#Ideas and suggestions for different cards
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13/A- (following 13th option) Reduce their cost by 1. (all of the 3 cards)
(alternative variant)
a- Reduce their cost by 2.
But probably exploitable somehow, it always is
doubt it to be honest, it is not that supported
quite hard to draw bottom cards unless it is a specific draw
14- Buff; Repeat it if you control the frontline
(could be reworded)
No I mean drawing a semi targeted card and reducing price is pretty good
Interesting idea
But too good for a standard
15- Buff; Get 1 extra kredits next turn. (damn you commandos)
(alternative variant)
a- Get 1 extra kredit next two turns (this is busted)
fair
16- Buff; Get 0-1 kredits. (identical to 1st option)
(alternative variants)
a- Get 0-2 kredits.
b- Get 0-3 kredits.
17- Buff; Add a PLAN in your hand.
(alternative variant)
a- Add a PLAN in your hand and deck.
(this is getting quite long, here is the "second part" which are basically the same as all of previous ideas but with a "reworked" effect)
REWORKED
18- Rework; Instead of putting them at the bottom of your deck, but them back randomly.
(might be redundant to put the following variants, they are basically the same as previous ones)
Insane buff btw
This is better
Insane buff but probably the better one
2k for the classical effect is actually 100% efficient, because it accelerates your "Best Possible Topdeck"
Any of the proposed changes would be buffs. Alternatively, I'd propose reducing the cost of the card for holding the Frontline. Something along the lines of it costing 3k but costing 2k or 3k less if you hold the Frontline
Because many OTK combos and combo decks in general run Spoils of War to accelerate their trigger pull
well yeah, thats why I've stated in (buff/"rework") that its mainly buffs, the "rework" is just a different but similar effect as the original.
and tbh, I almost did not see this order at all in otk decks, but ONE ROOF or other similar card draw orders.
that I do sincerily believe are more efficient, less punishing (by tempo) and with more synergy potential than this in its current form.
atleast with current cards available, who know maybe the devs add more cards supporting that effect, similarly to shuffle now.
I'm talking about a time before One Roof, when the Baby Combo was a thing
well yes, but that was in the past, not really a thing today as far I've seen, maybe you are right and it is an incredible tool for (today) OTK decks, but I have no experience on that.
There's a less common Katyusha OTK with that Japanese buff order
!duty bound
Cards found: 1
Before it got reserved, the same combo was done in a Soviet + Germany deck using this card as an enabler:
!patriotic firestorm
Cards found: 1
And spoils of war was the card you'd use to fish your intended draw
15 cm AUTOKANONE (nerf ideas)
As for this reserved artillery unit, at the start I thought it wasn't needed for it to be rotated, an I've read comments saying it was really busted for its price range/stats. But after some time I learnen why it would need a change like that, considering also the fact that it pairs too well with (Ja)ggro strategies. Here are my ideas to tone it down a little:
1-Nerf; Reduced damage to 2.
1/A- (following 1st option idea) Reduced damage to 1.
(alternative variant)
a- Also reduced cost to 2k. (to compensate)
2-Nerf; Increased op cost to 2k.
2/A- (following 2nd option idea)
(alternatives)
a- Reduced damage to 2.
b- Reduced damage to 1.
c- Reduced damage to 1 and cost to 2k.
3-Nerf; Increased cost to 4k.
(alternative variant)
a- Also increased op cost to 2k.
Either 4k or 3k 2op 2attack is good
Because they are on rate, and an elite with such a powerful effect should be on rate
!4k Japan arty
Cards found: 2
!3k arty
Cards found: 17, showing 1 - 5
- INFANTRY REGIMENT (nerf/"rework"/buff?)
As for this reserved unit, I do believe it is one of the most busted cards Germany had/has, before rotation you could almost see atleast 1 of these in a German (main or ally) for its big stats, a simple conditional effect you could play around to get a big 3k(4) 5/5 infantry that could either stay in supportline, take the front or attack a unit there.
Also, we have to consider that 304. PANZERGRENADIER technically has come to take its place as a replacement/compensation for those players that really liked to play with it, but with a more tricky effect.
Taking that into account I do believe it was quite opressive, so here I share my ideas for a change when it comes back:
1- Nerf; Removed Blitz; On turn end, gets +2+2 if this was th only unit you deployed. (inspired effect from 18e RÉGIMENT)
1/A- (following 1st option) Not it has Blitz (or Shock)
(if both effects are present, its cost should be 4k instead)
1/B- Nerf/Buff?; (following 1st option) Besides base effect, if not triggered you can get the following effect instead:
a- Otherwise draw a card.
b- Otherwise add a PLAN in your hand.
1/C- Nerf/Buff?; (following 1st option and B variant type)
Now you can get as an alternative effect:
a- Otherwise add a RALLY in your hand.
b- Otherwise add a ROUT in your hand.
1/D- Nerf/Buff?; (following 1st option and B variant)
If alternative trigger effect, you get:
a- Otherwise add a copy of it in your hand.
b- Otherwise add a copy of it next to it. (quite busted)
1/E- Nerf/Buff?; (following 1st option) besides the normal buff effect, now it Fights a random enemy unit (pseudo removal card)
2- Rework/buff?; Removed Blitz and stat buff, replaced with: "On turn end, gets Guard if this was the only unit you deployed.
(for the German Guard haters hehe)
2/A- (following 1st option) Now it has either Blitz, Shock or Ambush.
2/B- Buff?; (following 2nd option and similar to 1/B variants)
Instead of regular trigger effect, you can get:
a- Otherwise draw a card.
b- Otherwise add a PLAN in your hand.
c- Otherwise add a RALLY in your hand.
d- Otherwise add a ROUT in your hand. (pseudo FLAMMPANZER there huh?)
2/C- Buff?; (following 2nd option and B variants)
Alternative effect:
a- Otherwise add a copy of it in your hand.
b- Otherwise add a copy of it next to it.
2/D- (following 2nd option); Otherwise it gets Shock.
2/E- (following 2nd option)
a- Otherwise it gets +3 attack.
b- Otherwise it gets +3 attack and Shock. (maybe its too much)
2/F- (following 2nd option; similar to E variant)
Alternative effect:
a- Otherwise it gets +3 defense. (converts into 980. VOLKSGRENADIER basically)
b- Otherwise it gets +3 defense and Shock. (2. MARINE DIVISION)
3- Rework/buff?; Takes -2 damage from enemy units.
3/A- (following 3rd option)
(alternative variants)
a- Now it has Blitz.
b- Now it has Shock.
c- Now it has both Blitz and Shock.
4- Rework/buff?; (similar to 3rd option) Takes -2 damage from units with equal or less cost than this.
4/A- (following 4th option)
(alternative variants)
a- Now it has Blitz.
b- Now it has Shock.
c- Now it has both Blitz and Shock.
5- Rework; Destruction: Add a -1-1 copy of this unit with -1 cost in your hand. (could be quite busted)
5/A- (following 5th option)
(alternative variants)
a- Now it has Blitz.
b- Now it has Shock.
c- Now it has both Blitz and Shock.
6- Rework; (similar to 5th option); Destruction: Add a -1-1 copy of this unit in your supportline.
6/A- (following 6th option)
(alternative variants)
a- Now it has Blitz.
b- Now it has Shock.
c- Now it has both Blitz and Shock.
Add a limiter if defense higher than 1, so it doesn't go infilite spawn 0/0
Other than that i like this option most
Maby with blitz
wouldn't it destroy itself by that point?
I mean, I believe it would just dissapear
In any case, it could have in the same effect: Supress it if 1/1
But then next one would be created and destroyed etc.
Probably not how that would work if it was in game. Thats just bad coding at that point
Sure, it can Just be coded without text on the vard
This unit is not feasible because it becomes almost unkillable without suppress if you give it any extra defense. Kind of like old Cali
Sorry, I meant bad design, as in why would you code/design the unit to infinitely die as a 0/0? It's pretty self explanatory that it wouldn't trigger the first time it spawns with 0 defense. There's no reason to force that interpretation, or code it to do that.
There's so many I kinda didn't wanna read it all, but lemme leave my two cents: conditional +2/+2 is great. The condition, not so much. I'd rather have this card have blitz if it's your only infantry and +2/+2 if you control a tank or fighter
This card was actually pretty mid, only saw play on the old ger ita control simply because having no units on board is very hard for Germany
From here on down all except 4a are pretty much unplayable , expect 6a-c
The problem with all these changes is that it doesn’t really fulfill the purpose that the original unit did
A 3/3 3k will never be useful to Germany, and it’s hard to strap utility to it when most German utility cards cost 2k and have similar stats
Maybe do a 3k 4/2 1op blitz
With the effect ‘when this unit enters the frontline, convert a random unit there into this’
Or …,convert a random unit there into a copy of itself with blitz
ATLANTIC COMMAND (buff ideas)
I was quite unsure to share this one, but I do believe this cards is quite weak (to not say objectively unplayable) and I'm sure many would share that thought. While on paper it is a good effect for Navy decks for synergies, it practically does nothing on its own immediately like others in this expansion, so I thought some ideas so it can be viable while keeping the original concept:
1- Reduced cost to 0k.
2- Buff; Draw a card (insert original text)
(alternative variant)
a- Reduced cost to 0k.
can you atleast wait hahahaah
thats not the only one
0k draw is too much
3- Buff; Deal 1 damage (then original effect).
(alternative variant)
1- Reduced cost to 0k. (similar to Dug in from Japan)
Good idea
4- Buff; Deal 1 damage to an unit (then the original effect)
(alternative variant)
a- Reduced cost to 0k. (Again, identical to Dug in)
5- Buff; (original effect here) Reduce their cost by 1.
(alternative variant)
a- Reduce their cost by 2.
5/A- (following 5th option) Reduced cost to 0k. (for both variants)
6- Buff; (original effect here) Develop a German Navy card and shuffle it in your deck. (for the Develop haters hehe).
7- Buff; (original effect here) If atleast one is German, draw a card. (quite similar to 1st option but now it is more specific)
8- Buff/CHAOS; (original effect here) Add a 2. MARINE DIVISION in your hand. (could be into your deck too).
I am the develop hater
Draw is probably better for balance
tbh I didn't think too much for this one (it is quite hot in here)
8/A- (following 8th option idea)
(alternative variants)
a- Add a 2. MARINE DIVISION into your deck.
b- Draw a 2. MARINE DIVISION from your deck. (kredits to FFF)
That Just shuffles them back away. You have to develop first and then move
you are right, I forgot shuffle now means that the whole deck shuffles
until the expansion I interpreted it as "add this card into your deck" but more stylish
but it could be inverted
CASE BLUE (buff ideas)
As for this Elite order, while it is an interesting design for those 4 attack unit decks from Blood and Iron that allows you to deal from 4 to 36 damage! (in theory) surpassing even Bismarck damage (back then 7, now 8) while being 1 kredit cheaper.
But it is still quite bad as it is quite difficult to set up a good board with many big units, either because heavy removal (any type you can think off) supression, etc.
So to make it a more useful and greater option, I've thought some ideas alongside @proud basalt to buff it:
1- Buff; Reduced cost to 7k (or 8k)
(this cost reduction could be applied for the following ideas coming next)
2- Buff; Deal 2 damage to target enemy unit for each unit you control. Deal 4 for each with 4 or more attack.
(damage is decreased but now it is tied to all units you control, no stats required, 4 damage is applied singularly)
2/A- (following 2nd option) (first part stays the same) Deal 4 if atleast one has 4 or more attack.
2/B- (following 2nd option idea) Increased damage to 3 for each unit you control. Deal 4 for each with 4 or more attack.
2/C- (following 2nd option, branch B) (first part stays the same); Deal 4 if atleast one has 4 or more attack.
3- Buff; (first part stays the same); The enemy loses a kredit slot.
(alternative variant)
a- The enemy loses two kredit slots.
(tried to make a version similar to Admiral hipper to deny slot gain, it didn't fit in the card properly)
4- Buff; (first part stays the same) The enemy discards a card. (simple change, similar to kriegsmarine)
(alternative variant)
a- If 4 damage or less, it discards two cards. (can be reworded, dunno how)
5- Buff; (first part stays the same); Add a TIGER I-H in your supportline.
(alternative variants)
a- Add a TIGER I-H in your hand.
b- Add a TIGER I-H in your hand and deck. (total of 2 units)
6- Buff; (first part stays the same) Add a PANZER IV-G in your supportline.
(alternative variants; similar to 5th ones)
a- Add a PANZER IV-G in your hand.
b- Add a TIGER I-H in your hand and deck. (a total of 2 units)
7- Buff; Reduced cost to 6k; Deal 2 damage to all enemies for each unit with 4 or more attack you control.
(alternative variants)
a- Increased cost to 7k.
b- Increased cost to 8k.
c- Cost could be restored (no image lol)
(credits to L is deuce)
7/A- (following 7th option idea) Increased cost to 7k; increased damage to 3.
(alternative variants)
a- Increased cost to 8k.
b- Increased cost to 9k.
c- Cost could be increased to 10k? (no image again lol)
(credits to L is deuce)
7/B- (following 7th option idea) Increased cost to 8k; Increased (restored) damage to 4.
(alternative variants)
a- Increased (Restored) cost to 9k.
b- Increased cost to 10k.
c- Cost could be even higher.
(credits to L is deuce)
8- Buff/Rework; Remove the top 10 cards of your deck. Deal 4 damage to all enemies for each unit wiht 4 or more attack.
(alternative variant)
a- Cost increased to 10k. (could be higher)
(basically the offensive counterpart of Alpenfenstung, cards removed, cost, damage, and type of targeting could be adjusted)
(credits to L is deuce)
Definitely needs to be cheaper. Let's compare Bismarck, Kriegsmarine and this.
I'm using Air Blitz as baseline: 1k = 1dmg
Bismarck gives 10k = 8dmg (40% of base HP), which is not the most efficient but it's a great finisher.
Case Blue currently gives you conditional damage. If you have 2 this +4atk, you're 1k cheaper than Bismarck.
Kriegsmarine is even more conditional: 7k, matches Bismarck of opponent has 8 cards.
See the problem? Kriegsmarine is as efficient (in terms of kredits) as Bismarck at 6 cards in the enemy hand (and 100% efficient with 7 cards).
This means case blue would need to cost 8k in order to be 100% efficient given the conditional, and I think this is the way to go.
Otherwise, lower cost to 7k and damage to 3.
the cost reduction is the most simple yet efficient change, but I think the damage should stay the same, given the amount of removal and control cards currently it is quite difficult to keep more than 1 unit with 4 or more attack consistently until 9th turn and beyond.
