#Ideas and suggestions for different cards
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21/A- (following 21th option)
It costs the enemy +X kredits to target or attack this unit.
(variants)
a- It costs +1 kredits.
b- It costs +2 kredits.
22- First tank you deploy each turn gets Mobilize.
(alternative variant)
a- It only affects German tanks.
[yeah I know, very french effect]
22/A- (following 22th concept)
Now it only affects your infantry. Applies to both variants.
22/B- (following 22th concept)
Now it affects all ground units (deployed first obviously). Applies to both variants.
23- Gets +1 attack when you deploy a non-air unit.
(alternative variant)
a- Now it only triggers with German non-air units.
[inspired on HOTCHKISS H35]
23/A- (following 23th option)
Now it also counts added units too. Applies to both variants.
It's this a record?
(I was editing out the 24th as I didn't like how it looked)
lol
24- Upon deployment, your tanks can target and Fight an enemy unit.
(alternative variant)
a- Only works on German tanks.
[forgot to mention it, this idea is basically based on 57th RIFLES effect, but as you can see, its not exactly the same thing]
24/A- (following 24th concept)
Now it only triggers once per turn (one tank per turn).
[no German variant as for text space issues]
24/II- (following 24th concept)
Once per turn, upon deployment, your tanks Fight a random enemy unit.
(alternative variant)
a- Now it only works with German tanks.
(115)
I like this
Also an amazing change
Also amazing
Friendly ground units deal +1 damage
interesting idea...
!3k soviet special inf
Cards found: 6, showing 1 - 5
!57th rifles
Cards found: 2
Wrong chanel
Sorry for not explaining.
What I was ment to say is, that giving the Henschel HS 123 the ability to „your german tanks fight a random enemy unit“ would be very powerful for 2k.
Given the fact that unlike 57th rifle, not all german tanks are as expensive as T34‘s.
I would rather give an real dive-bomber such as the JU 87 such an ability
main two differences between 57th rifles and that henschel idea is that first, it has much lower stats in general, 57th can atleast be used as a decent combat unit even if Suppressed, Henschel would struggle a little more.
And second is that it doesn't affect added tanks but just those that are deployed, and on top of that, if it ends up being "too" strong, the "Once per turn" option could also be considered.
BF 109E-7 TROP (buff, rework and "nerf" ideas)
As for this reserved unit, I really find it an interesting concept on itself because of a simple facet, and that is that it really feels like an oldschool effect where you need to have board control and combine unit types for it to shine the most, which is not bad on itself, but I believe that it should be either updated or reworked for it to match up with current kards.
Having a 4k fighter with 3/3 is terrible on its own, if you accomplish one of its conditions (controlling either a tank or infantry) gives it +1+1, if you control both you can get a 6/6 fighter, which although it is cool, I find it quite OP not only because how simple it can be to trigger, but because its whole price to achieve it.
If we wanted it to be changed, it could go from something simple as reducing the maximum bonus to 5/5 or just completely change its effect so it works differently as it did before.
So, having this in mind, I've thought some ideas that could be applied for this card when it comes back:
1- (Changes to base card/effect)
Nerf; Reduced total stat bonus to +2+2.
[as for this idea, this can be applied to any other idea related to the base effect itself as a more "balanced" or nerfed variant)
1/A- (following 1st concept)
(insert base effect). If none, it gets Shock. (also applies to 1st option)
1/II- (following 1st concept)
(insert base effect). If one, gain 2 kredits.
1/II/A- (following 1/II option)
Now you gain 3 kredits instead. Applies to both variants.
1/II/B- (followin 1/II concept)
(insert base effect) Gain 1 kredit for each you don't control. Applies to both variants.
1/III- (following 1st concept)
(insert base effect). If none, add a copy of it in your hand. Applies to both variants.
[basically you can multiply "infinitely" expensive mid stat fighters]
1/III/A- (following 1/III concept)
Now it adds a copy of it next to it. Applies to both variants.
1/III/B- (following 1/III concept)
Now it adds a ME BF 109 E in your hand instead. Applies to both variants.
1/III/C- (following 1/III concept)
Now it adds a ME BF 109 E next to it instead. Applies to both variants.
1/IV- (following 1st concept)
(insert base effect). Draw a card for each you don't control. Applies to both variants.
[draw 1 card if you control only one infantry or tank, draw 2 if you don't control none]
1/IV/A- (following 1st concept)
Now it has Shock. Applies to both variants.
[bizarre I've included this one so late lol]
2- Rework; Gets +1+1 when you deploy an infantry or tank.
(alternative variant)
a- Now it has Shock.
[credits to @deft leaf]
2/II- (following 2nd option)
If both at the same turn, reduce its operation cost by 1.
(alternative variant)
a- If both at the same turn, it operates for 1 less this turn.
b- (could also operate for 2 less this turn)
[wording is a little off I guess, it could be adjusted]
2/II/A- (following 2/II option)
If both at the same turn, it gets Shock.
2/II/B- (following 2/II option)
If both at the same time, it recovers +X defense.
(variants)
a- Recovers +1 defense.
b- Recovers +2 defense.
2/II/C- (following 2/II/B concept)
If both at the same turn, fully repair this unit.
Ok
2/II/C- (following 2/II option)
If both at the same turn, draw a card.
2/III- (following 2nd option)
Now it also counts added infantries or tanks. Applies to both variants.
(following @deft leaf's idea)
2/III/A- (following 2/III option)
If both at the same turn, reduce its operation cost by 1.
(alternative variant)
a- If both at the same turn, it operates for 1 less this turn.
b- (same thing as with 2/II, it could also operate for 2 less)
2/III/B- (following 2/III option)
If both at the same turn, it gets Shock.
2/III/C- (following 2/III option)
If both at the same turn, it recovers +X defense.
(variants)
a- Recovers +1 defense.
b- Recovers +2 defense.
2/III/D- (following 2/III/C concept)
If both at the same time, fully repair this unit.
2/III/E- (following 2/III option)
If both at the same time, draw a card.
3- Rework; Deployment: Target enemy air unit must Retreat.
(alternative variant)
a- Now it has Shock.
[cost could be reduced slightly, but then it would powercreep ME BF 109 E]
3/A- (following 3rd option)
If none, draw a card. Applies to both variants.
3/B- (following 3rd option)
If none, gain X kredits.
(variants)
a- Gain 1 kredit.
b- Gain 2 kredits.
3/C- (following 3/D option)
Now it has Shock. Applies to both variants.
4- Rework; Deployment: Target an enemy unit. If an air unit, it must Retreat, otherwise Fight it.
[basically an alternative option of 113. SCHÜTZEN, more variants below]
4/A- (following 4th option)
(insert idea effect), otherwise get +X defense and Fight it.
(variants)
a- get +1 defense.
b- get +2 defense.
4/II- (following 4th concept)
(insert idea effect). If an air unit Fight it, otherwise it must Retreat.
[does the opposite, Fights it if an air unit, Retreats it if a ground unit]
4/II/A- (following 4/II option)
(insert idea effect). If an air unit, get +X defense and Fight it...
(variants)
a- get +1 defense.
b- get +2 defense.
4/II/B- (following 4/II option)
(insert idea effect) If an air unit, get +X attack and Fight it...
(variants)
a- get +1 attack.
b- get +2 attack.
4/II/C- (kinda following 4/II concept)
If an air unit, deal X damage to it, otherwise it must Retreat.
(variants)
a- deal 3 damage.
b- deal 4 damage.
4/III- (not really following 4th option, but works as a base)
Deployment: Destroy target enemy air unit with cost X or less.
(variants)
a- With cost 3 or less.
b- With cost 2 or less.
4/III/A- (following 4th and 4/III concepts)
Deployment: Target an enemy unit. If an air unit, destroy it if it costs X or less, otherwise it must Retreat.
(variants)
a- If it costs 3 or less.
b- If it costs 2 or less.
[it could in theory, Retreat both ground and air units, the later if it had a higher cost than 2 or 3]
4/III/B- (following 4th and 4/III concepts)
Deployment: Target an enemy air unit and Pin it. Destroy it if it costs X or less.
(variants)
a- If it costs 3 or less.
b- If it costs 2 or less.
4/IV- (following 4th concept)
Deployment: Target enemy air unit must Retreat. Air units in the enemy hand costs +X kredits to deploy.
(variants)
a- costs +1 kredits to deploy.
b- costs +2 kredits to deploy.
4/IV/A- (following 4/IV concept)
(insert idea effect). Enemy air units cost +X kredits to deploy or operate.
(variants)
a- cost +1 kredits to deploy or operate.
b- costs +2 kredits to deploy or operate.
5- Rework; Deployment: Add a copy of this unit in your hand with -1 cost unless it costs X or less.
(variants)
a- ...unless it costs 3 or less.
b- ...unless it costs 2 or less.
[secondary effect should prevent it to multiply it indefinitely with its own deployment effect]
5/A- (following 5th option)
Reduced operation cost to 1k. Applies to both variants.
6- Rework; Has +1+1 for each enemy air unit in battle.
(alternative variant)
a- Now it has Shock.
[yes, it is intended for it to work as a passive effect, temporary attack and defense as long as the enemy has air units in the battlefield]
6/A- (following 6th option)
Has +1+1 for air unit in battle.
(alternative variant)
a- Now it has Shock.
[same thing but now your own air units also contribute with its power, now that I see it it should say "for each other air unit in battle" to avoid it buffing itself]
7- Rework; Deployment: Remove the top card of your deck. Gain attack equal to its cost until the end of your next turn.
(alternative variants)
a- Reduced cost to 3k.
b- Reduced cost to 2k. (damage could be reduced to 2)
7/A- (following 7th option)
Now the damage buff is applied indefinitely. Applies to all variants.
7/II- (following 7th concept)
(insert idea effect). Gain +X+X, where X is the cost of the card until end of next turn. Applies to all variants.
[stats between variants could be adjusted]
7/II/A- (following 7/II option)
Now its damage buff stays indefinitely. Applies to all variants.
7/III- (following 7th concept)
(insert idea effect) Deal damage to target enemy unit equal to its cost.
[was thinking about also making it target any enemy (the enemy HQ too), but that could be too OP]
7/III/A- (following 7/III option)
(insert idea effect) Deal X damage to target enemy unit plus the card cost.
(variants)
a- Deal 1 damage...
b- Deal 2 damage...
7/IV- (following 7th concept)
(insert idea effect) The enemy discards a card with equal cost.
(alternative variant)
a- The enemy discars a card with equal cost or less.
7/IV/A- (following 7/IV option)
Now the enemy could discard one or two cards. Applies to both variants.
7/V- (following 7th concept)
(insert idea effect) Develop a German card with equal cost. 

7/V/A- (following 7/V concept)
Develop a German tank with equal cost instead.

(alternative variant)
a- Develop a German tank with equal cost or less.
7/V/B- (following 7/V/A concept)
Develop a German air unit instead. Applies to both variants.


7/V/C- (following 7/V/A concept)
Develop a German infantry instead. Applies to both variants.

7/V/D- (following 7/V/A concept)
Develop a German order instead.

