 2.

#

3/B- Guard; Increased cost to 3k.
(alternative variants)
a- Increased defense to 2.
b- Increased defense to 3.

#

(last ones are a mix in between a serious suggestion and a joke, but it could work, I suppose)

bold plank
#

do u suppose

gusty steppe
#

I do

proud basalt
#

Gebrigs in its current state should not exist in any capacity in KARDS

#

Most of Germany's kredit cheating/ gaining cards have been axed, and for good reason

#

Really the only way I see it existing is if it damaged itself and then gain a kredit slot

deft leaf
#

I strongly oppose giving this one smokescreen

#

Would target keep the effect, keep it 1k and increase defense as the expense of the attack

gusty steppe
deft leaf
arctic storm
gusty steppe
#

4- Buff/Nerf; Reduced damage to 0.
(credits to Gabrielzinho) ; (alternative variants)
a- Increased defense to 2.
b- Increased defense to 3.
(basically an economic focused unit)

#

it took me some time to upload as I was busy lol

#

4/A- (following 4th option) Increased cost to 2k.
(alternative variants)
a- Increased defense to 2.
b- Increased defense to 3.

#

4/B- (following 4th option) Increased cost to 3k.
(alternative variants)
a- Increased defense to 2.
b- Increased defense to 3.

loud glade
#

By now you’ve killed this guy in so many ways

gusty steppe
#

well it was reserved for something isn't?

loud glade
#

Only playable ones are the 1k ones

loud glade
#

Just to limit kred cheating

gusty steppe
#

the kredit cheating makes it good then

#

not as a unit but as a tool

#

thats why I add the increased cost idea

loud glade
#

It was a rotation out of principal from what I understand

#

If you make it more expensive it’s literally just a worse war machine

gusty steppe
#

maybe 2k/3k with 2 or 3 defense is good enough

loud glade
#

Definitely not

#

As a 2k 1/3 its playable

#

The rest of the options are just outright trash

gusty steppe
#

sounds reasonable

#
  1. INFANTRY REGIMENT (slight buff)
    As for this unit, I don't think is bad at all, very solid for its price range, and its passive effect does balance it enough for it to not be broken, the idea is relatively simple while following one of german archetypes.
#

1- Buff; Now it has Alpine.

#

(why? well it has winter clothing so why not making it pair with winter/mountain units)

deft leaf
gusty steppe
#

bah, well it was just a loose idea

polar salmon
# gusty steppe bah, well it was just a loose idea

I have a suggestion for the 3k 3/3 2OP special bomber that has the deployment cant attack the hq on this turn.

The buff is to make the deployment effect write this

deployment: This unit can't attack the enemy hq this turn, reduce the operation cost by 2 for this turn.

loud glade
gusty steppe
#

I do wonder how it would be changed with the new rotation

gusty steppe
polar salmon
#

The same idea?

gusty steppe
#

yup

polar salmon
#

Nice

#

Where can I upvote it

gusty steppe
#

try searching it in the search bar

#

condor and my name

#

how it would be... "from:"?

#

like: condor from: JhonathanDj

#

maybe it is typed differently in english

astral sky
#

Like a otk

#

Cause it's passive means you lose out on one extra alpine buff

proud basalt
#

Literally nothing

gusty steppe
#

quick question, Pincer units in reserve (as they are all there) would need some type of nerf/buff/rework on them? were they busted or weak?