I'd go with the buff to 8K. Imo, CASE BLUE doesn't even need a big buff. Only thing I could think of except for -1K cost is probably one of the following 2: "Enemy discards a card." or "Draw a card." in addition to the existing effect.
This is basically old case yellow
but with more damage and with Elite rarity
(and high cost)
EAGLE DAY (buff & rework ideas)
sweeping some dust here and there
As for todays' suggestion, I bring into table this interesting order, which in my opinion is a really cool concept, a budget (basically non-elite) order that turns any (german) air unit in hand into a Komet, but you need to pay a higher price to use it in contrast.
The problem is, german air sucks terrible, this card is too unconsistent for the job it is supposed to do (removal, hitting face, etc.). So I propose a handful of ideas to make this card a good option for an alternative (and probable) air german deck in the future:
1- Buff; Reduced cost to 4k.
(as always, going from something simple to the most complex ones, you'll see)
(alternative variant)
a- Reduced cost to 3k.
2- Buff; Added Shock besides Blitz effect.
(alternative variants)
a- Reduced cost to 4k.
b- Reduced cost to 3k.
3- Buff; Now it reduces its operation cost to 0, alongside Blitz of course.
(no cost reduce alternative, it is too good like this)
4- Buff; Now it adds both Shock and free operation cost alongside Blitz.
(maybe in this case its too good, it could have a cost increase to 6k)
5- Rework; Add two JU 87 B STUKA in the supportline
(alternative variants)
a- Reduced cost to 4k.
b- Reduced cost to 3k.
(inspired by the damned AIR COVER order from US as also a very similar idea by @proud basalt)
5/A- Buff; (following 5th option) Return them to your hand at the end of next turn.
(alternative variants)
a- Reduced cost to 4k.
b- Reduced cost to 3k.
6- Rework; Add two JU 87 B STUKA with Blitz in the supportline.
(alternative variants)
a- Reduced cost to 4k.
6/A- Buff; (following 6th option) Return them to your hand at the end of turn. (skipped the "the" oops)
(alternative variant)
a- Reduced cost to 4k.
6/B- Buff; (following 6th option) Return them to your hand at the end of the next turn.
(alternative variant)
a- Reduced cost to 4k.
7- Rework; Add two JU 87 B2 in the supportline.
(alternative variants)
a- Reduced cost to 4k.
b- Reduced cost to 3k.
7/A- Buff; (following 7th option) Return them to your hand at the end of the next turn.
(alternative variant)
a- Reduced cost to 4k.
b- Reduced cost to 3k.
8- Rework; Add two JU 87 B2 with Blitz in your supportline.
(alternative variant)
a- Reduced cost to 4k.
8/A- Buff; (following 8th option) Return them to your hand at the end of the turn.
(alternative variant)
a- Reduced cost to 4k.
8/B- Buff; (following 8th option) Return them to your hand at the end of the next turn.
(alternative variant)
a- Reduced cost to 4k.
9- Rework; Add a JU 87 B STUKA and JU 87 B2 in the supportline.
(alternative variant)
a- Reduced cost to 4k.
(this was the original idea that @proud basalt proposed me)
9/A- Buff; (following 9th option) Return them to your hand at the end of next turn.
(alternative variant)
a- Reduced cost to 4k.
10- Rework; Add a JU 87 B STUKA and JU 87 B2 with Blitz in the supportline.
(alternative variant)
a- Reduced cost to 4k.
10/A- Buff; (following 10th option) Return them to your hand at the end of the turn.
(alternative variant)
a- Reduced cost to 4k.
10/B- Buff; (following 10th option) Return them to your hand at the end of the next turn.
(alternative variant)
a- Reduced cost to 4k.
11- Rework (not a copy); For three turns your HQ has: "At the start of your turn, add a JU 87 B STUKA in your supportline".
11/A- (somewhat following 11th idea) ...add a JU 87 B STUKA in your hand".
(alternative variants)
a- Reduced cost to 4k.
b- Reduced cost to 3k.
12- Rework (this is a copy lol); Similar thing as 11th idea but with JU 87 B2 instead.
(alternative variant)
a- Reduced cost to 4k.
12/A- Buff; (following 12th option) ...add a JU 87 B2 in your hand.
(alternative variant)
a- Reduced cost to 4k.
13- Rework; For three turns your HQ has: "At the start of your turn, add either a JU 87 B2 or JU 87 B STUKA in the supportline".
(alternative variant)
a- Reduced cost to 4k.
13/A- Buff; (following 13th option) ...yada yada add them to your hand.
(alternative variants)
a- Reduced cost to 4k.
b- Reduced cost to 3k.
14- Rework; For three turns your HQ has: "At the start of your turn, deal 3 damage to a random enemy unit".
(alternative variant)
a- ....to a random enemy (prioritizes units).
!ju 87 b stuka
Cards found: 1
!ju 87 b2
Cards found: 1
I can live with this
RETALIATION (buff ideas)
[Oh no! a cm buff suggestion! it will destroy the game!]
Ok seriously, as for this this card, I personally believe this is one the worst countermeasures (alongside LURE) you could use either in built decks or by Develop (aufklarung atm).
Too expensive and by its nature it only works as an afterwards punishment to the enemy, but it cannot prevent anything or be useful if lethal damage is done, or just deal really low damage numbers to laugh at it.
So to make it a better option in general, I though some ideas for it, be objective about your opinion:
1- Reduced cost to 1k.
(alternative variant)
a- Reduced cost to 0k.
1/A- Added "Draw a card"
(alternative variants)
a- Reduced cost to 1k.
b- Reduced cost to 0k.
2- After a friendly unit or your HQ takes damage, deal equal damage to the enemy HQ.
(alternative variants)
a- Reduced cost to 1k.
b- Reduced cost to 0k.
2/A- (following 2nd option) Added "Draw a card".
(alternative variants)
a- Reduced cost to 1k.
b- Reduced cost to 0k.
3- After your HQ takes damage, deal equal damage to a random enemy unit and HQ.
(alternative variants)
a- Reduced cost to 1k.
b- Reduced cost to 0k.
3/A- (following 3rd option) Added: "Draw a card".
(alternative variants)
a- Reduced cost to 1k.
b- Reduced cost to 0k.
4- After your HQ takes damage, deal equal damage to the enemy HQ and the damaging unit if possible (could be reworded).
(alternative variants)
a- Reduced cost to 1k.
b- Reduced cost to 0k.
4/A- (following 4th option) Added: "Draw a card".
(alternative variants)
a- Reduced cost to 1k.
b- Reduced cost to 0k.
5- (original effect here) Add a German unit with equal cost to the supportline.
(alternative variant)
a- Add it to your hand instead.
6- After your HQ is damage, deal equal damage to the enemy HQ and all enemy units. (could be reworded into "all enemies" lol )
(alternative variants)
a- Increased cost to 3k.
b- Increased cost to 4k.
c- Maybe increased cost to 5k. (no image)
7- (original effect here) The enemy discards a card with cost equal or less. (could be reworded?)
(alternative variants)
a- Increased cost to 3k.
b- Increased cost to 4k.
I like option 6 for 3k
Same. It's more fair
I think 2K 'After your HQ is dmg'd, deal equal dmg to all units in the frontline. Excess dmg is dealt to the hq'
that way it feels like actual retaliation
compared to domething like freindly fire or a board clear disguised as a CM
thats true... I thought of making another similar that says smth like "Distribute damage to all enemies" alongside the HQ damage, but that could be pretty horrible.
You can use my suggestion if you wish
would be better if it says "to all enemy units", if it affects both sides it would be even worse.
Except you can use cheap 1 defence units to burn for maximum dmg to the enemy hq
by that point, you'll be better using finnland cms than building all that setup
GATHERING STORM (buff ideas)
This is an interesting order to think about, on one hand and in theory, this is an spectacular card, being able to draw 4 specific units out of your deck and building it (slightly) around it to ensure good draws is a good effect, won't deny that.
But personally (and as far as I've seen lately) nobody uses it for a simple reason, why bothering using such an expensive card that may not draw anything if you run out of a certain unit type?
You are better using cheaper alternatives like Enigma (for Germany) or others like CONVOY HX 175.
So here I bring some changes that could be done to this card to make it more viable and useful in general (considering that Germany does lack draws):
1- Reduced cost to 7k.
(alternative variant)
a- Reduced cost to 6k.
2- (insert original effect here); Get 2 kredits for each not drawn.
(alternative variants)
a- Reduced cost to 7k.
b- Reduced cost to 6k.
3- Buff; Reduced cost to 0k; (insert original effect here); +2 cost for each type in your deck.
(alternative variant)
a- Reduced cost increase by 1.
[Essentially it'll cost 8 (or 4) if you have all of the units in deck, for each unavailable, the cost would drop by 2.
3/A- (following previous option; alternative A)
a- Increased cost to 1k.
b- Increased cost to 2k.
c- Increased cost to 3k.
d- Increased cost to 4k.
(this could be done with the +2 effect option)
4- (insert original effect here); Get +1 kredits next turn for each not drawn.
(alternative variants)
-... Get +2 kredits....
-... Get +3 kredits....
(credits to @proud basalt)
4/A- (following 4th option and variants) Reduced cost to 7k for all.
4/B- (following 4th option and variants) Reduced cost to 6k for all.
5- (insert original effect here) Draw a card for each not drawn.
(alternative variants)
a- Reduced cost to 7k.
b- Reduced cost to 6k.
[yeah yeah, it ends up being a LEND LEASE but with extra steps]
6- (instert original effect here) Your HQ gets +1 defense for each not drawn.
(alternative variants)
a- Increased healing to +2.
b- Increased healing to +3.
c- Increased healing to +4.
[oh no! a germany healing order! we are doomed!]
(shoutout to @proud basalt for the inspiration and thinking of some of these)
Yummers
STURM-BRIGADE RHODOS (buff ideas)
[I've shared a "rework" post before but it is bad, here the remake lol]
As for this unit, one may think that in its current form its more than enough for cm decks (similarly to 34th GUARDS), but for that you need a really good amount of luck both by specific card draw, cm triggered and this unit in hand all at once, which is not that consistent.
On top of that, as it is just a really big infantry with nothing else, it is vulnerable to anything that can control the board, Pins, Retreat, Removal, damage, etc.
So to make a better unit in general here are my ideas to spice it up a little more (not to mention is cool as hell):
1- Deployment: Fight target enemy unit.
(I would have written something like "If cost 5 or more" or similar, but there is not enough space in the card, and it looks bad with 4 sentences)
2- Deployment: Draw a card.
(alternative variant)
a- Draw a countermeasure.
2/A- (following 2nd option and variant) Draw 2 cards (or countermeasures)
3- Deployment: Deal 1 damage to an unit. (cannot have "enemy unit" but it doesn't fit)
(alternative variants)
a- Deal 2 damage...
b- Deal 3 damage...
3- Deal 4 damage...
4- Deployment: Deal 1 damage to an enemy. (HQ couldn be targeted btw)
(alternative variants)
a- Deal 2 damage...
b- Deal 3 damage...
5- Develop a German light tank.
(would also made a Develop a german countermeasure, but it cannot fit)
6- Deployment: Target enemy units retreats
(cm related PANZER IV F2 basically, could be considered powercreeped?)
7- Deployment: Gets Guard if cost 5 or more.
(alternative variant)
a- ....if cost 7 or more.
7/A- (following the 7th concept) Deployment: Gets Shock if cost 5 or more.
(alternative variant)
a- ... if cost 7 or more.
I hope it you don't suggest this at all but if enemy trigger a cm discard a random card from the enemy hand
thats horrible (for this card)
So you play a order and a cm triggers and one of your cards get discard
but it would be a good option for blohm and voss
Yea
(i'll save that for later)
It's make Cm into a discard/cm deck where it's so toxic
And really hope there can be a card like "Draw a card when you make the enemy discard a card."
8- Deployment: Activate a countermeasure.
(tried giving it the KURMARK AUFKLÄRUNG effect, it cannot fit)
9- Now it has Shock. (more raw power basically)
(alternative variants)
a- Now it has Ambush.
b- Now it has Smokescreen.
10- Takes -1 damage from orders.
(alternative variants)
a- Takes -2 damage from orders.
b- Takes -3 damage from orders. (this might be too much)
just increase the trigger effect to -3k cot and increase op cost by 1
two countermeasures says you could drop this by turn 3, problem solved
10/A- (following 10th concept) Takes -1 damage but from combat (basically anything that is not combat damage, could be reworded)
(alternative variants)
a- Takes -2 damage...
b- Takes -3 damage...
you are still heavily tied to rng to make it work, specially against fast paced decks or one sided (orders).
and it'll be worse with 2 op
easy to control
11- Deployment: Supress target enemy unit.
12- At the end of your turn, draw a card.
(alternative variant)
a- At the start of your turn, draw a card.
HEINKEL HE 219 (buff ideas; and 2 reworks)
[yup, another reupload, but now with even more spice!]
As for this (now reserved) fighter, I have to say that I could personally say it is my favorite unit in the game, and thats because its technically (and literally) the only passive defencea against fast attacks like (ja)ggro or commandoes, in a nation which has no self healing or guards.
But even then its effect is quite mediocre, incapable of pairing up with damage going from 2 or above from ground units to retaliate against the enemy (not to mention its effect ignoring air units).
So to make this beauty a good option at his return, here are my ideas:
1- Increased passive damage to 2.
(alternative variants)
a- Deal 3 damage...
b- Deal 4 damage...
2- Nerf??; Now it only triggers with enemy ground units.
(alternative variants)
a- Deal 2 damage...
b- Deal 3 damage...
c- Deal 4 damage...
3- Now it also deals damage to the damaging unit alongside the enemy HQ.
(alternative variants)
a- Deal 2 damage...
b- Deal 3 damage...
c- Deal 4 damage...
4- Similar to 3rd option, but now it only triggers with enemy ground units.
(alternative variants)
a- Deal 2 damage...
b- Deal 3 damage...
c- Deal 4 damage...
5- After your HQ is damaged by an enemy unit (except HEINKEL HE 219), deal 1 damage to the enemy HQ.
[basically its the older version, but with 4k instead of 5k]
(alternative variants)
a- Deal 2 damag...
b- Deal 3 damage...
c- Deal 4 damage...
5/A- (following 5th concept) Now it triggers from any type of damage from the enemy.
(alternative variants)
a- Deal 2 damage...
b- Deal 3 damage...
c- Deal 4 damage...
5/B- (following 5th concept) Now it triggers after a friendly unit is damaged by the enemy (in any player turn).
(alternative variant)
a- Deal 2 damage...
b- Deal 3 damage...
c- Deal 4 damage...