8- Rework; If this unit is removed from your deck, it enters the battlefield instead.
[if you can guess where can this fit, you'll earn a
]
8/A- (following 8th option)
Added keywords.
(variants)
a- Now it has Shock.
b- Now it has Ambush.
c- Now it has Blitz.
8/B- (following 8th option)
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.
8/II- (following 8th concept)
If this unit is removed from your deck, reduce the operation cost of your units by X.
(variants)
a- Reduce it by 1.
b- Reduce it by 2.
8/II/A- (following 8/II option)
(insert idea effect) Your units costs 1 less to play and operate. Applies to both variants.
[tbh, I think the wording could be a little vague]
8/II/B- (following 8/II/A option)
...your units costs 1 less to play and operate this turn. Applies to both variants.
9- Rework; When a card is removed from your deck, remove this unit instead.
[if you can also guess where can this unit be fitted into, you'll earn a
]
9/A- (following 9th option)
Added keywords.
(variants)
a- Now it has Shock.
b- Now it has Ambush.
c- Now it has Blitz.
9/B- (following 9th option)
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.
d- Now it has all three keywords (Ambush, Blitz and Shock).
9/II- (following 9th concept)
(insert idea effect). The first removed is added into battle.
[wording could be changed, the idea is that only one of these units is added if you happen to remove several cards at once]
9/II/A- (following 9th option)
Also draw a card.
9/II/B- (following 9th option)
Also gain X kredits.
(variants)
a- Gain 1 kredit.
b- Gain 2 kredits.
9/III- (following 9th option)
(insert idea effect) and replace it with (see variants).
(variants)
a- with a ME BF 109 E.
b- with a JU 87 B STUKA.
9/III/A- (following 9/III concept)
Replace it with a Random German (see variants).
(variants)
a- a random German fighter.
b- a random German air unit.
c- (could also be a German bomber, dunno why I did not include that lol)
9/IV- (following 9th option)
(insert idea effect) and the enemy discards a card.
9/IV/A- (following 9th option)
The enemy discards a card. Deployment: (insert idea effect).
Interesting idea.
9/V- (following 9th option)
(insert idea effect) and deal X damage to a random enemy.
(variants)
a- Deal 1 damage.
b- Deal 2 damage.
9/V/A- (following 9/V option)
Now it deals X damage to a random enemy unit instead.
(variants)
a- Deal 2 damage.
b- Deal 3 damage.
9/VI- (following 9th option)
(insert idea effect) and give your HQ +X defense.
(variants)
a- Give your HQ +1 defense.
b- Give your HQ +2 defense.
c- Give your HQ +3 defense.
10- Rework; When the enemy discards a card, deal X damage to the enemy HQ.
(variants)
a- Deal 2 damage.
b- Deal 3 damage.
10/A- (following 10th option)
Now it only triggers once per turn. Applies to both variants.
(additional variant)
c- Deal 4 damage.
10/II- (following 10th option)
Now it deals damage to a random enemy instead. Applies to both variants.
10/II/A- (following 10/A option)
Deal X damage to a random enemy instead. Applies to all variants.
10/III- (kinda following 10th concept)
When the enemy discards a card, get +X+X.
(variants)
a- Get +1+1.
b- Get +1+2.
c- Get +2+2.
10/III/A- (following 10/III option)
Now also draw a card. Applies to all variants.
10/IV- (kinda following 10th concept)
When the enemy discards a card, add a PLAN in your hand.
10/IV/A- (following 10/IV option)
Also get +X+X. Applies to all variants.
(variants)
a- Get +1+1.
b- Get +1+2.
c- Get +2+2.
11- Rework; When a card is removed from your deck, deal X damage to the enemy HQ.
(variants)
a- Deal 1 damage.
b- Deal 2 damage.
11/A- (following 11th option)
Now it only triggers once per turn. Applies to both variants.
(additional variant)
a- Deal 4 damage.
11/II- (following 11th concept)
Now it also triggers if the enemy removes a card from their deck. Applies to both variants.
11/II/A- (following 11/II option)
Now it only triggers once per turn. Applies to both variants.
(additional variant)
a- Deal 4 damage.
11/III- (following 11th option)
(insert idea effect) get +X+X for each two removed.
(variants)
a- Get +1+1.
b- Get +1+2.
c- Get +2+2.
[you can imagine how OP would it be if it triggers for EACH removed card right?]
11/III/A- (following 11th option)
(insert idea effect) Draw a card.
(alternative variant)
a- Draw a card for each two removed.
11/III/B- (following 11th and 11/III options)
(insert idea effect) get +X+X and draw a card for each two removed.
(variants)
a- Get +1+1.
b- Get +1+2.
c- Get +2+2.
11/IV- (following 11th option)
(insert idea effect) Add a PLAN in your hand.
(alternative variant)
a- Add a PLAN in your hand for each two removed.
11/IV/A- (following 11/IV option)
(insert idea effect) Get +X+X and add a PLAN in your hand for each two removed.
(variants)
a- Get +1+1.
b- Get +1+2.
c- Get +2+2.
(116)
I kinda fly with version 11
But make it 4k with decent stats so it fits my Jet Prototype deck
welp, thats up to the devs to adjust, the base idea is there atleast hahaaha
I've kept it with those stats mainly because the even cost concept and to limit it alongside a compensating effect
Oh god what if thersame text but it's gain guard and for one but if it has two than it gain heavy armour with guard
@gusty steppe do you understand what I said?
"Deployment: Gain guard if you control a tank or infantry. Gain Guard and Heavy armour if you control both."
3-4 guard unit
But it's not deployment and get guard but you have to do something to get guard to worked
that makes more sense, it could be interesing
And it's be a stupid guard unit tbh lol
FIESELER FI 156 ("buff", nerf & rework ideas)
As for this reserved card, if one is familiar with the countermeasure decks, you can easily tell that this is just an straight upgrade of KURMARK AUFKLÄRUNG, that while it may not have the same stats and Alpine effect (which is pretty insignificant tbh) it has a bigger upside in comparison, and that is to get infinite value out of random outcomes, in this case, triggerin any countermeasure at hand for free.
It may not be as consistent as KURMARK AUFKLÄRUNG, but the nature of its effect lets it be able to trigger this effect every time your turn ends, while in comparions KURMARK can only do once per use. On top of that, and worth to mention, it is an fighter with cheap operation cost, which works good enough to attack the enemy supportline and block enemy bombers.
Considering all of these points, you can easily tell it is a really powerful card, specially in the nation where countermeasures can be really troublesome, so taking that into account, I've thought some ideas to adjust it respectively, either by nerfs, buffs or straight up reworking its effect:
1- (Changes to base card)
Nerf; Increased cost to 4k.
[operation cost could also be increased to 2k]
[could be applied to all following variants if necessary]
1/A- (following 1st concept)
Reduced defense to 2.
[can be applied to all following variants to come]
1/C- (following 1st and 1/A options) Merge;
Increased cost to 4k; Reduced defense to 2.
[could be applied to all following variants if possible]
1/II- (following 1st concept)
Added keywords.
(variants)
a- Now it has Ambush.
b- Now it has Shock.
[could be applied to all following variants if necessary, but it is unlikely to happen]
2- Nerf; (insert base effect). Lose X kredits next turn.
(variants)
a- Lose 1 kredit next turn.
b- Lose 2 kredits next turn.
[passive penalty always triggers]
2/A- (following 2nd concept)
(insert base effect) If activated, lose X kredits next turn.
(variants)
a- Lose 1 kredit next turn.
b- Lose 2 kredits next turn.
[now the passive penalty will not apply always]
3- Buff; (insert base effect). Draw a card if it was not triggered.
3/A- (following 3rd option)
(insert base effect) Add a PLAN in your hand if it was not triggered.
3/B- (following 3rd concept)
Nerf; (insert base effect). Shuffle it into your deck if not triggered.
4- Rework; At the start of your turn, draw a card if you had an active Countermeasure that was not triggered.
(alternative variant)
a- ....draw a card for each active Countermeasure that was not triggered.
4/A- (following 4th concept)
Now it adds a PLAN in your hand instead of drawing. Applies to both variants.
4/II- (kinda following 4th concept)
At the start of your turn, deal X damage to a random enemy for each of your active Countermeasures untriggered.
(variants)
a- Deal 1 damage.
b- Deal 2 damage.
[could also just damage enemy units or the enemy HQ..... if there is enough text space to write it that way]
4/II/A- (following 4/II option)
Now it distributes damage equal to untriggered active Countermeasures.
5- Rework; Your Countermeasures costs X less to activate.
(variants)
a- costs 1 less to activate.
b- costs 2 less to activate.
5/A- (following 5th option)
Deployment: Draw a card. (insert idea effect). Applies to both variants.
5/B- (following 5th option)
Deployment: Draw a Countermeasure. (insert idea effect). Applies to both variants.
5/C- (following 5th option)
Deployment: Develop a German Countermeasure. (insert idea effect). Applies to both variants.

6- Rework; When your Countermeasure triggers, your units get +1+1.
(alternative variant)
a- ...Your other units get +1+1.
7- Rework; When your Countermeasure triggers, the enemy discards a card. 
7/II- (following 7th concept)
(insert idea effect), the enemy loses X kredits.
(variants)
a- loses 1 kredit.
b- loses 2 kredits.
7/III- (following 7th concept)
(insert idea effect), (see variants) a random enemy unit.
(variants)
a- Pin a random enemy unit.
b- Suppress a random enemy unit.
c- Retreat a random enemy unit. (could be reworded)
7/III/A- (following 7/III variants)
Combined status effects.
(variants)
d- Pin and Supress a random enemy unit.
e- Pin an Retreat a random enemy unit.
f- Retreat and Supress a random enemy unit.
8- Rework; When your Countermeasure triggers, draw a card.
(alternative variant)
a- ...draw a card next turn.
[this could only be applied if BLOHM & VOSS BV 138 is drastically changed]
8/A- (following 8th concept)
Draw a Countermeasure from your deck instead. Applies to both variants.
8/II- (following 8th concept)
(insert idea effect) Add a PLAN in your hand.
(alternative variants)
a- Add a PLAN in your hand with -1 cost.
b- Add a PLAN in your hand with -2 cost.
8/III- (following 8th concept)
(insert idea effect), gain X additional kredits next turn.
(variants)
a- Gain 1 kredit next turn.
b- Gain 2 kredits next turn.
c- Gain 3 kredits next turn.
8/IV- (following 8th concept)
(insert idea effect), reduce the cost of a random card in your hand by X.
(variants)
a- Reduce it by 1.
b- Reduce it by 2.
c- Reduce it by 3.
8/IV/A- (following 8/IV option)
(insert idea effect), reduce the cost of a random card in your hand equal to its cost.
[it may need a rewording, the idea is that the cost of the card in your hand is reduced by the cost of the Countermeasure triggered, not itself (making it 0k if missinterpreted)]
8/V- (following 8th concept)
(insert idea effect), add a PRODUCTION in your hand.
8/V/A- (following 8/V option)
Add both a PRODUCTION and a PLAN in your hand.
(117)
use this one
imagine how cool it would be to have animated artwork
CARD QUESTION: AIR SUPPORT; HENSCHEL HS 129; ME BF 110
How well did/does this cards perform? What do you think about them? If you could change something about them, what could it be?
In my humble opinion (and after trying it) this is what I think of each:
-
AIR SUPPORT is too expensive for what it does, considering you need the unit types to reach it and use it, it is quite bizarre it has a high cost for only +2+2 and no additional effects.
-
HENSCHEL HS 129 is fine as it is technically, the only issue I have with it is that it can deal double damage (8 without buffs) to the enemy HQ, that would be my only change to it.
-
ME BF 110 a unit designed for more aggresive playstyles, while also keeping some value in a safe line, not a bad concept but I believe it should be changed as it can turn quite oppressive really fast.
Air support was justly nerfed, I wouldn't touch it.
Henschel HS 129 is very new. I wouldn't touch it.
ME BF 110 had a good effect on its prime but nowadays there's too many counters.
I like that it uses Frontline control as reference, but I would change base stats to 4/4 and grant +1atk in the end of your turn and +1def at the end of the opponent's turn.
Alternatively, could have it operate for 1 less in your turns and gain +1/+1 at the end of the enemy turn.
Still, I don't see much space for it because there's so many more removal tools; so keeping the identity it would probably need something like alternating between shock and ambush. Idk
I agree on the AIR SUPPORT nerf, but I believe it is too harsh for what it does in comparison with many other buff related orders, even if we consider the fact that it is a value generator (comes from AUNT FRIEDA tree), 3k is too much for it to be worth playing, if we only consider the +2+2 buff.
As for HENSCHEL HS 129, yes it may be brand new, but I bet that over time people will agree that it should be limited to ground units only, not targets.
ME BF 110 is a good candidate to adjustments, plenty of cloth to cut there.
Honestly make ME BF 110 3K
Me bf: same body, get +2+1 every time a countermeasure triggers
(Also counts enemy cms)
Variants:
- +1+1
- +2+2
- every time a card is converted
- every time a navy card is played
- when you play a unit witha a type you didn't controll (wording needs fixing)
AIR SUPPORT (buff ideas)
As for this card, I want to make it clear that I do not disagree with the nerf approach to this order in particular, it was necessary, but imo I feel it was too harsh considering its nature (conditional buff) and its high cost for the buff itself (3k for +2+2 on only one unit type), taking into account that its previous branch orders had lower costs and had additional value (generating the next step order).
I think it is quite unfair for this one, the last one and most expensive, to be so weak, specially if we think of Germany which has almost no reliable air units, let alone fighters (and I mean cheap enough for it to work properly).
So, after analizing this things, I've thought several ideas that could be applied and be in tone with this order, making it more interesting and worth playing (rather than being dead weight):
1- (Changes to base card)
Reduced cost to 2k.
1/A- Now it can target any friendly air unit.
(alternative variant)
a- Reduced cost to 2k.
1/II- (following 1st concept)
Draw a card.
(alternative variant)
a- Reduced cost to 2k.
1/II/A- (following 1/II concept)
Give a friendly air unit +2+2. Draw a card. Applies to both variants.
1/III- (following 1st concept)
(insert base effect). Add two PLAN in your hand.
(alternative variant)
a- Now it can be targeted to any friendly air unit.
2- Rework; Choose one - Give a friendly fighter +2+2 OR draw 2 cards.
(alternative variant)
a- Now you can also target bombers.
[this format would be the most common for the next ideas]
2/A- (following 2nd concept)
(insert idea effect) OR add two PLAN in your hand. Applies to both variants.
2/II- (following 2nd concept)
(insert idea effect) OR add a ME BF 109 E in your (see variants).
(variants)
a- ...in your supportline.
b- ...in your hand.
2/II/A- (following 2/II option)
Now added ME BF 109 now has Blitz. Applies to both variants.
2/II/B- (following 2/II option)
Now added ME BF 109 E has Shock. Applies to both variants.
2/II/C- (following 2/II concept)
Choose one - Give a friendly air unit +2+2 OR add a ME BF 109 E in (see variants).
(variants)
a- ...in your supportline.
b- ...in your hand.
2/II/D- (following 2/II/C option)
Now added ME BF 109 E has Blitz. Applies to both variants.
2/II/E- (following 2/II option)
Now added ME BF 109 E has Shock. Applies to both variants.
3- (similar concept as 2nd option)
Rework; Choose one - Give a friendly fighter +2+2 OR add a JU 87 B STUKA in your (see variants).
(variants)
a- ...in your supportline.
b- ...in your hand.
[added JU 87 B STUKA could have its cost reduced, and I mean if picked as an option]
3/A- (following 3rd option)
Now added JU 87 B STUKA has Blitz. Applies to both variants.
3/II- (following 3rd option)
Now you can also target friendly bombers (insert idea effect). Applies to both variants.
3/II/A- (following 3/II option)
Now added JU 87 B STUKA has Blitz. Applies to both variants.
4- (merge of both 2nd and 3rd options)
Rework; Choose one - Give a friendly fighter +2+2 OR add randomly, a ME BF 109 E or JU 87 B STUKA in (see variants).
(variants)
a- ...in your supportline.
b- ...in your hand.
[it would only add one of them, not both, atleast that is what it is intended for]
4/A- (following 4th option)
Now added ME BF 109 E or JU 87 B STUKA have Blitz.
[wording may look kinda off, but the idea is that both added units would have Blitz, and not just JU 87 B STUKA]
4/II- (following 4th option)
Now you can target any friendly air unit (insert idea effect). Applies to both variants.
4/II/A- (following 4/II option)
Now added ME BF 109 E and JU 87 B STUKA have Blitz.
[same thing as before, both would have Blitz if they happen to be added]
5- Rework; Choose one - Give a friendly fighter +2+2 OR add a FW 190 A in your (see variants).
(variants)
a- ...in your supportline.
b- ...in your hand.
[this one might be a little too powerful]
5/A- (following 5th option variant "b")
Added FW 190 A costs X less.
(variants)
a- Costs 1 less
b- Costs 2 less.
5/II- (following 5th option)
Now you can target any friendly air unit. Applies to both variants.
[again, it may just be too powerful]
5/II/A- (following 5/II option variant "b")
Added FW 190 A has its cost reduced by X.
(variants)
a- Cost reduced by 1.
b- Cost reduced by 2.
5/III- (following 5th concept)
(insert idea effect) OR Convert a (see variants) into FW 190 A.
(variants)
a- ...a unit in your hand.
b- ...a friendly unit. [in the battlefield]
5/III/A- (following 5/III option)
Now you can target any friendly air unit. Applies to both variants.
5/III/B- (following 5/III option)
(insert idea effect) Now you can only Convert air units. Applies to both variants.
5/III/C- (following 5/III/B option)
Now you can target any friendly air units. Applies to both variants.
6- Rework; Choose one - Give a friendly (see variants) +2+2 OR destroy target unit with cost 3 or less.
(variants)
a- ...give a friendly fighter +2+2.
b- ...give a friendly air unit +2+2.
[destruction cost range could be reduced to 2 or less instead]
6/II- (following 6th concept, kinda]
(insert idea effect) OR deal X damage to an enemy unit.
(variants)
a- deal 3 damage...
b- deal 4 damage...
6/II/A- (following 6/II option)
Now it can also target the enemy HQ. Applies to both variants.
6/III- (following 6th concept)
Now it can target any friendly air unit. Applies to both variants.
6/III/A- (following 6/III option)
Now it can also damage the enemy HQ. Applies to both variants.
7- Rework; Choose one - Give a friendly (see variants) +2+2 OR the enemy discards a card with cost 5 or less.
(variants)
a- ...a friendly fighter.
b- ... a friendly air unit.
Sry
8- Rework; Choose one - Give a friendly fighter +2+2 OR add an AUNT FRIEDA in your hand.
(alternative variant)
a- ....add an AUNT FRIEDA in your hand and draw a card.
8/A- (following 8th option)
Now you can also target any friendly air unit. Applies to both variants.
9- Rework; Choose one - Give a friendly fighter +2+2 OR reduce the cost of a fighter in your hand by X.
(variants)
a- Reduce by 2.
b- Reduce by 3.
9/A- (following 9th option)
(insert idea effect) Now it reduces the cost of any air unit at hand. Applies to both variants.
9/II- (following 9th option)
Now you can target any friendly air unit. Applies to both variants.
9/II/A- (following 9/II option)
Now you can also reduce the cost of any air unit at hand. Applies to both variants.
(118)

