#Ideas and suggestions for different cards
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Heinkel he 111:
4k2op
3/3
Once per turn, when you play a neutral card, play a copy of it.
So production is 2 kredits, plan 2 cards and routed troops spawns a copy when deployed
Ju 87 B2 (buff & rework ideas)
As for this card, I always thought it had an interesting concept as a whole, being from the Stuka family, it has a fragile body but a decent attack alongside a curious effect which may end up being useful!
Problem is... that just stays in the theory, in reality it is too expensive, having to pay 4k for a 3/2 2op bomber it is not good, its too slow and with such a low impact that you would rather run DIVE BOMBING or other cards instead if you want that flexibility and value.
So, to make this card a more desirable pick and useful in battle, I thought several ideas that could work with it:
1- Reduced cost to 3k.
1/A- (following 1st concept)
Reduced cost to 2k.
(alternative variants)
a- Increased operation cost to 3k.
b- Reduced damage to 2.
2- Added keywords.
(variants)
a- Now it has Smokescreen.
b- Now it has Blitz.
c- Now it has both Blitz and Smokescreen.
2/A- (following 2nd concept)
Reduced cost to 3k. Applies to all variants.
3- Deployment: Destroy target enemy unit with cost 1 or less. Add a DIVE BOMBING in your hand.
(alternative variant)
a- Now it costs 3k. (it basically powercreeps base FLAMMPANZER)
3/A- (following 3rd option)
Now it can target an enemy unit with a cost of 2 or less. Applies to both variants.
[this version can be considered an alternative of PAK40]
3/B- (following 3rd option)
Now it can only target enemy ground units. Applies to both variants.
3/C- (following 3/A option)
Now it can only target enemy ground units. Applies to both variants.
3/II- (following 3rd concept) Rework.
Deployment: Destroy all enemy units with a cost of 1 or less.
(alternative variant)
a- Add a DIVE BOMBING in your hand.
3/II/A- (following 3/II option)
Now its deployment effect only destroys enemy ground units. Applies to both variants.
3/II/B- (following 3/II/A option)
Now it can destroy enemy ground units with cost 2 or less. Applies to both variants.
[no variant that can affect every type of unit as it would be really OP]
4- Rework; Deployment: Deal 1 damage to an enemy and all units in the same line.
(alternative variant)
a- Reduced cost to 3k.
[as for its wording, it can target the enemy HQ, it should be worded to only target units but there wasn't enough space for the next variants]
4/A- (following 4th option)
Repeat once if any unit is destroyed. Applies to both variants.
[basically a budget CROSSFIRE, I think the wording is a little poor tbh]
4/B- (following 4th option)
Increased damage dealt to 2. Applies to both variants.
4/C- (following 4/B option)
Repeat once if any unit is destroyed. Applies to both variants.
[again, it is intended to be a budget CROSSFIRE]
5- Rework; Deployment: Deal 1 damage to an enemy unit. Set its attack to 0 until your next turn.
(alternative variant)
a- Reduced cost to 3k.
5/A- (following 5th option)
Increased damage dealt to 2. Applies to both variants.
5/II- (following 5th concept)
Now damage debuff is permanent. Applies to both variants.
[I KNOW what are you thinking, but I have a counter arguement: "the existence of NO. 9 COMMANDO"]
5/II/A- (following 5/II option)
Increased damage dealt to 2. Applies to both variants.
6- Rework; Deployment: Set all enemy units attack to 0 until your next turn.
(alternative variant)
a- Reduced cost to 2k.
b- (should probably have a cost increase to 5k, at max)
6/A- (following 6th concept)
Now it can only affect enemy ground units. Applies to both variants.
6/II- (following 6th concept)
Deployment: Set all enemy units attack to 0.
(alternative variants)
a- Increased cost to 5k.
b- Increased cost to 6k.
[it could also be adjusted so it can only affect either the Frontline or Supportline]
6/II/A- (following 6/II option)
Now it only affects enemy ground units. Applies to both variants.
7- Rework; All enemy units in the frontline have 0 attack.
[could be change so they deal less damage or similar]
(alternative variant)
a- Now it only affects enemy ground units.
7/II- (following 7th concept)
Now it affects all enemy ground units in both lines.
8- Rework; When an enemy ground unit attacks, deal 1 damage to the enemy HQ.
[basically a somewhat worse version of HEINKEL HE 219]
(alternative variant)
a- Reduced cost to 3k.
8/A- (following 8th option)
Increased damage effect to 2. Applies to both variants.
8/II- (kinda following 8th concept)
When an enemy ground unit attacks, the enemy discards a card with cost 5 or less.
[cost range could be adjusted]
(alternative variant)
a- Reduced cost to 3k.
8/II/A- (following 8/II option)
Now it only triggers once per turn. Applies to both variants.
9- Rework?; Deployment: The enemy discards a card with cost 5 or less. Add a DIVE BOMBING in your hand.
[this kinda reminds me of my beloved YELLOW CASE; btw it could also have just the discard effect OR adjust the cost range]
(alternative variant)
a- Reduced cost to 3k.
9/II- (kinda following 9th concept)
Deployment: The enemy discards a card with a cost equal or less than enemy units in battle.
9/II/A- (following 9/II option)
The enemy discards a card with a cost of X or less plus enemy units in battle.
(variants)
a- ...with a cost of 1...
b- ...with a cost of 2...
c- ...with a cost of 3...
10- Costs 1 less for each enemy unit in battle. (insert base effect)
(alternative variant)
a- Reduced cost to 3k.
[lol, a simple buff next to whole reworks]
11- (insert base effect) At the start of your turn, repeat this effect.
(alternative variant)
a- Reduced cost to 3k.
11/A- (following 11th concept)
Now it triggers again at the end of your turn instead. Applies to both variants.
12- (insert base effect). Cannot be attacked by ground units.
[would've added something like: "by ground units in the frontline", but there is not enough space]
(alternative variant)
a- Reduced cost to 3k.
13- (insert base effect). Retreat this unit before if it is attacked.
[yup, it is a BM-13N US6 without Blitz.... but German!]
(alternative variant)
a- Reduced cost to 3k. [might not be necessary]
13/A- (following 13th concept)
Secondary effect now only triggers with a ground units attack. Applies to both variants.
[could've followed this card wording style for 12th option...]
STUKA 87G (buff ideas)
As for this card, like its other brothers Stukas, this falls in the same pit of mediocricy as the others, expensive cost usage, terrible stats (specially body), and worst of all, low real impact in battle on normal circumstances, all of this is even more noticiable and relevant considering it is an Elite card.
Sure, the whole discard effect seems scary, but lets be real here, how often can you trigger it? one time? two? you need a proper board control/presence to make value of that, and takes atleast two units destroyed to trigger at the moment STUKA 87G is deployed and made Veteran for only 1 discard trigger.
Another flaw to consider, is its lack of flexibility against air units, those do not count as such for both the Veteran trigger and the discard effect, which limits it even more for its main purpose.
Also, considering its Germany the nation where you'll be playing this card (obviosuly) you are for the most part deprived of Guard options to protect this frail bomber, that and the fact it doesn't have any form of Smokescreen or such to aovid easy targeting by the enemy.
And last of all things, with the existance of JAGDPANZER IV, this card is absolutely garbage in comparison, more expensive, hard to trigger its effect and to get the so disired value of discard, on top of that, again, it is limited to ground units.
So, to make this mediocre bomber/discard tool into an actual threat worth of its rarity and class, I've thought several ideas that could be applied:
1- REGULAR/NON-VETERAN VERSION
(changes to base card)
Added keywords:
(variants)
a- Now it has Smokescreen.
b- Now it has Shock. (only works against Fighters)
c- Now it has both Shock and Smokescreen.
[you'll notice this changes would be more common on next variants as a possibility]
1/A- (following 1st concept)
Increased stats by 1.
(variants)
a- Now it has 4 attack. (4/2)
b- Now it has 3 defense. (3/3)
c- Now it has 4 attack and 3 defense.
[for future simplicity, these changes can be added into previous and next variants if necessary]
1/II- (following 1st concept)
Reduced cost to 3k.
[can be applied to all previous and following variants]
1/II/A- (following 1/II option)
Increased stats by 1.
(variants)
a- Now it has 4 attack. (4/2)
b- Now it has 3 defense. (3/3)
c- Now it has 4 attack and 3 defense. (4/3)
1/II/B- (following 1st concept)
Reduced operation cost to X.
(variants)
a- Reduced operation cost to 1.
b- Reduced operaton cost to 0.
[Can be applied to all previous and following variants]
2- Veteran effect now also triggers if any enemy unit is destroyed.
(basically, air units now are also counted)
2/A- (following 2nd option)
Added keywords:
(variants)
a- Now it has Smokescreen.
b- Now it has Shock. (only works against Fighters)
c- Now it has both Shock and Smokescreen.
3- Buff; Becomes Veteran and the enemy discards a card when an enemy ground unit is destroyed.
[basically, no delayed value but instant; not sure if wording is correct enough]
3/A- (following 3rd option)
Added keywords:
(variants)
a- Now it has Smokescreen.
b- Now it has Shock. (only works against Fighters)
c- Now it has both Shock and Smokescreen.
4- (similar concept as 3rd option)
Buff; Becomes Veteran and the enemy discards a card when an enemy unit is destroyed.
4/A- (following 4th option)
Added keywords:
(variants)
a- Now it has Smokescreen.
b- Now it has Shock. (only works against Fighters)
c- Now it has both Shock and Smokescreen.
VETERAN VERSION
V/1- (changes to base veteran card)
Added keywords:
(variants)
a- Now it has Smokescreen.
b- Now it has Shock. (only works against Fighters)
c- Now it has both Shock and Smokescreen.
[as mentioned before in regular version, this keywords will be present in the following variants, Veteran included]
V/1/B- (following V/1st concept)
Increased stats by 1.
(variants)
a- Now it has 4 attack. (4/2)
b- Now it has 3 defense. (3/3)
c- Now it has 4 attack and 3 defense. (4/3)
[this changes can be applied to previous and following Veteran variants]
V/1/C- (following V/1st concept)
Reduced operation cost to X.
(variants)
a- Now it has 1 operation cost.
b- Now it has 0 operation cost.
[this changes can also be applied to previous or following Veteran variants]
V/2- Buff; The enemy discards a card when you destroy a ground unit.
[basically, no need to attack and destroy with units, but you still have to destroy them directly]
V/2/A- (following V/2nd option)
Added keywords:
(variants)
a- Now it has Smokescreen.
b- Now it has Shock. (only works against Fighters)
c- Now it has both Shock and Smokescreen.
V/3- Buff; The enemy discards a card when you attack and destroy a unit.
[Basically, discard effect also triggers with air units]
[it hurts me a little to put "a" instead of "an" before "unit"]
V/3/A- (following V/3rd option)
Added keywords:
(variants)
a- Now it has Smokescreen.
b- Now it has Shock. (only works against Fighters)
c- Now it has both Shock and Smokescreen.
V/4- Buff; The enemy discards a card when you destroy an unit.
[again, basically you don't need to attack them and subsecuently destroy them, it also counts against air units]
V/4/A- (following V/4th option)
Added keywords:
(variants)
a- Now it has Smokescreen.
b- Now it has Shock. (only works against Fighters)
c- Now it has both Shock and Smokescreen.
V/5- Rework; After becoming Veteran, the enemy discards a card. Add a copy of this card into (see variants).
(variants)
a- ...into your hand.
b- ...into your deck.
[self implied it can also have the previously mentioned keywords]
V/6- Buff; Gets +1+1 and the enemy discards a card when you attack and destroy a ground unit.
V/6/A- (following V/6th option)
Added keywords:
(variants)
a- Now it has Smokescreen.
b- Now it has Shock. (only works against Fighters)
c- Now it has both Shock and Smokescreen.
V/7- Buff; Gets +1+1 and the enemy discards a card when you attack and destroy an unit.
[basically, now air units are also counted for the trigger]
V/7/A- (following V/7th option)
Added keywords:
(variants)
a- Now it has Smokescreen.
b- Now it has Shock. (only works against Fighters)
c- Now it has both Shock and Smokescreen.
V/8- Buff; Gets +1+1 and the enemy discards a card when you destroy a ground unit.
[again, not necessary to attack and destroy ground units with combat, but with anything]
V/8/A- (following V/8 option)
Added keywords:
(variants)
a- Now it has Smokescreen.
b- Now it has Shock. (only works against Fighters)
c- Now it has both Shock and Smokescreen.
V/9- (similar to V/8th option)
Buff; Gets +1+1 and the enemy discards a card when you destroy an unit.
[now it also counts with air units]
V/9/A- (following V/9th option)
Added keywords:
(variants)
a- Now it has Smokescreen.
b- Now it has Shock. (only works against Fighters)
c- Now it has both Shock and Smokescreen.
is it too late to say that the card is balanced?
not really
I think the card is surprisingly balanced
(no wait, I have a better and more fitting image for it)
my card idea now:
Please never change, Jhonathan
hehe, neva
Damn, you're still cooking. I respect the dedication
(hehe now I'm done with my final exam, time to make the last bomber ideas)
(final chance to share an idea for HEINKEL HE 111, if anyone has anything at hand lol)
(tbh I hate it to make it on last hour)
HEINKEL HE 111 (buff/rework ideas)
As for this reserved bomber, I... I don't know what to say about it to be honest, it just looks plain bad, it can only target the enemy HQ and while it has much better stats/cost ratio than the Stukas, its passive effect limits it utility by a huge margin.
As the wording states, it cannot attack anything but the enemy HQ, that also includes other air units, specially Fighters, and while you may not want to engange your bombers directly against fighters as they may just die, it is better to go full kamikaze than leave it to die.
I have to say it is a curious concept, but I beilieve its really outdated and specially out of place for a nation as Germany, which has no defensive tools like Guard or Smokescreen for it, or worse, proper air support cards that could make it work much more.
So, to make this card even worth at glancing your view through the collection, I've thought several ideas that could make it much MUCH better than what we have right now:
1- Buff; Cannot attack ground units.
[yeah this will be the ONLY buff to the base card, obviously not counting on the next few variants]
1/A- (following 1st option)
Operates for X more if it attacks an air unit.
[not sure if the wording is right, it could be adjusted if necessary]
(variants)
a- for 1 more.
b- for 2 more.
c- for 3 more.
2- Rework; Reduced damage to 2; Removed base effect
[this is a base line stat for ALL following variants, it could be changed as for the cost, op cost, etc. etc.]
At the start of your turn, deal X damage to the enemy HQ.
(variants)
a- deal 1 damage.
b- deal 2 damage.
2/A- (following 2nd option)
Now you also draw a card.
[basically, a passive BUZZ BOMB]
2/II- (following 2nd concept)
Now it triggers at the end of your turn. Applies to both variants.
2/II/A- (following 2/II option)
Now it also draws a card. Applies to both variants.
3- (kinda following 2nd concept)
At the start of your turn, deal X damage to a random enemy.
(variants)
a- deal 1 damage.
b- deal 2 damage.
3/A- (following 3rd option)
Now it also draws a card. Applies to both variants.
3/B- (following 3rd option)
Draw a card if it hits the HQ. Applies to both variants.
[true passive BUZZ BOMB]
3/II- (following 3rd concept)
Now it triggers at the end of your turn. Applies to both variants.
3/II/A- (following 3/II option)
Now it also draws a card. Applies to both variants.
3/II/B- (following 3/II option)
Draw a card if it hits the HQ. Applies to both variants.
4- Deployment: Deal X damage to an enemy. Draw a card if it was the HQ.
(variants)
a- Deal 1 damage...
b- Deal 2 damage...
[active BUZZ BOMB effect]
4/II- (not really following 4th concept)
Deployment: Deal 1 damage to target enemy and adjacent units.
[can target the enemy HQ]
4/II/A- (following 4/II option)
Draw a card if target is the HQ.
5- Your non-air units costs X less to play.
(variants)
a- costs 1 less...
b- costs 2 less...
5/A- (kinda following 5th concept)
Deployment: Reduce the cost of yout non-air units in hand by X.
(variants)
a- reduce by 1.
b- reduce by 2.
5/B- (following 5/A option)
Draw a card. Applies to both variants.
5/II- (kinda following 5/A concept)
Deployment: Reduce the cost of your air untis in hand by X.
(variants)
a- reduce by 1.
b- reduce by 2.
5/II/A- (following 5/II option)
Draw a card. Applies to both variants.
6- Deployment: Add a TIP OF THE SPEAR in your hand. 
(alternative variant)
a- Draw a card.
6/A- (following 6th option)
(insert idea effect) plus one in your deck for each enemy unit with cost 3 or more.
6/B- (following 6th option)
(insert idea effect) Reduce its cost by 1 for each enemy unit with cost 3 or less.
[technically it kinda powercreeps TIP OF THE SPEAR on its own]
7- Deployment: Your units in the frontline get +1+1.
(alternative variant)
a- and operate for 1 less this turn.
[this might probably Gabrielzinho's favorite idea lol]
7/A- (following 7th option)
Now it only affects German units. Applies to both variants.
7/II- (kinda following 7th concept)
Your German units get +1+1.
(alternative variant)
a- and operate for 1 less this turn.
b- If in the frontline, they operate for 1 less this turn.
[screw them non-German units pulls out tongue and runs away]
8- Deployment: Develop a German countermeasure.