5/C- (following 5th concept) Now it not only triggers after the enemy damages a friendly target, but it also damages the source alongside the HQ (can damage the HQ twice if an order or so)
(alternative variants)
a- Deal 2 damage...
b- Deal 3 damage...
c- Deal 4 damage...
6- Rework; Once per turn when your HQ is damaged, deal equal to the enemy HQ.
(alternative variant)
a- Now it triggers twice per turn.
(could have a cost increase)
6/A- (following 6th concept) Now it excludes HEINKEL HE 219 from triggering its effect.
(alternative variants)
a- Now it triggers twice per turn.
7- Rework; After your HQ is damaged by a ground unit, this unit gets +1+1.
(alternative variants)
a- Now it gets +1+2.
b- Now it gets +2+1.
c- Now it gets +2+2.
7/A- (following 7th option) Now it also gets Shock.
(alternative variants)
a- Now it gets +1+2.
b- Now it gets +2+1.
c- Now it gets +2+2.
8- Rework; (basically 7th concept); Now it only triggers from enemy ground units.
(alternative variants)
a- Now it gets +1+2.
b- Now it gets +2+1.
c- Now it gets +2+2.
8/A- (following 8th concept) Now it gets Shock.
(alternative variants)
a- Now it gets +1+2.
b- Now it gets +2+1.
c- Now it gets +2+2.
JUNKERS JU 188 E (buff ideas)
As for this unit, I have to say that on paper it is not a bad unit, but it suffers from what I do personally call the "Panther D syndrome", where while powerful as a unit, it its prone to be destroy by removal orders (not supression lol) or targeted by enemy units making it more of a high cost "taunt" like unit.
It is not bad, but it is not good as intended, and rarely you could make use of it effectively, so me and @proud basalt thought some approaches to make it a good choice for more heavy unit decks to be worth picking:
1- Reduced cost to 6k. (pretty meh)
(alternative variant)
a- Now it has Smokescreen but no Fury (basically the 88 A version but bigger)
1/1- (real option) Now it has Smokescreen (alongside Fury)
(alternative variants)
a- Increased cost to 8k.
b- Increased cost to 9k.
2- At the end of your turn set a random enemy unit damage to 0 until your next turn. (could also be at the start, but it'll end up being the same thing again)
2/A- (following 2nd option concept) Deployment: Set all enemy units damage to 0 until next turn.
(alternative variant)
a- Also affects units in enemy hand (screw you blitz).
3- Cannot be targeted by enemy orders.
(alternative variants)
a- Increased cost to 8k.
b- Increased cost to 9k.
c- Possibly a higher increase (no image).
4- Reduced cost to 6k; Deals 2 less damage against the enemy HQ.
(alternative variant)
a- Reduced cost to 5k.
4/A- (following 4th concept) Increased damage reducer to 5. (could go in between 2 or 5)
(alternative variants)
a- Reduced cost to 5k.
b- Reduced cost to 4k. (lol)
5- When this unit is targeted by an enemy order, the enemy discards a card.
(alternative variants)
a- When this unit is targeted by the enemy, the enemy discards a card. (anything, orders, deployments, unit attacks, etc)
b- ...Draw a card. (lol, it is a flying T-34-85)
6- Ignores Smokescreen.
(alternative variants)
a- Ignores enemy fighters.
b- Ignores enemy fighters and Smokescreen.
7- Has Blitz if the enemy controls a fighter.
(alternative variants)
a- ....and -1 operation cost...
b- ....and -2 operation cost...
c- ....and -3 operation cost...
8- If in your hand, this unit costs 1 less for each unit type you control.
(alternative variant)
a- ...Costs 2 less...
8/A- (following 8th idea) Now bombers doesn't reduce its cost.
(alternative variant)
a- ...Costs 2 less...
9- If in your hand, this unit costs 1 less each time your countermeasure triggers.
(alternative variant)
a- ...costs 2 less.
[its cost could be increased, atleast 9 if necessary]
10- Deployment: Destroy target enemy unit with cost 3 or less.
(alternative variant)
a- Increased removal range to 4. (could have a cost increase).
10/A- (following 10th concept) Supress target enemy unit, if it has cost 3 or less destroy it instead. (basically, PUMMEL)
(alternative variant)
a- Increased range effect to 4. (this needs a higher cost)
11- Deployment: Destroy all enemy units with cost 1 or less.
(alternative variants)
a- Increased cost range to 2.
b- Increased cost range to 3. (lol its a better MAUS).
12- Deployment: Target enemy unit returns to its owner's hand.
(alternative variant)
a- Can only target enemy units.
[it ends up being a better JAGDBOMBER]
13- When an enemy unit with cost 4 or less attacks this unit, destroy it afterwards.
(alternative variant)
a- When an unit with 4 cost or less attacks this unit, it is destroyed first.
14- Deployment: The enemy discards a card.
14/A- (following 14th concept) Deployment: The enemy discards an order.
(alternative variant)
a- ...discards two orders.
14/B- (following 14th concept) Deployment: The enemy discards an unit.
(alternative variant)
a- ...discards two units.
14/C- (following 14th concept) Deployment: The enemy discards an order and an unit.
15- Deployment: Deal 2 damage to all enemies.
(alternative variant)
a- Deal 2 damage to all enemy units.
16- Cannot be targeted by enemy infantry or tanks units.
(alternative variant)
a- Cannot be targeted by enemy infantry or tank units with cost 4 or less.
17- Can counterattack
(alternative variant)
a- Now it has Ambush.
[lol, this pales in comparison with the madness from above]
18- Can only be targeted by enemy units and orders with cost 4 or more.
19- When this unit is targeted by an enemy order, add a ME BF 109 E in your supportline.
(alternative variant)
a- ...in your hand.
19/A- (following 19th option) Also triggers from enemy deployment effects.
(alternatiev variant)
a- ...in your hand.
19/B- (following 19th option) Now it triggers from any enemy targeting.
(alternative variant)
a- ...in your hand.
20- Deployment: Choose one - Shuffle 4 DIVE BOMBING OR 4 GLIDE BOMBING in your deck.
(alternative variants)
a- Shuffle 4 DIVE BOMBING...
b- Shuffle 4 GLIDE BOMBING...
21- Destruction: Convert an air unit in your hand into this unit.
(alternative variant)
a- ...a German air unit...
[didn't think it until now, it could also convert a card in your deck if available]
10(A) my beloved
Schwable combo. 4/5 plane or 5/4 plane with 6 op
For junkers I have an idea. Deployment. Deal 4 damage to a random enemy unit.
I like the idea of Junkers getting suppress or destroy if cost -3
Good to know I have good taste
Damn! This is worthy of an elite
I agree with that and it's make that tank very useful
this is an interesting idea
IMO its still way too slow, especially compared to a panther D or the goofy train
BLOHM & VOSS BV 138 (buff & rework ideas)
[booooooo! another countermeasure related suggestion to buff!]
(early halloween edition lol)
As for this reserved fighter, when one take a quick glance at it, you think "well, this is a very good tool for cm decks! right?", well no, it is one of the most mediocre (at best) cards in game, specially from an Elite card.
Starting of its 3k, 2op and 2/4 you have a terrible unit to use offensively or defensively (against bombers), so it falls behind ME BF 109 E, and its draw effect its too unconsistent as you need your countermeasures to trigger, which is not guaranteeed, specially early on where you do not have many options to choose.
So to make this potentially good card into an actual good card, I've thought some ideas for it (as always, from simple to complex):
1- Buff; Reduced operation cost to 1k.
(alternative variants)
a- Reduced cost to 2k.
b- Reduced both deployment and operation cost to 2k.
1/A- (following 1st idea concept/idea line)
(alternative variants)
a- Increased damage to 3.
b- Increased damage to 3 and reduced operation cost to 1k.
c- Increased stats to 3/5. (quite big for 3k)
2- Buff; Now it has Ambush.
(alternative variants)
a- Reduced op cost to 1k.
b- Reduced cost to 2k.
c- Reduced both deployment and op cost by 1.
2/A- (following 2nd option) Increased damage to 3.
(alternative variant)
a- Reduced op cost to 1k.
3- Buff; Now it has Shock.
(alternative variants)
a- Reduced op cost to 1k.
b- Reduced cost to 2k.
c- Reduced both deployment and op cost by 1.
3/A- (following 3rd option) Increased damage to 3.
(alternative variants)
a- Reduced op cost by 1.
4- Buff; (merging both 2nd and 3rd options) Now it has both Ambush and Shock.
(alternative variants)
a- Reduced op cost to 1k.
b- Reduced cost to 2k.
c- Reduced both deployment and op cost by 1.
4/A- (following 4th option) Increased damage to 3.
(alternative variants)
a- Reduced op cost to 1k.
5- Rework; Your countermeasures cost 1 less to activate.
(alternative variants)
a- ...Cost 2 less....
b- ...Cost 3 less....
5/A- (following 5th option) Reduced op cost to 1k.
(alternative variants)
a- ...Cost 2 less....
b- ...Cost 3 less....
5/B- (following 5th option) Reduced cost to 2k.
(alternative variants)
a- ...Cost 2 less....
b- ...Cost 3 less....
6- Rework; (basically the same thing as 5th but now the original effect) Your countermeasures cost 1 less to activate. Draw a card when the enemy trigger them.
(alternative variants)
a- ...Cost 2 less....
b- ...Cost 3 less....
6/A- (following 6th option) Reduced op cost to 1k.
(alternative variants)
a- ...Cost 2 less....
b- ...Cost 3 less....
6/B- (following 6th option) Reduced cost to 2k.
(alternative variants)
a- ...Cost 2 less....
b- ...Cost 3 less....
7- Rework; Deal 2 damage to the enemy HQ when it triggers your countermeasure.
(alternative variants)
a- Increased damage effect to 3.
b- Increased damage effect to 4.
7/A- (following 7th option; merging with original effect) Also draw a card.
(alternative variants)
a- Increased damage effect to 3.
b- Increased damage effect to 4.
8- Rework; (basically 7th option but it triggers once per turn instead)
(alternative variants)
a- Increased damage effect to 3.
b- Increased damage effect to 4.
c- Increased damage effect to 5. (as it is more limited, it may be busted)
8/A- (following 8th option, merging with original effect) Now draw a card when it triggers.
(alternative variants)
a- Increased damage effect to 3.
b- Increased damage effect to 4.
c- Increased damage effect to 5. (this might be too busted)
9- Rework; When the enemy triggers your countermeasure, deal X to its HQ, where X is equal to its cost.
(alternative variants)
a- Increased cost to 4k.
b- Increased cost to 5k.
9/A- (following 9th option) Now it only triggers once per turn.
(alternative variants)
a- Increased cost to 4k.
b- Increased cost to 5k. (this might not be necessary in this case)
10- Rework; Deployment: Develop a German countermeasure.
(alternative variant)
a- Added: Repeat this effect when the enemy triggers your countermeasure.
b- (would added, "Once per turn" but there is not enough space)
11- Buff/Reword (lol); Deployment: Draw a card. Repeat this effect when the enemy triggers your countermeasure. [basically the same thing as the original, but now it has a deployment effect]
(alternative variant)
a- Draw a countermeasure.
12- Rework; First countermeasure you activate this turn costs 0. (could be reworded?)
(alternative variant)
a- Added: Draw a card when the enemy triggers your countermeasure. (could have a cost increase).
13- Rework; Your countermeasures can be triggered on your turn[(I absolutely no idea how it would work out with some cms, but it could be interesting]
(alternative variant)
a- Added: Draw a card when the enemy triggers your countermeasure.
14- Rework; Your countermeasures trigger twice.
(alternative variant)
a- Added: Draw a card when the enemy triggers your countermeasure. (it should only draw one card)
14/A- (following 14th option and merging 5th option) Your countermeasures cost 1 less to activate and trigger twice (could be reworded)
(alternative variants)
a- ...cost 2 less...
b- ...cost 3 less...
15- Rework; Once per turn, when your countermeasure triggers, add a copy of it in your hand. [could have a cost increase, I mean the unit]
(alternative variants)
a- Add it in your hand and activate it.
b- Add it into your deck.
That effect of creating a copy of rather diabolical
Okay so is this all for the aircraft?
Yeah, our dear Jonathan is inspired these days
He forgot one tbh
I quite like the free countermeasure trigger as well
it would be too much
Fair
Yea true without it's can be trigger once per turn
once per turn is a good addition
you know what, screw it I'm doing it
let cms rule all!
I mean if it was like that than it's really high target to deal with fast as your able to
If it once per turn it still a high target
germany/uk cm deck with anti orders and such
Yea true
But soviet has a deployment way to deal with it
but uk has a order to deal with that
16- Rework; When the enemy triggers your countermeasure, they must discard a card.
(alternative variants)
a- Increased cost to 4k.
b- Increased cos to 5k.
[blame @silver path for making me remember lol]
16/A- (following 16th option) Now it only triggers once per turn.
(alternative variants)
a- Increased cost to 4k.
b- Increased cost to 5k.
17- Rework; (similar to 16th option) When the enemy triggers you countermeasure, Convert a random card in their hand into PRODUCTION.
(alternative variants)
a- Increased cost to 4k.
b- Increased cost to 5k.
17/A- (following 17th option) Now it trigger once per turn.
(alternative variants)
a- Increased cost to 4k.
b- Increased cost to 5k.
- AFRIKA REGIMENT (buff & "rework" ideas)
As for this unit, I always found interesting how its mechanic worked at the start of the game (new player by that point), but it always bugged me how slow and weak it was to trade out with other units of its same cost or even lower, and that makes it quite fall behind other units on the 3k range.
So to make it slighlty better, and following its "chaotic and frenzy combat style", I though some slight changes it could have:
1- Buff; Now it has Blitz
[maybe its defense or damage effect could be reduced by 1]
(alternative variants)
a- Now it has Shock.
b- Now it has both Blitz and Shock.
1/A- (following 1st option) Increased cost to 4k.
[it may be weaker than other 4k infantry, it may need a slight stat increase]
(alternative variants)
a- Now it has Shock.
b- Now it has both Blitz and Shock.
2- "Rework"; When this unit moves into the frontline, deal 3 damage to a random enemy [basically, anything in the supportline]
2/A- (following 2nd option) Now it has Blitz.
(alternative variants)
a- Now it has Shock.
b- Now it has both Blitz and Shock.
2/B- (following 2nd option) Increased cost to 4k; now it has Blitz.
(alternative variants)
a- Now it has Shock.
b- Now it has both Blitz and Shock.
3- "Rework"; When this unit moves into the frontline, target an enemy and deal 3 damage to it.
[many things could be reduced here, damage effect, stats, or make it only target enemy units]
3/A- (following 3rd option) Now it has Blitz.
(alternative variants)
a- Now it has Shock.
b- Now it has both Blitz and Shock.