#

on the surface some seem pretty bad and others ok at best

proud basalt
gusty steppe
#

mh, so those may just be good candidates for proper adjustments

polar salmon
proud basalt
#

and fringe cases with T-28

#

theres 4 then

polar salmon
#

!please

agile coyoteBOT
#

Search language: EN. No cards found...

proud basalt
#

!pincer 2K brit

agile coyoteBOT
#

Cards found: 2

proud basalt
#

these 2

#

and T-28

gusty steppe
#
  1. JÄGER REGIMENT (buff ideas)
    One of the now reserved german unit with Pincer keyword, I have no idea if this was used a lot or not, maybe it was quite bad and even more now that there exists 62. INFANTRY REGIMENT which does the same but better.
    But I do believe as for a Pincer card it could be quite useful if used in certain types of deck, it would only need some tweaks.
    So here are my ideas for this card, if it ever comes to see day light again:
#

1- Buff; Now it has Blitz
(alternative variants)
a- Now it has Shock.
b- Now it has both Blitz and Shock.
(it would just works like a 15th Cavalry regiment and I don't like it tbh)

#

1/A- (following previous Blitz option) Increased cost to 2k.
(alternative variants)
a- Now has both Blitz and Shock.
(to avoid making it a 15th jaggro regiment)

#

2- Buff/Rework?; Destruction: Add a 1. INFANTRY REGIMENT in your hand.
(alternative variant)
a- Destruction effect triggers if Pincer active.

#

3- Buff/Rework?; Destruction: Add a copy of this unit in your hand. (not a good idea, just a base one)
(alternative variant)
a- Destruction: Shuffle a copy of this unit in your deck.

#

4- (following 3th option) Destruction: If Pincer active. Add a copy of this unit in your hand.
(alternative variant)
a- Destruction: if Pincer active. Shuffle a copy of this uni in your deck.

#

5- Buff/Rework?; Added: "Gets +1+2 if Pincer partner is destroyed."
(alternative variants)
a- Now has Blitz.
b- Now has Shock.
c- Now has both Blitz and Shock.
(cost could be increased to 2)

#

5/A- (following 5th option) Reduced stat gain to +1+1 instead.
(alternative variants)
a- Now has Blitz.
b- Now has Shock.
c- Now has both Blitz and Shock.
(cost could also be increased to 2)

loud glade
#

Definitely dosen’t need buffs

#

1k op cost reduction with a body is just generally good

deft leaf
#

OG unit swapping the pincer for a deployment effect would be real nice

polar salmon
#

@gusty steppe Did you ever suggest japanese cards on this thread?

polar salmon
gusty steppe
#

I started with germany for two reasons, 1 (it is the weakest in constructed decks) 2 (it is my favorite)

#

but I do have some ideas for some current and reserved cards japan cards

#

even if I do despise that nation

polar salmon
gusty steppe
#

soviets

#

quite similar for mid range

#

it is fun

gusty steppe
#
  1. FALLSCHIRMJÄGER (buff/rework ideas)
    As for this reserved unit, I can't really tell if its design is currently obsolete (thus why it is reserved) or it was really easy to get a lot of damage from it with an (ja)ggro strategy, so I thought it could be readjusted for when it comes back. Paratrooper units are cool, here are my ideas:
#

1- Rework; Deployment: Gets +1 attack for each type of unit in the same line.
(alternative variant)
a- Now has both Blitz and Shock.

#

2- Rework; (similar to 1st option) Deployment: Gets +1 attack for each non-infantry type of unit in the same line.
(alternative variant)
a- Now has both Blitz and Shock.

#

3- Rework; (similar concept as the previous two)
Deployment: Gets +1 attack for each infantry unit in the same line.
(alternative variant)
a- Now has both Blitz and Shock.

#

4- Rework; Removed Blitz; Deployment: Add a copy of this unit in your supportline for each enemy in the frontline.
(alternative variants)
a- Now has Blitz.
b- Now has both Blitz and Shock.

#

5- Rework; Removed Blitz; At the end of your turn it moves into the frontline if possible.
(alternative variants)
a- Now has Blitz.
b- Now has Shock.
c- Now has both Blitz and Shock.

#

6- Rework; Removed Blitz; Deployment: Develop a german infantry unit with 3 cost or less.
(alternative variants)
a- Now has Blitz.
b- Now has Shock.

#

7- Rework; Removed Blitz; (similar to 6th option) Deployment: Develop a german infantry unit with 3 attack or less.
(alternative variants)
a- Now has Blitz.
b- Now has Shock.