["ooga booga, I lav ston an stik" said the man that didn't like the concept of Development, thats why it craves for living at the Stone Age]
8/A- (following 8th option)
Reduce its cost by X.
(variants)
a- Reduce its cost by 1.
b- Reduce its cost by 2.
8/B- (following 8th option)
It costs X less to activate this turn.
(variants)
a- It costs 1 less...
b- It costs 2 less...
c- It costs 3 less...
8/II- (kinda following 8th concept)
Deployment: Develop a German light tank.

["mii ston en stik lovr dout laik" said again the man against the concept of Development, not sure how he thinks humanity had evolved lol]
8/II/A- (following 8/II option)
Reduce its cost by X.
(variants)
a- Reduce its cost by 1.
b- Reduce its cost by 2.
8/II/B- (following 8/II option)
It costs X less to deploy this turn.
(variants)
a- It costs 1 less...
b- It costs 2 less...
c- It costs 3 less...
8/III- (following 8th concept)
Deployment: Develop a German infantry with cost 3 or less.
[cost range could be adjusted]
8/III/A- (following 8/III option)
It costs X less to deploy this turn.
(variants)
a- It costs 1 less...
b- It costs 2 less...
c- It costs 3 less...
9- Deployment: Retreat target enemy unit, if it costs X or less Convert it into ROUTED TROOPS.
(variants)
a- if it costs 1 or less...
b- if it costs 2 or less...
[basically a budget 108. PANZERGRENADIER but swapped]
9/A- (not really following 9th concept)
Deployment: Convert all enemy units with a cost of 1 or less into ROUTED TROOPS.
[cost could be adjusted for the Jaggro cry babies]
9/B- (following 9/A concept)
Now it converts all units with cost 1 or less.
[not much of a difference
]
10- Deployment: Deal damage to the enemy HQ equal to ROUTED TROOPS in (see variants).
(variants)
a- in your hand.
b- in your hand and deck.
b- in battle.
10/A- (following 10th option)
Now it also counts ROUTED TROOPS in the enemy's control. [applies to the first two variants]
10/B- (following 10th concept)
Deployment: Deal damage to the enemy HQ equal to ROUTED TROOPS anywhere.
[basically it would count, both player's hands, both player's decks and board units, unless it needs a wording adjustment]
11- When you play a neutral card, play another copy of it once.
(alternative variant)
a- Now it has Smokescreen.
[credits to @wet smelt]
[from original idea I've reverted the 4k cost to 3k and further reduced the damage for it to be more playable]
12- Deployment: Add a BUZZ BOMB in your (see variants).
(variants)
a- in your hand.
b- in your hand and deck.
12/A- (following 12th option)
Repeat this effect after this unit destroys an enemy. Applies to both variants.
[its redundant to say "attack and destroy" as it is a bomber, not a fighter, CLAIM THE SKIES is a thing but too specific for that wording]
12/B- (following 12th concept)
Repeat this effect after an enemy unit is destroyed. Applies to both variants.
[yeah, yeah, infinite value and blah blah blah....it'll only happen against Jaggro, not a big deal]
12/II- (following 12th concept)
Deployment: Add a BUZZ BOMB in your hand, plus one for each copy you played of it this battle.
[this is my FAVORITE concept so far, thought for it for days; obviously I've made the math for this one, this is the most busted version, wouldn't really want this one in the game]
12/II/A- (following 12/II option)
(insert idea effect) plus one for each two copies of it you played this battle.
[each 2 BUZZ BOMBS played before, you get an additional one by the Deployment]
12/II/B- (following 12/II option)
(insert idea effect) plus one for each three copies of it you played this battle.
[for each 3 BUZZ BOMBS played before, you get one additional copy from the Deployment]
13- Deployment: Choose one - Add a BUZZ BOMB OR TIP OF THE SPEAR in your hand.
[lol, it is all capital letters]
13/A- (following 13th option)
Reduce its cost by X.
(variants)
a- Reduce it by 1.
b- Reduce it by 2.
13/II- (following 13th option)
Now it adds a copie of picked card into your hand and deck.
[atleast thats what it is intended]
13/II/A- (following 13/II option)
It costs X less.
(variants)
a- It costs 1 less.
b-It costs 2 less.
[hah, had to improvise the wording for it to fit]
14- Deployment: Add a BUZZ BOMB in your hand. If there is an enemy air unit, also add a BLACKOUT.
(alternative variant)
a- If there is an enemy air unit, add a BLACKOUT instead.
[yup, the poor forsaken card on a suggestion, didn't add it before on any idea as it can't really fit anywhere]
14/A- (kinda following 14th concept)
At the start of your turn, add a BUZZ BOMB in your hand. If there is an enemy air unit also add a BLACKOUT.
(alternative variant)
a- If there is an enemy air unit, add a BLACKOUT instead.
14/B- (following 14/A concept)
Now it triggers at the end of your turn. Applies to both variants.
15- At the start of your turn, add a BLACKOUT in your hand.
(alternative variant)
a- Now it has Smokescreen.
15/A- (following 15th option)
Now it triggers at the end of your turn. Applies to both variants.
15/II- (following 15th concept)
At the start of your turn, add a BLACKOUT in your hand unless you have 8 cards.
(alternative variant)
a- Now it has Smokescreen.
[yup, really odd wording, but that is to avoid milling yourself.... atleast it tries to]
15/II/A- (following 15/II concept)
Now it triggers at the end of your turn. Applies to both variants.
16- Gets +1+1 when you play a Navy card.