3/B- (following 3rd option) Increased cost to 4k; Now it has Blitz.
(alternative variants)
a- Now it has Shock.
b- Now it has both Blitz and Shock.
@gusty steppe can I give my opinion now?
sure
Oop
Uhm better late then never I guess
Well uhm giving this blitz in any capacity is quite insane
3 dmg isn’t something to laugh at, and with the current meta severely hindering midrange decks from securing/ holding the frontline, a blitz unit that deals dmg to the hq when it moves is too strong
.
I would say the best way to make it viable is give it 0op and shock (at 4k)
This would make it much easier to get the damage, but also doesn’t get rid of the enemies way of counterplay. Additionally once it reaches the frontline it’s still a threat, as 0op units can sail on the hq without spending additional kredits
Either that or shock and ‘can move and attack during the same turn’ (severely punishing players for not trying to counter it, while letting it take the frontline if it destroys the only unit in it)
I think it should have ambush
There's so many cool Frontline shifting mechanics buried down these days
ambush practically became obsolete with Shock
its no longer useful
unless Shock is nerfed (and I mean that interaction)
Okay then hear me out
Deals 3dmg to enemy hq when moves into Frontline, fully repairs when retreated
that could be interesting with uk or italy ally
4- Buff; (original effect here) Fully repair this unit if it Retreats.
[credits to @deft leaf]
4/A- (following 4th option) Now it has Blitz.
(alternative variants)
a- Now it has Shock.
b- Now it has both Blitz and Shock.
[could have their cost increased to 4k, too lazy to do those images lol]
I have a idea for this tbh but it's be to weird
"Deployment: Deal 3 damage to the HQ if this is your only unit."
it's be at 4k
that might be interesting
Because you got to play around why if you have a other unit down it's come useless to play
and does nothing but if you control no unit than it's deal 3 damage to the HQ
I got this idea from %989. INFANTRY REGIMENT%
Cards found: 1
Plus you can't spammed it out one after other because it's only trigger if this is your only unit
But it can: U-16 works on friendlies and the Germany navy burn deck is already rather efficient
I get it but it's 4k do 3 deal damage to your HQ if this is your only unit
So if you playing Navy burn it's can work but you can't use any navy burn guys with it so most likely no other than one or something
5- Rework; Deployment: Deal 3 damage to the enemy HQ if this is your only unit.
(alternative variant)
a- Now it has Shock.
[credits to @silver path]
5/A- (following 5th option) Increased cost to 4k.
(alternative variant)
a- Now it has Shock.
[this will be the last]
KURMARK AUFKLÄRUNG (buff ideas)
[third spooky edition of "the OP wants to buff cm decks"!,
now featuring "White Death Junior"}
Ok in al seriousnes, as for this card, I wont say it is weak because it is not bad (partially), but I do believe as far as my experience goes, the only reason this unit can be "busted" is because the nature of the card "A BRIDGE TOO FAR", which does trigger no matter what (unless Japan (jaggro) bs).
But outside of that, if you use it with any other countermeasure, while free, you may end up wasting this effect if the enemy do not trigger it. Besides, its Alpine effect is redundant, there are far better options than this for that deck.
So here are my ideas for it to be more useful, with an additional bonus for alpine decks too, why not?:
[disclaimer, there would be only 3 (4) actual ideas, the variants are just (probable) amalgamations to give flavour]
1- Reduced cost to 2k.
2- Added; Deployment: Choose a countermeasure in hand and reduce its cost by 1; (insert original effect here).
(alternative variants)
a- Increased effect to 2.
b- Increased effect to 3.
2/A- (following 2nd option) Now it has Blitz.
(alternative variants)
a- Increased effect to 2.
b- Increased effect to 3.
2/B- (following 2nd option) Now it has Shock.
(alternative variants)
a- Increased effect to 2.
b- Increased effect to 3.
2/C- (following 2nd option) Now it has Ambush.
(alternative variants)
a- Increased effect to 2.
b- Increased effect to 3.
3- (Amalgamation); Alongside original effect now it can either have:
- Blitz
- Shock
- Ambush
- Fury
[then any combination of all of these (no past 2 additional keywords), if its too much skip to 4th option]
3/A- (following 3th option)
BLITZ variant tree:
a- Now it has both Blitz and Shock.
b- Now it has both Blitz and Ambush.
c- Now it has both Fury and Blitz.
3/B- (following 3rd option)
SHOCK variant tree:
a- Now it has both Ambush and Shock.
b- Now it has both Fury and Shock. (lol, it is a better fallschirmjager)
c- (already mentioned in Blitz tree)
Oh god I just thought of a idea and I am in fear of my idea
wait a sec, lemme finnish this
4- (insert original effect here) Repeat this effect if it was not triggered
[could be reworded?]
4/A- 2nd Amalgamation; (following 4th option) Same thing as 3rd option but with new effect.
(alternative variants)
a- Now it has Blitz
b- Now it has Shock
c- Now it has Ambush
d- Now it has Fury
[same rules applied for 3rd combinations]
4/B- (following 4th option)
BLITZ variant tree:
a- Now it has both Blitz and Shock.
b- Now it has both Blitz and Ambush.
c- Now it has both Blitz and fury. (an even better fallschirmjager lololol)
4/C- (following 4th option)
AMBUSH variant tree:
a- Now it has both Ambush and Shock.
b- Now it has both Ambush and Fury.
c- (already mentioned in Blitz tree)
Oh boy
4/D- (following 4th option) Lol last variant, it has both Fury and Shock (other Shock related cards were mentioned already)
@silver path your go
"Deployment: Choose a countermeasure in hand. Activate it at the end of your turn. if it doesn't get trigger than deal 3 damage to the HQ." do note you keep the cm
Yea and so if it doesn't get trigger than you deal 3 damage for free and keep a the cm to
"if it was not triggered, the enemy discards a card" OR "draw a card"
those will be coming right up
Or worst than that
"If it was not triggered, destroy a random enemy unit and gain 3 kredits for it."
too much text
it ends up with 4 sentences
but the first part works well enough
or the second one... mh
4 new ideas coming right up
Fair
Or it's can do something like "If it was not triggered than add 2 alpine units to the frontline if possible."
remember the space limitation
I came up with a quick solution that does that
"If not triggered, duplicate this unit" (once or twice)
5- Buff; (insert original effect here) If not triggered (insert effect).
(alternative variants)
a- Deal 3 damage to the enemy HQ.
b- The enemy discards a card.
c- Draw a card.
d- Add a copy of it in your hand. (duplicate the selected countermeasure)
5/A- (following 5th variant list)
e- Add a copy of it into your deck.
f- Get 3 kredits next turn.
g- Duplicate this unit. (once or twice, there is another image but I did not upload it for the sake of simmetry)
h- Destroy a random enemy unit.
[blame @silver path for this monstrosities lol]
3k blitz same effect
wait when did they buff afrika i swear it always did 2 damage
Always did 3, they just gave it +1 defense
I have no opinion on cm-based units
(QUICK QUESTION)
How good was LURKING DANGER on the past? was it worth to use? it was busted or a waste of kredits?
Pretty damn good
Was used in Ger control for a reason
Fishing out 2 CMs you can use
objectively, considering today's meta and cards, it would need any type of change or no?
- VOLKSGRENADIER (buff ideas)
[praise this unit, as without it, I could not the vast mayority of edits on this ideas! (as it is a blank card)]
As for this unit, while it is very cost efficient for 3k, having a big pool of defense and decent attack, it makes it a perfect early to mid game unit to pick for Germany. But as time had pass, once could say that it became quite obscure in comparison with others, specially because it cannot do much on its own, its too slow and it doesn't have an inmediate effect to aid you.
So to make it an even better unit, I thought some changes that could fit pretty well in it:
1- After this unit destroys an enemy unit, draw a card.
(alternative variant)
a- After this unit attack and destroys an enemy unit, draw a card.
1/A- (following 1st option) Increased minium to two for draw.
(variants)
a- After this unit destroys two enemy units, draw a card.
b- After this unit attacks and destroys two enemy units, draw a card.
2- After this unit destroys an enemy unit, add a 1. INFANTRY REGIMENT in your supportline.
(alternative variants)
a- ...in the same line.
b- ...in your hand.
2/A- (following 2nd idea) Now it needs to attack and destroy an enemy unit to trigger the effect.
(variants)
a- ...in your supportline.
b- ...in the same line.
c- ...in your hand.
2/B- (following 2nd idea) Increased minium to 2 to trigger the effect.
(variants)
a- ...in your supportline.
b- ...in the same line.
c- ...in your hand.
I Got a sinnister idea
2/C- (following 2nd idea) Increased minium to trigger this effect to 2, and now it need to attack and destroy an enemy unit.
(alternatives)
a- ...in your supportline.
b- ...in the same line.
c- ...in your hand.
shoot it
"Deals double damage to guards and hq" cost increased to 4
XD
Also old hares
still, quite redundant, and quite op for a common card
considering current buffs
AND german frontline buffs
its slow but too deadly for my taste
(ok, whats next...)
3- Deployment: Put a random Navy card in your deck to the top.
[disclaimer as to why this effect: as far as I know, in the volksgrenadier regiments there were repurposed inactive military units from Kriegsmarine and Luftwaffe, maybe I'm skipping something but it could pair up with the recent update]
srry, go on
Has the text where Becomes Veteran when it attacks and destroys a unit. and veteran side is "Gain guard and can't be targeted by orders or converted/suppress."
4k
while conditional, it is too powerful for Germany, it both gives an easy Guard to get, alongside the Veteran support.
but not a bad idea
It doesn't have blitz tho
its still veteran+guard for germany
you are essentially having a glamour boys that repairs itself once
Yes and if it not in the veteran than it's can be destroy and if you can't destroy it than welp now you have a high target that can't be removel without units fighting it or deployment effects
And if it had blitz than it's be to broken
Or other one can be like when the enemy deploy a unit become veteran and Veteran has text like "When an enemy unit attacks this unit, its attack damage goes to a random enemy. once per turn."
wording can be fix a bit
So it's like Ambush but more deadly
3/A- (following 3rd option)
Deployment: Put a random (insert air unit) in your deck to the top.
(variants)
a- Put a fighter.
b- Put a bomber.
c- Put an air unit.
3/B- (following 3/A option) It only moves German units.
(variants)
a- Put a German fighter.
b- Put a German bomber.
c- Put a German air unit.
3/C- (following 3/A idea) Now it moves tanks to the top of your deck.
(alternative variants)
a- Put a random tank.
b- Put a random light tank.
c- Put a random medium or heavy tank. (could probably only be one instead of both classes)
3/D- (following 3/C option) Now it only moves German units.
(variants)
a- Moves a German tank.
b- Moves a German light tank.
c- Moves a German medium or heavy tank. (same thing, could only be one class instead of both)
4- Deployment: Enemy units in the frontline cannot target anything but this unit until next turn.
4/A- (following 4th concept) Now it can get a temporal Guard.
(variants)
a- Deployment: If the enemy controls the frontline, this unit gets Guard until next turn.
b- Deployment: If the enemy controls 2 units in the frontline, this unit gets Guard until next turn.
5- When this unit moves into the frontline, add a 1. INFANTRY REGIMENT in your supportline.
(alternative variants)
a- ...in the same line.
b- ...in your hand.
[followup of 2nd option]
5/A- (following 5th concept) Replaced 1. INFANTRY REGIMENT with 432. INFANTRY REGIMENT instead.
(variants)
a-...in your supportline.
b-...in the same line.
c-...in your hand.
[forgot about this unit for 2nd option lol]
6- When this unit moves into the frontline, add a random German infantry unit with cost 1 or less in your supportline.
(alternative variants)
a- ...in the same line.
b- ..in your hand.
6/A- (following 6th option) Increased minimun cost range to 2 or less. (this can get crazy really fast)
(alternative variants)
a- ...in your supportline.
b- ...in the same line.
c- ...in your hand.
d- ...into your deck. (for balance sake, kinda)
7- Deployment: Reduce the cost of a Navy card in hand by 1.
(alternative variants)
a- ...by 2.
b- ...by 3.
[same explanation as 3rd option]
7/A- (following 7th option) Now it affects a random card in hand.
(alternative variants)
a- Reduce by 1.
b- Reduce by 2.
c- Reduce by 3.
7/B- (following 7/A option) Now it can also affect a random card in your deck [not 1 in hand and 1 on deck , just 1 in general]
(alternative variants)
a- Reduce by 1.
b- Reduce by 2.
c- Reduce by 3.
d- Reduce by 4. (this might be too much)
8- Deployment: Reduce the cost of a random air unit in your hand by 1.
(alternative variants)
a- ...by 2.
b- ...by 3.
8/A- (following 8th option) Now it can also affect a card in your deck [same explanation as 7th option]
(alternative variants)
a- Reduce by 1.
b- Reduce by 2.
c- Reduce by 3.
d- Reduce by 4.
8/B- (following 8th option) Now it can only affect German units.
(alternative variants)
a- Reduce by 1.
b- Reduce by 2.
c- Reduce by 3.
8/C- (following 8/A option) Now it can only affect German units and units in your deck.
(variants)
a- Reduce by 1.
b- Reduce by 2.
c- Reduce by 3.
d- Reduce by 4.
9- Deployment: Add a ME BF 109 E in your hand.
(alternative variant)
a- Add a JU 87 B STUKA in your hand.
9/A- (following 9th option) Add (insert unit) into your deck.
(variants)
a- a ME BF 109 E.
b- a JU B7 B STUKA.
10- Once per battle, instead of being destroyed, set its defense to 1. [could be reworded]
11- Gets +1 defense when the enemy gives an order.
(alternative variant)
a- Gets +1 attack.
11/A- (following 11th option) Gets +1+1 if the enemy gives an order.
12- After an enemy infantry attacks, deal 1 damage to it. [pseudo guard of sorts]
(alternative variants)
a- When an enemy infantry unit attacks anything but this unit, deal 1 damage to it.
b- When an enemy infantry unit attacks your HQ, deal 1 damage to the enemy HQ (small HEINKEL HE 219)
13- After the enemy gives an order, this unit recovers 1 defense.
(alternative variants)
a- ...recovers 2 defense.
b- ...recovers 3 defense.
c- could recover even more (maybe fully repair)
14- Deployment: Add a PLAN in your hand.
[powercreeped PANZER 38(t)??]
14/A- ("following" 14th option)
When this unit moves into the frontline, add a PLAN (or PRODUCTION) in your hand.
14/B- (following 14/A option) Now it needs to both destroy an enemy unit and move into the frontline to trigger the effect (no matter the order)
(variants)
a- Add a PLAN...
b- Add a PRODUCTION...
15- Deployment: If the enemy controls an air unit, add a BLACKOUT in your hand.