HENSCHEL HS 129 (nerf ideas)
As for this brand new card, I just have a simple suggestion/plead, and that is to not make as crazy strong as it is currently right now. Its whole concept is good in general, being its unit type, stats ,deploymente effect and passive effect; but the one thing that triggers me is the inclusion of "ground targets" on it, as well, if you do quick math, you realize this unit can do between 8 damage and beyond (with buffs) to the enemy HQ.
One may say it is not an issue because when you use the deployment it will have less effective defense for it to endure another damage source, thats true, but ignoring the fact that the enemy may not have the options to remove it or guard its HQ, we also have to consider the recently rotated order EAGLE DAY, which just enables you to have a budget BISMARCK for only 8 kredits, and more importantly, this unit is in one of the few nations with an effective Suppression order which btw synergizes with air units.
I'm aware this is a new card and we should not put it down that fast, but I bet that many would agree that it should be toned down, just a little bit.
And as for that considering this points, here are my ideas that could be applied for it to be toned down:
1- Nerf; Increased operation cost to 3k.
1/II- Nerf; Now it can only deal double damage to ground units.
1/II/A- (following 1/II option)
Increased operation cost to 3k.
(119)
(as this was quite short, I may just follow it with the ME BF 110)
So far, I've not felt this card to be a problem
ME BF 110 (nerf & rework/"buff" ideas)
[lol, I was too focused with another game by making a mod for it that time flied like crazy]
As for this reserved card, I can easily say it is quite OP for how simple it is, given how popular (and undying) is frontline/jaggro as a general thing in every expansion/update, this card can be excepcionally good in those for a simple reason, its effect can always trigger at the end of your turn as long as you control the frontline, and keeping it with an aggressive estrategy across many nations its not really an issue.
While it is true that there are many ways to counter it, like Supression, removal, etc. it doesn't mean it is fair, almost any card can fall upon that concept of "fairness upong possible counter".
So, to balance this unit out, I've thought some ideas that could be applied, you could obviously consider many like an upgrade, but in the end its a different approach:
1- Nerf; Now its effect triggers at the start of your turn.
1/II- (following 1st option) Compensation
Reduced cost to 3k.
[now it technically rivals/powercreeps ME BF 109 E]
1/II/A- (following 1/II option)
Reduced attack/defense to X.
(variants)
a- Reduced attack to 2 (2/3).
b- Reduced defense to 2 (3/2).
c- Reduced stats to 2/2.
2- "Rework"/nerf; Deployment: Get +1+1 if you control the frontline. Repeat this effect at the start of your turn.
2/II- (following 2nd option) Buff?
Reduced cost to 3k.
2/II/A- (following 2/II option)
Reduced attack/defense to X.
(variants)
a- Reduced attack to 2 (2/3).
b- Reduced defense to 2 (3/2).
c- Reduced stats to 2/2.
3- Rework; Deployment: Gets +1+1 for each enemy air unit in battle.
(alternative variant)
a- Reduced cost to 3k.
3/A- (following 3rd option)
(insert idea effect). Otherwise set its operation cost to X.
(variants)
a- Set it to 1.
b- Set it to 0.
3/B- (following 3/A option)
Reduced cost to 3k. Applies to both variants.
3/II- (following 3rd concept)
Deployment: Gets +1+1 for each unit the enemy controls above yours.
(alternative variant)
a- Reduced cost to 3k.
3/II/A- (following 3/II option)
(insert idea effect). Otherwise set its operation cost to X.
(variants)
a- Set it to 1.
b- Set it to 0.
3/II/B-(following 3/II option)
Reduced cost to 3k. Applies to both variants.
4- Rework; Now it has both Fury and Shock; Removed any additional effects.
4/A- (following 4th option)
Deployment: Add a Suppressed copy of this unit in your hand.
(alternative variant)
a- Add a Suppressed copy of this unit with -1 cost in your hand.
5- Rework; Deployment: Add an EAGLE CLAWS in your hand.
(alternative variants)
a- ...with -1 cost in your hand.
b- ...with -2 cost in your hand.
5/II- (kinda following 5th concept)
Deployment: Deal X damage to all units in the enemy supportline.
(variants)
a- Deal 2 damage.
b- Deal 1 damage.
5/II/A- (following 5/II option)
(insert idea effect) Deal +X damage to air units.
(variants)
a- Deal +1 damage...
b- Deal +2 damage...
[should have written "against" instead of "to", but oh well]
5/II/B- (following 5/II/A option)
Now it deals 1 damage to all units in the enemy supportline. Applies to both variants.
6- Rework; Units attacked by ME BF 110 have their attack set to 0 until your next turn.
(alternative variant)
a- Now it has Shock.
6/A- (following 6th option)
Reduced cost to 3k. Applies to both variants.
6/II- (following 6th concept)
Units attacked by ME BF 110 are Suppressed.
(alternative variant)
a- Now it has Shock.
6/II/A- (following 6/II option)
Reduced cost to 3k. Applies to both variants.
6/II/B- (following 6/II option)
(insert idea effect). Draw a card if an air unit.
[basically a SUPPRESSION but on an unit]
7- Rework; Gets +1+1 when you play a Navy card.
(alternative variant)
a- Reduced cost to 3k.
[credits to @wet smelt]
7/A- (following 7th option)
Now it only triggers once per turn. Applies to both variants.
7/II- (following 7th concept)
Gets Shock when you play a Navy card.
(alternative variant)
a- Now it has Shock.
7/III- (following 7th concept)
The enemy discards the top card of their deck when you play a Navy card.
(alternative variant)
a- Reduced cost to 3k.
7/IV- (following 7th concept)
When you play a Navy card, the enemy discards a card with equal cost.
(alternative variant)
a- ...the enemy discards a card with equal cost or less.
[yes, I'm aware of how cruel an toxic this card can be
]
7/IV/A- (following 7/IV option)
Now it can only trigger once per turn. Applies to both variants.
[to tone it down a little hehe]
8- Rework; Gets +1+1 when you deploy a non-fighter unit with a type you do not control.
[wording is a little off, it may require some adjustments]
[credits to @wet smelt]
9- Rework; Enemy bombers cannot attack units in the frontline.
(alternative variant)
a- Reduced cost to 3k.
[could also only affect ground units, making air units still an available target]
9/A- (following 9th option)
(insert idea effect). Deals double damage against air units. Applies to both variants.
9/B- (following 9th option)
Now it has Ambush. Applies to both variants.
10- Rework; Add a 432. INFANTRY REGIMENT in your supportline.
(alternative variant)
a- Now it costs 3k.
10/A- (following 10th option)
Now 432. INFANTRY REGIMENT has +X+X.
(variants)
a- Has +1+1.
b- Has +2+1.
c- Has +2+2.
10/II- (following 10th concept)
Deployment: Add a 1. INFANTRY REGIMENT in your supportline.
(alternative variant)
a- Add a 1. INFANTRY REGIMENT with Blitz in your supportline.
[forgot about the 3k reduce variant, but thats also an option]
10/II/A- (following 10/II option)
Now 1. INFANTRY REGIMENT has +X+X.
(variant)
a- Has +1+1.
b- Has +1+2.
c- Has +2+1.
d- Has +2+2.
10/III- (following 10th concept)
Deployment: Add a 59. PANZERGRENADIER in your supportline.
10/III/A- (following 10/III option)
Now 59. PANZERGRENADIER has (see variants).
(variants)
a- Has Blitz.
b- Has Shock.
c- Has both Blitz and Shock. (this might be too much).
11- Rework; At the end of your turn, add a (see variants) in your hand.
[variants]
a- add a 432. INFANTRY REGIMENT.
b- add a 1. INFANTRY REGIMENT.
c- add a 59. PANZERGRENADIER.
d- add a 50. INFANTRY REGIMENT.
12- Rework; Gets +1+1 when the enemy discards a card.
(alternative variant)
a- Reduced cost to 3k.
13- Rework; Deployment: Move a random Navy card in your deck to the top.
(alternative variant)
a- Reduced cost to 3k.
13/A- (following 13th option)
(insert idea effect) Draw a card if there was one there. Applies to both variants.
[wording may be a little off, it could be adjusted]
13/II- (following 13th concept)
Now it moves to random Navy cards in your deck to the top. Applies to both variants.
13/II/A- (following 13/II option)
(insert idea effect). Draw a card if there was one there. Applies to both variants.
14- Rework; Deployment: Add a TACTICAL STRIKE in your hand.
(alternative variant)
a- Reduced cost to 3k.
14/A- (following 14th option)
Now it adds TACTICAL STRIKE on top of your deck instead. Applies to both variants.
14/II- (kinda following 14th concept)
Deployment: Deal X damage to an enemy unit. Deal 4 if in the supportline.
(variant)
a- Deal 2 damage.
b- Deal 1 damage.
14/II/A- (following 14/II option variant "b)"
(insert idea effect) Deal X damage if in the supportline.
(variants)
a- Deal 3 damage.
b- Deal 2 damage.
15- Rework; Deals double damage against ground units.
(alternative variant)
a- Reduced cost to 3k.
15/A- (following 15th option)
Now it has Shock. Applies to both variants.
15/II- (following 15th concept)
Deals double damage against air units.
(alternative variant)
a- Reduced cost to 3k.
15/II/A- (following 15/II option)
Now it has Shock. Applies to both variants.
15/III- (following 15th concept)
Deals double damage against air units and units with Guard.
(alternative variant)
a- Reduced cost to 3k.
15/III/A- (following 15/III option)
Now it has Shock. Applies to both variants.
16- Rework; Ignores enemy Guard.
(alternative variant)
a- Reduced cost to 3k.
16/A- (following 16th option)
Now it has Shock. Applies to both variants.
16/II- (following 16th concept)
Ignores enemy Smokescreen.
(alternative variant)
a- Reduced cost to 3k.
16/II/A- (following 16/II option)
Now it has Shock. Applies to both variants.
16/III- (following 16th concept)
Ignores enemy Guard and Smokescreen.
(alternative variant)
a- Reduced cost to 3k.
16/III/A- (following 16/III option)
Now it has Shock. Applies to both variants.
17- Rework; When you play a Navy card, this unit can operate again.
(alternative variant)
a- Reduced cost to 3k.
17/A- (following 17th option)
Now it has Shock. Applies to both variants.
17/II- (following 17th concept)
When you play a Navy card, this unit gets Shock.
(alternative variant)
a- Reduced cost to 3k.
(120)
I was thinking like when you moved a unit into the frontline gain 1-2 kredits oce tper turn
Once per turn*
So it's a small %ion from%
Cards found: 13, showing 1 - 5
first one
Reduce attack to 2
And it should be fun
it still has 2 op cost, unless you mean the 3k option
but it'll be as bad as H75-C1
even if it can attack again each turn
CARD QUESTION: 171. INFANTRY REGIMENT; TACTICAL STRIKE; 101. INFANTRY REGIMENT
What do you think of these three cards? (for those active) are they good, bad, mid? (for 101.) was it good, bad or mid? would they need any changes whatsoever? if so, what do you have in mind?
(I'm aware that 101. was quite troublesome, to not say OP, specially if paired with units with fury like H39 sWG)
Or any fury unit tbh
thats why I said "specially units with fury"
I believe it can have a simple tweak on it
Fair
171: 5k 2op 3/7 blitz gets +2+1 when you damage the enemy hq
I would not touch tactical strike
I would say %1k german order deal 2 damage%
Cards found: 1
Need a bit of a reworked
171 could use a cost decrease, even if the atk buff is also reduced. I'd say we make it:
4k 1 op 3/7 +3atk if it's your only unit
Since Pincer was removed, 101 could be deployment: give target friendly unit "gets +1atk when it attacks"
So same as previous effect but only buffs attacks. Makes it strong but not busted. Previous iterations where the fury units would go to the moon were all to blame on the defense buff
pincer was removed? thought it was only rotated
Rotated it was a old keyword
Same with Mobilzil
yeah, thats what I was thinking about, if it would come back it would most probably be changed/reworked into something new
TACTICAL STRIKE (buff ideas)
As for this order, I agree it is a good card, no doubt about it, but what I always felt off about it is that it is pretty expensive if you target anything outside the supportline, which imo is rather bad, specially if the enemy aims to get more units into the frontline than the other way around, which ends up being inneficient to remove.
Another point to take into account is the existence of 113. SCHÜTZEN (not saying that unit should be nerfed), it is perfectly balanced and pretty darn good at his job, but while in comparison it is slightly more expensive, it can always deal 4 damage and it is standard rarity, plus you can get a good unit to use if it survives.
Considering this points, I've thought some ideas to make this order a little more powerful, useful and efficient.
1- Reduced cost to 2k.
1/II- (following 1st base concept)
Increased minimum damage to 3.
1/III- (following both 1st and 1/II options)
Reduced cost to 2k; Increased minimun damage to 3.
1/IV- (following 1st concept)
Deal X damage to an unit. Costs 1 more and deals 4 damage if the unit is in the supportline.
(variants)
a- Deal 2 damage.
b- Deal 3 damage.
1/IV/A- (following 1/IV option)
Reduced cost to 1k; Costs 2 more if the unit is in the supportline.
2- (insert base effect). Costs X less if you control an air unit.
(variants)
a- Costs 1 less.
b- Costs 2 less.
[could also be German air only specific]
2/A- (following 2nd option)
Increased minimun damage to 3. Applies to both variants.
2/II- (following 2nd concept)
(insert base effect) Deal +1 damage if you control an air unit.
(alternative variants)
a- Deal 2 damage to an unit.
b- Deal 3 damag to an unit.
3- (insert base effect) Gain 1 kredit if in the frontline.
(alternative variant)
a- Reduced cost to 2k.
3/A- (following 3rd option)
Increased minimum damage to 3. Applies to both variants.
3/II- (following 3rd concept)
(insert base effect). Draw a card if in the frontline.
(alternative variant)
a- Reduced cost to 2k.
3/II/A- (followin 3rd option)
Increased minimum damage to 3. Applies to both variants.
3/III- (following 3rd concept)
(insert base effect). If in the frontline, it must Retreat.
(alternative variant)
a- Reduced cost to 2k.
3/III/A- (following 3/III option)
Increased minimun damage to 3. Applies to both variants.
4- (insert base effect). Draw an air unit from your deck.
(alternative variant)
a- Increased minimun damage to 3.
4/A- (following 4th option)
Reduced cost to 2k. Applies to both variants.
(121)
- INFANTRY REGIMENT (buff ideas)
As for this unit, I always had mixed feelings about it, on one hand it c a n be pretty good on its own on lenghty matches, where if you can (or not) get board control with units, this one can withstand for a while an deal decent damage and represent a threat at all times even if unbuffed, the thing is that it is outdated.
Similarly to the now rotated 81. INFANTRY REGIMENT, it shines in Draft as there you can't really get nitpicky with your limited options, and this unit like 81. is decent all around, but even then it lacks real power over time, with more and more ways to deal with medium/heavy units, it becomes more of a waste of kredits and deck slots for better cards, cheaper or efficient.
Considering that there are things out there like E.G: 175th INFANTRY REGIMENT or 2. MARINE DIVISION, which are far better options all around and more easy to craft.
Sure, you could say that it is fine as it is and it doesn't need to be in a constructed deck.... but I beg to differ
.
Taking this points into account, I've thought several ideas that could be applied to it for it to be an actually pickeable option in real matches:
1- Reduced cost to 4k.
(possible variants that could be applied if necessary)
a- Reduced buff attack
b- Reduced either attack or defense by 1-2.
[no additional images to make it more simpler]
1/II- Has +4 attack if this is your only infantry unit.
(alternative variant)
a- Reduced cost to 4k.
1/II/A- (following 1/II option)
Now it has Shock. Applies to both variants.
2- Has +4 attack if this is your only unit in the frontline or supportline.
(alternative variant)
a- Reduced cost to 4k.
2/A- (following 2nd option)
Now it has Shock. Applies to both variants.
3- Has +4 attack if this is your only German unit.
(alternative variant)
a- Reduced cost to 4k.
3/A- (followinf 3rd option)
Now it has Shock. Applies to both variants.
4- Has +4 attack if this is your only 171. INFANTRY REGIMENT in battle.
(alternative variant)
a- Reduced cost to 4k.
[maybe the "in battle" is redundant on the wording]
4/A- (following 4th option)
Now it has Shock. Applies to both variants.
5- (insert base effect). Costs 1 less for each enemy unit in battle.
(alternative variant)
a- Reduced cost to 4k.
5/A- (following 5th option)
Now it has Shock. Applies to both variants.
6- Has +4 attack if this is your only German unit. Costs 1 less for each enemy unit in battle.
(alternative variant)
a- Reduced cost to 4k.
6/A- (following 6th option)
Now it has Shock. Applies to both variants.
7- (insert base effect). Otherwise it operates for free.
(alternative variant)
a- Reduced cost to 4k.
[could also had added "operates for X less", but it is kinda redundant as it already operates for 1]
7/A- (following 7th option)
Now it has Shock. Applies to both variants.
8- (insert base effect). Otherwise it costs 1 less to deploy.
(alternative variant)
a- Reduced cost to 4k.
[could also have its cost reduced by 2 by conditional, but it might be too much]
8/A- (following 8th option)
Now it has Shock. Applies to both variants.
9- (insert base effect). Otherwise it has Fury.
(alternative variant)
a- Reduced cost to 4k.
[a really big fallschirmjager like unit]
9/A- (following 9th option)
Now it has Shock. Applies to both variants.
10- (insert base effect). Otherwise it operates like a tank.
(alternative variant)
a- Reduced cost to 4k.
[wording could be better, but oh well, text space limitations]
10/A- (followin 10th option)
Now it has Shock. Applies to both variants.
11- (insert base effect). Otherwise it has +4 defense.
(alternative variant)
a- Reduced cost to 4k.
[conditional defense buff could be adjusted/reduced if it is too much]
11/A- (following 11th option)
Now it has Shock. Applies to both variants.
(122)
- INFANTRY REGIMENT (nerf/rework ideas)
As for this reserved unit, I've started playing the game almost at the same time it was available together with the other remaining Pincer cards ME BF 109 G and PROTECT THE POCKET, while I didn't personally saw much action with these two, 101. was another story.
From what I've seen and used myself, it was a pretty damn good unit, specially if you paired it with a unit with Fury and/or bombers or artillery, which naturally, made you combine it with either HENSHCHEL HS 123 or H39 sWG, both powerful and cheap units to buff with this effect. Basically, a really nasty strategy that guaranteed headaches.
Taking this into account, and supposing that Pincer itself will not be "reworked" but adjusted in a future, I've thought some ideas that could be applied to this unit if it ever comes back:
1- (Changes to base card)
Reduced Pincer buff effect to +X+X.
(variants)
a- Reduced to +1+0.
b- Reduced to +0+1.
1/II- (following 1st concept)
Now it only triggers once per turn.
1/II/A- (following 1/II option)
Reduced Pincer buff effect to +X+X.
(variants)
a- Reduced to +1+0.
b- Reduced to +0+1.
2- Nerf; Now it only works on infantry.
2/A- (following 2nd option)
Reduced Pincer buff effect to +X+X.
(variants)
a- Reduced to +1+0.
b- Reduced to +0+1.
2/B- (following 2nd option)
Now it only triggers once per turn.
[Infantry units with Fury are kinda rare]
2/II- (following 2nd concept)
Now it only works on infantry or tank units.
2/II/A- (following 2/II option)
Reduced Pincer buff effect to +X+X.
(variants)
a- Reduced to +1+0.
b- Reduced to +0+1.
2/II/B- (following 2/II option)
Now it only triggers once per turn.
3- Rework; Deployment: Give a friendly unit: "Get +X+X when it attacks".
(variants)
a- Get +1+1.
b- Get +1+0.
c- Get +0+1.
[credits to @deft leaf]
3/A- (following 3rd option)
Added effect now only trigers once per turn.
3/II- (following 3rd concept)
Now it can only target infantry units. Applies to all variants.
3/II/A- (followng 3/II option)
Now added effect only triggers once per turn.
3/III- (following 3rd concept)
Now it can only target infantry or tank units. Applies to all varianst.
3/III/A- (following 3/III option)
Now added effect only triggers once per turn.
4- Rework; (similar to 3rd option)
Deployment: Choose one - Give target friendly unit OR to this unit: " Get +X+X when this unit attacks".
(variants)
a- Get+1+1.
b- Get +1+0.
c- Get +0+1.
4/A- (following 4th option)
Now it can only target infantry units as an option. Applies to all variants.
4/B- (following 4th concept)
Now it can only target tank units as an additional option. Applies to all variants.
4/C- (following 4th concept)
Now it can only target infantry or tank units as an additional option.
5- Rework; Removed Pincer effect; Now it has: "Gets +1+1 when this unit attacks".
5/A- (following 5th option)
Reduced Pincer buff effect to +X+X.
(variants)
a- Reduced to +1+0.
b- Reduced to +0+1.
5/II- (following 5th option)
Now it has Shock. (Also applies to 5/A variants)
5/II/A- (following 5/II option)
Increased operation cost to 2. Applies to all variants.
5/II/B- (following 5/II option)
Increased cost to 4k. Applies to all variants.
5/II/C- (following 5/II option)
Increased cost to 4k; Increased operation cost to 2k. Applies to all variants.
6- Rework; (similar concept as 5th option)
Gets +X+X when this unit attacks or is attacked.
(variants)
a- Gets +1+1.
b- Gets +1+0.
c- Gets +0+1.
6/A- (following 6th option)
Increased costs:
(variants)
a- Increased operation cost to 2k.
b- Increased cost to 4k.
b- Increased cost to 4k; Increased operation cost to 2k.
6/II/A- (following 6/II option)
Now it has Shock. Applies to all variants.
6/II/B- (following 6/II option)
Increased costs:
(variants)
a- Increased operation cost to 2k.
b- Increased cost to 4k.
c- Increase cost to 4k; Increased operation cost to 2k.
(123)
KM PRINZ EUGEN (small buff ideas)
As for this card, while it is has a pretty useful effect, I can't help but feel it works slightly worse than its counterpart NIGHT HUNTERS, having the same cost, both do basically the same thing but with 2 key differences:
-One is that NIGHT HUNTERS not only destroys the deployed unit but also makes you draw a card, which is an important factor to compare.
-And second, it converts the card into a semi-useful order which is PRODUCTION, technically you could say that it negates the opponent a draw, which is true, but they can also regain value out of it that c o u l d backfire you, which kinda kills the whole purpose of the countermeasure which is a punish/control tool.
There is also the navy effect which is kinda neat, but not really a thing you can rely on besides having it on top of your deck.
Taking this into account I think there can be some slight adjustments for it to have a real and impactful difference to its brother:
1- Reduced cost to 3k.
2- Now it converts the affected unit into ROUTED TROOPS instead.
(alternative variant)
a- Reduced cost to 3k.
(124)
Routed troops would be a very good nerf
why nerf?
ANNIHILATION (buff ideas)
As for this card, before I'm put on a burning stake hear me out, I know this is a pretty powerful order and a good tool for German control as a whole, being able to take down a wide range of threats on board while at the same time shrinkinw the opponents hand size and possibly, making him lose an important card.
But here is the thing that bothers me, one is that is is obviously (and technically) equivalent to for example, BLADE OF THE SAMURAI, in terms of cost, rarity and type of removal, with the addition of discard effect to compensate with the conditional cost limitations.
Second is that its discarding effect that supposedly compensates its limited targets range, is completely random and can be quite unreliable as such, having from a worthless impact to a devastating effect.
Seeing these two points, I firmly believe its cost is too high for what it does, where there are more cheaper and reliable options to use, and more importantly, if the enemy depends on more units with lower to medium cost this order will not be able to keep up.
Taking into account this, I've though some ideas that could be applied to adjust it accordingly for good:
1- Reduced cost to Xk.
(variants)
a- Reduced cost to 6k.
b- Reduced cost to 5k.
2- Buff; Deal X damage to an enemy unit, destroy it if it costs 5 or less. The enemy discards a card at random.
(variants)
a- Deal 3 damage.
b- Deal 4 damage.
c- Deal 5 damage. (could be too much)
2/A- (following 2nd option)
Reduced cost to 6k. Applies to all variants.
[some options can be quite busted, it can be adjusted accordingly]
2/B- (following 2nd option)
Reduced cost to 5k. Applies to all variants.
[same thing as 2/B, damage values could be changed if necessary]
3- Buff; (similar to 2nd concept)
Deal X damage to an enemy. If an unit, destroy it if it costs 5 or less. The enemy discards a card at random.
(variants)
a- Deal 3 damage.
b- Deal 4 damage. (can be a little too much)
c- Deal 5 damage. (this is probably busted)
[Basically, you can also target the enemy HQ, damage could be adjusted if necessary]
3/A- (following 3rd option)
Reduced cost to 6k. Applies to all variants.
[damage values can be adjusted, this is powerful]
3/B- (following 3rd option)
Reduced cost to 5k. Applies to all variants.
[this is even more busted, damage can/should be adjusted if considered]
4- "Rework"; Choose one - Destroy target enemy unit with cost 5 or less OR the enemy discards a card. The enemy discards a card at random.
(alternative variants)
a- Reduced cost to 6k.
b- Reduced cost to 5k.
[basically, you can either choose between the original ANNIHILATION effect OR simply make the enemy discard two cards in total]
5- Buff; (insert base effect). Gain X kredits minus target cost. (insert again base effect).
(variants)
a- Gain 5 kredits.
b- Gain 6 kredits.
c- Gain 7 kredits.
[basically you are now recovering kredits spent if target has a low cost, again, it can be adjusted]
5/A- (following 5th option)
Reduced cost to 6k; Kredits gained are capped at 6.
5/B- (following 5th option)
Reduced cost to 5k; Kredit gain capped at 5k.
6- Buff; (insert base effect). Enemy discards the card with highest cost at hand randomly.
(alternative variants)
a- Reduced cost to 6k.
b- Reduced cost to 5k.
(125) "that poor unit being pulverized by this order"
Hear me out: 8k, destroy target enemy unit and discard a random card from the enemy hand.
You're still getting the value of 6k for destruction, 2k from discard and +1k as a shadow benefit from having one card of advantage
(lol, there are so few but at the same time so bizarre cards left in the list I'm not sure where to go next)
(ok I got three)
CARD QUESTION; STUG III; RAPID ENGAGEMENT; STUG III G SCHÜRZEN
What do you think about this cards? (as for the STUGS) where they good? (as for RAPID ENGAGEMENT) is it good? should they be changed or not? if so, what do you have in mind?
Stug are mid
Rapid Engagement can be good in the right decks
Very good I dare to say
(Like alpine)
I personally believe RAPID ENGAGEMENT should have a cost decrease and/or have additional value on its text, as it is essentially the same thing as TACTICAL WITHDRAWAL
but it is much more expensive and cumbersome
as for the STUGS, there is plenty of cloth to cut there, which opens up for many possibilities
Tactical Withdraw has a hidden cost of minimum 1k to move the unit again to the frontline (if has 1op cost)
But yeah
It's basically a German version
I'd give rapid engagement "operates for free this turn" in addition to the regular effect
Stug III-G is not bad, it just needs a better effect
As for the Schürzen version, same story. Give these updated effects and they're back at the game with role to play
the only key difference is that it can bypass Supression as a whole thing (but without recovering any previous effects/buffs)
Speaking of which, at least one of these should suppress units they attack
It's not an artillery, it doesn't have fury, it can have that effect. Just don't give it shock for that case
The other one could have shock, ambush or Smokescreen, then take less damage from orders or something of the sort
which one is which lol
stug III without Shock and Shurzen with keywords am I right?
Yep
Stug III-G would make for a decent counter to do many meta staples.
Schürzen would make for just a good all-round midgame tank that can trade into card advantage. Give it shock and ambush for the lulz, no additional effects
(poor pincer mechanic)
(I'll be honest, I sincerely belive Pincer as a whole mechanic can be adjusted/buffed for it to come back)
(I'll share my idea for it later)
RAPID ENGAGEMENT (buff ideas)
As for this card, I always thought (and still do think) it has a really nice effect considering German blitz donctrine and such as a reference to the historical setting, which is neat. Problem is, I personally believe it is kinda expensive for what it allows you to do.
Sure, you could say that being able to attack again with (or instantly after deploying/adding) a unit, you'll end up paying a lot for little impact, we can tak into account the Suppress counter effect as it renews the card again, but it is so rare for that to happen it is not worth complicating yourself.
Another point I want to take is the existence of TACTICAL WITHDRAWAL (not implying it should be changed or nerfed.... atleast yet), which does exactly the same thing but without paying 2k extra, and also keeping all buffs and modifiers the unit got, with its only downside being that it needs to be in the frontline (screw you BUFFS).
Having all of this in mind, I've thought some simple yet really appealing ideas that could be applied to this lovely order:
1- Reduced cost to Xk.
(variants)
a- Reduced to 2k.
b- Reduced to 1k.
[this will be a general change for all following ideas to come]
2- (insert base effect). It operates for free this turn.
(alternative variants)
a- Reduced cost to 2k.
b- Reduced cost to 1k.
[credits to @deft leaf, althought I had the same idea in mind XD]
2/A- (following 2nd concept) "Nerf"
(insert ideas effect) Now it operates for 1 less this turn. Applies to all variants.
🍿
2/B- (following 2/A option)
(insert idea effect) Now it operates for 2 less this turn. Applies to all variants.
3- (similar to 2nd option)
(insert idea effect) give it Blitz and 0 operation cost.
(alternative variants)
a- Reduced cost to 2k.
b- Reduced cost to 1k.
[same thing as 2nd option but now the operation cost reduction is permanent]
3/A- (following 3rd option)
(insert idea effect) Now it only gets -1 operation cost. Applies to all variants.
3/B- (following 3rd option)
(insert idea effect) Now it only gets -2 operation cost. Applies to all variants.
["only", it is a pretty big deal having a Blitz unit with -2 operation cost]
4- (insert base effect) Now it also gives it Shock.