(alternative variant)
a- Now it has Smokescreen.
[if Ja(ggro)pan has NAKAJIMA B5N2, why not adding a real naval counterpart for us
]
17- Deployment: Move two random Navy cards in your deck to the top.
(alternative variant)
a- Draw a card if there was a Navy card.
[yup, powercreeped ATLANTIC COMMAND]
17/A- (following 17th option)
Reduce their cost by X.
(variants)
a- Reduce their cost by 1.
b- Reduce their cost by 2.
18- When the enemy gives an order, deal X damage to the enemy HQ and draw a card.
(variants)
a- Deal 1 damage.
b- Deal 2 damage.
[better, cooler and cleaner than the SHIBATA REGIMENT]
19- When the opponent draws an additional card, deal X damage to the enemy HQ.
(variants)
a- Deal 2 damage.
b- Deal 3 damage.
c- Deal 4 damage.
[could be adjusted to only be "Once per turn"]
20- When an enemy gives an order, it gets +X+X.
(variants)
a- it gets +1+1.
b- it gets +2+2.
[it could have Smokescreen added]
[KATALINA is a thing, much cheaper, common and it has Blitz, fight it old school or suffer]
(well, not sure if any of the HEINKEL HE 111 ideas were read by anyone so I'll follow it with a unit question)
UNIT QUESTION - PANZER IV-G; PANZER IV F2; PANTHER A
As for this three medium tanks, I believe all of them lack some utility and power in some degree, as a general view, I think they do not offer as much value, even if we consider their effects and stats I think they should be adjusted/buffed if we take into account new cards and meta.
As for the specifics, I'll go with a brief description I think of each respectively:
PANZER IV-G: on paper it is a decent card, which can put up a good fight before being destroyed, and is not affected by Supress as for its plain nature, in theory. As far as I've tried it, it is not a good card at all, it falls under the same roof as 104th INFANTRY REGIMENT or LANCASHIRE FUSILIERS, poor performance and no secondary effects to back up its cost, besides being used in lower/starter leagues. A card I compare it the most is T-34-85, almost the same thing but it has a good card draw effect and Heavy armor 1, far better if you ask me, I'd prefer to pick it over its german counterpart tbh.
PANZER IV F2: a tank with decent stats and useful deployment effect, the problem? too expensive and weak for its cost, no further effects besides a single retreat to anything (I'm aware it was nerfed), and worst thing is that with the existence of 108. PANZERGRENADIER there is no point in using it instead of this one, which has a bigger body and a Convert synergy to shut down the enemy, I believe that should be changed.
.
(following)
PANTHER A: basically the same thing as T-34-85 but with a conditional anti-draw effect, I suppose this card was the hit when it came out, as it was an instant deployment effect rather than an awful passive effect, so it was nerfed. Don't get me wrong, it is not... bad, but I feel it is really mediocre for what it should do, a single time effect which has no synergies for Germany itself to make it retreat and move again into the frontline (without paying 6k) in a proper built deck, easy to Supress or remove, and with minimal combat performance, I think this card is a good candidate for an adjustment.
[And no, I'm not taking into account BLITZ/CONTEST DOCTRINE, and I won't as it is not a consistent effect]
If you had to change these three cards, considering current and incoming meta, what do you have in mind?
I used panther A and it's useable and very powerful in some case and Jking one aka one on the left isn't good at all
I did read, I just don't have an opinion
Panzer IV-G should change stats to 5k 1op 4/8
oh ok, as nobody did even throw an emote or comment of an specific idea I thought, well, eventually it'll happén, lets move on. lol
This bomber was meant to complement the Japanese archetype of cards that cannot attack the enemy HQ. Since that deck never took off, neither did the bomber. Maybe increasing the defense would do the trick? Idk, but I do think that your ideas to create a 3k 1op 2atk bomber fills a pretty good niche in the German collection; especially with the current expansion on the way
The attacks and destroys seems balanced
PANZER IV-G (buff ideas)
As for this unit, well.. I've already stated what I think of it "briefly" before, while a logical concept, a medium sized unit with decent stats, cost and no effect, sounds good on paper, but in practice it is not worth the card slot in a deck.
Too slow, no inmediate impact on battle and prone to be affected by any card shenanigan effect you can imagine, similar to the previously mentioned LANCASHIRE FUSILIERS or 104TH INFANTRY REGIMENT, but being even more expensive both in cost and operation, with the only upside its unit type.
So, to make this card worth its existence and card slot in constructed decks, I've though several (to no say a l o t of) ideas that could be applied while following its rarity [and well, saddly, breaking its original concept of plain card]:
[this will take me a while, lets go!]
1- Changes to base card;
Added keywords:
(variants)
a- Now it has Shock.
b- Now it has Smokescreen.
c- Now it has both Shock and Smokescreen.
[any of these variants could be applied to all following ideas, although some already having them, which is kinda redundant]
1/II- (following 1st concept)
Modified stats.
(variants)
a- Now it has 7 defense.
b- Now it has 8 defense.
(following @deft leaf's general idea)
1/II/A- (following 1/II concept)
Reduced damage to 4. Applies to both variants.
1/III- (following 1st concept)
Reduced cost to 4k.
1/III/A- (following 1/III option)
Added keywords:
(variants)
a- Now it has Shock.
b- Now it has Smokescreen.
c- Now it has both Shock and Smokescreen.
[it might be too much value already isn't?]
1/IV- (following 1/III option)
Modified stats.
(variants)
a- Increased defense to 7.
b- Increased defense to 8.
1/IV/A- (following 1/IV option)
Reduced damage to 4. Applies to both variants.
(this was @deft leaf's original idea, to be more specific the 4/8 one)
2- If in your hand, this unit costs 1 less each time your countermeasure triggers.
[basically a more cheaper and maneuverable STURM BRIGADE-RHODOS]
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.
2/II- (following 2nd option)
Increased conditional cost reduction by 2.
2/II/A- (following 2/II option)
Added keywords:
(variants)
a- Now it has Shock.
b- Now it has Smokescreen.
c- Now it has both Shock and Smokescreen.
3- Costs 1 less for each enemy unit in battle.
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/II- (following 3rd option)
Increased cost to 6k.
3/II/A- (following 3/II option)
Added keywords:
(variants)
a- Now it has Shock.
b- Now it has Smokescreen.
c- Now it has both Shock and Smokescreen.
3/III- (following 3rd concept)
Costs 1 less for each enemy unit in the frontline.
3/III/A- (following 3/III option)
Added keywords:
(variants)
a- Now it has Shock.
b- Now it has Smokescreen.
c- Now it has both Shock and Smokescreen.
3/IV- (following 3/III concept)
Costs 1 less for each unit in the frontline.
[basically it counts both friendly and enemy units]
3/IV/A- (following 3/IV option)
Added keywords:
(variants)
a- Now it has Shock.
b- Now it has Smokescreen.
c- Now it has both Shock and Smokescreen.
4- If destroyed by anything but combat damage, add a copy of it in (see variants).
(variants)
a- ...in your hand.
b- ...in your deck.
c- ...on top of your deck.
d- ...in your supportline.
4/A- (following 4th concept)
If removed from battle or destroyed by non-combat damage, add a copy of it in (see variants).
(variants)
a-...in your hand.
b-...in your deck.
c-...on top of your deck.
d-...in your supportline.
5- It costs the enemy +1 kredits to target this unit.
[intended to only work against targeted enemy orders and deployment effect]
5/A- (following 5th option)
Added keywords:
(variants)
a- Now it has Shock.
b- Now it has Smokescreen.
c- Now it has both Shock and Smokescreen.
5/II- (following 5th option)
Increased kredit requirement to +2.
5/II/A- (following 5/II option)
Added keywords:
(variants)
a- Now it has Shock.
b- Now it has Smokescreen.
c- Now it has both Shock and Smokescreen.
5/III- (following 5th concept)
It costs the enemy +1 kredits to target or attack this unit.
[now it works like the other similar cards ingame]
5/III/A- (following 5/III option)
Added keywords:
(variants)
a- Now it has Shock.
b- Now it has Smokescreen.
c- Now it has both Shock and Smokescreen.
5/IV- (following 5/III option)
Increased kredit requirement to +2.
5/IV/A- (following 5/IV option)
Added keywords:
(variants)
a- Now it has Shock.
b- Now it has Smokescreen.
c- Now it has both Shock and Smokescreen.
6- Has Blitz if the enemy controls the frontline.
6/A- (following 6th option)
Added keywords:
(variants)
a- Now it has Shock.
b- Now it has Smokescreen.
c- Now it has both Shock and Smokescreen.
6/II- (following 6th option)
Now it also operates for 1 less.
6/II/A- (following 6/II option)
Added keywords:
(variants)
a- Now it has Shock.
b- Now it has Smokescreen.
c- Now it has both Shock and Smokescreen.
6/III- (following 6/II concept)
Increased operation cost reduction to -2.
6/III/A- (following 6/III option)
Added keywords:
(variants)
a- Now it has Shock.
b- Now it has Smokescreen.
c- Now it has both Shock and Smokescreen.
7- (General idea: Generate a unit and add it in a specific place)
Deployment: Add a PANZER 38(t) in your (see variants)
(variants)
a-...in your hand.
b-...into your deck.
c-...in your hand and deck. (might be too much value).
d-...in your supportline. (slightly weak, but decent).
7/A- (following 7th concept)
Add a 15. AUFKLÄRUNG in (see variants)
(variants)
a-...in your hand.
b-...into your deck.
c-...in your hand and deck. (might be too much value).
d-...in your supportline. (slightly weak, but decent).
7/B- (following 7th concept)
Add a ME BF 109 E in (see variants).
(variants)
a-...in your hand.
b-...into your deck.
c-...in your hand and deck. (it'll probably be too much value).
d-...in your supportline. (pretty powerful, might be too much)
7/C- (following 7th concept)
Add a STUG III-F in (see variants)
(variants)
a-...in your hand.
b-...into your deck.
c-...in your hand and deck. (might be too much value).
d-...in your supportline. (slightly weak, but decent).
7/D- (following 7th concept)
Add a 361. AFRIKA REGIMENT in (see variants)
(variants)
a-...in your hand.
b-...into your deck.
c-...in your hand and deck. (it'll definitely be TOO much value).
d-...in your supportline. (very powerful).
7/E- (following 7th concept)
Add a 59. PANZERGRENADIER in (see variants)
(variants)
a-...in your hand.
b-...into your deck.
c-...in your hand and deck. (might be too much value).
d-...in your supportline. (decent value imo).
7/E/II- BONUS (following 7/E variants)
e- Add a 59. PANZERGRENADIER with Blitz in your supportline.
7/F- (following 7th concept)
Add a JU 87 B STUKA in (see variants)
(variants)
a-...in your hand.
b-...into your deck.
c-...in your hand and deck. (might be too much value).
d-...in your supportline. (slightly weak, but decent).
[no Blitz variant for this one lol]
8- (similar to 7th concept but with multiple options instead)
Deployment: Choose one - Add a (see variants) OR PANZER 38(t) in your hand.
(variants)
a- a ME BF 109 E.
b- a 361. AFRIKA REGIMENT.
c- a 15. AUFKLÄRUNG.
d- a JU 87 B STUKA.
8/A- (following 8th concept)
Deployment: Choose one - Add a (see variants) OR ME BF 109 E in your hand.
(variants)
a- a 361. AFRIKA REGIMENT.
b- a 15. AUFKLÄRUNG.
c- a JU 87 B STUKA.
8/B- (following 8th concept); Exiled card idea as there is no other to pair with lol.
Deployment: Choose one - Add a 361. AFRIKA REGIMENT OR 15. AUFKLÄRUNG in your hand.
9- Deployment: Reduce the cost of your non-tank units in hand by X.
(variants)
a- Reduce by 1.
b- Reduce by 2.
9/A- (following 9th concept)
Now it only affects German non-tank units. Applies to both variants.
10- If in your hand, this unit costs 1 less when the enemy gives an order.
(alternative variants)
a- Increased cost to 6k.
b- Increased cost to 7k.
10/A- (following 10th concept)
Increased conditional cost reduction to 2. Applies to all variants.
[cost can be further increased]
11- If in your hand, this uni costs X less each time a ROUTED TROOPS is added or deployed.
(variants)
a- Costs 1 less.
b- Costs 2 less.
12- If in your hand, this unit costs X less each time the enemy discards a card. 
(variants)
a- Costs 1 less.
b- Costs 2 less.
12/A- (following 12th option, variant "a")
Increased cost to Xk.
(variants)
a- Increased cost to 6k.
b- Increased cost to 7k.
13- If in your hand, this unit costs 1 less each time the opponent draws an additional card.
(alternative variants)
a- Increased cost to 6k.
b- Increased cost to 7k.
[cost could be further increased]
14- This unit costs X less for each non-tank unit you control.
(variants)
a- Costs 1 less.
b- Costs 2 less.
14/A- (following 14th concept)
Now it only counts German non-tank units. Applies to both variants.
14/II- (following 14th concept)
This unit costs 1 less for each German unit you control. Applies to both variants.
15- If in your hand, this unit costs 1 less each time you deploy a non-tank unit.
15/A- (following 15th concept)
Now it only works with German non-tank units.
(variant)
a- Increased conditional reduction cost by 2.
15/B- (following 15/A concept)
Now it is affect by any German unit. Applies to both variants.
15/II- (following 15th concept)
If in your hand, it costs 1 less when you deploy or add a non-tank unit.
15/II/A- (following 15/II option)
Now it only triggers with German non-tank units.
(variant)
a- Increased conditional cost reduction to 2.
15/II/B- (following 15/II/A option)
Now it triggers with any German unit. Applies to both variants.
16- Deployment: Fight an enemy (see variants).
(variants)
a- ...an enemy infantry unit.
b- ...an enemy tank unit.
c- ...an enemy infantry or tank unit.
16/A- (following 16th concept)
Deployment: Fight an enemy unit in the frontline.
16/II- (following 16th concept, merging both previous options)
Deployment: Choose one - Fight an enemy unit in the frontline OR (see variants).
(variants)
a- an infantry unit.
b- a tank unit.
16/II/A- (following 16/II concept)
Deployment: Choose one - Fight an enemy infantry unit OR tank unit.
[basically the same thing as with 16th's "c" variant, just more ellegantly worded]
16/II/B- (following 16/II concept)
Deployment: Choose one - Fight an enemy unit in the frontline OR a tank or infantry unit.
[the later obviously refers to an enemy unit too]
17- When the enemy draws an additional card, deal X damage to the enemy HQ.
(variants)
a- Deal 1 damage.
b- Deal 2 damage.
[note it doesn't count initial card draw but those that come with other cards]
17/II- (following 17th concept)
Once per turn, when the enemy draws an additional card, deal X damage to the enemy HQ.
(variants)
a- Deal 2 damage.
b- Deal 3 damage.
c- Deal 4 damage.
18- Deployment: Add a RAPID ENGAGEMENT in your hand.
(alternative variant)
a- Add a BREAKTHROUGH in your hand. (couldn't leave the poor guy alone lol)
18/A- (kinda following 18th concept)
Deployment: Remove a friendly unit from the battlefield, then return it.
(alternative variants)
a- then return it with Blitz.
b- If German, return it with Blitz.
19- Deployment: Develop a German countermeasure.

[insert Develop/Countermeasures haters joke]
19/A- (following 19th concept)
Develop a German light tank.