16- Deployment: If the enemy controls the frontline, your HQ receives 1 less damage until next turn.
17- Deployment: If the enemy controls an unit with cost 1 or less, add a ROUT in your hand.
(alternative variant)
a- ...if the enemy controls two units..
17/A- (following 17th option) Increased cost range to 2 or less.
(variants)
a- If the enemy controls an unit...
b- If the enemy controls two units...
18- Deployment: Add a random German tank with cost 1 or less in your supportline.
(alternative variants)
a- ...in your hand.
b- ...into your deck.
c- ...on top of your deck.
19- If destroyed by an order, add a copy of this unit in your hand.
(alternative variant)
a- ...into your deck.
b-...on top of your deck.
19/A- (following 19th concept) Now it triggers if destroyed by anything but combat damage.
(alternative variants)
a- Add a copy in your hand.
b- Add a copy into your deck.
c- Add a copy on top of your deck.
lol, took 1 hour and 30 minutes (roughly) to upload all of these XD
@gusty steppe regarding Volksgrenadiers composition being Kriegsmarine and Luftwaffe forces
That's by the near end of the War
This unit was formed in 1944
thanks, I remember it was something like that, thats why I wante to clarify why the respective ideas had to do with either air units or Navy cards
So yeah it kinda makes sense but also not because the artwork they used was La Domenica Del Corrier and it's Leningrad
The 272nd Volksgrenadier Division which is where the 980. Volksgrenadier Regiment is, operated in the west
Especially in the Normandy campaign
mh, makes sense
problem is there is not that many volksgrenadier units right now (only two atm)
Yeah that's the problem
but it could be a nice addition in the future (not happening lol)
Definitely not gonna be likely
But they could also use Battle of Berlin Volksgrenadiers
There composition was super wack
wouldn't those be volkssturm?
There's a difference
Volksgrenadier Regiment are composed of jobless Kriegsmarine and luftwaffe troops alongside standard heer
Volkssturm are civilians
I mean, there were the volksgrenadiers (actual soldiers) and volkssturm (civilian militia)
Essentially militias
respective of battle of Berlin, as far as I remember, the actual military forces were at the frontlines
but I might be wrong or partially wrong
@gusty steppe but
the 257th Volksgrenadier Division, with Grenadier Regiments 457, 466, and 477; the 549th Volksgrenadier Division, which was nearly destroyed in the East Prussian Offensive; and the 553rd Volksgrenadier Division, which included Grenadier Regiments 1119, 1120, and 1121
Those were the Volksgrenadier Divisions that were in the battle of Berlin
Not including Hitlerjugend troops and Volkssturm Militias
That's why Steiner didn't order the counterattack
They got few men left and Berlin was about to be encircled
interesting
imagine these two being a new Germany tokens deck
The latter maybe but Hitlerjugend? Yeah that's one way to get your game flagged
well... maybe not the exact same name
but well, people are afraid of the historical concept of juvenile soldiers in war
which was saddly a thing
It was simply amazing. 300% efficient
I don't think so. It's an elite with 300% efficiency and instantly gets into the opponents mind, so it gets them to play less aggressively. I wouldn't change it
well, then it won't see the sunlight ever lol
Honestly, I'd just give it +1 def
a german elite which is over 300% efficiency and no downsides? no no no drops it into the abyss
That Volksgrenadier is a card with plenty of value, especially for unfinished collections
considering current common and limited cards it does lack some power, atleast currently
And with the new supports for naval support style cards, being the only infantry able to survive the hammer and the new 2k removal would do it wonders
well, I don't believe anybody would use hammer tbh
you have either Rush or Hammer v2 (Extended Barrage)
!extended barrage
Cards found: 1
Yes, this one
no reason to not use that instead
With 7def, it's the only unit able to survive it in its class
That British guard is less consistent, because it flips op cost after it gets the attack buff so it's useless
!royal fusiliers
Cards found: 1
This card is useless with cards like chain home, because it ends up with 3atk and 8op cost
Giving that Volksgrenadier 7def would make it a perfect candidate, along with 84th infantry regiment
!84th infantry regiment
Cards found: 1
yoo the volksgrens are busted in draft though
Precisely because it's already above 100% kredit efficiency
well yeah, anything can be good in draft as you have to make a makeshift army by rng
but outside of that or againts a better constructed/luckier deck, it has no chance
the +1 defense might do the trick though
- INFANTRY REGIMENT [and VETERAN] (buff ideas)
As for this unit, one can easily say that it is a powerful unit, no doubt about it, but it always bothered me three things with it, and most importantly in recent times. It has a very low defense to survive against other units of its same cost effectively (with them surviving), you need tempo advantage (start first or similar) to get it into the frontline consistently, and on top of all of that, the direct nerfs to the Ambush and Veteran keywords (both Shock and Supression).
While it is not a bad unit, I do believe there can be some adjustment done to it, here some I thought (going from simple to a little more powerful):
1- [REGULAR VERSION]
Added keywords for value:
(variants)
a- Now it has Shock.
b- Now it has Ambush.
c- Now it has Fury (slower fallschirmjager)
1/A- (following 1st option) Key word combination:
(variants)
a- Now it has both Shock and Ambush.
b- Now it has both Fury and Shock.
c- Now it has both Fury and Ambush.
2- [REGULAR VERSION]
Increased defense to 3.
2/A- (following 2nd option, identical to 1st variants)
Added keywords for value
(variants)
a- Now it has Shock.
b- Now it has Ambush.
c- Now it has Fury.
2/B- (following 2/A options) Keyword combinations:
(variants)
a- Now it has both Shock and Ambush
b- Now it has both Fury and Shock.
c- Now it has both Fury and Ambush.
3- [VETERAN VERSION]
Added new veteran trigger effect:
"When this unit becomes Veteran...."
(variants)
a- ...draw a card.
b- ...add a PLAN in your hand.
c- ...add a PRODUCTION in your hand.
d- ...add a 50. INFANTRY REGIMENT in your hand. (basically, PANZER I-B)
3/1- [VETERAN VERSION]
Base unit, now it has Shock.
3/A- (following 3/1 option)
Added veteran trigger effect: "When this unit becomes veteran..."
(variants)
a- ...draw a card.
b- ...add a PLAN in your hand.
c- ...add a PRODUCTION in your hand.
d- ...add a 50. INFANTRY REGIMENT in your hand.
4- [VETERAN VERSION]
Increased defense to 4.
(alternative variant)
a- Now it has Shock.
4/A- (following 4th option)
Added veteran trigger effect: "When this unit becomes Veteran..."
(variants)
a- ...draw a card.
b- ...add a PLAN in your hand.
c- ...add a PRODUCTION in your hand.
d- ...add a 50. INFANTRY REGIMENT in your hand.
Not sure this one needs buffs tbh
I would like to see the stupid 2-3 or something tank from USSR that take 4 turns
get reworked
instead of being reworked, its conditional triggers should be much lower or different than what it currently is
Yea
This guy doesn’t need a buff, it’s just rout basically fucks over every single frontline deck that isn’t jaggro
I do ignore Rout when it comes to units with low cost, its like discussing about supression or similar orders
I'm in fact, highlighting the other cheap units which are far more better and faster than this
I think rout hurts the cheaper, snowball/ guard cards such as this
Like for example, Brit air is dead because if the enemy draws an arrado, suppression, or rout they basically win the game
Cheaper, less committal units are hurt far less by rout
(This is also why cheap guards are fucking dead, the enemy can just run rush, rout, duress and bypass it for free)
It just so happens to be that jaggro is the best aggro deck that doesn’t rely on units staying alive to continue the pressure (they have insane hand->board presence)
GLIDE BOMBING (buff ideas)
As for this order, while an interesting concept, I find it quite redundant and inneficient in comparison with its obvious counterpart DIVE BOMBING, which by half its cost it can do the primary effect plus 1 damage.
The draw effect in this is good, but because the order itself is quite expensive (for its main effect) you may end up just using the cheaper one as it can also allow you to remove units with 1 defense.
So imo, in its current form it does fall quite behind as for its lack of versatility. Considering all of these, here are my ideas for it:
[credits to @proud basalt for helping out with the mayority of these]
1- Reduced cost to 1k.
(alternative variant)
a- Reduced it further to 0k.
1/A (following base effect) Now it draws two cards instead.
2- Now the damage reduction lasts until end of next turn.
[2 turns roughly]
(alternative variant)
a- Now it draws to two cards.
3- Now you draw a card no matter if destroyed this turn or not.
(alterantiv variant)
a- Damage reduction lasts until end of next turn.
3/A- (following 3rd options)
(damage reduction effect here) Draw two cards if destroyed this turn, otherwise draw one [guaranteed draw]
(alternative variant)
a- Now the damage reduction lasts until end of next turn.
4- Rework?; Replaced draw with: "Get X kredits if destroyed" [no need to be in the same turn]
(alternative variants)
a- Get 1 kredit.
b- Get 2 kredits.
c- Get 3 kredits.
4/A- (following 4th options)
Same principle, but now the damage reduction lasts until end of the next turn.
(variants)
a- Get 1 kredit.
b- Get 2 kredits.
c- Get 3 kredits.
4/B- (following 4th option)
Merged it with original draw effect "Draw a card if in this turn".
[its redundant to put again "destroyed"]
(variants)
a- Get 1 kredit.
b- Get 2 kredits.
c- Get 3 kredits.
4/C- (following 4/B option)
Not only it has all the previous changes, but also the damage reduction lasts until end of the next turn.
(variants)
a- Get 1 kredit.
b- Get 2 kredits.
c- Get 3 kredits.
5- Rework?; Set target unit attack to 0. Draw a card if destroyed this turn. [permanent modifier as in current DILEMMA]
(alternative variant)
a- Draw a card if destroyed.
b- Draw two cards if destroyed this turn, otherwise draw a card.
5/A- (following 5th options)
Increased cost to 3k
(variants)
a- Draw a card if destroyed this turn.
b- Draw a card if destroyed.
c- Draw two cards if destroyed this turn, otherwise draw one.
[this is my actual limit increase for this options, @proud basalt proposed the following B and C variants with increased cost]
5/B- (following 5th option)
Increased cost to 4k
(variants)
a- Draw a card if destroyed this turn.
b- Draw a card if destroyed.
c- Draw two cards if destroyed this turn, otherwise draw one.
5/C- (following 5th option)
Increased cost to 5k
(variants)
a- Draw a card if destroyed this turn
b- Draw a card if destroyed.
c- Draw two cards if destroyed this turn, otherwise draw one.
6- (same idea as 5th) Set target unit attack to 0. Get X kredits if it is destroyed. Draw a card if it is in this turn [weird wording I choosed here, could be changed]
(variants)
a- Get 1 kredit.
b- Get 2 kredits.
c- Get 3 kredits.
6/A- (following 6th option)
Increased cost to 3k
(variants)
a- Get 1 kredit.
b- Get 2 kredits.
c- Get 3 kredits.
6/B- (following 6th option)
Increased cost to 4k.
(variants)
a- get 1 kredit.
b- get 2 kredits.
c- get 3 kredits.
6/C- (following 6th option)
Increased cost to 5k
(variants)
a- Get 1 kredit.
b- Get 2 kredits.
c- Get 3 kredits.
7- Mega buff; Target unit and adjacent have 0 attack until your next turn. Draw a card if target is destroyed this turn.
(alternative variant)
a- Increased duration to end of next turn.
7/A- (following 7th options)
Increased cost to 3k
7/B- (following 7th options)
Increased cost to 4k
7/C- (following 7th option)
Increased cost to 5k
I thought you would do this lol
but never mind
I thought of "Target unit has 0 attack until your next turn. Convert or discard a random card in the enemy hand if it is destroyed this turn."
that could work too
Yup and make it worthful running it in handlock or convert deck
This is the best version imo
- VOLKSGRENADIER (buff & rework ideas)
[lol, I've edited this quite some time ago but forgot to upload it, I even gaslighted myself by putting it previously in the list]
As for this reserved unit, and the only functional conditional guard Germany currently has, I always had a mixed opinion about it, on one hand it is handy to deal with jaggro or blitz unit in general (except bombers).
On the other hand, it can happen that the enemy doesn't use blitz units at all or you have limited options, so you end up using it and getting a quite mediocre infantry unit that does nothing special.
So to make it a more favorable unit, and probably an autoinclude in german decks, I've thought some ideas:
1- Added new keywords
(alternative variants)
a- Now it has Shock.
b- Now it has Ambush.
c- Now it has both Ambush and Shock.
1/A1- Increased attack to 3.
1/A- (following 1/A1 option)
Now it has keywords.
(alternative variants)
a- Now it has Shock
b- Now it has Ambush.
c- Now it has both Ambush and Shock.
2- (insert deployment effect here). Otherwise give it +X attack and Blitz. [alternative use if Guard is not applied]
(variants)
a- +1 attack and Blitz.
b- +2 attack and Blitz.
[base 3/3 would not be necessary in this case, maybe]
3- (insert deployment effect here). Otherwise add a copy of it in your hand.
(alternative variants)
a- Add it next to it.
b- Add it into your deck.
3/A- (following 3rd options)
Increased attack to 3 for all variants.
4- (insert original deployment here). Otherwise draw a card.
4/A- (following 4th concept)
Now it adds a card in your hand.
(alternative variants)
a- Add a PLAN in your hand.
b- Add two PLAN in your hand.
c- Add a PRODUCTION in your hand.
d- Add a ROUT in your hand.
4/B- (following 4th concept)
Add a unit in your hand (specifically a German tank).
(variants)
a- Add a PANZER I-B in your hand.
b- Add a PANZER II-A in your hand.
c- Add a STUG III-F in your hand.
4/B2- (following 4/B variants)
d- Add a PANZER 38(t)
e- Add a PANZER 35(t)
5- (Same principle as 4th option) Increased attack to 3; (insert deployment effect). Otherwise draw a card.
5/A- (following 5th option, same thing as 4/A)
Now it adds a card in your hand.
(variants)
a- Add a PLAN.
b- Add two PLAN.
c- Add a PRODUCTION.
d- Add a ROUT.
5/B- (following 5/A option, same thing as 4/B)
Now it adds an unit in your hand (a German tank to be specific)
(variants)
a- Add a PANZER I-B.
b- Add a PANZER II-A.
c- Add a SUTG III-F.
5/B2- (following 5/B variants)
d- Add a PANZER 38(t).
e- Add a PANZER 35(t).
6- Rework; Has +1 defense and Guard when the enemy controls a Blitz unit. [now works as a passive effect rather than a deployment]
(alternative variant)
a- Has +2 defense...
6/A- (following 6th options)
Increased attack to 3, for both variants.