(alternative variants)
a- Reduced cost to 2k.
b- Reduced cost to 1k.
It would be a shame if the devs didn't care about the great effort put into this post.
5- (following base idea from 4th option)
(insert idea effect) Now it also operates for free this turn.
(alternative variants)
a- Reduced cost to 2k.
b- Reduced cost to 1k.
5/A- (following 5th option)
(insert idea effect) Now it only operates for 1 less this turn. Applies to all variants.
5/B- (following 5th option)
(insert idea effect) Now it only operates for 2 less this turn. Applies to all variants.
6- (this time, I'm following 5th concept)
(insert idea effect) Now it sets its operation cost to 0 permanently.
(alternative variants)
a- Reduced cost to 2k.
b- Reduced cost to 1k.
6/A- (following 6th option)
(insert idea effect) Now its operation cost is reduced by -1 instead. Applies to all variants.
6/B- (following 6th option)
(insert idea effect) Now it reduces its operation cost by 2 instead. Applies to all variants.
(126)
there is a pretty high (I bet guaranteed) chance this is a pointless post, but there is always the chance they might take a look at it
the much I can imagine they doing with this is something like: "Looks at a 5 thousand message long post: sighs.... ignores it" 
oh shit it is not 3k it is 5k
XD
scrolls up to BISMARCK... 7 months ago
I've made this is post as Funpolice scolded me for spamming too many suggestion posts
so he adviced me to make a mega-post to compile every dumb idea/suggestion I had to avoid flooding the channel
(which was not my intention)
Lol interesting
At this point we deserve an entire channel
[lemme make a meme with BLITZ editing with a template of kratos lol]
1939! GRANT ME A CHANNEL FOR ME TO SHARE MY CARD IDEAS, AND MY LIFE IS YOURS!
⁽ⁿᵒᵗ ˢᵉʳᶦᵒᵘˢ, ᶦᵗ'ˢ ʲᵘˢᵗ ᵃ ᵐᵉᵐᵉ ᵗʰᵃᵗ ˢᵘᵈᵈᵉⁿᵈˡʸ ᶜᵃᵐᵉ ᵗᵒ ᵐʸ ᵐᶦⁿᵈ⁾
@ 1939
@ karma
Hear him out
I have an challenge...
!umapessoatop
Balance this card
Jk you don't need to
Just a dumb suggestion
But it would be fun if you balanced cards in #1063430553744973824
Since at some point, I bet that you will cover every card in the game 
I mean... I remember you showed me that card before, it is fine as it is
unless you feel it is too weak or too op
the only change I could think for it is making it have an unconditional "Cannot be targeted by enemy orders"
maybe even "Cannot targeted by enemy orders or deployment effects"
alongside the British tank buff
I was just kidding, the card is balanced
I really miss brit tank support...
Since almost everything is to support
yeah, thats why I don't really like britain
too... passive for my taste
that doesn't mean I like Japan (i hate it)
We need powerful Brit units decks
Outside of aggro or guards
Tell me the effects and give me an image
I can build a card for you
For example
4k Infantry Regiment
Germany elite
Infantry
99/99
Deployment: Win the game
thats my ideal vision of TIP OF THE SPEAR for real for real
7k German Elite Order:
Gabrielzinho
Give your HQ: each time the enemy discards a card, draw 1 card and create a copy of it in the bottom of your deck
The Bremen shipyards in 1945
My submarines will prevail!
(each time the enemy discards a card, the enemy discard another card)
That could fly as a support unit. I want to support self-mill he discard for a control deck
BLOHM & VOSS BV 138 type of card tbh
I will work on it
Expect the results in a few minutes
@deft leaf
Would that be to your liking?
Text fixed
I'm tempted into upgrading that card even further 
Do your best
I love you, man. Never change
STUG III-G (buff & rework ideas)
As for this semi-reserved unit, it is a peculiar unit from an old era, while its concept is interesting as it can counter (kinda) units/orders that are related to Heavy armor, it didn't stand very well as for todays meta and current strategies.
I'm not sure if this was even a good card to begin with when it was printed, I suppose it was when Heavy armor focused decks where a thing back then and more popular, now it seems it is just an old relic that is outdated no matter how you look at it.
Interestingly enough, it is one of the cards from the reserved pool that can be used in Draft mode, which is cool, but it is still a mediocre pick imo, as it gets more value out of its whole stat block and cost rather than its effect, which is not bad.... but we have already ME BF 109 E for that role, a tank with that is kinda pointless and redundant.
So, to make this lovely tank destroyer a worthy card to pick on both constructed (if it comes back) and Draft, I've thought some ideas that could be used:
1- (insert base effect). Deals double damage against tanks.
[not amazing tbh, but works to warm up]
1/A- (following 1st option)
Now it also deals double damage to units with Guard.
2- Deployment: Target enemy tank must Retreat. (insert base effect).
3- (slight tweak)
Damage from your units ignore Heavy armor.
[sorta like a support unit]
3/A- (not related at all with 3rd option, but I forgot to do it somehow)
Added keywords; (Insert base effect).
(variant)
a- Now it has Ambush.
b- Now it has Heavy armor 1. (ironic)
3/B- (following 3/A option)
Now it has both Ambush and Heavy armor 1.
4- Rework; Enemy tanks cost +X kredits to operate.
(variants)
a- Cost +1 kredits to operate.
b- Cost +2 kredits to operate
4/A- (following 4th option)
Now it has Ambush. Applies to both variants.
5- Rework; If in the supportline, it also counts as an artillery against enemy units.
(alternative variants)
a- ...and it attacks for 1 more kredit.
b- ...and it attacks for 2 more kredits.
5/A- (following 5th option)
Now it counts as an artillery against tanks. Applies to all variants.
5/II- (following 5th concept)
If in the supportline, it also counts as an artillery, but it cannot attack the enemy HQ.
(alternative variants)
a- ....and it attacks for 1 more kredit.
b- ....and it attacks for 2 more kredits.
6- Buff; (insert base effect) If none, deal equal damage to... (see variants).
(variants)
a- ...to the enemy HQ once.
b- ...to a random enemy once.
c- ...to a random enemy unit once.
6/II- (following 6th concept)
(insert base effect). If none, deal X damage to the enemy HQ once.
(variants)
a- Deal 1 damage.
b- Deal 2 damage.
c- Deal 3 damage.
6/II/A- (following 6/II concept)
Now it deals damage to a random enemy instead. Applies to all variants.
6/II/B- (following 6/II concept)
Now it deals damage to a random enemy unit instead. Applies to all variants.
7- Rework; Reduced cost to 2k.
Deployment: Convert a random unit in your hand into STUG III-G.
(alternative variant)
a- Increased operation cost to 2k.
[if necessary and for sake of balance, converted card can be turned into a PLAN instead]
7/A- (following 7th variant)
Now it has Ambush. Applies to both variants.
7/II- (following 7th concept)
Now it converts a random card in your hand instead. Applies to both variants.
7/II/A- (following 7/II option)
Now it has Ambush.
7/III- (following 7th concept)
Now it converts a random card in your deck instead. Applies to both variants.
7/III/A- (following 7/III option)
Now it has Ambush. Applies to both variants.
8- Rework; Deployment: If you have less units than the enemy, add a STUG III-G in your hand.
(alternative variants)
a- ....add a STUG III-G in your hand with -1 cost.
b- ....add a STUG III-G in your hand with -2 cost.
8/II- (following 8th concept)
Deployment: If you have less units than the enemy, draw a tank from your deck.
8/II/A- (following 8/II option)
(insert idea effect), draw a tank from your deck with -X cost.
(variants)
a- with -1 cost.
b- with -2 cost.
c- with -3 cost.
9- Rework; Deployment: if you have less units than the enemy, a random enemy unit must Retreat.
10- Rework; Deployment: Draw a STUG III-G. (insert base effect).
10/A- (following 10th option)
(insert idea effect)... with -X cost.
(variants)
a- with -1 cost.
b- with -2 cost.
10/II- (kinda following 10th concept)
Deployment: Develop a German light tank. (insert base effect).