[insert another joke of Develop haters]
19/B- (following 19th concept)
Deployment: Develop a German infantry with a cost of X or less.
(variants)
a- with a cost of 3 or less.
b- with a cost of 2 or less.
20- Deployment: Draw a card if you control the frontline.
(alternative variant)
a- ...if you control a German unit in the frontline.
[basically, the German counterpart for M4 SHERMAN]
20/A- (following 20th option)
Deployment: Draw two cards if yo control a German unit in the frontline.
20/B- (following 20th concept)
Deployment: Draw a card if you control the frontline. If German draw two cards instead.
20/C- (following 20th concept)
Deployment: Draw a card if you control an unit in the frontline. Repeat this effect next turn if German.
21- Deployment: Deal 1 damage to all enemy units.
21/A- (following 21th option)
(insert idea effect) Deal +X damage against infantry.
(variants)
a- Deal +1 damage...
b- Deal +2 damage...
21/B- (following 21th option)
(insert idea effect) Deal +X-X damage against infantry.
(variants)
a- Deal +0-2 damage...
b- Deal +1-2 damage...
[I'm not sure if it is worded correctly as for the RNG effect]
22- When this unit moves into the frontline, add a copy of it in (see variants).
(variants)
a- ...in your hand.
b- ...into your deck.
22/A- (kinda following 22th option)
When this unit attacks and destroys an unit, add a PANZER IV-G in (see variants).
(variants)
a- ...in your hand.
b- ...in your deck.
c- ...on top of your deck.
23- When this unit attacks and destroys an unit, draw a card.
23/A- (following 23th concept)
When this unit destroys an enemy unit, draw a card.
cooldown: 24 hs
I thought of a diff one
3k and 3-3 body?
but with text "Deployment: +1+1 if you control an air or infantry. +3+3 if you control both."
!BF 109E-7 TROP
Cards found: 1
not gonna lie, that sounds kinda silly for a panzer IV
Well yes but it's close to 109E
or target a unit and give it -1 -1 ?
Yea
Add copy to frontline
And reduce stats to something like
3-5
PANZER IV F2 (buff ideas)
As for this card, the first time I saw it I thought "well, this is a decent card, has decent body and a quite flexible deployment effect which can allow you to disrupt the enemy or retreat an ally into safety, not bad!", then after some use and trial and error I came into the conclusion it is just a card with mid to mediocre performance.
While it is not BAD technically, you'll rather use anything else for the same wildcard you could spend on this card, or a higher rarity to use the card slot on your deck, it is too expensive for what it costs, and it cannot really deal with certain units which are your first target to avoid danger: Jaggro; frontline units (as they are not bounced back to owner hand, specially tanks); and units with really problematic deployment effects, etc.
If I recall correctly, it was nerfed into its current state, as it had the ability to destroy enemy units with cost 2 or less, thus now only having the Retreat effect, in which I compare now to 108. PANZERGRENADIER, and that unit, objectively, powercreeps it in every way possible, it has better stats, a Convert effect (which can be counted as destruction) and the Retreat effect. I'm aware it is conditional by cost, but lets be honest, you'll rather run PANZER IV F2 over 108.?
[again, not taking into acount BLITZ/CONTEST DOCTRINE, as most it is a bad option to pick]
So, to make this card more useful, I've thought several ideas that could be applied into it.
[not going to edit out further ideas that come after this message]
1- (Changes to base card);
Added keywords:
(variants)
a- Now it has Shock.
b- Now it has Smokescreen.
c- Now it has Blitz.
d- Now it has Ambush.
[theoretically could be applied to all next variants, not sure how though lol]
1/A- (following 1st concept)
Added keyword combinations. [no specific order of cards]
(variants)
a- Now it has both Blitz and Shock.
b- Now it has both Blitz and Ambush.
c- Now it has both Ambush and Shock.
1/B- (following 1st concept)
Added keyword combinations. [Smokescreen organized cards, kinda]
(variants)
a- Now it has both Shock and Smokescreen.
b- Now it has both Ambush and Smokescreen.
1/II- (following 1st concept)
Reduced cost to 5k.
[this change will be quite common on next variants you'll see]
1/II/A- (following 1/II option)
Added keywords:
(variants)
a- Now it has Shock.
b- Now it has Smokescreen.
c- Now it has Blitz.
d- Now it has Ambush.
1/II/B- (following 1/II option)
Added keyword combinations. [No specific order, kinda]
(variants)
a- Now it has both Blitz and Shock.
b- Now it has both Blitz and Ambush.
c- Now it has both Ambush and Shock.
1/II/C- (following 1/II option)
Added keyword combinations. [Smokescreen order]
(variants)
a- Now it has both Shock and Smokescreen.
b- Now it has both Ambush and Smokescreen.
2- Deployment: Target enemy unit must Retreat. Pin it if an enemy.
(alternative variant)
a- Reduced cost to 5k.
2/II- (kinda following 2nd concept)
(insert base effect) Get X kredits if friendly.
(variants)
a- Get 1 kredit.
b- Get 2 kredits.
c- Get 3 kredits.
2/II/A- (following 2/II option)
Reduced cost to 5k. Applies to all variants.
2/II/B- (following 2/II option)
(insert idea effect) Repeat this effect if it returned to hand. Applies to all variants.
[keep in mind it would only be effective if its a friendly unit]
2/II/C- (following 2/II/B option)
Reduced cost to 5k. Applies to all variants.
2/III- (following both 2nd and 2/II concepts)
(insert base effect) Get X kredits if friendly. Otherwise Pin it.
(variants)
a- Get 1 kredit.
b- Get 2 kredits.
c- Get 3 kredits.
2/III/A- (following 2/III option)
Reduced cost to 5k. Applies to all variants.
3- (insert base effect) If friendly, add a PANZER IV-G in your hand.
(alternative variant)
a- Reduced cost to 5k.
[could also be added into your deck, or add any other fitting unit]
4- (I wonder why I labeled it with other number...)
(Insert base effect) Add a PANZER IV-G in your hand.
(alternative variant)
a- Reduced cost to 5k.
4/A- (following 4th option)
(insert base effect) Add a PANZER IV-G in your hand, reduce its cost by target one.
(alternative variant)
a- Reduced cost to 5k.
[I know, the wording is really vague, the idea is that the PANZER IV-G has its cost reduced equal to target unit retreated, not sure if it makes sense in the current text form]
5- (insert base effect) Gets Blitz if it was in the frontline.
(alternative variant)
a- Reduced cost to 5k.
5/A- (following 5th option)
Now it also gets -1 operation cost. Applies to both variants.
[cost reduction could be temporary, though I'm not sure if it would fit.]
5/B- (following 5/A option)
Increased operation cost reduction to -2. Apples to both variants.
5/II- (following 5th concept)
(insert base effect) If friendly, it gets Blitz and -1 operation cost.
(alternative variant)
a- Reduce its cost to 5k.
[not sure if I worded it correctly, but the Blitz/operation cost effect should only affect PANZER IV F2, not the retreated friendly unit, just to clarify.]
5/II/A- (following 5/II option)
Increased operation cost reduction to -2. Applies to both variants.
6- (insert base effect) Move into the frontline if possible.
(alternative variant)
a- Reduced cost to 5k.
[credits to @proud basalt]
6/A- (following 6th concept)
(insert base effect) At the end of your turn, it moves into the frontline.
[credits to @proud basalt]
7- (insert base effect) At the start of your turn, repeat this effect randomly.
(alternative variant)
a- Reduced cost to 5k.
[could also only affect other units excluding itself]
7/A- (following 7th concept)
(insert base effect) At the start of your turn, repeat this effect with a random enemy unit.
(alternative variant)
a- Reduced cost to 5k.
8- (insert base effect) Add a PANZER 38(t) to the battlefield, in the frontline if possible.
(alternative variant)
a- Reduced cost to 5k.
8/A- (following 8th option)
Add a STUG III-F instead. Applies to both variants.
8/B- (following 8th option)
Add a STUG IV instead. Applies to both variants.
8/C- (following 8th option)
Add a PANZER III-J instead. Applies to both variants.
[this might be a little too much]
8/II- (following 8th concept)
(insert base effect) Add a ME BF 109 E in your supportline.
[could also follow the same effect as the previous ones if necessary]
8/II/A- (following 8/II option)
Add a JU 87 B STUKA instead. Applies to both variants.
[you'll definitely don't want in the frontline, do you?]
8/II/B- (following 8/II option)
Add a 10.5 cm leFH instead. Applies to both variants.
8/II/C- (following 8/II/B concept)
Now it adds the 10.5 cm leFH in you hand instead. Applies to both variants.
9- (insert base effect) If friendly, it costs -1 to operate this turn.
[now it is insteded for it to affect the Retreated friendly unit]
9/A- (following 9th option)
Increased operation cost reduction to -2. Applies to both variants.
9/II- (following 9th concept)
(insert base effect) If friendly, it costs -1 to play or operate this turn.
[basically, if applies a temporary cost reduction in both cases it returns to your hand or it only Retreats into the supportline]
[credits to @proud basalt]
9/II/A- (following 9/II option)
Increased operation cost reduction to -2. Applies to both variants.
[credits to @proud basalt]
9/II/B- (following 9/II option)
Now it costs 0 to play or operate. Applies to both variants.
[credits to @proud basalt]
10- (insert base effect). Repeat this effect when this unit attacks an enemy unit.
(alternative variant)
a- Reduced cost to 5k.
[basically, it cannot damage upon attack, it Retreats the defending instead, atleasts thats what it is intended]
11- (insert base effect) Deal 1 damage to the enemy HQ when it attacks.
(alternative variant)
a- Reduced cost to 5k.
[you can effectively interpret this unit in two ways; one is that it works the same as PANTHER D (not intended); the other one is that target Retreated triggers this unit effects, even if returned to owner's hand; although the second one was the intentional effect, you could say it is a 2 on 1, up to interpretation.]
11/A- (following 11th option)
Increased HQ damage to 2. Applies to both variants.
11/II- (following 11th concept)
Now it triggers if it operates instead. Applies to both variants.
[again, two interpretations, although I did not intend to leave it this vague]
11/II/A- (following 11/II option)
Increased HQ damage to 2. Applies to both variants.
11/III- (following 11th concept)
Now it is triggered if it is either played or operated. Applies to both variants.
[basically if returned card is played, it triggers the effect, and it also triggers if it operates, effectively giving it a permanent effect, in theory]
11/III/A- (following 11/III option)
Increased HQ damage to 2. Applies to both variants.
12- (insert base effect) If an enemy, destroy it if it costs 2 or less.
(alternative variant)
a- Reduced cost to 5k.
[this was the original card, or atleast the one I've saw it was nerfed]
13- (series of ideas which adds orders into your hand)
(insert base effect) Add a TIP OF THE SPEAR in your hand.
(alternative variant)
a- Reduced cost to 5k.
13/A- (following 13th concept)
Add a BREAKTHROUGH instead. Applies to both variants.
13/B- (following 13th concept)
Add a THROUGH THE BREACH instead. Applies to both variants.
13/C- (following 13th concept)
Add a RAPID ENGAGEMENT instead. Applies to both variants.
14- (insert base effect) Develop a German countermeasure.

(alternative variant)
a- Reduced cost to 5k.
[insert Develop/Countermeasure hater joke
]
14/A- (following 14th concept)
Develop a German light tank instead. Applies to both variants.

[insert Develop/Tank hater joke
]
14/B- (following 14th concept)
Develop a German infantry with cost 3 or less. Applies to both variants.