6/B- (following 6th concept) Slight Rework
Has +1 defense and Guard for each enemy unit with Blitz in battle.
(alternative variant)
a- Has +2 defense...
6/B2- (following 6/A concept)
Increased attack to 3, for both variants.
7- (same thing as 5th, but now it has keywords)
Has +1 defense and Guard when the enemy controls a unit with Blitz.
(alternative variants)
a- Now it has Shock.
b- Now it has Ambush.
c- Now it has both Ambush and Shock.
7/A- (following 7th option)
Increased to "Has +2 defense".
(alternative variants)
a- Now it has Shock.
b- Now it has Ambush.
c- Now it has both Ambush and Shock.
7/B- (following 7th option, now it buffs 6/B variants)
Added keywords.
(variants)
a- Now it has Shock.
b- Now it has Ambush.
c- Now it has both Ambush and Shock.
7/C- (following 7/B option)
Same thing but now its increased to "Has +2 defense..."
(variants)
a- Now it has Shock.
b- Now it has Ambush.
c- Now it has both Ambush and Shock.
[would upload the 3/3 variants, but it would be redundant, I'll just leave this comment as a proposal for it]
Well there a second guard unit
I think 1097. VOLKSGRENADIER should be "Gets +4 defence or +2 +2 attack and defence and gain Guard when you deploy a tank/trigger cm/alpine."?
thats why I meant the most efficient
the other one (already thought much more above) is ridiculously useless as a guard
Or other one can be 1097. VOLKSGRENADIER " can't be targeted by orders and gain guard by deployment of a tank or something but if this is your only unit gain +2 +2."
Wording can be changed a bit
Germany has 2 guard units this and %25. PANZERGRENADIER%
Cards found: 1
yes, but only one is practical, thats what I've stated
Yea and fair
I think 1097 voksgrenadier need a full on reworked and because the issue with it is that it's only good when the enemy is playing blitz units and it's 2k and it can get hit by rout so it's got to be 3k or something so it's harder to deal with and I think cannot be targeted by orders make it more annoying to deal with but it's a 2-5 or 4-5 guard
1097 Volksgrenadier could have inherent shock and conditional blitz
This would make it serve its purpose more consistently this day and age, with so many suppress and guard removals
Yea due to how many removeal there is that is why I say can't be targeted can be a good one
ENIGMA (buff ideas)
As for this card, being the only "consistent" card draw Germany has which doesn't just cycle through your deck like other German cards... is not as consistent and useful as it could be, sometimes you end up paying for a 1 or 2 draw or nothing at all as the enemy may just have less cards than you.
Which makes a rather mediocre drawing option instead of just picking any other nation alternative, which generally are easier to trigger or activate, cheaper and more common by rarity.
So here are 2 ideas made by me and @proud basalt to make it a more viable option, and most probably and rightfully an auto-include for Germany:
1- Added: Draw 1 card if equal or less.
1/A- (following 1st option)
a- Draw 2 if equal or less.
b- Draw 3 if equal or less. (cost may be increased to 5k?)
2- Added: Draw 1 card. (before the actual Enigma effect triggers)
[credits to @proud basalt]
2/A- (following 2nd option)
Now it draws 2 cards.
[credits to @proud basalt]
Enigma doesn't need changes
I disagree, while it can be pretty good if the enemy has a big hand (in comparison with you) if he has less or equal, and you need draw, this card just serves as a dead slot, an expensive one.
adding a little more of draw would be benefitial and fitting for its cost and rarity
also would be good for Germany lack of real draw
not something you can spam too much, as you could only have 2 of these in total
It's also the fact that meanwhile By the Sword is good
slightly better, but I do believe it would need a slight buff too
not like my version of Enigma, but a little buff
By the sword works exactly as it should. When used by a control deck against faster decks, it gives them fuel to keep going and stay competitive. Against control, its not as good, but also not necessary since the enemy is playing slower and you don't need the draw. You just don't want to use it in aggro decks. It is strong, and balanced, it doesn't need to be stronger
JUNKERS JU 88 A (buff ideas, big ones)
As for this obscure units, I find it really bizarre but at the same time interesting that Germany do have a more common like bomber with plain cost, stats and no additional effects, similarly to US or UK bombers.
But I can imagine that was the exact same reason it was put on reserves, I don't have any idea how this unit performed for Germany back then, but as far as I can tell this nation doesn't have almost no support for air units, and worse of all this one doesn't do anything else than offering decente damage per op cost ratio and "big" defense for 5k.
So, to make it a more appealing unit to be picked, maybe for a future german air decks or as a support tool, I do offer some ideas that I've made alongisde @proud basalt:
1- Deployment: Add a "insert card".
(variants)
a- Add a BUZZ BOMB in your hand.
b- Add a GLIDE BOMBING in your hand.
c- Add a SUPRESSION in your hand.
d- Add an AIR BLITZ in your hand.
1/A- (following 1st option variants)
e- Add a TACTICAL STRIKE in your hand.
f- Add an EAGLE CLAWS in your hand.
g- Add an EAGLE DAY in your hand.
2- At the start of your turn, add a [insert card] in your hand if this unit did not operate last turn.
(variants)
a- Add a BUZZ BOMB.
b- Add a DIVE BOMBING.
c- Add a GLIDE BOMBING
d- Add a SUPRESSION.
2/A- (following 2nd option variants)
e- Add an AIR BLITZ.
f- Add an TACTICAL STRIKE.
g- Add an EAGLE CLAWS.
h- Add an EAGLE DAY.
3- At the start of your turn, add a [insert card] in your hand if this unit was not attacked last turn.
(variants)
a- Add a BUZZ BOMB.
b- Add a DIVE BOMBING.
c- Add a GLIDE BOMBING.
d- Add a SUPRESSION.
3/A- (following 3rd option variants)
e- Add an AIR BLITZ.
f- Add a TACTICAL STRIKE.
g- Add an EAGLE CLAWS.
h- Add an EAGLE DAY.
4- Deployment: Destroy target enemy unit with cost 2 or less.
(alternative variant)
a- ...with cost 3 or less.
4/A- (following 4th "a" option)
Added: Can target Covert units.
5- At the end of your turn, this unit gets Smokescreen.
(alternative variant)
a- Now it has Smokescreen (quite redundant).
5/A- (following 5th concept)
Now it triggers at the start of your turn instead. Applies for both variants.
6- Now it has a Deployment equivalent to those orders gotten in 1st option.
(variants)
a- Supress target enemy unit. Draw a card.
b- Deal 1 damage to an enemy. Draw a card if it was the enemy HQ.
c- Deal 1 damage to an enemy. Set its attack to 0 until your next turn.
d- Deal 2 damage to an enemy. Set its attack to 0 until your next turn.
6/A- (following 6th option variants)
Deployment: Target enemy units gets -X attack, set its attack to 0 until your next turn.
(variants)
e- -1 attack.
f- -2 attack.
g- -3 attack.
h- -4 attack.
6/B- (following 6th option variants)
i- Set target enemy unit attack to 0 until your next turn. Draw a card if it is destroyed this turn.
j- Deal 2 damage to an enemy unit. Deal 4 if it is in the supportline.
k- Put a German air unit into play. Return it to your hand at the end of next turn (it doesn't give it blitz as EAGLE DAY)
l- Put a german air unit into play with Blitz. Return it in your hand at the end of the turn (its the same thing, cost could be increased?).
6/C- (following 6th option variants)
m- Deal 2 damage to all enemy units in the supportline.
n- Deal 2 damage to all enemy units in the frontline.
o- Choose one - Deal 2 damago to all enemy units in the supportline OR the frontline.
p- Choose one - Deal 2 damage to all enemy units in the supportline OR 1 in the frontline.
7- Deployment: Target ground unit must Retreat.
(alternative variant)
a- Can only target enemy units.
7/A- (following 7th concept)
Deployment: Target air unit must retreat.
(alternative variant)
a- Can only target enemy units.
7/B- (following 7th concept)
Deployment: Target unit must Retreat.
(alternative variants)
a- Draw a card if it was friendly. (why didn't I thought of these for base 7 and 7/A?)
b- Draw a card if it was friendly and it returned to your hand. (same thing)
7/C- (following 7th concept)
Deployment: Target unit must Retreat. The owner draws a card.
7/D- (following 7th concept)
Deployment: Target enemy unit must retreat.
(alternative variant)
a- The enemy draws a card.
8- Has Blitz if the enemy controls a fighter.
(alternative variants)
a- ...and -1 operation cost...
b- ...and -2 operation cost...
9- After an enemy unit is Supressed, deal X damage to it.
(variants)
a- Deal 1 damage to it.
b- Deal 2 damage to it.
c- Deal 3 damage to it.
d- Deal 4 damage to it.
9/A- (following 9th concept)
After an enemy unit is Converted, deal X damage to it.
(alternative variants)
a- Deal 1 damage to it.
b- Deal 2 damage to it.
c- Deal 3 damage to it.
d- Deal 4 damage to it.
9/B- (merging of both 9/A and B options)
After an enemy unit is Converted or Supressed, deal X damage to it.
(variants)
a- Deal 1 damage to it.
b- Deal 2 damage to it.
c- Deal 3 damage to it.
d- Deal 4 damage to it.
10- Deal +X damage against ground units.
(variants)
a- Deal +1 damage...
b- Deal +2 damage...
c- Deal +3 damage...
10/A- (following 10th concept)
Same thing but against tank units, applies to all variants.
10/B- (following 10th concept)
Same thing as 10/A but against infantry units, applies to all variants.
10/C- (following 10th concept)
Same thing again, but now it works against both infantry and tank units, applies to all variants.
11- Takes X less damage against ground units.
(variants)
a- Takes 1 less damage...
b- Takes 2 less damage...
11/A- (following 11th concept)
Takes X less damage against air units.
(variants)
a- Takes 1 less damage...
b- Takes 2 less damage...
12- [troll suggestion]
The enemy must discard a card when JUNKERS JU 88 A damages their HQ.
12/A- (following 12th option)
The enemy must discard a card when a German "insert unit type" damages their HQ.
(variants)
a- A German bomber...
b- A German fighter...
c- A German air unit...
13- When JUNKERS JU 88 A attacks and destroys an unit, draw a card [slightyl wrong writting in the image]
13/A- (following 13th option)
Added keywords
(variants)
a- Now it has Blitz. (operation cost could be 3k)
b- Now it has Smokescreen.
c- now it has both Blitz and Smokescreen (deployment and op cost increase needed)
14- When the enemy deploys a unit, deal X damage to it.
(variants)
a- Deal 1 damage to it.
b- Deal 2 damage to it.
c- Deal 3 damage to it.
14/A- (following 14th option)
Now it has Smokescreen. Applies for all variants.
14/B- (following 14th concept)
Now it only triggers once per turn. Applies to all variants.
14/C- (following 14/B option)
Now it has Smokescreen. Applies to all variants
15- (same thing as 14th option)
When the enemy deploys or adds a unit, deal X damage to it.
(variants)
a- Deal 1 damage to it.
b- Deal 2 damage to it.
c- Deal 3 damage to it.
15/A- (following 15th option)
Now it has Smokescreen. Applies to all variants.
15/B- (following 15th option)
Now it only triggers once per turn. Applies to all variants.
15/C- (following 15/B option)
Now it has Smokescreen. Applies to all variants
16- Rework? lol; Increased cost to 7k; Costs 1 less for each enemy unit in battle. Deployment: Convert a random enemy unit into ROUTED TROOPS. [budget b17 flying fortress]
(alternative variants)
a- Increased cost to 8k.
b- Increased cost to 9k.
c- Increased cost to 10k.
[credits to @proud basalt]
16/A- (following 16th option)
Increased effect to: "Convert two random enemy units into ROUTED TROOPS".
Applies to all variants.
Honestly, we should have an entire Dive Bombing archetype
17- Deployment: Remove target friendly unit from battle, then return it.
(alternative variants)
a- Return it with Blitz.
b- Return it with Shock.
18- Deployment: Send target unit with cost 3 or less into owner's hand. Then Convert it into PRODUCTION.
(alternative variant)
a- Convert it into PRODUCTION with equal cost.
[credits to @proud basalt]
18/A- (following 18th option)
It can only target enemy units. Applies to all variants.
19- Deployment: Add a copy of target unit on board that costs X or less i your hand.
(variants)
a- 3 or less.
b- 4 or less
c- 5 or less.
[credit to @proud basalt]
19/A- (following 19th option)
Same thing, but now it sends the copy into your deck. Applies to all variants.
20- Deployment: Draw a Naval card, then put a Naval card in your deck into the top.
21- Deployment: Draw X cards, then select and Convert one into SUPRESSION. Put it on top of your deck.
(variants)
a- Draw 2 cards.
b- Draw 3 cards.
21/A- (following 21th option)
Draw 3 cards instead, and select and Convert two into SUPRESSION.
that would be an interesting mini-archetype for germany
so it can rise a little more the air units in it
- FALLSCHIRMJÄGER (buff & "rework" ideas)
[not a big fan of suggesting changes on new cards, but oh well]
As for this unit, I have to say it is (technically) a big step forward considering its brother 8. FALLSCHIRMJÄGER, which in this case its the very same thing but with +1 cost, +1 damage and a new deployment effect, a very specific one.
Not a bad unit, but it runs the very same problems as the previous one, and worse if we consider its cost;
I) very low health, making Fury useless in unit vs unit combat as it would die by the first attack, so its not amazing to clear the frontline.
II) following 1st issue, it doesn't have Shock even it is a paratrooper unit.
III)- its effect while nice, its too specific to be useful consistently, and it just opens up for an aggro style, but again this is too expensive for that and to clean the frontline.
So following what I believe as this flaws, here are my ideas to make it better.
1- Now it has Shock
(alternative variant)
a- Now it can target a unit with 3 cost or less in hand.
1/A- (following 1st option)
Now it has 0 operation cost. Applies for both variants.
2- Reduced operation cost to 0.
(alternative variant)
a- Now it can target a unit in your hand with cost 3 or less.
2/A- [didn't know where to put it]
Now it can target a unit in your hand with cost 3 or less.
3- "Rework"; Deployment: Choose a unit in hand, reduce its cost by X. (removed cost restriction for target)
(variants)
a- Reduce by 1.
b- Reduce by 2.
c- Reduce by 3.
3/A- (following 3rd option)
Now it has 0 operation cost. Applies to all variants.
3/B- (following 3rd option)
Now it has Shock. Applies to all variants.
3/C- (following 3/A option)
Now it has both 0 operation cost and Shock. Applies to all variants.
4- Increased defense to 3.
(alternative variant)
a- Now it can target a unit in hand with cost 3 or less.
4/A- (following 4th option)
Reduced operation cost to 0. Applies to all variants.