11- Rework; When a friendly tank attacks, deal X damage to the enemy HQ.
(variants)
a- Deal 1 damage.
b- Deal 2 damage.
[could also be limited to German tanks only]
11/A- (following 11th concept)
Now it deals damage to a random enemy instead. Applies to both variants.
[same thing, can be limited to German tanks]
11/B- (following 11th concept)
Now it deals damage to a random enemy unit instead. Applies to both variants.
[yada yada, same message]
12- Rework; Your units deal double damage to tanks.
(alternative variant)
a- Now it has Ambush.
12/A- (following 12th concept)
Your units deal double damage to tanks and units with Guard.
(alternative variant)
a- Now it has Ambush.
13- Rework; Damage dealt by this unit to a target in the frontline is also dealt to a random enemy in the supportline.
13/A- (following 13th option)
Now it deals damage to a random enemy unit in the supportline.
14- Rework; Excess damage dealt by this unit is dealt to... (see variants).
(variants)
a- ...to the enemy HQ.
b- ...to a random enemy.
c- ...to a random enemy unit.
d- ...is distributed between all enemies.
14/II- (following 14th option)
Re-inserted original effect: "Damage from this unit ignores Heavy armor". Applies to all variants.
15- Rework; When this unit moves intot the frontline, add a STUG III-F in your supportline.
(alternative variant)
a- Now it has Ambush.
15/A- (following 15th concept)
When this unit moves into the frontline, add a Suppressed STUG III-G in your supportline. Applies to both variants.
15/II- (removed due to failed share of images)
15/II/A- (removed due to failed share of images)
16- Rework; At the end of your turn, add a (see variants) in your hand.
(variants)
a- add a 1. INFANTRY REGIMENT...
b- add a 432. INFANTRY REGIMENT...
16/II- (following 16th concept)
At the end of each 2 turns, add a (see variants) next to it.
(variants)
a- add a 1. INFANTRY REGIMENT...
b- add a 432. INFANTRY REGIMENT...
16/III- (following 16th concept)
At the end of your turn, add randomly a 1. INFANTRY REGIMENT or 432. INFANTRY REGIMENT in your hand.
16/IV- (following 16th concept)
At the end of each 2 turns, add randomly a 1. INFANTRY REGIMENT or 432. INFANTRY REGIMENT next to it.
17- Rework; Deployment: Give a German infantry: "Can move and attack in the same turn".
(alternative variant)
a- Now it has Ambush.
(127)
!432.
Cards found: 1
15/II- (following 15th concept) REUPLOAD
When this unit moves into the frontline, draw a tank from your deck.
(alternative variant)
a- Now it has Ambush.
[could also only draw German tanks]
15/II/A- (following 15/II option) REUPLOAD
Now it draws a light tank from your deck. Applies to both variants.
[could also only draw a German light tank]
(I'm not going to fix the misspell of 17th option, it is funny lol)
!light infantry
Cards found: 13, showing 1 - 5
👆
I... don't get the point
you mean that both are related somehow?
or that it is just a copycat?
it draws a light tank, which is the cost pool where it goes from 1k to 3k, atleast thats what I did understand from the BLITZ DOCTRINE mechanic
STUG III G SCHÜRZEN (buff ideas)
As for this reserved unit, I'm honestly not sure what to think about it, it is basically the same thing as STUG III-G but with Limited rarity and a Pincer effect instead, with this giving +1 Heavy armor.
On a first glance once could say it is a pretty decent support card that even outside of synergies with Heavy armor cards, it may allow you to make another unit on the field considerably more though to take on in combat.
It doesn't sound bad, but considering that this card is quite "old" and outdated for todays standards, its effect is quite meaningless and easy to counter for its simple nature, considering the amount of removal tools today it falls flat on its face.
Besides this, there is not much to say, so instead I'll share the ideas I've thought that could be applied if it ever comes back:
1- Buff; Added keywords:
(variants)
a- Now it has Heavy armor 1. (yes, on top of Pincer it equals to Heavy armor 2)
b- Now it has Ambush.
c- Now it has Shock.
[this variants can be applied to all following ideas]
1/A- (following 1st option)
Added keyword combinations:
(variants)
a- Now it has both Heavy armor 1 and Shock.
b- Now it has both Ambush and Heavy armor 1.
c- Now it has both Ambush and Shock.
[this variants can be applied to all following ideas]
2- Buff; (insert base effect). Cannot be Suppressed.
2/A- (applying to 2nd option)
Added 1st option keywords: (see variants there)
2/B- (applying to 2nd option)
Added keyword combinations: (see variants there)
3- Buff; (insert base effect). Cannot be targeted by enemy orders.
3/A- (applying to 3rd option)
Added keywords from 1st option: (see variants there)
3/B- (applying to 3rd option)
Added keyword combinations from 1/A option: (see variants there)
4- Buff; (insert base effect). Deals double damage against tanks.
(alternative variants)
a- Now it has Ambush.
b- Now it has Heavy armor 1.
5- Rework; Pincer: Cannot be targeted by enemy orders.
5/A- (applying to 5th option)
Added keywords from 1st option: (see variants there)
5/B- (applying to 5th option)
Added keyword combinations from 1/A option: (see variants there)
5/II- (following 5th option)
(insert idea effect). Deals double damage against tanks.
[no keywords for this one, its pretty obvious why there's none for it]
6- Rework; Suppress units attacked by this unit.
[this has basically the same text as H39 sWG]
[credits to @deft leaf for this fantastic idea
]
6/A- (applying to 6th option)
Added keywords from 1st option: (see variants there)
6/B- (applying to 6th option)
Added keyword combinations from 1/A option: (see variants there)
[abruptly halted the sharing as I had to suddendly do something else lol]
XD
7- Rework; Suppress units damaged by this unit.
7/A- (applying to 7th option)
Added keywords from 1st option: (see variants from there)
7/B- (applying to 7th option)
Added keyword combinations from 1/A option: (see variants from there)
8- Rework; Suppress units that attack or are attacked by this unit.
8/A- (applying to 8th option)
Added keywords from 1st option: (see variants from there).
8/B- (applying to 8th option)
Added keyword combinations from 1/A option: (see variants from there).
9- Rework/Buff; Pincer: Suppress units attacked by this unit.
[this where it gets REALLY crazy]
9/A- (applying to 9th option)
Added keywords from 1st option: (see variants from there).
9/B- (applying to 9th option)
Added keyword combinations from 1/A option: (see variants from there).
10- Rework/Buff; (similar concept as 9th option)
Pincer: Suppress units damaged by this unit.
10/A- (applying to 10th option)
Added keywords from 1st option: (see variants from there).
10/B- (applying to 10th option)
Added keyword combinations from 1/A option: (see variants from there).
11- Rework/Buff; (again, similar concept as 9th and 10th options)
Pincer: Suppress units that attack or are attacked by this unit.
[this one is just busted beyond redemption]
11/A- (applying to 11th option)
Added keywords from 1st option: (see variants from there).
11/B- (applying to 11th option)
Added keyword combinations from 1/A option: (see variants from there).
12- Rework; Deal X damage to a random enemy after its Pincer partner attacks.
(variants)
a- Deal 1 damage.
b- Deal 2 damage.
[could also damage something in specific like the HQ only or enemy units only]
12/A- (applying to first variant from 12th option)
Added keywords:
(variants)
a- Now it has Heavy armor 1.
b- Now it has Ambush.
c- Now it has Shock.
12/B- (following 2nd variant from 12th option)
Added keywords:
(variants)
a- Now it has Heavy armor 1.
b- Now it has Ambush.
c- Now it has Shock.
13- Rework; (identical concept as 12th option)
Pincer: Deal X damage to a random enemy when its Pincer partner attacks or is attacked.
(variants)
a- Deal 1 damage.
b- Deal 2 damage.
[could also damage something in specific like the HQ only or enemy units only]
(128)
It's fun to skip to the bottom and see how different the card is from the beginning
(next time proceeds to upload it backwards lol)
CARD QUESTION: PANZER III-G; ROOT OUT THE ENEMY; ME BF 109 G
What do you think about this units? were they good? would they need any type of change? if so, what do you have in mind?
General opinion I have about them:
-PANZER III-G: buff it.
- ROOT OUT THE ENEMY: mixed opinion, could either be buffed or nerfed.
-ME BF 109 G: completely unsure, I'm considering just removing it from the suggestion list as it seems well rounded.
BONUS CARD: "5. PANZERGRENADIER"
- I have no idea to what to think about this unit, same questions as before, but more importantly, should it need a change/complete rework?
Panzer III-G just needs a conditional reduction to operation cost
Root out for rotated for a reason, but I guess flipping the debuff to -2/-1 wouldn't hurt.
ME BF 109 G was a really fun card and I think it could return with the same effect but without pincer as trigger.
Last, 5. Panzergrenadier was really toxic. Lower the cost to 2k and give it a weaker effect, such as "convert enemy unit with cost 2 or less into ROUTED TROOPS"
I was looking through this post. Entrapment came back LOL.
Yeah I know...
Unfortunately...
XD
and after seeing it in play, I have no doubts now, it is pretty OP
ME BF 109 G (buff & rework ideas)
As for this reserved unit, alongside 101. INFANTRY REGIMENT, it was one of the last German units with Pincer available before it was sent into the abyss, couldn't try it too much, but the times I've saw it and (I think) tried it, it performed pretty well.
Having a similar effect as to MARDER III-H, it allowed for a pretty good flow of cards, and on top of that it also allowed you to recover one kredit if the attack + destruction effect was achieved.
Just supposing that Pincer as itslef will not come back either in its current shape or this unit without it, I've thought some ideas that could be applied considering both its unit type and rarity for when it comes back:
1- (changes to base card):
(variants):
a- Reduced operation cost by 1.
b- Increased defense to 4.
c- Applied both changes from option "a" and "b".
2- "Rework"; Removed Pincer; Now its effect works passively for itself.
[credits to @deft leaf, fairly simple idea yet effective)
2/A- (following 2nd option)
Added keywords:
(variants)
a- Now it has Shock.
b- Now it has Ambush.
c- Now it has Blitz.
[just some... additional value]
2/B- (following 2nd option)
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.
[moar value!]
2/II- (following 2nd option)
Reduced operation cost to 1k.
[similar to 1st option variant]
2/II/A- (following 2/II option)
Added keywords:
(variants)
a- Now it has Shock.
b- Now it has Ambush.
c- Now it has Blitz.
2/II/B- (following 2/II option)
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.
[lol]
2/III- (following 2nd option)
Increased defense to 4.
[basically, a more powerful an rare version of ME BF 109 E, as it the same thing minus its rarity]
2/III/A- (following 2/III option)
Added keywords:
(variants)
a- Now it has Shock.
b- Now it has Ambush.
c- Now it has Blitz.
2/III/B- (following 2/III option)
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.
2/IV- (following 2nd option)
Reduced operation cost to 1k; Increased defense to 4.
[ultimate ME BF 109... kinda]
2/IV/A- (following 2/IV option)
Added keywords:
(variants)
a- Now it has Shock.
b- Now it has Ambush.
c- Now it has Blitz.
2/IV/B- (following 2/IV option)
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.
3- Rework; It costs 1 less kredits to target or attack enemy units.
[could also only be either just "attack" or "target" (target with orders/deployment effects, etc)]
3/A- (following 3rd option)
Added keywords:
(variants)
a- Now it has Shock.
b- Now it has Ambush.
c- Now it has Blitz.
3/II- (following 3rd option)
Now it costs 2 less kredits to target or attack enemy units.
3/II/A- (following 3/II option)
Added keywords:
(variants)
a- Now it has Shock.
b- Now it has Ambush.
c- Now it has Blitz.
4- Rework; Gain a kredit when an enemy unit is destroyed.