#

7/A- (following previous idea) Reduced cost range to 2 cost or less.
(alternative variants)
a- Now has Blitz.
b- Now has Shock.

#

8- Rework; Removed Blitz; Deployment: Deal 1 damage to all enemy units in the frontline (cost could be 3k?)
(alternative variants)
a- Now has Blitz.
b- Now has Shock.

#

9- Rework; Removed Blitz; (similar to 8th option) Deals 1 damage to all units in the frontline (both enemies and friendly alike)
(alternative variants)
a- Now has Blitz.
b- Now has Shock.
c- Now has both Blitz and Shock.

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9/A- (following 9th options) Now it has Ambush
(as a value compensation thing? maybe)
(alternative variants)
a- Now has both Ambush and Blitz.
b- Now has both Ambush and Shock.

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10- Rework; Removed Blitz; At the end of your turn if in the frontline, add a SPOILS OF WAR into your hand.
(alternative variants)
a- Now has Blitz.
b- Now has Shock.
c- Now has both Blitz and Shock. (cost would be higher, like 3k)

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11- BIG Rework; Becomes Veteran if it starts your turn in the frontline.
(alternative variants)
a- Now has Blitz.
b- Now has Shock.
c- Now has both Blitz and Shock.

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11/A- (following 11th option) Veteran; When this unit becomes Veteran add a SPOILS OF WAR into your hand.
(alternative variant)
a- Now has Shock.

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11/B- (following A branch) Increased attack to 3.
(alternative variant)
a- Now has Shock.

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11/C- (following A branch again) Increased both attack and defense to 3/3.
(alternative variant)
a- Now has Shock.

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12- Rework; Deployment: Choose One - Add a copy of this unt in your supportline OR shuffle a copy of SPOILS OF WAR into your deck.
(alternative variants)
a- Now has Blitz.
b- Now has Shock.
c- Now has both Blitz and Shock.
(could be worded/organized better)

deft leaf
deft leaf
deft leaf
deft leaf
#

Imagine an archetype where you revolve around Spoils of War. It would be a really cool niche for combo decks to have Germany as a support

formal sundial
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!3. Fall

agile coyoteBOT
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Cards found: 1

gusty steppe
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  1. INFANTRY REGIMENT (buff ideas)
    As for this unit, many will agree that it is not bad technically, for the price you play it you get a unit with a decent amount of defense to soak damage, but with the new cards currently and upcoming its usefulness grows thinner and thinner.
    So to make it a little more powerful while keeping it balaned I thought a handful of ideas for it:
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1- Buff; Now has Shock.

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2- Buff; Deals +1 damage against tank units
(alternative variant)
a- Deal +2 damage against tanks units.

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2/A- (following 2nd option) Now has Shock.

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3- Buff; Deals +1 damage against infantry units.
(alternative variant)
a- Deals +2 damage against infantry units.

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3/A- (following 3rd option) Now has Shock.

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4- Buff; Takes 1 less damage from orders.
(alternative variant)
a- Takes 1 less damage from orders and deployment effects.

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5- Buff; On turn end, add a copy of this unit into your hand if this was the only unit deployed. (inspired on French like effect)
(alternative variant)
a- Shuffle a copy of this unit into your deck instead.

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6- Buff; When the opponent targets this unit with an order, draw a card.

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6/A- (following 6th option)
When this unit is targeted by an order, draw a card.
(both friendly and enemy alike)

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7- Buff; Cannot be targeted by air units.
(alternative variant)
a- Cannot be targeted by enemy air units.

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8- Buff; At the start of your turn if in the frontline, draw a card.

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9- Buff; At the start of your turn if in the frontline, add a SPOILS OF WAR into your hand.

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10- Buff; At the end of your turn, if this unit destroyed an enemy unit, draw a card.
(alternative variant)
a- ...add a SPOILS OF WAR into you hand.

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11- Buff; Deployment: Fight an enemy unit.