[insert Develop hater joke
]
14/C- (following 14/B option)
Reduced Develop cost range to 2. Applies to both variants.
This is pretty good
PANTHER A (buff/rework ideas)
As for this recently reserved card, I won't deny it is as a general thing, a decent card, pretty good cost and stats, with Heavy Armor 1 and an card draw denial effect.
But the thing is, I'm not convinced on how it performs, first of all, it is too slow to do anything on its own impactful enough, its effect can be easily locked by the enemy if it controls the frontline with many units or with a big defense in total. And worst of all, if it is Supressed or removed, it was just a waste of credits as it didn't do nothing (considering it is Special, it is quite a big deal to lose this key value/tempo card).
As for the effect itself, I'm aware it was a Deployment effect and it was nerfed into its current version, which leaves me thinking.... is it that bad? any other nation except Germany has decent card draw, specially now that there is in many shapes, rarities and costs, not to mention the tempo swing cards which gives a lot of advantage in battle.
Which in comparison, you just have a tank that can PROBABLY disrupt the enemy's draw flow but only on one turn, if you want to trigger it again you'll need really specific cards to make that happen, which is not a really reliable strategy imo.
[again, not taking into account BLITZ/CONQUEST DOCTRINE, it is a good card pick, but it is still a quite weak effect overall]
So overall, it is not a b a d card technically, but it performs poorly for what is should do in theory, so here are a couple of ideas that could be applied for it so it is has that boost it deserves:
1- (Changes to base card);
Added keywords.
(variants)
a- now it has Shock.
b- Now it has Blitz.
c- Now it has Ambush.
[any of this variants could be applied to all following variants]
1/A- (following 1st concept)
Added keyword combinations.
(variants)
a- Now it has both Blitz and Shock.
b- Now it has both Ambush and Blitz.
c- Now it has both Ambush and Shock.
[any of this variants could be applied to all following variants]
1/II- (following 1st concept)
Increased cost to 6k; Now it has Blitz.
(kinda ironic, but it is to tone down the Blitz effect)
1/II/A- (following 1/II option)
Added another keyword alongside Blitz.
(variants)
a- Now it has both Blitz and Shock.
b- Now it has both Ambush and Blitz.
2- Rework; When this unit attacks and destroys an unit, the enemy does not draw a card next turn.
3- "Rework"/Restoration; Deployment: The enemy does not draw a card next turn.
(alternative variant)
a- Increased cost to 6k.
[Cost could be increased to 7k if necessary]
3/A- (following 3rd concept)
Deployment: If you control the frontline, the enemy does not draw a card next turn.
[so you'll effectively need to combo for it to allow its effect]
3/B- (following 3rd concept)
Deployment: If you control (see variants) units than the enemy, it does not draw a card next turn.
(variants)
a- If you control less units....
b- If you control more units...
[same concept as ARADO AR 196, although the whole "equal or less" or "equal or more" couldn't really fit properly]
4- Buff; When this unit moves into the frontline, the enemy cannot draw cards next turn.
[basically, it denies any form of card draw, similar to my previous idea for KM ADMIRAL HIPPER]
4/A- (following 4th concept)
Now it triggers after attacking and destroying an unit.
4/B- (following 4th concept)
Now it triggers as a Deployment effect.
4/C- (following 4th concept)
Deployment: If you control (see variants) units than the enemy, it cannot draw cards next turn.
(variants)
a- If you control less units...
b- If you control more units...
[same thing as 3/B option]
5- Rework; When you play a German medium tank, the enemy does not draw a card next turn.
(alternative variant)
a- ...the enemy cannot draw cards next turn.
[cost could be increased or conditional slightly adjusted into a cost cap]
6- Rework; When your contermeasure is triggered, the enemy doesn't draw a card next turn.
(alternative variant)
a- ....the enemy cannot draw cards next turn.
[basically a similar concept to BLOHM & VOSS BV 138]
7- Rework/Rewording; When you take control of the frontline, the enemy does not draw a card next turn.
(alternative variant)
a- ...the enemy cannot draw cards next turn.
[basically, now it can be triggered by any friendly unit, not necessarily this one specifically]
8- Rework; The enemy can only draw one card per turn.
8/II- (kinda following 8th concept)
When the enemy draws an additional card, it discards a random card.
8/II/A- (following 8/II option)
Now it only triggers once per turn.
[HONORABLE MENTION]
When this unit moves into the frontline, the enemy does not draw a card next turn. At the end of your turn it moves into the frontline if possible.
[No image as it wan't possible to edit it, but it is a good idea anyways]
(credits to @proud basalt]
What about when youdeal damage to the HQ the enemy draws but discard once per turn?
discards the top card of their deck?
Yea
Or I thought of a way more toxic way
When you deal damage to the enemy HQ put a routed troop on top of they deck?
I thought of something very cool lol
When you deploy or add a triger tank, give the first triger blitz and if you control two than it will gain guard?
or swap guard and blitz around
So it give Germany guard units but hellacost ones but with good stats and text
and maybe ever more tigers that can go hand to hand with it
!tiger
Cards found: 5
bottom 3
it would be better if it included any German tank
too expensive for it to be reliable
something like "If you control two German tanks, the third added or deployed gets Guard"
Well yes but if the tigers get a say iwer cist ir more tiger tanks be added to fit with it
Most fear tanks on the battlefield are tigers and if there are like an archatype like t-34 but with tigers it can be nuts
the thing is that there are just a total of 4 Tigers in the game (excluding the 2 that can be possibly be picked up from Develop) it is not a really useful in comparison to T-34
Like if there was a 4k 8-8 tiger tank but t's slow as hel by it's can't attack and moved at all
but it would be nice if there is a more specific German tank deck than a general thing
then it could only be triggered with Medium and Heavy German tanks
how does that sound?
This can happend if there are other tigers tanks added like 3-12 more
That's can work
I was thinking of when you deploy/add an German air unit gain 2 def for a other one
And yes I know it will be a heal printer with komet and salamander
Or your Germany Medium and Heavy tanks deal excess damage to the enemy HQ in combat.?
Or have a veteran mode which is insane
Where it's will become veteran on your next turn and in the veteran it does ||All units get -1-1.|| trigger at the start of your turn
but it's a 6k with 3 op
I like Panther A as is but limiting card draw to 1 is pretty rad. I'd make that deal
CARD QUESTION; for WESPE; HUMMEL; and JOINT OPERATION 🚬
Can't say for sure if these cards were good or not when they were active, I can only imagine WESPE worked similarly to M7 PRIEST on raw power and synergies, or HUMMEL working as a cheaper alternative for PANZER IV F2 with conditional effects, while JOINT OPERATION 🚬 seems the most terrible card of the three.
If you had to rate them as for todays meta and mechanics, do you believe they are fine? do you believe they need any type of changes or rework? what do you have in mind for these?
@gusty steppe hang on I can send you the joint operation TOW cards
They got upgrades obviously
As for Wespe and Hummel, seen some use back in the day
(funnily enough I've made several ideas alongisde @proud basalt, but not the images yet lol) Just want to see what the few... 3-4 people I know that see this ideas think of. XD
Can I suggest a other card you could add?
sure, why not
Cards found: 1
#1350635388666122300 message
I didn't see that
yeah, it happens
both already uploaded
Okay what about ME BF 110?
already done
Did you do FW 190 JAGDBOMBER?
Can I give you a suggestion about it at all?
!FW 190 JAGDBOMBER
Cards found: 1
I did not add that one on the list
not sure if it needs to be changed
maybe some stat adjustment, but it seems fine to me
thats why I've "ignored" it
I was thinkig about making it into a convert card tbh
!uk special bomber
Cards found: 10, showing 1 - 5
At the end of turn, Convert into fighter and fighter has text At the end of turn, Convert into a bomber but here my idea ontop of it
Bomber has a other text where if it destroy a unit it add a card to hand that will snet a ground unit to owner hand but it's only comes off that one card
What about STUG III G SCHÜRZEN?
its also on the list
- INFANTRY REGIMENT is on the list; ENEMY SIGHTED was already uploaded
PANZERZUG 61 BP42?
not to be rude, but you can search on the discord search bar all the possible German cards already uloaded (while following the listed document)
done too
Wespe is a good example of the combined arms archetype.
Hummel was removed because of an interaction with resistance.
I think Hummel should have 1op
which interaction?
at first glance I cannot think of one
Overdraw
This one.
agreed
[as for right now, I'm cooking (wrapping) ideas for JOINT OPERATION 🚬, feel free to share any possible idea for it]
Resistance + retreat
We'd be able to basically lock out a hand with all the cards at our disposal
I think it should be one of these develop cards where you pick infantry, tank or artillery out of the three options
infantry or tank develop is possible, but artillery is a little more complicated given the really low amount of units of that type (if we only consider German ones)
(and to avoid Developing a LEOPOLD)
JOINT OPERATION 🚬 (rework ideas)
As for this reserved card.... what can I say? it really seems like a reserved card to me, bad cost, bad effect and terrible conditional effect for a really mid effect, in which you need board presence/control, and unit diversity for it to be viable, if not... well, you are better off playing DIVE BOMBING or THROUGH THE BREACH for that matter.
So, with nothing else to say for this sad card, I bring some ideas that I've thought alonside my evil partner @proud basalt some ideas for it to be even worth spending Limited wildcards, and last but not least, @prime iron's contribution would not go unnoticed:
Panther A is bad
Not good enough to be used compared to other stuff
Like isnt terrible but not good either
1- Buff; Reduced cost to 1k.
[as it should be]
[all of the 1st options buffs are possible because @prime iron contribution, it may sound dumb but before seeing his TOW screenshots, I just tossed it down the drain lol]
I disagree. Join Operation is really good
Can deal 4 damage for 1 energy very easy
Which is op
For 2 energy is a good card problem is the current meta we have
Too many AOEs and op bs stuff which kills everything
3 years ago it was one of the most used cards for Ger for a reason
thats why I believe it should change, while it might be true it was a good tool back then, a lot of mechanics and cards have changed into something more different, thats why I believe it would need to be either buffed or reworked entirely for it to come back and not be like FW 200 CONDOR lol
Condor is literally a sabotage card
Im fine with that but a buff is not needed. It was really powerful back then for a reason. Having a tank and a infantry is already 3 damage for 2 e which is really good to kill small stuff
Also ignores armor bc its an order
1/B- (following 1st option)
Draw a card.
(alternative variants)
a- Draw a German card.
b- Draw a unit.
c- Draw a German unit.
Germany should be buffed in a way to buff more their own troops
I would love to see the 3rd option
1/C- (following 1st point)
(insert idea effect) Pin it if an unit.
Draw a german card is better
We need to make this a real thing for Ger
Ger should have this synergy
Draw german cards
Buff if german
Do x if it is german etc
Germany had a really conservative production for their own stuff
So good to the point all axis used it
So it makes sense to make them get bonuses for using their own troops
Or cards in this case
1/II- (following 1st concept)
Restored cost to 2k; (insert base effect); Draw a card.
(alternative variants)
a- Draw a German card.
b- Draw a unit.
c- Draw a German unit.
C is the best one bc of the card concept ( german strat ) + really good effect
many nations should have their own exclusive orders/effects
they do, at certain degree
1/II/A- (following base card)
Pin it if an unit.
1/III- (following base card)
Increased base damage to 2.
1/III/A- (following 1/III option)
Draw a card.
(alternative variants)
a- Draw a German card.
b- Draw a unit.
c- Draw a German unit.
1/III/B- (following 1/III option)
Pin it if an unit.
1/IV- Deal damage to target unit in the frontline equal to X plus the number of unit types you control.
(variants)
a- Equal to 1.
b- Equal to 2.
1/IV/A- (following 1/IV/A concept)
Deal damage to all units in the frontline equal to 1 plus the number of unit types you control.
[don't be dumb and use it accidentally against friendly units lol]
2k
Same effect but instead 1 2 and draw a german card
1/V- Deal damage to target unit in the frontline equal to 3 plus the number of unit types you control.
This card just needs 1 more hp
would've added that, but there isn't enough space, and it cannot go past 3 sentences
Bc it does too fast to any 1-2k orders
That why is so bad
Maybe spawning at the frontline is another really good option
But that would mean 4k = 6 damage to hq
In just 1 turn
Which people is going to cry as fuck
This but instead pin it draws a german card
Pin isnt a Germany thing
1/V/A- (following I/V concept)
Deal damage to all units in the frontline equal to X plus the number of unit types you control.
(variants)
a- Equal to 1.
b- Equal to 2.
thats true, but there are just a couple of cards that Pin (and btw, all of those ideas are basically the same upgrades you get from the campaign, just modified slightly here and there)
and Pin was on one of them
This one is nice
I would say : 1k 0 op cost 1/2 blitz destruction : add a Infantry Regiment to your deck
This tank is just too bad. It needs an urgent rework
This is good
Deployment : Draw a card. If it is german, draw another card
2- Rework; Your units operate for 1 less this turn; Give them +X+X for each unit type you control.
(variants)
a- Give +1+0.
b- Give +0+1.
c- Give +1+1.
[similar to the now reserved FOCUSED ATTACK, cost could be increased slightly]
2/A- (following 2nd option variants)
d- Give +2+0.
e- Give +0+2.
2/B- (following 2nd option variants)
f- Give +2+1.
g- Give +1+2.
h- Give +2+2.
[all of these are TOO much, I'm aware of that]
2/II- (identical to 2nd option)
Now it only works on German units. Applies to all variants.
2/II/A- (following 2/A option)
Now it only works with German units. Applies to both variants.
2/II/B- (following 2/B option)
Now it only works on German units. Applies to all variants.
[again, this is too much, it just end ups being a powercreeped version of FOCUSED ATTACK, lol]
3- Rework; Increased cost to 3k; All enemy units with a cost of X or less are Converted into ROUTED TROOPS.
(variants)
a- with cost 1 or less...
b- with cost 2 or less...
3/A- (following 3rd option)
Increased cost to 4k. Applies to both variants.
(additional variant)
c- with cost 3 or less...
[lol an AoE TIP OF THE SPEAR like order]
I dont like that concept tbh
Except maybe the 4k convert all enemy troops of 3k or less
3/B- (following 3rd option)
Increased cost to 5k.
(variants affected)
a- with cost 2 or less.
b- with cost 3 or less.
3/II- (following 3rd concept)
Now it affects all units. Applies to both variants.
[this is more of a buff than a nerf to the 3rd idea]
3/II/A- (following 3/II option)
Increased cost to 3k. Applies to both variants.
(additional variant)
c- with a cost of 3 or less.
3/II/B- (following 3/II option)
Increased cost to 4k.
(variants affected)
a- with a cost of 2 or less.
b- with a cost of 3 or less.
3/III- (following 3rd concept)
All enemy units with a cost equal or less than unit types you control are Converted into ROUTED TROOPS.
(alternative variants)
a- Increased cost to 3k.
b- Increased cost to 4k.
3/IV- (kinda following 3rd concept)
Destroy all enemy units with a cost equal or less than unit types you control.
(alternative variants)
a- Increased cost to 3k.
b- (could have its cost increased to 4k).
3/IV/A- (following 3/IV option)
Destroy all enemy units with a cost equal to 1 or less, plus 1 for each unit type you control.
(alternative variants)
a- Increased cost to 3k.
b- Increased cost to 4k.
4- Rework; Add a PANZER 35(t) in your supportline. Then it Fights a random enemy unit.
(alternative variant)
a- Return it to your hand at the end of your turn.
[credits to @proud basalt, if I recall correctly lol]
4/A- (following 4th concept)
Add a PANZER 38(t) instead. Applies to both variants.
4/B- (following 4th concept)
Add a STUG III-F instead. Applies to both variants.
4/C- (following 4th concept)
Add a 59. PANZERGRENADIER instead. (no return variant for this one, lack of space)
4/D- (following 4th concept)
Add a STUG IV instead. Applies to both variants.
[second variant would most likely be the optimal/balanced option]
5- Rework; Increased cost to 4k; Deal X damage to target enemy. Draw a card for each unit type you control.
(variants)
a- Deal 2 damage.
b- Deal 3 damage.
c- Deal 4 damage.
[credits to @proud basalt if I do recall correctly.... this is a better ENIGMA lol]
5/A- (following 5th option)
Increased cost to 5k. [could maybe even increased to 6k]
(affected variants)
a- Deal 3 damage.
b- Deal 4 damage.
6- Rework; Develop a German light tank.

[oh yeah its free real state]
6/A- (following 6th option)
Add a COMBINED ARMS in your hand.
6/B- (following 6th option)
Upon deployment, it Fights a random enemy unit.
6/II- (following 6th concept)
Develop a German infantry with cost 3 or less.

[could be 2 cost or less but whatever, who cares]
6/II/A- (following 6/II option)
Add a COMBINED ARMS in your hand.
[why that order? I dunow]
6/II/B- (following 6/II option)
Upon deployment, it Fights a random enemy unit.
6/III- (following 6th concep)
Choose one - Develop a German light tank OR infantry with cost 3 or less.