[🦀 money 🦀]
4/A- (following 4th option)
Added keywords:
(variants)
a- Now it has Shock.
b- Now it has Ambush.
c- Now it has Blitz.
4/II- (following 4th option)
Now you gain 2 kredits when an enemy unit is destroyed.

[🦀moar money! 🦀]
4/II/A- (following 4/II option)
Added keywords:
(variants)
a- Now it has Shock.
b- Now it has Ambush.
c- Now it has Blitz.
5- Rework; (similar to 4th concept)
Gain 1 kredit when a friendly unit attacks and destroys an enemy unit.

[🦀 money 🦀]
5/A- (following 5th option)
Added keywords:
(variants)
a- Now it has Shock.
b- Now it has Ambush.
c- Now it has Blitz.
5/II- (following 5th option)
Now you gain 2 kredits when a friendly unit attacks and destroys an enemy unit.

[🦀 MOAR money 🦀]
5/II/A- (following 5/II option)
Added keywords:
(variants)
a- Now it has Shock.
b- Now it has Ambush.
c- Now it has Blitz.
6- Rework; Deployment: Destroy an enemy air unit. Draw a card.
6/A- (following 6th option)
Added keywords:
(variants)
a- Now it has Shock.
b- Now it has Ambush.
c- Now it has Blitz.
6/II- (following 6th concept)
Deployment: Add a SKY BARONS in your hand.
6/II/A- (following 6/II option)
Added keywords:
(variants)
a- Now it has Shock.
b- Now it has Ambush.
c- Now it has Blitz.
6/III- (following 6th concept)
Deployment: Draw a card and add a SKY BARONS in your hand.
[this powercreepes PANZER 38(t) so bad]
This is insanely busted lol
6/III/A- (following 6/III option)
Added keywords:
(variants)
a- Now it has Shock.
b- Now it has Ambush.
c- Now it has Blitz.
Yes, I love Kredit cheating
6/IV- (following 6th concept)
Deployment: Draw a card. Add a SKY BARONS in your hand if the enemy controls an air unit.
[no additional keywords as for the lack of text space]
7- Rework; Deployment: Fight target enemy unit.
7/A- (following 7th option)
(insert idea effect). If it costs X or less, destroy it instead.
(variants)
a- If it costs 1 or less...
b- If it costs 2 or les...
7/B- (following 7/A option)
(insert both idea effects) and Fight another random enemy unit.
[basically, if target enemy that this unit should've had Fight with is destroyed because its cost, ME BF 109 G will now fight another unit, basically, an anti-slop tool (jaggro)]
7/II- (following 7th option)
(insert idea effect). Takes X less damage from air units.
(varianst)
a- Takes 1 less damage.
b- Takes 2 less damage.
c- Takes 3 less damage.
[basically, an inverted form of P-39 AIRACOBRA]
7/III- (following 7th option)
(insert idea effect) Takes X less damage from ground units.
(variants)
a- Takes 1 less damage.
b- Takes 2 less damage.
c- Takes 3 less damage.
[basically, an upgraded form of P-39 AIRACOBRA]
(129)
economic NTR of sorts? (terrible joke that passed by my head while writting the descriptions XD)
PANZER III-G (buff & rework ideas)
As for this reserved unit, I do not have much to say honestly, while it is seemingly a mid tank at best, it has really poor operation cost/stat ratio, similarly to FLAMMPANZER, starting from there we have poorly kredit efficiency on it, specially as a Blitz unit.
Then we have the Pincer effect, which is not bad, but too specific to be useful at all, and to be honest, this is mostly a counter to Britain control cards, obviously there are other nations that can apply Pin too, but I think Britain as a whole excels at it the most.
Again, not really an special unit to analize tbh.... yet, as I've thought some ideas that could be used to upgrade into a much more interesting option to pick:
1- (changes to base card)
Buff/Nerf; Reduced operation cost to 1k; Reduced attack to 2.
(alternative variant)
a- Increased defense to 5. (to compensate the 2 attack)
[it cannot have 3 attack as it would be a serious powercreep of TYPE 97 SHINHOTO]
1/A- (following 1st concept)
Increased cost to 4k; Reduced operation cost to 1k.
(alternative variant)
a- Increased defense to 5 (as for the cost in comparison to the PANZER III-J twins)
2- Buff; Added keyword: "Shock".
(variants)
a- Now it has both Blitz and Shock.
b- Replaced Blitz with Shock.
2/A- (following 2nd concept)
Added keyword: "Smokescreen" (and Shock).
(variants)
a- Now it has both Blitz and Smokescreen.
b- Replaced Blitz with Smokescreen.
c- Now it has both Smokescreen and Shock.
3- Buff; (insert base effect). -X operation cost if it has a Pincer partner.
(variants)
a- Has -1 operation cost.
b- Has -2 operation cost.
[could also be triggered if it does NOT have a Pincer partner, but due to lack of text space, there is no image]
[credits to @deft leaf for the base idea of a conditional reduction, quite tricky to think off]
4- "Rework"; Pincer: Shock.
[now it has a different Pincer effect]
4/A- (applying to 4th option)
Buff/Nerf; Reduced operation cost to 1k; Reduced attack to 2.
(alternative variant)
a- Increased defense to 5. (to compensate the 2 attack)
4/B- (applying to 4th option)
Increased cost to 4k; Reduced operation cost to 1k.
(alternative variant)
a- increased defense to 5.
[same thing as before, damage could be kept at 3]
4/II- (following 4th option)
Added keyword: "Smokescreen"
(variants)
a- Now it has both Blitz and Smokescreen.
b- Replaced Blitz with Smokescreen.
4/III- (following 4th option)
(insert idea effect). -X operation cost if it has a Pincer partner.
(variants)
a- Has -1 operation cost.
b- Has -2 operation cost.
[same thing as before, it could also have this effect triggered if it was the other way around]
5- Rework; Pincer: -2 operation cost, remove from the battlefield after it attacks until next turn.
(alternative variants)
a- Now it has both Blitz and Shock.
b- Increased cost to 4k; Now it has Blitz and Shock.
[wording might be a little off, it could be upgraded]
[and to clarify, the whole text applies as a Pincer effect, that is intended, although it could be exclusive to PANZER III-J, this applies to all following variants]
5/II- (following 5th concept)
Pincer: -2 operation cost, return it to your hand after attacking. Applies to all variants.
5/III- (following 5th concept)
Pincer: -2 operation cost, shuffle this unit into your deck after attacking. Applies to all variants.
6- Rework; (similar to 5th option)
Pincer: -2 operation cost. Loses Pincer after attacking.
(alternative variants)
a- Now it has both Blitz and Shock.
b- Increased cost to 4k; Now it has both Blitz and Shock.
7- Rework; Deployment: Reduce operation cost by 1 for each non-tank unit you control.
(alternative variant)
a-...for each German non-tank unit you control.
[big PANZER 35(t) brother]
7/A- (following 7th concept)
Now it only triggers with infantry units. Applies to both variants.
8- Rework; Deployment: Develop an Italian tank.

(alternative variants)
a- Replaced Blitz with Shock.
b- Now it has both Blitz and Shock.
[funnily enough, in theory SAVOIA CAVALLERIA could also be in the tank pool]
[mmh, now that I think about it, it could maybe have Italy Exile, big maybe]
8/A- (following 8th option)
(insert idea effect) if your ally nation is Italy. Applies to all variants.
[basically, now this effect is exclusive for German/Italy decks]
8/II- (following 8th concept)
Deployment: Add a random Italian tank in your hand.

(alternative variants)
a- Replaced Blitz with Shock.
b- Now it has both Blitz and Shock.
[now the select pool will not be AS consistent, unless more Italian tanks are added ofc]
8/II/A- (following 8/II option)
Now it is added into your deck instead. Applies to all variants.
9- Rework; Deployment: Develop an Italian infantry unit with cost 3 or less.

(alternative variant)
a- Replaced Blitz with Shock.
b- Now it has both Blitz and Shock.
[before you come up with the
💀 comment "Germany shouldn't have any chances to get Guard", it is not consistent, there are only 2 Italian guards with 3 cost or less right now, so shut if so pls
"
9/A- (following 9th option)
Now it only Develops an unit with cost 2 or less. Applies to all variants.
9/II- (following 9th option)
(insert idea effect) if Italy is your ally. Applies to all variants.
[now it is an exclusive effect for Germany/Italy decks]
9/II/A- (following 9/II concept and 9/A option)
(insert idea effect) if Italy is your ally. Applies to all variants.
9/III- (following 9th concept)
Deployment: Add a random Italian infantry unit with cost 3 or less in your hand.

(alternative variants)
a- Replaced Blitz with Shock.
b- Now it has both Blitz and Shock.
[now it has no consistency whatsoever, specially for those desired Guard units]
9/III/A- (following 9/III option)
Now it adds it into your deck instead. Applies to all variants.
[even worse consistency]
(130)
ROOT OUT THE ENEMY ("buff" and buff ideas)
As for this reserved order, it is quite hard for me to have a solid opinion about it, on one hand it has the exact same concept as MAELSTROM, where you can have a very good AoR effect but that can also harm your units, in this case it reduces the stats by -1-2, making it technically a "Deal 2 damage to all units", which is not bad for 4k.
I can see why it was rotated, as it is a pretty powerful tool to control the board, specially if you are at a disadvantage at numers and even more if it is against Jaggro.
With the introduction of CROSSFIRE, I feel this card might have been a litle powercreeped in comparison, while its effect is technically more powerful as it doesn't have any conditional to icnrease its effect, CROSSFIRE in the other hand not only can increase its power thus clearing more units, but it doesn't hit your own.
So taking this into account, I've thought some ideas that could be applied (or not) to this order if it ever comes back to haunt Japan/Aggro:
1- Buff; Now it only affects enemy units.
(alternative variants)
a- Increased cost to 5k.
b- Increased cost to 6k.
2- "Buff"; All enemy units get -2-1.
[basically, the stat change is swapped from the original]
[credits to @deft leaf
2/A- (following 2nd option)
Now it only affects enemy units.
(alternative variant)
a- Increased cost to 5k.
3- Rework; Destroy all units with cost 1 or less.
[cost c o u l d be lower, but I think 4k is fine.
3/A- (following 3rd concept)
Destroy all units with cost 2 or less.
(alternative variants)
a- Increased cost to 5k.
b- Increased cost to 6k.
3/B- (following 3rd concept)
Increased cost to 5k; Destroy all units with cost 3 or less.
(alternative variant)
a- Increased cost to 6k.
4- Rework; (similar concept as 3rd option)
Destroy all enemy units with cost 1 or less.
4/A- (following 4th option)
Destroy all enemy units with cost 2 or less.
(alternative variants)
a- Increased cost to 5k.
b- Increased cost to 6k.
4/B- (following 4th concept)
Increased cost to 5k; Destroy all enemy units with cost 3 or less.
(alternative variants)
a- Increased cost to 6k.
b- Increased cost to 7k.
Me when I play Der El Shein with this changes:
5- Buff/Rework; (merge or all previous changes)
Give all units -1-2. Destroy them if their cost is 1 or less.
I'm trying
DONT TYPE
XD
5/A- (following 5th option)
Now it only affects enemy units.
(alternative variant)
a- Increased cost to 5k.
5/II- (following 5th option)
Increased cost to 5k; (insert idea effect). Destroy them if their cost is 2 or less.
(alternetive variant)
a- Increased cost to 6k.
5/II/A- (following 5/II option)
Now it only affects enemy units. Applies to all variants.
5/III- (following 5th option)
Increased cost to 5k; (insert idea effect). Destroy them if their cost is 3 or less.
(alternative variants)
a- Increased cost to 6k.
b- Increased cost to 7k.
5/III/A- (following 5/III option)
Now it only affects enemy units. Applies to all variants.
6- Rework/Buff- (similar concept as 5th option but with 2nd idea)
Give all units -2-1. Destroy them if their cost is 1 or less.
6/A- (following 6th option)
Now it only affects enemy units.
(alternative variant)
a- Increased cost to 5k.
6/II- (following 6th option)
Increased cost to 5k; (insert idea effect). Destroy them if their cost is 2 or less.
(alternative variant)
a- Increased cost to 6k.
6/II/A- (following 6/II option)
Now it only affects enemy units. Applies to both variants.
6/III- (following 6th option)
Increased cost to 5k; (insert idea effect). Destroy them if their cost is 3 or less.
(alternative variants)
a- Increased cost to 6k.
b- Increased cost to 7k.
6/III/A- (following 6/III option)
Now it only affects enemy units. Applies to all variants.
[cost could also be increased to 8k if necessary]
(131)
Insert idea effect
it is to save time
if people reading have the minimun of reading comprehension they'll get it
I hope
if I could I would write at the main post what does each "keyword" for the suggestion means, but nobody will read it
and if I put it here, it'll get buried under more messages
5k All units get -1-2. and add +1 cost to all units with 3 or less in the enemy hand?
CARD QUESTION; PANZER III-E; PANTHER D; MAELSTROM
What do you think about this cards? Where/are they good? If you could change something about them, what would it be? a buff? a nerf? a rework? tell me what you have in mind.
My general opinion about them goes like this:
a-PANZER III-E: needs slight buff.
b- PANTHER D: should be nerfed, going from a mid to big one in scale.
c- MAELSTROM: should be buffed.
I really like Panzer III-E. It operates well with other cards and I have a blitz deck built around it. Panther D always felt immensely dangerous because it doesn't matter where it is, if it attacks even once you might lose the game, if it can get the HQ you almost certainly lose. Maelstrom is a good card but I can't say much because I don't use it or see it used often. When it is it normally takes at least 1 card off the board.
I think something else to say about Pz-III E is that it is good both being a passive buff or on the attack. A sudden rush with one has won the game before several times, although it can be just as good letting something cheaper do the rushing. Normally lynchpin cards where you build a deck around their buff aren't something you want to use to attack, but the 3-E is certainly good at it. In a smokescreen deck it works even better since you don't need it for the deck to function but it can be an excellent aggressive card with smokescreen buffs.
Honestly 3e should be fine cause of heinz buff last patch
Panther d is a bit too słów for the meta. Could use +2 defence or heavy armor. 1 for variants
Malestorm honestly should Just deal 3 damage to enemy units +3 for each of your veteran units
how could you ever use this card lol
as a cheap supportline defense
that has no Guard but good stats to deal with frontline threats
it says cannot move doe
you have a 5-6 doing nothing in your support line it can't even sponge up the frontline
also what do you use to make all this
yes, it cannot move, thats the point
but it can still attack
ah
mb
i thought it was just ai rifles but weirder
Set your HQ's defense to 25. Remove the top 12 cards of your deck 
I still find it funny how people do have absolute disgust about ALPENFENSTUNG
wow i wonder if he is in the room with us right now