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12- Buff; Gets +1 defense when it survives a combat.
(alternative variant)
a- Now has Shock.

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13- Buff; Unit dealt combat damage by this unit are Pinned.
(alternative variant)
a- Now has Shock.

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13/A- (following 13th option) Tank units dealt combat damage by this unit are Pinned.
(alternative variant)
a- Now has Shock.

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13/B- (following 13th option) Infantry units dealt combat damage by this unit are Pinned.
(alternative variant)
a- Now has Shock.

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14- Buff; After receiving non-lethal damage, add a 1/1 copy of this unit in your supportline. (orders or deployment effects)

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14/A- (following 14th option) After surviving a combat, add a 1/1 copy of this unit in your supportline.

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15- Buff; Deployment: Deal 1 damage to a tank unit.
(alternative variant)
a- Deployment: Deal 1 damage to an enemy tank unit. (not necessary but hey)

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16- Buff; Ignores Guard.
(alternative variant)
a- Now has Shock.

formal sundial
gusty steppe
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17- Buff; Deployment: If you control equal or less units on the battlefield, add a copy of this unit in your hand.
(alternative variant)
a- ....add a copy of this unit in your supportline.

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18- Buff; Deployment: Your HQ takes 1 less damage until your next turn.
(alternative variant)
a- Now has Shock.

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19- Buff; Deployment: Reduce the cost of a unit in your hand by 1.
(alternative variant)
a- Now has Shock.

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19/A- (following 19th option) Deployment: Reduce the cost of an unit in your hand by 1 until the end of your turn.

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19/B- (following 19th option) Deployment: Reduce the cost of an unit in your hand by 1; Destruction: Increase its cost by 1.
(alternative variant)
a- Destruction: Increase its cost by 2. (this is awful isn't?)

arctic kernel
gusty steppe
#

that s a good point

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or just word it like "...add a 1. INFANTRY REGIMENT in your supportline"

arctic kernel
#

Based

deft leaf
#

Hum, I like the ideas of it fighting and of it dealing extra damage to tanks. Either is good for me

polar salmon
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@gusty steppe Could you make a picture for each other nation (including japan) like you did with this post for germany?

wet smelt
#

When He finnishes germany, the next nation will be covered

polar salmon
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!spoils of war

agile coyoteBOT
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Cards found: 2

gusty steppe
#

but I do like that idea! I'll make a new "poster" image when I start with the other nations

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but in this very same post

gusty steppe
#

for Japan., I though combining both the "Blade of the Samurai" with either "To the Last Man" or "Ki-61 HIEN"

deft yarrow
#

this thread so long the images wont even load for mesad

wet smelt
#

sad the thread must expand

gusty steppe
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(proceeds to use the search mode for each card)

proud basalt
#

How about compiling all the cards once we reach a proper decision, and thenmake a new suggestion with a dozen new changes

gusty steppe
#

do you mean like making a list of all cards I think that could be changed?

polar salmon
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!blade of the samura

agile coyoteBOT
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Cards found: 1

polar salmon
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!hien

agile coyoteBOT
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Cards found: 1

polar salmon
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!to the last man

agile coyoteBOT
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Cards found: 1

feral salmon
#

Hey, I'd like to write some rework/change suggestions for cards that I think are currently unplayable with ease :d

France:

  1. Escaut Plan: Change the gain of the Ambush to a card draw.
  2. Commandos Kieffere: Stats to 2/2.
  3. Farman F.222: Add this Blitz card.
  4. Free French Navy: Reduce cost to 1K.
  5. 4e Brigade: Change stats to 2/3 and cost to 2K, but change the effect to gain +1/+1, instead of +1 attack.
  6. 51e Regiment: Change stats to 3/3, but reduce buffs from +3 to +2.
  7. H75-C1: Reduce cost of operation to 1, or increase stats to 3/3.
  8. 2e Brigade: Change passive effect to "Mobilize grants unit an additional +1/+1." and stats into 2/4 for 3K.
  9. Plan D: Remove "this turn" from attack buff.
  10. Dewoitine D.520: Give this card Blitz and reduce OP cost to 1.
  11. French 75: Reduce cost to 2K.
  12. 5e Chasseurs: Change Deployment effect to "Choose one: Choose a unit. Target unit retreats or moves to front line if able.
  13. Western Allies: Change cost to 4K.
gusty steppe
#

when I finish up with germany suggestions I was thinking of starting with an ally nation, it could be either Italy or France, and both are really tempting.