[kinda redundant to say again German infantry, right?]
6/III/A- (following 6/III option)
Add a COMBINED ARMS in your hand.
6/III/A- (following 6/III option)
Upon deployment, it Fights a random enemy unit.
7- Rework; Your units Fight a random enemy unit. Reduce the cost of all tanks and infantry units in your hand by X.
(variants)
a- reduce by 1.
b- reduce by 2.
[could also only affect German units and/or reduce the cost of all units in hand in general]
7/A- (following 7th concept)
Your units Fight a random enemy unit of the same unit type, excess damage to the enemy HQ.
[I'm certainly sure this goes to @proud basalt]
Maelstrom mayhem 
8- Rework; Add a random German light tank or infantry unit with cost X or less in your hand and supportline.
(variants)
a- with cost 3 or less.
b- with cost 2 or less.
c- with cost 1 or less.
[note it says "OR" so you won't generate both a tank and an infantry]
Pair it Monsoon Rot
8/A- (kinda following 8th concept)
Add a 1. INFANTRY REGIMENT and PANZER 38(t) in your supportline.
(alternative variant)
a- Replaced PANZER 38(t) with STUG III-F instead. [now it is like the picture!]
Thats a really cool idea
Problem is both troops sucks
If they are good that idea would be the best one
8/B- (following 8/A option)
Add a 432. INFANTRY REGIMENT instead of 1. INFANTRY REGIMENT. Applies to both variants.
9- Rework/Buff; Deal 1 damage to all enemies plus 1 for each unit type you control.
(alternative variants)
a- Increased cost to 3k.
b- Increased cost to 4k.
[cooler TORA TORA TORA, you know why? it is German
]
9/A- (following 9th option)
Now it only damages enemy units. Applies to all variants.
[sadge German noises, but still cooler than the Jap(an) slop]
10- Rework; Give a friendly tank or infantry unit: "Remove from battle after it destroys an enemy unit until (see variants)".
(variants)
a- ...the start of next turn.
b- ...end of the turn.
[obviosly inspired by the new and shiny SALAMANDER]
11- Rework; Target a friendly tank or infantry unit. Deal damage to an enemy unit equal to target's attack.
11/A- (following 11th option)
Now you can target any unit type! but German only.
12- Rework; Give a friendly tank or infantry unit: "When this unit attacks, deal 1 damage to all enemies".
(alternative variant)
a- ...deal 1 damage to all enemy units.
[much cooler FRONTAL DEFENSE
]
13- Rework; If you control an infantry unit, add a (see variants) in your hand. If a tank, add a 738. JÄGER REGIMENT.
(variants)
a- Add a PANZER I-B.
b- Add a PANZER I DAK.
c- Add a PANZER II-A.
d- Add a PANZER 35(t).
[yes, you can get both units, one does not cancel the other]
13/A- (following 13th variants)
d- Add a PANZER 38(t).
e- Add a STUG III-F.
13/II- (following 13th option)
Now it adds it/them in your supportline. Applies to all variants.
13/II/A- (following 13/II option)
Applies same change to 13/B variants.
14- Rework; Reduced cost to 1k; Add PANZER 35(t) in your supportline. (see variants)
(variants)
a- Return it to your hand at the end of turn.
b- Put it into your deck at the end of your turn.
c- Put it on top of your deck at the end of your turn.
[grammal structure is swapped, now I'm going to commando myself 💀]
14/A- (following 14th variants)
d- Convert into ROUTED TROOPS at the end of your turn.
e- At the end of your turn, remove it from battlefield and draw a card.
15- Rework; Reduced cost to 1k; Choose a unit in hand, upon deployment it gets +1+1 for each unit type you control.
[stat buff could be adjusted, I won't do that for this one lol]
15/A- (following 15th option)
Now it has an added keyword.
(variants)
a-...and Blitz.
b-...and Shock.
15/B- (following 15th option)
Now it also gets -X operation cost.
(variants)
a- gets -1 operation cost.
b- gets -2 operation cost.
15/II- (following 15th concept)
Now it can only target infantry or tanks.
15/II/A- (following 15/II option)
Now it also gets a keyword.
(variants)
a- Gets Blitz.
b- Gets Shock.
[cannot add the operation cost reduction variants as for the space available]
16- Rework; Remove the top card of your deck. If a unit, add it in your hand with 3 less cost.
[credits to @proud basalt, although it is not the original idea, it worked more similarly to SPECIAL ASSIGNMENT]
16/A- (following 15th option)
If German give it Blitz.
(alternative variant)
a- If German give it Blitz and -1 operation cost.
17- Rework; Choose a unit in your hand and put it on top of your deck. Deal damage equal to its cost to a target enemy unit.
17/A- (following 17th option)
Deal damage to a random enemy unit.
(alternative variant)
a- Deal damage to two random enemy units.
17/II- (following 17th concept)
Deal damage equal to its attack instead.
17/II/A- (following 17/II option)
Deal damage equal to its attack instead. Applies to both variants.
18- Rework; Choose an infantry unit in your hand and give it: "Deployment: Add a PANZER 35(t) and COMBINED ARMS in your hand".
(alternative variant)
a- Add a PANZER 38(t) instead.
[budget 20. PANZERGRENADIER]
19- Rework; Increased cost to 5k; It costs 1 less for each unit type you control. Deal 2 damage to a target. The enemy discards a card.
(alternative variants)
a- Increased cost to 6k.
b- Increased cost to 7k.
[inspired by both LORRAINE CROSS and CAS YELLOW.... this can easily be an idea for that order too]
19/A- (following 19th option)
Increased damage to 3. Applies to all variants.
19/B- (following 19th option)
Increased damage to 4. Applies to all variants.
20- Rework; Add a random German unit in your supportline with cost 1, plus 1 for each unit type you control.
[cost could be reduced, also it could say "with cost 1 or less" but it is redundant, there is no German unit with 0k, atleast for now]
20/A- (following 20th concept)
Add a random German infantry or tank instead.
(was really waiting to share that image lol)
This works too
Ez 2k unit
2k, deal damage to any target equal to 1 + number of unit types you control. I you dealt 6 damage, also suppress it.
Note that it can hit hq
Or could be at least 5 damage
This effect but for a singular unit but it costs 1k
And it costs 1*
the you just mean the very first option
HUMMEL (buff ideas)
As for this reserved unit, I honestly have no idea how this performed back in the day, besides replied statements, I can only suppose it is technically similar to LIST REGIMENT, both having a high cost and a conditional effect, while if we compare those two cards, HUMMEL ends up being the most easy to trigger while also having a decent body for its unit type "Artillery".
But at the same time, if its conditions are not met, you end up just paying a really expensive 2/4 2op artillery which has no syniergies nor additional effects, in contrast with LIST REGIMENT which atleast has a big body of 5/6.
So overall, I don't think this card is bad, but believe this card needs a little push, so it doesn't fall on that category of "expensive card that is worthless if conditions are not met", so here are my ideas for it:
1- Reduced cost to X.
(variants)
a- Reduced cost to 4k.
b- Reduced cost to 3k.
[this is just by following the whole CALLIOPE concept, cost, stats, etc.]
2- "Rework"; Now it is a tank; (insert base effect); It also counts as an artillery.
(alternative variants)
a- Reduced cost to 4k
b- Reduced cost to 3k.
[yes, it is intended that it is Developed from BLITZ/CONQUEST DOCTRINE and have synergizes with German tank archetype related cards]
3- (insert base effect) Otherwise draw a card.
(alternative variants)
a- Reduced cost to 4k.
b- Reduced cost to 3k.
3/A- (following 3th option)
Now it draws a German card instead. Applies to all variants.
3/B- (following 3rd concept)
Now it draws a tank instead. Applies to all variants.
3/C- (following 3/B)
Now it draws a German tank instead. Applies to all variants.
4- (insert base effect). Otherwise Develop a German light tank.
(alternative variants)
a- Reduced cost to 4k.
b- Reduced cost to 3k.
[Develop could also trigger regardless if conditions are met or not]
4/A- (following 4th concept)
Now it Develops a German tank. Applies to all variants.
[now it can Develop ALL available German tanks: light, medium and heavy classes]
5- (insert base effect). Otherwise add a HUMMEL next to it.
(alternative variants)
a- Reduced cost to 4k.
b- Reduced cost to 3k.
[just to clarify, it is added next to deployed HUMMEL, not the enemy target]
5/A- (following 5th concept)
Now HUMMEL is added into your hand instead. Applies to all variants.
6- (insert base effect). Otherwise gain X kredits.
(variants)
a- Gain 4 kredits.
b- Gain 3 kredits.
6/A- (following 6th option)
Reduced cost to 4k; (insert base effect). Otherwise gain X kredits.
(variants)
a- Gain 3 kredits.
b Gain 2 kredits.
6/B- (following 6th option)
Reduced cost to 3k; (insert base effect). Otherwise gain X kredits.
(variants)
a- Gain 2 kredits.
b- Gain 1 kredit.
7- (insert base effect). Otherwise it gets +X+X.
(variants)
a- gets +1+0.
b- gets +1+1.
c- gets +2+0.
7/A- (following 7th option variants)
d- gets +2+1.
e- gets +1+2.
f- gets +2+2.
7/II- (following 7th concept)
Now it gets Mobilize instead.
(alternative variants)
a- Reduced cost to 4k.
b- Reduced cost to 3k.
7/II/A- (merge of 7th concept and 7/II option)
(insert base effect) Otherwise it gets +X+X and Mobilize.
(variants)
a- gets +1+0.
b- gets +1+1.
c- gets +2+0.
7/II/B- (following 7/II/A variants)
d- gets +2+1 and Mobilize.
e- gets +1+2 and Mobilize.
f- gets +2+2 and Mobilize.
[all of these three might be too much, specially the last one]
8- "Rework"; Deployment: Target an enemy unit. If you control a tank it must Retreat. If it is a tank it Retreats anyways.
[basically, Retreat effect applies always if target enemy is a tank]
8/A- (following 8th concept)
(insert idea effect) If it is an air unit, it Retreats anyways. Applies to all variants.
[the whole profile made me remember of 88mm FLAK... although these two weapons are completely unconnected lol]
8/B- (following 8th concept)
(insert idea effect) If it has Guard, it Retreats anyways. Applies to all variants.
9- (different effect but similar concept as 8th option)
Deployment: Target an enemy unit. If you control a tank it must Retreat. If it costs X or less, destroy it.
(variants)
a- ...if it costs 3 or less.
b- ...if it costs 2 or less.
c- ...if it costs 1 or less.
9/A- (following 9th variant "c" option)
Reduced cost to X.
(variants)
a- Reduced cost to 4k.
b- Reduced cost to 3k.
10- Removed conditional effect.
(alternative variants)
a- Reduced cost to 4k.
b- Reduced cos to 3k.
10/A- (following 10th option) "Rework";
Now it counts as a tank; (insert idea effect). It also counts as an artillery.
(alternative variants)
a- Reduced cost to 4k.
b- Reduced cost to 3k.
10/B- (following 10th option)
(insert idea effect). If you control a tank, return it to its owner's hand instead.
(alternative variants)
a- Reduced cost to 4k.
b- Reduced cost to 3k.
[was going to put "Repeat this effect" but it was easier to word it like the current version]
10/C- (following 10th concept)
(insert idea effect). If you control a tank, Pin it.
(alternative variants)
a- Reduced cost to 4k.
b- Reduced cost to 3k.
[needless to say that secondary effect is only effective if target is in the frontline]
10/D- (following 10th option)
If you control a tank, destroy it if it costs X or less instead.
(variants)
a- if it costs 3 or less.
b- if it costs 2 or less.
c- if it costs 1 or less.
WESPE (buff ideas)
As for this reserved unit, I can easily say it almost doesn't need any type of changes whatsoever, pretty balanced and fair to use, imo it could have some adjustments here and there, but it may not even be necessary.
As this was a pretty well rounded up card, I've though some ideas that could possibly be applied:
1- Reduced cost to 2k.
(alternative variant)
a- Reduced attack buff to +1.
2- (insert base effect) Deals double damage against tanks.
2/A- (following 2nd option)
Reduced cost to 2k.
(alternative variant)
a- Reduced attack buff to +1.
3- (insert base effect). Otherwise it has: "Deals +2 attack against tanks".
3/A- (following 3rd option)
Reduced cost to 2k.
(alternative variant)
a- Reduced attack buff to +1.
4- "Rework"; Changed unit type to Tank class;
(insert base effect). Also counts as an artillery.
(alternative variant)
a- Reduced attack buff to +1.
[same concept as with that HUMMEL idea, so it benefits from all German tank related cards and effects]
4/A- (following 4th option)
Reduced cost to 2k.
(alternative variant)
a- Reduced attack buff to +1.
(111)
so the 2/A option right
UNIT QUESTION; PANZER II-A; PANZER III-F; TIGER I-H
What do you think about this cards in general? Do these perform well enough? If they had to be changed, what do you think it would be optimal? both in a lower and higher degree of change. Any ideas you can think of that could be applied effectively?
III-F and II-A are fine
H is laughably bad
Agreed
Tiger I-H could cost 7k but other than that idk
Tgir 1h:
Ha2