4/B- (following 4th option)
Now it has Shock. Applies to both variants.
4/C- (following 4/B option)
Now it has 0 operation cost and Shock. Applies to both variants.
5- "Rework" [same effect as in 3rd option, can be considered a continuation]
Increased defense to 3; Deployment: Choose a unit in hand, reduce its cost by X.
(variants)
a- Reduce by 1.
b- Reduce by 2.
c- Reduce by 3.
5/A- (following 5th option)
Reduced operation cost to 0. Applies to all variants.
5/B- (following 5th option)
Now it has Shock. Applies to all variants.
5/C- (following 5/B option)
Now it has 0 operation cost and Shock. Applies to all variants.
i think a other thing I will say is that when this unit into the frontline it could spawn 2 FALLSCHIRMJÄGER in the supportline or frontline along side it?
%FALLSCHIRMJÄGER%
Cards found: 3
second one
8.?
terribly busted if you ask me, it would be costed at 4k or/and with 2 op
and same trouble as before, if it cannot get to the frontline, is as useful as a 15th cavalry against a Maus
Fair
no shock, no defense, no value
But here the kicker
Add this on to "If this unit is in hand, add it to the frontline at the end of your turn if able to and add two 8. FALLSCHIRMJÄGER beside it."
So this can gone into the frontline at the end of your turn on turn 1
Or shown when drawn "add two 8. FALLSCHIRMJÄGER."
Why I think of this is because it an airborn unit so I thought of it should spawn other Airborn units beside it and be a early game aggro unit
I think 5k 0op 4-2 blitz shock fury
With the reduce limit for 3k Cards
Is the best bet for this guy
5k is horrendous, 3-4k is an optimal cost range
3k card includes orders
Makes it much less high-rolly
Plus at 3-4k its just has too much potential to be buffed at all
This could get reworked or buff if you didn't get around to it
OLD HARES (nerf/"b u f f" ideas)
[again, another card from the new expansion, but I have my reasons to suggest a change over this one]
As for this order, I don't like the very nature of this card, as it is just a powercreeped FINAL PUSH or HONOR, while having all upsides and no downsides to compensate whatsoever the masive amount of damage it can give.
As for this, I do not find it fair that this becomes a replacement (for some reason) for the previous two orders mentioned, and its historical context could be used for an alternative and more interesting effect.
Here are my ideas, made alongside @proud basalt:
1- Reduced damage gained to X.
(variants)
a- Reduced to 4 attack.
b- Reduced to 3 attack.
1/A- Now it can only target German infantry or tanks.
(variants)
a- Gives +5 attack.
b- Gives +4 attack.
c- Gives +3 attack.
2- Nerf/compensation; Reduced damage gained by X; now it also reduces its operation cost by 1.
(variants)
a- Gains +4 attack.
b- Gains +3 attack.
2/A- (following 2nd option)
Now it can only be targeted to German units. Applies to all variants.
3- Nerf/Compensation; Reduced damage gained to X. If in the frontline it also gets -1 operation cost.
(variants)
a- Gains +4 attack.
b- Gains +3 attack.
3/A- (following 3rd option)
Now it can only target German units. Applies to both variants.
4- Nerf/Compensation; It can only target German units. Reduced damage to X. Operates for free until end of the turn.
(variants)
a- Gets +4 attack.
b- Gets +3 attack.
c- Gets +2 attack.
d- Gets +1 attack.
4/A- (following 4th option)
If the unit is in the frontline, it operates for free. Applies to all variants.
5- Nerf/"Buff"; Target units becomes Veteran if possible. It gets +X attack until end of turn.
(variants)
a- Gets +4 attack.
b- Gets +3 attack.
[as of the term "OLD HARES", it is supposed to make a reference of Veteran/Seasoned soldiers through the war, why not making it benefit those that can become Veteran?]
5/A- (following 5th option)
Now it gets -1 operation cost until end of turn. Applies to all variants.
(additional variant)
c- Gets +2 attack.
6- Nerf/"Buff"; Similar to 5th option, but now it can only target German units. Damaged gained reduced to X.
(variants)
a- Gets +4 attack.
b- Gets +3 attack.
c- Gets +2 attack.
7- Nerf/"Buff"; Reduced damage gained to 3. If it destroys an enemy unit, it gets +X+X.
(variants)
a- It gets +2+3.
b- It gets +1+3.
c- It gets +0+3.
[credits to @proud basalt]
[ps; for the jaggroheads, the +X+X was taken as a reference from CASE YELLOW or SPEARHEAD]
7/A- (following 7th option)
Now it can only target German units. Applies to all variants.
8- Nerf; Target an infantry or tank. Set its attack to X until end of turn.
(variants)
a- Set to 5 attack.
b- Set to 4 attack.
[credits to @proud basalt]
8/A- (following 8th option)
Now it can only target German units. Applies to both variants.
9- Nerf/"Buff"; Target infantry or tank gets +X attack until end of turn. Then return it to your hand and Convert it into 50. INFANTRY REGIMENT. [could be any other 2 cost or less German veteran unit]
(variants)
a- Gets +5 attack. (nope, this is a cliffhanger)
b- Gets +4 attack.
c- Gets +3 attack.
d- Gets +2 attack.
9/A- (following 9th option)
Now it returns it into your deck. Applies to all variants.
[could be reworded into "Put it into your deck" instead]
9/B- (following 9th option)
Now it puts it on top of your deck (denying you a card draw). Applies to all variants.
10- Nerf/"Buff"; Same thing as 9th but now you can only target German units. Applies to all variants
10/A- (following 10th option)
Now it returns it into your deck. Applies to all variants.
[same wording error as I just copy pasted the text to save time lol]
10/B- (following 10th option)
Now it puts it into your deck. Applies to all variants.
11- Nerf; Target infantry or tank gets "Cannot attack the enemy HQ" and +X attack until end of turn.
(variants)
a- Gets +5 attack.
b- Gets +4 attack.
c- Gets +3 attack.
11/A- (following 11th option)
Now it can only target German units (the order). Applies to all variants.
12- Nerf/Buff; Reduced damaged gained to X. If it destroys an enemy unit, draw a card.
(variants)
a- Gains +4 attack.
b- Gains +3 attack.
12/A- (following 12th option)
Now the card draw works in the current turn only. Applies to both variants.
12/B- (following 12th option)
Now it can only target German units. Applies to both variants.
12/C- (following 12/A option)
Now it can only target German units. Applies to both variants.
13- Nerf?/Buff; Reduced damaged gain to X. If it destroys an enemy unit, get +3 kredits.
(variants)
a- Get +4 attack.
b- Get +3 attack.
[the amount of kredits could vary, I did just leave it at 3, could be more or less]
13/A- (following 13th option)
Now the kredit gain only works in the current turn. Applies to both variants.
13/B- (following 13th option)
Now it can only target German units. Applies to both variants.
13/C- (following 13/A option)
Now it can only target German units. Applies to both variants.
14- Nerf?; (same text effect). Then put it...(see variants).
(variants)
a- ...on top of your deck. (draw denial)
b- ...into your deck.
c- ...on the bottom of your deck.
14/A- (following 14th option)
Reduced damage gain to 4. Applies to all variants.
14/B- (following 14th option)
Reduces damage gain to 3. Applies to all variants.
15- Nerf?; Same thing as 14th option, but now it can only target German units.
(variant reminder)
a- Put it on top of your deck.
b- Put it into your deck.
c- Put it on bottom of your deck.
15/A- (following 15th option)
Reduced damage gain to 4. Applies to all variants.
15/B- (following 15th option)
Reduced damage gain to 3. Applies to all variants.
16- Nerf; (same text effect except damage) You don't draw a card next turn.
(variants)
a- Get +5 attack.
b- Get +4 attack.
c- Get +3 attack.
- GEBIRGSJÄGER (buff ideas)
As for this unit, you could argue that it is fine as it is and doens't need further changes, and maybe you are right, but I do feel this unit, like many other Alpine units, is very prone to be either Supressed or removed or crippled by anything nowadays.
Although it has Alpine, its poor stats and lack of additional effects (considering its cost and equivalent units) makes it quite a poor unit to use, even if you manage somehow to build some Alpine units before its deployment.
[funnily enough, I've suggested nerf ideas for 13. GEBIRGSJÄGER before lol]
So as always, I want to bring different ideas and approaches that could make this unit more useful for Alpine decks, and maybe even outside of it as a secondary tool:
[my internet connection is quite slow todays for some reason, it'll take me a while]
1- Added additional keywords besides Alpine.
(variants)
a- Now it has Shock.
b- Now it has Ambush.
c- Now it has both Ambush and Shock.
[ps: Now I thought another idea, but it can be applied to both the base card and any other ideas for this card, if you readed this you'll earn a
]
1/A- (following 1st option) CHAOS VARIANT
Now it has Blitz. Applies to all variants, including the one with 3 keywords.
2- Has Shock if it is the only unit you control. [basically infinite Shock if you do not add anything else, or its left alone]
(alternative variant)
a- Now it has Ambush.
2/A- (following 2nd concept)
Now it has Blitz if it is the only unit you control.
(alternative variants)
a- Now it has Shock.
b- Now it has Ambush.
c- Now it has both Ambush and Shock.
2/B- (following 2nd concept)
Now it has Ambush if it is the only unit you control. [a little useless]
(alternative variants)
a- Now it has Shock.
b- Now it has Blitz. [lol]
c- Now it has both Blitz and Shock. [lololol]
3- Has +2 defense if it is the only unit you control.
[could've added a "+1 defense" variant, but nah]
3/A- (following 3rd option)
Added keywords.
(variants)
a- Now it has Shock.
b- Now it has Ambush.
c- Now it has both Shock and Ambush.
4- On turn end, draw a card if this was the only unit you deployed.
[it ends up being a powercreeped PANZER 38(t), it should have 4k]
4/A- (following 4th option)
Added additional keywords.
(variants)
a- Now it has Shock.
b- Now it has Ambush.
c- Now it has both Ambush and Shock.
4/B- (following 4th concept)
Now it triggers if you did not add or deploy an unit.
4/C- (following 4/B option)
Added additional keywords.
(variants)
a- Now it has Blitz.
b- Now it has Ambush.
c- Now it has both Ambush and Shock.
5- On turn end, draw a card if this was the only Alpine unit you deployed. [even more powercreeped than 4th option]
5/A- (following 5th option)
Added additional keywords.
(variants)
a- Now it has Shock.
b- Now it has Ambush.
c- Now it has both Ambush and Shock.
5/B- (following 5th concept)
Same thing as 4/B, added or deployed units now are considered.
5/C- (following 5/B option)
Added additional keywords.
(variants)
a- Now it has Shock.
b- Now it has Ambush.
c- Now it has both Ambush and Shock.
6- Deployment: Fight a random enemy unit in the frontline.
6/A- (following 6th option)
Added additional keywords.
(variants)
a- Now it has Blitz.
b- Now it has Ambush.
c- Now it has both Ambush and Shock.
7- Has Blitz if the enemy controls the frontline.
7/A- (following 7th option)
Added additional keywords.
(variants)
a- Now it has Shock.
b- Now it has Ambush.
c- Now it has both Ambush and Shock.
8- Deployment: Add a PANZER II-A in....
(variants)
a- ...your supportline.
b- ...your hand.
c- ...your hand and deck.
8/A- (following 8th option)
Now PANZER II-A has Shock. Applies to all variants.
8/B- (following 8th concept)
Now it adds a PANZER I DAK instead. Applies to all variants.
8/C- (following 8/B option)
Now PANZER I DAK has Blitz. Applies to all variants.
8/D- (following 8th concept)
Add a PANZER 38(t) instead. Applies only to:
a- ...in your supportline.
b- ...in your hand.
8/E- (following 8/D concept)
Now PANZER 38(t) is Supressed.
(variants)
a- Adds it in your hand.
b- Adds it in your hand with -1 cost.
c- Adds it in your hand and deck.
9- CHAOS; Deal 1 damage to the enemy HQ when you deploy an Alpine unit.
[I do know the 139. effect, consider this as a cheaper variant, but it could just deal 1 (or 2) damage to a random enemy, or just enemy units, or maybe just once per turn]
9/A- (following 9th option)
Added additional keywords.
(variants)
a- Now it has Shock.
b- Now it has Ambush.
c- Now it has both Ambush and Shock.
9/B- (following 9th concept) MORE CHAOS
Now it also triggers by adding Alpine units.
9/C- (following 9/B option)
Added additional keywords.
(variants)
a- Now it has Shock.
b- Now it has Ambush.
c- Now it has both Ambush and Shock.
10- When the opponent targets this unit with an order, draw a card.
[basically the T-34-85 effect]
10/A- (following 10th option)
Added additional keywords.
(variants)
a- Now it has Shock.
b- Now it has Ambush.
c- Now it has both Ambush and Shock.
11- Deployment: Choose one - Add two 3rd ALPINI REGIMENT OR one 2nd ALPINI REGIMENT in your hand.
11/A- (following 11th option)
Added additional keywords.
(variants)
a- Now it has Shock.
b- Now it has Ambush.
c- Now it has both Ambush and Shock.
11/B- (following 11th concept)
Now they are added into your deck.
11/C- (following 11/B option)
Added addional keywords.
(variants)
a- Now it has Shock.
b- Now it has Ambush.
c- Now it has both Ambush and Shock.
12- When an enemy unit attacks your HQ, Fight it.
[not sure if it is worded correctly]
12/A- (following 12th option)
Added additional keywords.
(variants)
a- Now it has Shock.
b- Now it has Ambush.
c- Now it has both Ambush and Shock.
12/B- (following 12th concept)
Now it only Fights attacking enemy units in the frontline.
12/C- (following 12/B option)
Added additional keywords.
(variants)
a- Now it has Shock.
b- Now it has Ambush.
c- Now it has both Ambush and Shock.
12/D- (following 8th concept, kinda)
When an nemy unit damages your HQ, Fight it.
[again, not sure if it is worded correctly]
12/E- (following 12/D option)
Added additional keywords.
(variants)
a- Now it has Shock.
b- Now it has Ambush.
c- Now it has both Ambush and Shock.
13- Deployment: Develop a German countermeasure.
[oh no! a develop card suggestion!! aaaaaah!!!!]
13/A- (following 13th option)
Added additional keywords.
(variants)
a- Now it has Shock.
b- Now it has Ambush.
c- Now it has both Ambush and Shock.
13/B- (following 13th concept)
Now it only triggers if this is your only unit.
13/C- (following 13/B option)
Added addional keywords.
(variants)
a- Now it has Shock.
b- Now it has Ambush.
c- Now it has both Ambush and Shock.
14- Deployment: Develop an unit with Alpine.