silver path
gusty steppe
#

and again, I am a fan of scaut plan as itself, the ambush is really great on its own, but the card draw idea is good

gusty steppe
silver path
#

Because 80% of they cards are shit so best place to start

gusty steppe
silver path
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Have you seen polish komet? nobody plays and been gone for long time and nobody cares about? and I counted 10 or something

gusty steppe
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polish what?

silver path
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!PZL P.7

agile coyoteBOT
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Cards found: 1

gusty steppe
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which one is it?

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oh that one

silver path
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Yea and who would run this tbh

gusty steppe
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it could have either 0 op cost OR Shock

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maybe both

gusty steppe
#
  1. GRENADIER (buff/nerf/rework ideas)
    This is an interesting take I thought making for this reserved unit, as far as I've seen when I started and before the rotation, this was a pretty busted card in countermeasure decks, where it could be very powerful early on with enough cards while, you guessed it, countering the enemy's actions. Here are some ideas I though to adjust it or rework entirely:
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1- Nerf; Reduced buff trigger to +1+1

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1/A- (following 1st option) Now has Shock (to compensate)
(alternative variants)
a- Now has Smokescreen
b- Now has both Shock and Smokescreen

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1/B- (following 1st option) Now has Ambush (to compensate)
(alternative variants)
a- Now has both Ambush and Shock
b- Now has both Ambush and Smokescreen

obsidian wing
#

HELL NAH BISMARCK BUFF IS PERFECTION

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BISMARCK IS FINALLY FIXED

feral salmon
gusty steppe
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2- Nerf; Similar to 1st option, but only attack buff is nerfed

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2/A- (following 2nd option) Now has Shock (to compensate)
(alternative variants)
a- Now has Smokescreen
b- Now has both Smokescreen and Shock

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2/B- (following 2nd option) Now has Ambush (to compensate)
(alternative variants)
a- Now has both Ambush and Shock.
b- Now has both Ambush and Smokescreen.

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3- Nerf; Similar thing as 2nd option but swapped.

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3/A- (following 3rd option) Now has Shock (to compensate)
(alternative variants)
a- Now has Smokescreen.
b- Now has both Smokescreen and Shock.

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3/B- (following 3rd option) Now has Ambush (to compensate)
(alternative variants)
a- Now has both Ambush and Shock.
b- Now has both Ambush and Smokescreen.

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4- Nerf (heavy?); Reduced total numbers by 1 (stats, cost and op cost)

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4/A- (following 4th option) Now has Shock (to compensate)
(alternative variants)
a- Now has Blitz.
b- Now has Smokescreen.

wet smelt
gusty steppe
#

4/B- (following 4th option's variants)
(alternatives)
a- Now has both Blith and Shock.
b- Now has both Smokescreen and Blitz.
c- Now ahs both Smokescreen and Shock.

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4/C- (following 4th option and variants)
(alternatives)
a- Now has Ambush
b- Now has both Ambush and Shock.
c- Now has both Ambush and Blitz.
d- Now has both Ambush and Smokescreen.

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5- Rework; First time each turn, draw a card when the enemy triggers your countermeasure.
(alternative variant)
a- Reduced cost to 1k.

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6- Rework/buff; (combined both 1st and 5th options)

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6/A- (following 6th option)
(variants)
a- Reduced operation cost by 1.
b- Reduced cost by 1.
c- Reduced both cost and op cost by 1.

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7- Rework; First time each turn, deal 2 damage to a random enemy when your countermeasure is triggered.