Other units are converted into routed troops when damaged.
Or ha3 and remove other
I agree with this
7k would be good
II-A:
Deployment: chose one:
Blitz, fury OR smokescreen, shock
Keywords could be rearanged for variants
Smokescreen, blitz OR shock, fury
haahah, you got the idea of the variants, brilliant.
PANZER II-A (buff ideas)
As for this unit, I'm aware it is a pretty good card, I'm not denying that, as for itself and the German strategies, this works more like a "combo piece" than a standalone unit, being most efficient and used alongside cards like LOTTA SVARD, BLITZKRIEG, OLD HARES (I hate that order), etc.
But over time, I've noticed that if we compare it with other cards of the same type and/or cost, it lacks a lot of utility and power in contrast, struggling a lot to trade against supposedly weaker cards (like jaggro) or supposing a more decent threat on itself on the curve, with this card its only real advantage being obviously its cheap Blitz and its useless Smokescreen. (only useful if you are at disadvantage or against enemy units in the supportline).
E.G: lets see 58th INFANTRY REGIMENT, stats basically equal to a 2k unit but on a 1k, that also has Shock; or M20 GREYHOUND, where both are the same minus Smokescreen, but with the capacity of giving extra stats or power in total; and last but not least 99th KHOLM, which has ridiculous amount of stats and 0 op for 1k, with its only "draw back" being the "lose a kredit next turn".
So, to make this card a little more powerful and pair it up on power with many other cheap Standard options, I've thought several ideas that could work pretty well imo:
[shout out to @prime iron for providing several useful screenshots of the campaign upgrades, those were useful as a base of inspiration]
1- Added additional keywords:
Now it has Shock.
(alternative variant)
a- Cannot lose Shock.
[any changes from this option and variants could be applied to all following ideas if necessary]
1/A- (following 1st option)
Removed Smokescreen. Applies to both variants.
[to balance it out a little, if necessary]
1/II- (following 1st concept)
Now it has Ambush.
(alternative variant)
a- Removed Smokescreen (to balance it out a little, if necessary)
1/III- (following 1st concept)
Now it has both Ambush and Shock (alongside Blitz and Smokescreen).
(alternative variant)
a- Cannot lose Shock.
[Smokescreen could be removed if necessary]
2- Reduced operation cost to 0k.
[this is not a "real" suggestion, but a base of one the unit upgrades, just to allow a followup]
2/A- (following 2nd option)
Has +1 operation cost for each copy you played this turn until end of turn.
2/B- (following 2nd option)
Deployment: Operates for 1 more for each copy you played this turn.
3- Deployment: Choose an infantry unit from your hand. Reduce its cost by 1.
(alternative variant)
a- Now it can only target German units.
4- Deployment: Add a PLAN in your hand.
4/A- (following 4th option)
Repeat this effect after moving.
[this is a really poor wording, the idea is that it repeats the effect after moving INTO the frontline, but oh well, limiting issues of word space]
4/B- (following 4th option)
Repeat this effect after deploying a tank.
[could also say "After deploying a German tank" but as you see, text space problems]
5- Deployment: Add a PANZER II-A in your hand if the enemy controls more units.
[also woul've added something like "Add in your supportline" but again, not enough text space]
6- Has +X attack if in the supportline.
(variants)
a- Has +1 attack...
b- Has +2 attack...
6/II- (following 6th concept)
Deployment: Gets +1 attack if you control the frontline.
6/II/A- (following 6/II option)
Deployment: Gets +1 attack if you do not control the frontline.
6/II/B- (following 6/II option)
Deployment: Gets +X attack if the enemy controls the frontline.
(variants)
a- Gets +1 attack...
b- Gets +2 attack...
7- Has +X attack while it has Smokescreen.
(variants)
a- Has +1 attack...
b- Has +2 attack...
c- has +3 attack...
7/II- (following 7th concept)
Has Shock while it has Smokescreen.
7/II/A- (following both 7th and 7/II options)
Has +X attacka and Shock while it has Smokescreen.
(variants)
a- Has +1 attack...
b- Has +2 attack...
c- has +3 attack...
8- Deals +X damage against infantry.
(variants)
a- Deals +1 damage...
b- Deals +2 damage...
8/II- (following 8th concept)
Has Shock against infantry.
8/II/A- (following 8/II option)
Has Shock and deals +X damage against infantry.
(variants)
a- Deals +1 damage...
b- Deals +2 damage...
8/III- (following 8th concept)
Deals +X damage against infantry and units with Guard.
(variants)
a- Deals +1 damage...
b- Deals +2 damage...
8/III/A- (following 8/III option)
Has Shock and deals +X damage against infantry and units with Guard.
(variants)
a- Deals +1 damage...
b- Deals +2 damage...
9- Deployment: Deal X damage to an enemy infantry unit.
(variant)
a- Deal 1 damage.
b- Deal 2 damage
[could also limit it to only units in the frontline]
10- Deployment: Target enemy unit gets -X-X.
(variants)
a- Gets -1-0.
b- Gets -1-1.
c- Gets -2-0.
d- Gets -2-1.
10/A- (following 10th option)
Now the effect only last until your next turn. Applies to all variants.
[obviously, if we consider those that reduce defense, its not like it would be very much alive isn't?]
11- Deployment: Pin target enemy unit in the frontline.
[could also just limit it to only target infantry units]
11/A- (following 11th option)
(insert idea effect) Draw a card if an infantry.
11/B- (following 11th option)
(insert idea effect) Retreat if an infantry.
[I know, why the heck is a french effect in a German unit, (FORTIFIED POSITION)]
12- After this unit attacks, deal 0 damage to adjacent units, deal X if infantry.
(variants)
a- ...deal 1 if infantry.
b- ...deal 2 if infantry.
12/A- (following 12th option)
After this unit attacks, deal 1 damage to their adjacent units, deal X if infantry.
(variants)
a- ...deal 1 if infantry.
b- ...deal 2 if infantry.
13- It tkaes X less combat damage against infantry.
(variants)
a- ...takes 1 less combat damage.
b- ...takes 2 less combat damage.
13/II- (kinda following 13th concept)
If in the supportline, it takes X less combat damage.
(variants)
a- ...it takes 1 less combat damage.
b- ...it takes 2 less combat damage.
13/II/A- (following 13/II option)
Now it only affects damage from orders. Applies to both variants.
13/III- (following 13/II concept)
If in the supportline, it takes X less damage.
(variants)
a- ...it takes 1 less damage.
b- ...it takes 2 less damage.
14- Ignores enemy Guard.
14/A- (following 14th concept)
Ignores enemy Smokescreen.
14/B- (following both 14th and 14/A options)
Ignores enemy Guard and Smokescreen.
(112)
Ignoring smokescreen would be crazy honestly
PANZER III-F (buff ideas)
As for this card, it always bothered me it that it felt so... akward to play, while on one hand it is not a bad card, good rounded up stats, a simple yet effective deployment effect and passive which allows you to get more value out of your German tanks and on top of that, it also has Blitz.
What bothers me is that it is quite expensive for its stats and operation cost (being 2k) which is not really reliable for using as a standalone unit, on the other hand if you plan on using other tanks for the Blitz effect, you have to pray for this unit to not be demolished one second later after leaving your hand. And if you want to get value of the deployment, you need a considerable amount of tanks on board for it to do something else.
Its not a bad concept, I'm aware that you could theoretically pair it up with PANZER III-E and give your now Blitz German tanks +2 attack, but lets be honest, how often can you pull that off? it is a really "greedy" play that'll require a lot of resources, time and turns for it to work properly, and most probably it'll be easily shut down.
So, I've thought several approaches that could be applied to this interesting card for it to work more efficiently with tanks:
1- (Changes to base card)
Increased defense to 4.
1/A- (following 1st concept)
Reduced operation cost by 1.
[could be applied to all following variants if necessary]
1/B- (combining both 1st and 1/A options)
Reduced operation cost to 1; Increased defense to 4.
(alternative variant)
a- Reduced attack to 2.
[could be applied to all following variants if necessary]
1/II- (following 1st concept)
Added keywords:
(variants)
a- Now it has Shock.
b- Removed Blitz; Now it has Shock instead.
c- Now it has Ambush.
d- Now it has Smokescreen.
[could be applied to all following variants if necessary]
1/II/A- (following 1/II concept)
Added keyword combinations.
(variants)
a- Now it has both Shock and Ambush.
b- Now it has both Shock and Smokescreen.
c- Now it has both Ambush and Smokescreen.
[could be applied to all following variants if necessary]
2- "Rework"; Your German tanks have Blitz. Your other tanks have +1+1.
[basically, replaced the Deployment effect for a passive effect]
2/A- (following 2nd option)
Now it can only affect German tanks.
3- Your other German tanks have Shock. (insert base deployment effect).
[replaced Blitz with Shock]
3/A- (following 3rd option)
(insert idea effect) Your other tanks have +1+1.
3/B- (following 3/A option)
Now it can only affect German tanks.
3/II- (following 3rd and base concept)
Your other German tanks have +1+1, Blitz and Shock.
4- "Rework"; Your other German tanks operate for 1 less. (insert base deployment effect).
4/A- (following 4th concept)
Your other German tanks have Blitz and operate for 1 less.
[basically, a more expensive GREIF; although it could have its cost increased if necessary]
4/B- (following 4th option)
Now your German tanks have Shock instead.
4/C- (following 4th option)
Now your German tanks have both Blitz and Shock, and operate for 1 less.
(113)
(not gonna lie, after 7 months with this post without any emotes/likes, it is a little sad that it has 👍 instead of
)
oh whats the difference between them
Lets all switch to
the one from the server is much cooler and in tone with the game, the other one is the generic base one from Discord
but oh well, other people likes to use either the yellow or b r o w n thumbs up
(I'll be cooking the TIGER I-H ideas, now is your chance to to be BIG SHOT)
(quick question, does an instant death counts as "lethal damage"? asking for a wording)
Probably not
guess it was a good idea to not use that but an alternative wording to take into account "instant death" effects
(but it'll probably need an adjustment anyways)
TIGER I-H (buff & rework ideas)
As for this card, many would probably agree that this card sucks, it is one of the worst cards you can pick for Germany, if not the worst of them all, having a really expensive cost of 8k, Heavy armor 2, 8/8 and "Cannot be Pinned".
One may think this is a pretty powerful unit in battle, it technically can be, but there are so many ways to counter big units that it is not worth it to invest that many resources into it, as it cannot affect in any way the board but by waiting one turn (in which it may have been already removed, bounced, etc), and worst of all, its only effect only exists to counter a handful of cards, which for the most part are from Britain.
So to make this card a more useful unit and worthy of its existance and name, I've though several ideas that could be applied in it:
[be patient, this'll take a while]
1- Reduced cost to Xk.
(variants)
a- Reduced cost to 7k.
b- Reduced cost to 6k.
[considering that there are such thing as CICLONE DIVISION, this is not as crazy as it seems, it cannot get more value than just using this card]
[credits to @deft leaf, although it is a fairly simple change, it is not a bad option]
2- Rework; Has Blitz if the enemy controls the frontline.
[you'll notice that the effect "Cannot be Pinned" is removed on almost all following variants, it can technically be added into those, but the text would be shrinked considerably]
2/A- (following 2nd option)
Now it also operates for X less.
(variants)
a- Operates for 1 less.
b- Operates for 2 less.
2/II- (following 2nd concept)
Has Shock if the enemy controls the frontline.
2/II/A- (following 2/II option)
Now it also operates for X less.
(variants)
a- Operates for 1 less.
b- Operates for 2 less.
2/III- (following 2nd and 2/II concepts)
Has Blitz and Shock if the enemy controls the frontline.
2/III/A- (following 2/III option)
Now it also operates for X less.
(variants)
a- Operates for 1 less.
b- Operates for 2 less.
3- Rework; If it is going to be destroyed, give it -X defense instead until it has 2or less.
(variants)
a- give it -2 defense...
b- give it -3 defense...
c- give it -4 defense...
[in theory, lets say the enemy targeted this unit with LA DECIMA, normally it would outright destroy, but instead it just gets -2 defense, unless it has 2 or less defense, this also applies if an enemy attacks it with a 10 attack unit, in that case it would only get -2 defense again]
4- Rework; Develop a German light tank.