[won't repeat the same sarcastic joke lol]
14/A- (following 14th option)
Added additional keywords.
(variants)
a- Now it has Shock.
b- Now it has Ambush.
c- Now it has both Ambush and Shock.
14/B- (following 14th concept)
Now it only triggers if this is your only unit.
14/C- (following 14/B option)
Added additional keywords.
(variants)
a- Now it has Shock
b- Now it has Ambush.
c- Now it has both Ambush and Shock.
15- Cannot be Supressed.
15/A- (following 15th option)
Added additional keywords.
[this might raise its cost to 4k]
a- Now it has Shock.
b- Now it has Ambush.
c- Now it has both Ambush and Shock.
16- Deployment: Choose an infantry unit in your hand. Give it Alpine.
[I find this concept the coolest, not gonna lie]
16/A- (following 16th option)
Added additional keywords.
(variants)
a- Now it has Shock.
b- Now it has Ambush.
c- Now it has both Ambush and Shock.
16/B- (following 16th option)
Now you can only choose German infantry units.
16/C- (following 16/B option)
Added additional keywords.
(variants)
a- Now it has Shock.
b- Now it has Ambush.
c- Now it has both Ambush and Shock.
16/D- (following 16th concept)
Now you can target any unit type in your hand.
16/E- (following 16/D option)
Added additional keywords.
(variants)
a- Now it has Shock.
b- Now it has Ambush.
c- Now it has both Ambush and Shock.
16/F- (following 16/D concept)
Now you can only choose German units.
16/G- (following 16/F option)
Added additional keywords.
(variants)
a- Now it has Shock.
b- Now it has Ambush.
c- Now it has both Ambush and Shock.
[lol, G letter is the current variant record so far]
17- Deployment: Add a 1. INFANTRY REGIMENT with Alpine in...
(variants)
a- ...your supportline.
b- ...yur hand.
c- ...your hand and deck.
[didn't think of the Shock, Ambush and Ambush/Shock variants for this one for some reason]
18- Deployment: Add a 1. INFANTRY REGIMENT in your hand with: "Deployment: Draw a card".
18/A- (following 18th option)
Added additional keywords.
(variants)
a- Now it has Shock.
b- Now it has Ambush.
c- Now it has both Ambush and Shock.
I personally don't think this needs changes, but I'd either flip the stats to 3/4 or give it +1 Def when you control a different unit type
18/B- (following 8th option)
Now it is added into your deck.
18/C- (following 18/B option)
Added additional keywords.
(variants)
a- Now it has Shock.
b- Now it has Ambush.
c- Now it has both Ambush and Shock.
18/D- (following 18/B option)
Now it adds two modified 1. INFANTRY REGIMENT in your deck.
18/E- (following 18/D option)
Added additional keywords.
(variants)
a- Now it has Shock.
b- Now it has Ambush.
c- now it has both Ambush and Shock.
18/F- (following 18th concept)
Now it adds a modified 1. INFANTRY REGIMENT in your hand and deck.
18/G- (following 18/F option)
Added additional keywords.
(variants)
a- Now it has Shock.
b- Now it has Ambush.
c- Now it has both Ambush and Shock.
thats an interesting change it could have
both could be applied, as for right now, this unit sucks
its just a worse 13. gebirgsjager with just +2 attack and no passive effects.
PUMMEL (buff ideas)
As for this "recently" reserved order, before that happenedI honestly couldn't think, or more accurately, thought it was a balanced/useful enough card that didn't need much changes, and that it was technically better than its brother TIP OF THE SPEAR, atleast in theory.
Given its flexibility to either work as a suppression or a removal if conditions met..... which after some time thinking is not much better than TIP OF THE SPEAR, maybe I'd say even worse as if you only use the first effect, you end up using 4 kredits, 3 more than the already existing SUPPRESSION, which also allows you to draw a card, and the 3 cost removal while nice, its not a big deal recently as it cannot keep up with a horde of cheap units, and cannot target higher cost units.
So to make this order a more useful tool in general, I've thought some ideas alongside @proud basalt:
1- Choose one - Supress target unit and get X kredits OR destroy target unit with cost 3 or less.
(variants)
a- Get 3 kredits.
b- Get 2 kredits.
c- Get 1 kredit.
2- Now you can draw a card (or 2).
(variants)
a- (insert original text) Draw a card.
b- (insert original text) Otherwise draw two card. [if only Suppression]
c- Supress target unit and draw a card, then destroy it if it costs 3 or less. Otherwise draw a card again. [if only Supression]
3- (insert original text) Draw an artillery from your deck.
(alternative variant)
a- Otherwise draw an artillery from your deck. [if only Suppression]
3/A- (following 3rd option)
(insert original text) Otherwise draw an artillery from your deck with -X cost. [if only Suppression]
(variants)
a- with -1 cost.
b- with -2 cost.
c- with -3 cost.
4- (insert original text) Add a 88 mm FLAK in...
(variants)
a- ...in your hand.
b- ...into your deck.
c- ...on top of your deck.
4/A- (following 4th option)
Add a 88 mm FLAK in your supportline.
(alternative variant)
a- Add a Pinned 88 mm FLAK.
4/B- (following 4th option)
(insert original text) Otherwise add a 88 mm FLAK.... Applies to all variants.
4/C- (following 4th option)
(insert original text) Otherwise add a FLAK 88 mm... Applies to all variants.
5- (insert original text) Otherwise Suppress...
(variants)
a- ...a random enemy unit.
b- ...two random enemy units.
5/A- (following 5th variants)
c- ...a random adjacent unit.
d- ...adjacent units.
5/B- (following 5th variants)
e- ...all units in the same line.
6- Choose one - Suppress target unit and (see variants) OR destroy target unit with cost 3 or less.
(variants)
a- A random enemy unit.
b- Two random enemy units.
6/A- (following 6th variants)
c- A random adjacent unit.
d- Adjacent units.
6/B- (following 6th variants)
e- All units in the same line.
7- (insert original text) Develop a German artillery.
(alternative variant)
a- Develop a non-elite German artillery [for those that are very VERY afraid of REALLY big cilindrical steel cannons]
7/A- (following 7th option)
Develop a German artillery and put it into your deck.
(alternative variant)
a- Develop a non-elite German artillery.
7/B- (following 7th option)
Otherwise Develop a German artillery [if only Suppression]
(alternative variants)
a- Develop a non-elite German artillery.
b- Develop a German artillery, put it into your deck.
c- Here it would be similar to "b" variant, but there is no space for "non-elite", unless the letter font is reduced even more.
PANZER 38(t) (buff ideas)
As for this unit in particular, it is not bad, considering its effect, unit type, and stats its a pretty solid unit.
But consider this, lately, units with much more cheaper costs outclass profusely this tank either by having more/equal damage to destroy it, or a lot of defense (which end ups destroying it by trading).
So to make this unit a better choice in general and worth to pick to get a decent cycling and actually useful unit for combat, I thought alongside @proud basalt some ideas for it:
[mind you, its not a long list, for those afraid of reading]
1- Added keywords.
(variants)
a- Not it has Shock.
b- Now it has Smokescreen.
c- Now it has both Shock and Smokescreen.
2- Increased attack to 3
[basically reverted it, if I do recall correctly]
2/A- (following 2nd option)
Added keywords.
(variants)
a- Now it has Shock.
b- Now it has Smokescreen.
c- Now it has both Shock and Smokescreen.
3- Reduced cost to 2k.
3/A- (following 3rd option)
Added keywords.
(variants)
a- Now it has Shock.
b- Now it has Smokescreen.
c- Now it has both Shock and Smokescreen.
3/B- (following 3rd option)
Reduced its defense to 2
[to match with PANZER 35(t) ]
3/C- (following 3/B option)
Added keywords
(variants)
a- Now it has Shock.
b- Now it has Smokescreen.
c- Now it has both Shock and Smokescreen.
holy nerf
its not like it would be applied lol
and its more of a buff if you read carefully
yeah ik
i wouldnt have a problem with it if it still does 8 damage
it was when it still dealt 7 damage
if devs do really want to apply that concept into the game, it wouln't necessarily have 7 damage but the actual one, which is 8
but still, an 8 damage order that can target units and costs 4k is not a huge deal
FLAMMPANZER (buff ideas..... yeah)
[ok, this will be the last take for this unit, I did really restrain myself with changes for it, when in reality it needs a pretty good buff, yet simple]
Here the previous ones:
#1350635388666122300 message
#1350635388666122300 message
And here is the third (and hopefully last) edition for this unit:
1- Deployment: Choose one - Destroy target enemy unit with cost 1 or less OR an infantry unit with cost 2 or less.
[wording kinda complicated]
1/A- (following 1st option)
Increased either attack or defense to by 1.
1/B- (following 1st option)
Now it has 4/4.
2- Deployment: Destroy enemy infantry unit with cost 2 or less.
(alternative variant)
a- Now it has Heavy armor 1
2/A- (following 2nd option)
Increased defense to 4. Applies to both variants.
2/B- (following 2nd option)
Increased attack to 4. Applies to both variants.
2/C- (following 2nd option)
Now it has 4/4. Applies to both variants.
3- (base effect) Has Shock against infantry units.
(alternative variant)
a- Destroy an enemy infantry unit with cost 2 or less.
3/A- (following 3rd option)
Increased defense to 4. Applies to both variants.
3/B- (following 3rd option)
Increased attack to 4. Applies to both variants.
3/C- (following 3rd option)
Now it has 4/4. Applies to both variants.
4- Increased stats to 4/4
[lol, should've started with this one]
(alternative variant)
a- Now it has Heavy armor 1.
hell yeah i second this
Yes
btw bro whats the color code for the titles and subtitles
color code? like for editing?
i keep using black and white but it looks too contrasting
yeah
the colors of the text
lemme check, I have no idea
its just a gray shade, the darker one is for keywords, names and such. The brighter ones are for regular text
can you possibly use this tool on the text
if you are using photoshop
or some other editing apps
and tell me the hexadecimal code
regular text - (606060)
special text for keywords and such - (545454)
ahh thanks
wait that second one is 7 digits
alr thanks
(srry for the delay, my internet for some holy reason sucks really bad right now)
thats alr
ENCIRCLEMENT (buff ideas)
As for this card, while it technically it is not bad, I do believe it is quite limited for what you can do realistically, keeping the frontline, specially with such units with 3 cost or less, is complicated in most cases, both because they are rather fragile, or slow to get there consistently while also getting value out of this order. Not to mention the huge amount of removal there is lately, both from powerful fast paced units like orders or so.
Because of this, I bring some ideas I thought alonside @proud basalt that might make this order a little more atractive for all types of unit based decks! even jaggro...
1- Now it also gets Shock.
1/A- (not really following 1st option but as a base for next variants)
Not it also gets -1 operation cost.
1/B- (following 1/A option)
Now it also gets Shock like 1st option.
1/C- (again, not following 1st option)
(base effect) Draw a card.
1/D- (following 1/C option)
Now it gives it Shock like the 1st option, alognside a card draw.
2- Now you can duplicate units with cost 3 or less in your supportline. Give it Blitz if in the frontline.
2/A- (following 2nd option)
Now it also gives it Shock if in the frontline.
2/B- (following 2nd option)
2 versions, technically the same but with different wording.
(variants)
a- (2 option effect) Otherwise give it Shock.
b- (base effect, kinda) and give it Shock. Give it Blitz if in the frontline.
3- (base effect) If German, the cost can be X or less.
[could use more clear wording]
(variants)
a- with cost 5 or less.
b- with cost 4 or less.
[yes, it is intended to duplicate units with that amout of cost, but only if it is German]
3/A- (following 3rd option) CHAOS VARIANT
Now you can duplicate ANY german unit no matter its cost.
4- Duplicate a friendly unit in the frontline with a cost of X or less and Suppress it. Give it Blitz and Shock.
(variants)
a- with a cost of 3 or less.
b- with a cost of 4 or less.
c- with a cost of 5 or less.
4/A- (following 4th option)
Now it can only target German units. Applies to all variants
4/B- (following 4th concept/option)
Now you can also duplicate units in your supportline. Applies to all variants.
4/C- (following 4/B option)
Now it can only targer German units. Applies to all variants.
5- (base effect) Get X kredits, then lose equal to unit cost
[could use some rewording, maybe]
(variants)
a- Get 3 kredits.
b- Get 4 kredits.
c- Get 5 kredits. (here on forward its too much, but hey, options!)
d- Get 6 kredits.
5/A- Reduced cost to 0k; (base effect) This orders costs equal to target unit cost.
[it self explains itself... right?]
6- Basically, target a friendly unit and add a 10.5 cm LeFH next to it, here the conditions:
(variants)
a- Target a friendly unit in the frontline and duplicate with Blitz if it costs 3 or less. Otherwise add a 10.5 cm LeFH next to it.
b- [Same wording as "a" option, but now it can also target units in your supportline].
c- [Very similar effect as "a" option, but now the duplication and Blitz are applied if in the frontline].
7- "Rework"; Instead of duplicating target friendly unit, now it adds a random German infantry with (cost variants below) and added Blitz.
(variants)
a- With 3 cost or less.
b- With 3 cost.
c- With 3 cost or less and Blitz and Shock.
d- With 3 cost and Blitz and Shock.
7/A- (following 7th option)
Now it adds a random German tank unit. Applies to all variants.
7/B- (following 7th option)
Now it adds a random German ground unit. Applies to all variants.
[basically, both infantries, tanks and artilleries, don't worry, LEOPOLD doesn't cost 3k lol]
8- The very same thing as 7th concept, but now you can target units in your supportline too.
(variants)
a- With 3 cost or less.
b- With 3 cost.
c- With 3 cost or less and Blitz and Shock.
d- With 3 cost and Blitz and Shock.
8/A- (following 8th option)
Now it adds a random German tank. Applies to all variants.
8/B- (following 8th option)
Now it adds a random German ground unit. Applies to all variants.
[BOO! NOW YOU GENERATED A LEOPO.. oh wait, that doesn't cost 3k, nevermind]
9- (insert original text) Deal damage to all enemies equal to its cost.
(alternative variant)
a- Deal damage to all enemy units equal to cost.
[I've intentionally didn't add "its" as there wasn't enough space]
9/A- (following 9th option)
Now you can target friendly units in your supportline. Applies to both variants.
[this might be really busted if played correctly]
Every buff to this card would make alpine break the meta
suppression/removal goes brrrr
cement sfx noises
Alpine decks in a nutshell:
sees the [insert German card name] alongside the word buff: "yup, this is going to break the game, reduce it to atoms, unplayable and unbeatable"
I play alpine, trust me bro this type a buff is too much
did you atleast saw what are the options or just straight up discarded all

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