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7/A- (following 7th option)
(variants)
a- Now has Smokescreen. (yay, german commando)
b- Now has Ambush. (pseudo commando)

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8- Rework; Similar to 7th option, but now it triggers indefinitely.

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8/A- (following 8th option)
(variants)
a- Now has Smokescreen (more commandos!)
b- Now has Ambush. (more pseudo commandos)

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9- Rework; Add a copy of this unit in your supporltine when the enemy triggers your countermeasure.

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9/A- (following 9th option)
(variants)
a- Now has Shock.
b- Now has Ambush.
c- Now has both Shock and Ambush.
(it could have Blitz, idk)

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10- Rework; Deployment: Develop a german light tank.
(for the Develop haters)

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10/A- (following 10th option)
(variants)
a- Now has Shock.
b- Now has Ambush.
c- Now has both Shock and Ambush.

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10/B- (following 10th option) Added: "Reduce its cost by 1 if this was the only unit you deployed. (the tank cost)
(alternative variant)
a- Reduced the tank cost by 2.

deft yarrow
#

dumping some ideas that i had

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🔥

gusty steppe
#

the french on is cool asf, but on the other hand I do really like how the old sortie/frappe works

deft yarrow
#

btw what do you think about the ger/brit ones

formal sundial
deft yarrow
formal sundial
#

oh

#

wait yeah

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forgot it wasn't universal sorry

gusty steppe
feral salmon
gusty steppe
#

SPOILS OF WAR (buff/"rework" ideas)
Some time ago, I've saw this (now reserved) card and thought "well, this is a decent card draw order, but potentially bad for you" as it has the "put the rest on bottom of deck" it may deprive you of useful tools you may need.
Also if we compare it to other similar orders withing its cost range (LESSER OF TWO EVILS, STIFF UPER LIP, NIGHT PATROL, etc.) you realize it doesn't have any type of support for an archetype like those.
So my idea is to give it a little more of value or change entirely how it works, here my ideas:

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1- Buff; Reduced cost to 1k.

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1/A- Buff; (following 1st option) Get 0-1 kredits.
(variants)
a- Get 0-2 kredits.

loud glade
#

That’s a bit too good

gusty steppe
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2- Buff; Deal 1 damage to an enemy.
(could also only be enemy units)

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3- Buff; Give a friendly unit +1 attack.
(alternative variant)
a- Give a friendly German unit +1 attack.

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4- Buff; Give a friendly unit +1 defense.
(alternative variant)
a- Give a friendly German unit +1 defense.

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5- Buff; Give a friendly unit +1+1.
(alternative variant)
a- Give a friendly german unit +1+1.

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6- Buff; Give a friendly unit -1 operation cost.
(wanted to make a German only variant but there is not enough text space)

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7- Buff; Give a friendly unit Blitz.
(alternative variant)
a- Give a friendly German unit Blitz.

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8- Buff; Give a friendly unit Shock.
(alternative variant)
a- Give a friendly german unit Shock.

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(for this part, the next ideas are identical to previous ones, but without targeting)
9- Buff; Deal 1 damage to a random enemy unit.
(alternative variant)
a- Deal 1 damage to 2 random enemies.

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9/A- (following 9th option) Deal 1 damage to a random enemy unit.
(alternative variant)
a- Deal 2 damage to 2 random enemy units.

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10- Buff; Give +0+1 to a random friendly unit.
(alternative variant)
a- Give +0+1 to two random friendly units.

gusty steppe
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10/A- (following 10th option) Give +1+0 to a random friendly unit.
a- Give +1+0 to two random friendly units.

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11- Your german units have Blitz this turn.
(alternative variant)
a- Your german units have Shock this turn.

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12- Buff; Your units operate for 1 less this turn.
(could be German unit exclusive; could/should have 3k)

gusty steppe
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13-Buff; Reduce its cost by 1. (the card drawn)
(alternative variant)
a- Reduce its cost by 2.