[insert Develop hater joke]
4/A- (following 4th option)
Now it reduces its cost by X.
(variants)
a- Reduce its cost by 1.
b- Reduce its cost bt 2.
4/II- (following 4th option)
Now it Develops two German light tanks.

4/II/A- (following 4/II option)
Now it also reduced their cost by X.
(variants)
a- Reduce their cost by 1.
b- Reduce their cost by 2.
4/III- (following 4th concept)
Deployment: Develop a German medium tank.

4/III/A- (following 4/III option)
Now it also reduces it cost by X.
(variants)
a- Reduce its cost by 1.
b- Reduce its cost by 2.
4/IV- (following 4/III option)
Now it Develops two German medium tanks.

4/IV/A- (following 4/IV option)
Also reduce their cost by X.
(variants)
a- Reduce their cost by 1.
b- Reduce their cost by 2.
5- Rework; Destruction: If in the supportline, add a TIGER I-H in your (see variants)
(variants)
a- ...in your hand.
b- ...into your deck.
5/II- (following 5th concept)
Destruction: Add a Supressed TIGER I-H in your hand.
5/II/A- (following 5/II option)
Now the Suppressed TIGER I-H costs X less.
(variants)
a- Costs 1 less.
b- Costs 2 less.
c- Costs 3 less.
d- Costs 4 less.
5/III- (following 5th concept)
Destruction: If in the supportline, add a KING TIGER in your hand.
[yup, this can be quite crazy]
5/III/A- (following 5/III option)
Reduce the cost of the KING TIGER by X.
(variants)
a- It costs 1 less.
b- It costs 2 less.
c- It costs 3 less.
d- It costs 4 less.
6- Rework; Deployment: Your HQ is inmune to damage until (see variants).
(variants)
a- ...until your next turn.
b- ...until end of your next turn.
[essentially, a pretty powerful German Guard unit]
6/A- (following 6th concept)
Deployment: Your HQ is inmune to damage for 2 turns.
[essentially a pretty powerful German Guard unit]
[mate Break 🧉.... ]
What about first order you give gain def 3?
Or First order you give each turn destroy a random unit with same cost or less?
7- Rework; Deployment Your HQ gets "Your German cards costs X less"
(variants)
a- ...costs 1 less.
b- ...costs 2 less.
8- Rework; Deployment: Deal 2 damage to all enemy units.
8/A- (following 8th option)
(insert idea effect) Deal 3 if in (see variants).
(variants)
a- ...if in the frontline.
b-...if ground units.
c- (not really added, but could also deal 3 damage to all enemy units in the supportline)
8/II- (following 8th option)
Deployment: Deal 2 damage to all enemies.
[essentially the same thing but now it can hit the enemy HQ]
8/II/A- (following 8/II option)
(insert idea effect) Deal 3 damage if (see variants).
(variants)
a- ...if in the frontline.
b- ...if ground units.
c- (same thing as before, it could also affect units in the supportline)
9- Rework; Deployment: Deal X damage to an enemy unit.
(variants)
a- Deal 4 damage.
b- Deal 5 damage.
c- Deal 6 damage.
d- Deal 7 damage.
9/II- (following 9th option)
Deployment: Deal X damage to an enemy. Applies to all variants.
[essentially, it can now target the enem HQ too
]
9/III- (following 9th and 9/II options)
Deployment: Deal X damage to an enemy units and the enemy HQ.
(variants)
a- Deal 4 damage.
b- Deal 5 damage.
c- Deal 6 damage.
[damage values could be adjusted, specially against the enemy HQ]
10- Rework; Deployment: Fight target enemy unit. Deal excess damage to the enemy HQ. 
10/A- (following 10th concept)
(insert idea effect) Deal excess damage to a random enemy. 
10/B- (following 10th concept)
(insert idea effect). Distribute excess damage to all enemies. 
[technically you could pair this up with 105. PANZERGRENADIER and do a nasty board clear (alongside the enemy HQ)]
11- Rework; Destruction: Add a copy of this unit in your supportline with -X-X until 0.
(variants)
a- ...with -2-2.
b- ...with -3-3.
c- ...with -4-4.
12- Rework; Destruction: Deal damage to the enemy HQ equal to its last remaining defense.
12/A- (following 12th option)
Now it deals damage to a random enemy instead.
12/B- (following 12th option)
Now it distributes damage between all enemies instead.
13- Rework; Deployment: Convert all enemy units in the frontline into ROUTED TROOPS.
13/A- (following 13th concept)
Deployment: Convert target enemy unit into ROUTED TROOPS. Retreat its adjacent units.
14- Rework; Deployment: Destroy all enemy units with cost X or less.
(variants)
a- with cost 1 or less.
b- with cost 2 or less.
14/A- (following 14th concept)
Now it destroys all units with X cost. Applies to both variants.
[basically it affects both enemy and friendly units alike]
15- Rework; Deployment: Give all enemy units -1-2
(alternative variant)
a- Readded: Cannot be Pinned.
thats why that change is the first option, and it can be applied to all of these
tahts pretty strong
-1 -1?
15/A- (following 15th option)
Now it gives them -2-2 instead. Applies to all variants.
15/B- (following 15th option)
Now it gives them -2-3 instead. Applies to both variants.
not very different from a previous idea, which does essentially the same minus the attack reduction.
16- Rework; Enemy units have -1-1.
(alternative variant)
a- Readded: Cannot be Pinned.
[not a Deployment effect, but an inverse passive buff unit]
tora tora deals 1 dmg to all enemies
this one does also plus -1 attack
so a 2k ability since it doesnt include the hq
16/A- (following 16th option)
Increased debuff effect to -1-2. Applies to both variants.
*though very situational
TORA TORA TORA sucks ass, pretty terrible card unless you do not have any other option as you are broke by that point
so basically, a new player
actually
!kawanishiki h6k
Suchsprache: DE, nichts gefunden...
wtf why is it german
anywayits highly good with oder dmg deck
*tough not often played
but still strong honestly
just doesnt fit in most decks
*i think i went kind of off topic, my bad
16/B- (following 16th option)
Enemy units have -2-2. Applies to both variants.
16/C- (following 16th option)
Increased debuff to -2-3. Applies to both variants.
don't worry
17- Rework; This unit costs 1 less for each enemy unit in battle.
wow is that good for a special
17/A- (following 17th concept)
This unit costs X less for each enemy unit in the frontline.
(variants)
a- It costs 1 less.
b- It costs 2 less.
thats good
17/II- (following 17th concept)
If in your hand, this unit costs X less each time your countermeasure is triggered.
(variants)
a- It costs 1 less.
b- It costs 2 less.
[basically a much cooler STURM BRIGADE-RHODOS, and that card is already really cool]
17/III- (following 17th concept)
If in your hand, this unit costs 1 less each time you deploy or add a German tank.
17/III/A- (following 17/III concept)
It costs 1 less for each German tank you added or deployed this battle.
[cost could/should be increased]
Or maybe since tigers were known for breaktruogh
deal 5 dmg to target enemy in frontline?
17/IV- (following 17th concept)
If in your hand, this unit costs X less each time an enemy unit is destroyed.
(variants)
a- It costs 1 less.
b- it costs 2 less.
[cost could/should be increased]
check out 9th option, it is basically the same thing
17/IV/A- (following 17/IV option)
It costs 1 less for each enemy unit destroyed this battle.
[cost SHOULD be much higher, atleast 10k I suppose]
yes
woud be too op
17/V- (following 17th option)
If in your hand it costs 1 less each time you damage the enemy HQ.
[pairs up with Burn and Jaggro I guess, sadge]
17/VI- (following 17th concept)
If in your hand, it costs X less each time the enemy draws an additional card.
(variants)
a- It costs 1 less.
b- It costs 2 less.
[similar to 4th GUARD RIFLES, but not the same thing if you pay closer attention]
yes
additional card
17/VII- (following 17th concept)
If in your hand, this unit costs X less each time an unit is Pinned.
(variants)
a- It costs 1 less.
b- It costs 2 less.
[finally something related to Pin lol]
17/VII/A- (following 17th concept)
(insert idea variant) Cannot be Pinned. Applies both variants.
3 hs
18- Rework; The enemy cannot give orders.
18/A- (following 18th option)
The enemy cannot play orders or deployment effects.
That is crazy
Meaning the enemy cannot play orders and deploy
better than tiger II
and tiger I-Eee
19- Rework; Deployment: The enemy cannot deploy units next turn.
wow so a tirpitz
that is also broken ngl
the bord could be clear, you deploy this guy
and the enemy cant do anything if it doesnt have the right order
19/A- (following 19th option)
Deployment: Deal X damage to target. (insert idea effect).
(variants)
a- Deal 3 damage.
b- Deal 4 damage.
c- Deal 5 damage.
19/II- (following 19th concept)
Deployment: The enemy does not gain a kredit or draw a card next turn.
hm wasnt this like the 9th option
oh so an admiral hipper
maybe the enemy loses a kredit slot?
19/II/A- (following 19/II option)
Deployment: Deal X damage to target. (insert idea effect).
(variants)
a- Deal 3 damage.
b- Deal 4 damage.
c- Deal 5 damage.
or „deal 2 damage to an enemy. If it destroys it, the enemy doesnt draw a card or gain a kredit slot next turn“
20- Rework; When an enemy unit is damaged, Convert it into ROUTED TROOPS.
[credits to @wet smelt]
20/A- (following 20th concept)
Now it affects any other unit.
or pin target unit and adjected unit, deal 1 damage to them
21- Rework; When this unit is targeted or attacked by the enemy, draw a card.
21/A- (following 21th concept)
(insert idea effect), the enemy discards a card.
that would be cool
maybe make it 7/7 too
21/C- (following 21/B option)
Now it only triggers if it is targeted.
[balance purposes]
23- Rework; While in the supportline, it cannot be targeted by enemy orders.
[basically, a better TIGER I-E?]
24- Rework; Deployment: The enemy discards a card.
the enemy discards a card seems very solid
24/A- (following 24th option)
Deployment: Deal X damage to an enemy. The enemy discards a card.
(variants)
a- Deal 4 damage.
b- Deal 5 damage.
c- Deal 6 damage.
24/B- (following 24th option)
Deployment: The enemy discards a card and the top card of its deck.
yes that is very good
or maybe
The enemy conerts a random unit in hand into routed troops
25- Rework; Deployment: Draw 2 cards.
25/II- (following 25th option)
Deployment: Draw 2 cards if the enemy controls the frontline. Gets Blitz if not.
25/II/A- (following 25/II option)
Deployment: Gets Blitz if the enemy controls the frontline. Draw 2 cards if not.
25/A- (following 25th option)
(insert idea effect) Cannot be Pinned.
[somehow I forgot to add this one lol]
26- Rework; When an enemy unit moves into the frontline, Fight it.
or give all enemy units in the frontline -1 attack, then fight all enemy units in the frontline in a random order
26/A- (following 26th option)
Now it only triggers once per turn.
(alternative variant)
a- Now it only triggers twice per turn.
(114)
That's a lot of work
that the issue with blank cards, you can add a lot of things, specially if it is expensive and rare
work that'll go unnoticed lol
I agree that this card needs buffs
now that I think about it, being cheaper and immune to pin and suppress would do it wonders
and it's not really wild to lower to 6k
as I've said, CICLONE DIVISION (damned card, I hate it) is a thing, so why wouldn't TIGER I-H had that cost too?
it is too niche in comparison
(ok, maybe I've miss used the word niche, didn't knew until now what it meant lol)
because Cyclone can easily have it's HP tank 12 damage (4 damage, then veteran); which is exactly what Tiger I-H can tank
not to mention the 0op cost of veteran version and value of shermans
even if suppressed it can still giv you an unit from a good pool
yes
but Tiger I-H is the same rarety and simply outclassed in this niche
and they occupy the same niche
its only strong point is countering an outdated playstyle lol (I mean, a lot of British Pins)
I know its not the only nation with Pins, but its the most characteristic trait
yes, and for the one japanese archetype of surprise attack will have killed you before this card ever comes into play
aka JAGGRO
and now with the most recent and modernized JUFFLE (or whatever it is spelled, not into Japan slop decks lol)
Cards found: 2
!ijn
Cards found: 5
and that too, see, another Jap(an) slop deck, nothing interesting or smart to play
more of the same thing, boring.
Tell me you're a hater without telling me you're a hater
what can I say, I despise cheap strategies/victories with all my soul
[change of dynamic] QUESTION FOR THOSE THAT INTERACT HERE
As for the remaining cards left for Germany on my list that I did not share yet, which ones do you want me to cover next for a "unit question"? (link of the list on the main post message, its a google document) As you'll remember the question picks 3 cards. (MAUS and URANPROJECT will go last)
Panzer IV-G?
This is perf dude
Would make tiger be usable in some way
This one is really good too
King Tiger for sure
it is not in the list, but I'm not sure how it could be changed tbh
it is technically fine besides the cost
Its effect should be way stronger
Its really bad how it is currently tbh. Not worth it
I mean, if you put it that way, the only downside it has it that is cannot counter non-targeting or random effects, like WHITE DEATH or DEATH FROM ABOVE to name a few.
and if you make its wording smth like "Enemy orders and deployment effects cannot affect friendly targets in your supportline"
it'll be VERY busted
not saying I wouldn't like it (hehe) but it wouldn't be fair at all
[no cards from the list picked so I'll go as usual]
UNIT QUESTION; HENSCHEL HS 123; BF 109E-7 TROP; FIESELER FI 156
How did/does this cards perform? What do you think about them? Would you change anything? What would it be? either added, removed or reworked.
Trop was good back in the day
Henschel was meh?
Fieseler was used in CMs a bit
Other than that they dropped to meh today
Henschel is amazing with proper support. Unfortunately, it's easy to counter
Trop was really fun back in its day. I think it should come back with a "gets +1/+1 when you deploy a tank of infantry"
Fieseler was great support for the countermeasure deck, but it's busted. It should change effect to something like "gain +2k after this card deals combat damage" or something of the sort
I think fieseler fl 156 should come back a "Your hq Gain def 2 when the enemy trigger a your countermeasure."
Problem is the fact that thing is a recon plane
That effect oddly fits it
Idk bout the other ones
but ik
HENSCHEL THE GOAT
sadly doesnt go well with current meta with rout and stuff
Henschel 123
Played the HS 123, it was solid, but never very good.
Maby make it 3k 1op 1/3 blitz, fury?
I don‘t know, I do not think it is a good solution.
so, it has its fury removed, but once it destroys an enemy unit, it sets its operation cost to 0k (permanently or temporarily)
or you meant that it doesn't have Blitz as Plonkyj suggested?
Keep fury
So the first attack costs 1k but the second attack is free if the first one killed a unit
Resets every turn
I'm sorry, I had written fury when I had meant blitz
that makes more sense haha
HENSCHEL HS 123 (buff ideas)
As for this unit, I always found it a quite bizarre unit, not because it is "bad" or similar, but that it doesn't really fit withing Germany as a whole, mainly because the whole nation almost has no support for air related decks, and the few tools that are related to it are just too specific and conditional for it to be considered a real air deck.
Because of this, this card does really struggle like any other bomber from Germany, no base defensive capacities for them in the nation (guards, smokescreen, etc) and semi-poor performance in battle because how easy it is to counter or remove, as in the end, it is just a SWORDFISH Mk1 with Fury and Special rarity.
So to make this card a more interesting option and useful tool rather than an out of place unit, I've thought some interesting ideas that might be appliable:
[It took my quite a long time to upload this as a really nasty fever struck me out of nowhere, horrible sore throat and drained energy to do anything, except the cards edits ofc]
1- (Added keywords)
(variants)
a- Now it has Smokescreen.
b- Now it has Blitz. (this could open up for interesting combos/otks).
c- (could also have both Blitz and Smokescreen).
[any of these could be applied to all following ideas if necessary]
2- When this unit destroys an enemy unit, it operates for 1 less this turn.
[credits to @deft leaf]
2/A- (following 2nd concept)
When an enemy unit is destroyed, this unit operates for 1 less this turn.
[based on @deft leaf's idea]
3- When the enemy draws an extra card, draw a card.
(alternative variant)
a- Now it only triggers once per turn.
3/II- (following 3rd concept)
When the enemy draws an extra card, deal 1 damage to the enemy HQ.
3/II/A- (following 3rd option)
Now it deals damage to a random enemy.
[basically it can now damage both the enemy HQ and units]
4- When the enemy damages your HQ, deal 1 damage to a random enemy.
[as worded like this, it could theoretically repeat its effect non-stop with an enemy copy of this card]
4/A- (following 4th concept)
When the enemy targets your HQ, deal 1 damage to the enemy HQ.
4/II- (following 4/A option)
When the enemy targets a friendly unit, deal 1 damage to the enemy HQ.
(alternative variant)
a- ...deal 1 damage to a random enemy.
[basically if it uses a targeting order or deployment effect of sorts]
5- When an (see variants) attacks, deal 1 damage to it.
(variants)
a- When an enemy unit attacks...
b- When an enemy ground unit attacks...
5/A- (following 5th option)
Now it triggers BEFORE the enemy unit attacks. Applies to both variants.
5/II- (following 5th concept)
When an (see variants) operates, deal 1 damage to it.
(variants)
a- An enemy unit operates...
b- An enemy ground unit operates...
[basically a more extreme version as it also takes movement into account]
5/II/A- (following 5/II option)
Now it triggers BEFORE the enemy unit operates. Applies to both variants.
5/III- (kinda following 5th concept)
When an enemy ground unit is deployed, deal X damage to it.
(variants)
a- Deal 1 damage to it.
b- Deal 2 damage to it.
[cost could be increased, if you did not noticed it, it is a more beffed up version of PAK 36]
6- At the (see variants) of your turn, add a PLAN in your hand.
(variants)
a- At the end of your turn...
b- At the start of your turn...
[very similar concept as PZL.23 KARAS, but without Intel]
6/A- (following 6th concept)
After this unit destroys an enemy unit, add a PLAN in your hand.
6/II- (following 6th concept)
Now it adds a PRODUCTION in your hand instead. Applies to both variants.
6/II/A- (following both 6/A and 6/II options)
Now it adds a PRODUCTION in your hand instead.
6/III- (following 6th concept)
Now it adds a DIVE BOMBING in your hand instead. Applies to both variants.
6/III/A- (following both 6/III and 6/A options)
Now it adds a DIVE BOMBING in your hand instead.
6/IV- (following 6th concept)
Now it adds a GLIDE BOMBING in your hand instead. Applies to both variants.
6/IV/A- (following both 6/IV and 6/A options)
Now it adds a GLIDE BOMBING in your hand instead.
6/V- (following 6th concept)
Now it adds a BUZZ BOMB in your hand instead. Applies to both variants.
6/V/A- (following 6/V and 6/A options)
Now it adds a BUZZ BOMB in your hand instead.
7- After HENSCHEL HS 123 attacks, deal 1 damage to a random enemy unit.
[wanted to use some fancy wording hehe]
8- Deals +X damage against ground units.
(variants)
a- Deals +1 damage.
b- Deals +2 damage.
[POI, it only works against ground units, not all ground targets like certain fighter]
9- Your countermeasures costs 1 less to trigger.
[
]
9/A- (following 9th option)
First countermeasure you trigger this turn costs X less.

(variants)
a- Costs 1 less.
b- Costs 2 less.
10- At the (see variants) of your turn, add a 1. INFANTRY REGIMENT next to it.
(variants)
a- At the end of your turn...
b- At the start of your urn...
10/A- (following 10th concept)
Now it adds it into your hand instead. Applies to both variants.
11- Gets +X+X when your countermeasure triggers.
(variants)
a- Gets +1+0...
b- Gets +0+1...
b- Gets +1+1...
[got both inspired and beffed up because KATALINA]
12- Gets +X+X when the enemy gives an order.
(variants)
a- Gets +1+1...
b- Gets +1+2...
b- Gets +2+2...
[this resembles even more to KATALINA]
13- Your tanks costs 1 less to deploy.
13/A- (following 13th option)
First tank you deploy each turn costs 1 less.
13/II- (following 13th option)
Your German tanks costs 1 less to deploy.
13/II/A- (following 13/II option)
First German tank you deploy each turn costs 1 less.
14- Enemy ground units deal X less damage.
(variants)
a- Deal 1 less damage.
b- Deal 2 less damage.
[could also be specified that it only affects combat damage, to avoid turning it into SEAHAWKS but (cooler) German]
14/A- (following 14th concept)
Enemy units in the frontline deal X less damage.
(variants)
a- Deal 1 less damage.
b- Deal 2 less damage.
[now this is a more interesting option if you ask me]
14/B- (following 14/A option)
Now it only works against ground units. Applies to both variants.
[it might suck as frontline air is a thing now, but it is a nice option to have too]
15- Deals +X damage to units with equal or less cost than this.
(variants)
a- Deals +1 damage...
b- Deals +2 damage...
15/II- (following 15th concept)
After attacking an enemy unit, destroy it if it costs X or less.
(variants)
a- If it costs 1 or less.
b- If it costs 2 or less.
[basically, a passive/active SUDDEN STRIKE or old ROUT]
15/II/A- (following 15/II option)
Now it only works against ground units. Applies to both variants.
[its a slow bomber suitable for recon missions, its not like it can obliterate other aircraft that easily]
16- Deployment: Develop a German countermeasure.

[it is a recon plane, so would make sense if it helped you out taking out countermeasures]
16/II- (following 16th concept)
Deployment: Develop a German (see variant).

(variants)
a- a German light tank.
b- a German medium tank.
[same logic as with 16th option, but now with tanks]
16/II/A- (following 16/II option) Merge or variants;
Develop a German light or medium tank.
16/III- (following 16th concept)
Deployment: Develop a German bomber.
(alternative variant)
a- Develop a non-elite German bomber.
16/III/A- (following 16/III option)
Deployment: Develop a German Fighter.
(variants)
a- Develop a non-elite German fighter.
16/III/B- (following 16/III option)
Deployment: Develop a German air unit.
(alternative variant)
a- Develop a non-elite German air unit.
16/IV- (following 16th concept)
Deployment: Develop a German order.
(variants)
a- Develop a non-elite German order.
[could also add some sort of conditional effect as with ARADO AR 189]
17- Deployment: Convert target enemy unit with cost 2 or less into ROUTED TROOPS.
[cost could be increased to 3k, if necessary]
18- (random bs go!)
Deployment: Add a (see variant) in your hand.
(variants)
a- Add a TIP OF THE SPEAR in your hand.
b- Add a SKY BARONS in your hand. (not sure how it could work lol, its a fricking cardboard plane)
18/A- (following 18th variants)
c- Add a RALLY in your hand
d- Add an EAGLE CLAWS in your hand.
19- Deployment: Draw a card.
19/A- (following 19th concept)
Deployment: Draw a tank from your deck.
(alternative variant)
a- Draw a German tank instead.
19/B- (following 19th concept)
Deployment: Draw a countermeasure from your deck.
(alternative variant)
a- Draw a German countermeasure instead.
19/C- (following 19th concept)
Deployment: Draw a ground unit from your deck.
(alternative variant)
a- Draw a German ground unit instead.
20- Deploymet: Deal 1 damage to an enemy.
20/A- (following 20th option)
Draw a card if it is the HQ.
[basically a BUZZ BOMB]
20/II- (following 20th concept)
Deployment: Deal 1 damage to an enemy unit.
20/II/A- (following 20/II option)
Draw a card if its destroyed.
[similar to one of my previous BUZZ BOMB ideas]