I've saw some comments here and there saying that its effect is unfair (while ignoring the 10 card removal)
it will instakill a rush deck and put a hamper in almost every deck
remove 10 cards isn't that harmful because by the time the enemy plays alpenfestung you are out of momentum
then if the enemy has a good hand well 7/10 ggs
12 is balanced i think
I'd rather say that as it is the only healing tool Germany has, it is pretty unfair how costly it is for the only nation in the game without true defensive tools.
10 is more than enough
people that complain are most probably aggro/japan mains
which for me falls on deaf ears
i main navy burn 
any other nation with real strategies can demolish those 25 defense fast enough
welp, you've probably experienced how incredibly easy it is to burn out again the enemy HQ, specially if it is German
25 defense is 25 defense it's hard to combat especially when you're most likely playing against gerus ramp cough cough
ran out of navy cards award
tbf it might just be my deck but still
it might be
the trick is to not depend only on 2. MARINE DIVISION
but other units
it is the main force, but should not condition your victory
once you get to a good balance of cards it becomes a pretty powerful deck all around
- panzergrenadier and a 4-4 35t in the frontline while i have 4 cards and no navy cards 😔
well, thats just bad luck lol
25 isn't really that much defense. I've been running British defense and USA operation cost and you can get some MUCH higher defensive values.
especially fun for alpenfestung when i play bismarck or something idk
yeah what he said
oh well i still think it's fairly annoying and should at least get like
9 or 10k cost
I would agree with you
but unless Germany gets any other healing options or guards
I think it is fine as it is if not buffed
You could always pretend to be aggro and then reveal yourself to be a mill deck.
Losing 10 cards will hurt you a lot more then.
mill in the big aerial warfare
I use France a lot. I can also see how an aggro-mill deck might work since you already need some hefty card draw. But I'm betting Mill will be a lot bigger in the next expansion.
air supremacy whatever
mill sounds fun i do want a mill deck although theres not a lot of cards for it
theres compromise and that one japanese blitz infantry
uhhhhh
I generally only make true mill decks on accident because I don't like playing against it.
if they can make capitulation have 9 cost then so can alpenfestung
make it lose 8
lol send id love to see
I didn't say I have one, I purge my decks on a regular basis. But I remember making one on accident.
do you remember vaguely the cards
I was definitely using France.
I think I was going more for a defensive deck.
yes but CAPITULATION has no drawbacks in comparison, specially if we think of DEPTHS OF WINTER which converts all units. ALPENFENSTUNG makes you sacrifice 10 random cards in your deck
wich is a 1/3 of your whole options to play
Maybe Britian and France? Britain has a lot of tricks to make the enemy retreat out of the frontline and if you do it at the right time you can make them discard a LOT of cards by kicking all their units back into their hand.
and it only sets it to 25, it doesn't add it
which realistically, it is "Give your HQ 1-24 defense until it has 25"
delaying tactics creeping barrage avre black prince thats all i can think of
eh okay i get you lol
And that is all you need. However using other tricks such as pinning enemies can get them stuck without playing many cards, and if you then suddenly shove their entire frontline back into their hand they can discard a lot.
maybe i was just seething from when i played brewsters but homefront will probably add german healing cards
mmmaybe
I doubt 1939 will add healing options for Germany
atleast not like those from other nations
I bet they'll had drawbacks
so loads of pins + french mill cards
could work could work
if they're removing alpen then surely
unless they really are smoking something up there
Not nessesarrilly pinning. You just have to make sure they have a lot of units on the battlefield they can't really use.
the whole theme is like determination or something
!british 3k infantry
Cards found: 14, showing 1 - 5
Search language: EN. No cards found...
!70th brigade
Cards found: 1
no shot
Not that one either. Its the one that prevents 4 attack units from attacking.
Yea this guy.
the humble suppression:
they can rot in hell
following the Suppression argument we could pump up the power of every single unit in the game, in the end they'll be supressed right?
i was specifically talking about this card anyways
jaggro is annoying, but you can play around them, kinda
its a special its pretty easy to deal with orders wise
commandos were not fun at all
you wanna know whats not really fun
direct damage to hq
sometimes not even rush can catch up to those
yeah except commandos you can always suppress crossfire removal cards like that 4-4 fight unit
what can you do against dd2hq decks
the only thing i can think off is like
countermeasures
i've been keeled to 10 hq defense on turn 3 im serious 💔
!oblivion
Cards found: 1
hell fears this card
didn't personally saw that in play, but I've saw its potential in yt
it is terrifying
(thats another thing that looks really funny when balancing, Japan always has the lowest profile and biggest threats that are ignored)
the thing that irks me most about this deck is just how bland and simple it is
there is 0 skill
Japan:
you essentially turn into a zombie
point card to hq
point card to hq
point card to hq
or well, my personal insult to it: "Jaggro(pan)
Cards found: 1
Cards found: 2
set damage to 3
i don't have many quarrels against it
as long as you know what you are doing you can outsmart it 70% of the time
jaggro hates to see even more cancerous decks like juffle or jintel
!crossfire
Cards found: 1
that too
Panzer III-3 ground units in the Frontline have +2 atk;
Panther D should cause 6 damage to the enemy HQ every time it attacks, but change the stats to 6k 3op 7/7 HA1;
Maelstrom should deal 2 damage to all units, then proc again if a unit was destroyed. Does not affect friendly veterans.
a- Seems as an interesting option.
b- good idea as for the cost and stats, I had in mind something like that to compensate, although I'm not convinced about keeping the original effect imo.
c- Big CROSSFIRE huh? crazy option, but not bad at all.
The problem with Panther D is that it if attacks the HQ it procs twice. And you can buff the damage. By fixing the damage, we can give it more power in other areas
my idea for PANTHER D is quite simple, "When this unit attacks an enemy unit, deal equal damage to the enemy HQ"
We could go as far as getting rid of the double proc and make it a 7k 3op 7/7 HA2
it keeps the original effect in some sense, but not as crazy as before
probably reducing its op cost to 2k (if we have KV-2 with 2op why not having PANTHER D with it)
HAHAAHAH the change of emote
I think we have both options in our plate. As long as we get rid of the interaction between the double proc and external buffs, we're golden
yeah, when it came up there were plenty of suggestions to nerf it into a reasonable state, one that is the newest and remarkable I can think of was made by Gabrielzinho, which was increase friendly damage to 2.
To add into it, I also believe it also only has to deal 3 damage, in the end it is a pretty cheap order with almost no drawbacks.
but the only change it had was -1 damage (which is a bs change if you ask me)
- PANZERGRENADIER (rework ideas)
As for this cursed reserved unit, one can clearly see that it has a pretty busted effect, which is similar to 101. INFANTRY REGIMENT but taken to an extreme point where it can increase exponentially the power of all active Pincer units you control, even if at minium value, it is still very powerful, not surprised it was sent into the abyss.
As a whole thing, Pincer is quite weak if we take into account current cards and meta, but on itself it can be worked around if necessary, if not, there can be another approaches to make use of a standard 3k 2/3 infantry.
With nothing more to say and taking this little points into account, I've thought some ideas that could work for it:
1- Rework; Reduced operation cost by 1;
Pincer: Can move and attack in the same turn.
[it could have 1 op cost, but it'll be quite bad imo]
1/A- (following 1st option)
Added keywords:
(variants)
a- Now it has Blitz.
b- Now it has Shock.
c- Now it has both Blitz and Shock.
1/II- (following 1st option)
Reduced cost to 2k.
(alternative variant)
a- Reduced operation cost to 0k.
1/II/A- (following 1/II option and 1st variant)
Added keywords:
(variants)
a- Now it has Blitz.
b- Now it has Shock.
c- Now it has both Blitz and Shock.
1/II/B- (following 1/II option and 2nd variant)
Added keywords:
(variants)
a- Now it has Blitz.
b- Now it has Shock.
c- Now it has both Blitz and Shock.
2- Rework; Deployment: Add a ROUT in your hand.
(alternative variant)
a- Reduced operation cost to 0k.
2/A- (following 2nd option and 1st variant)
Added keywords:
(variants)
a- Now it has Blitz.
b- Now it has Shock.
c- Now it has both Blitz and Shock.
2/B- (following 2nd option and 2nd variant)
Added keywords:
(variants)
a- Now it has Blitz.
b- Now it has Shock.
c- Now it has both Blitz and Shock.
2/II- (following 1st option)
(insert idea effect). Add a 1. INFANTRY REGIMENT in your supportline when you Convert a card.
(alternative variant)
a- Reduced operation cost to 0k.
[Added unit can be anything within 1 cost o less if necessary]
3- Rework; Deployment: Convert target enemy infantry with cost 2 or less into ROUTED TROOPS.
(alternative variant)
a- Reduced operation cost to 0k.
[poor FLAMMPANZER lol]
[credits to @deft leaf for the inspiration, it may not be the exact same idea but it is pretty similar, avoided doing that same one to avoid powercreep of PAK 40]
3/A- (following 3rd option)
Reduced cost to 2k. Applies to both variants.
4- Rework; When this unit attacks and destroys an enemy unit, add a copy of this unit next to it.
(alternative variant)
a- Reduced operation cost to 0k.
[I feel that the wording could be better, buf for now thats the best I could think off to understand the card]
4/A- (following 4th option)
Added Blitz. Applies to both variants.
4/B- (following 4th option)
Added Shock. Applies to both variants.
4/C- (following 4th option)
Added both Blitz and Shock. Applies to both variants.
4/II- (following 4th option)
Reduced cost to 2k.
(alternative variant)
a- Reduced operation cost to 0k.
4/II/A- (following 4/II option)
Added Blitz. Applies to both variants.
4/II/B- (following 4/II option)
Added Shock. Applies to both variants.
4/II/C- (following 4/II option)
Added both Blitz and Shock. Applies to both variants.
5- Rework; (similar concept as 4th option)
Added Shock; When this unit Shock attacks, add a copy of it next to it.
(alternative variant)
a- Reduced operation cost to 0k.
5/A- (following 5th option)
Now it has also has Blitz. Applies to both variants.
5/B- (following 5th option)
Now it also has Smokescreen. Applies to both variants.
5/II- (following 5th option)
Reduced cost to 2k.
(alternative variant)
a- Reduced operation cost to 0k.
5/II/A- (following 5/II option)
Now it also has Blitz. Applies to both variants.
5/II/B- (following 5/II option)
Now it also has Smokescreen. Applies to both variants.
5/III- (following 5th concept)
Now it adds a copy in your hand instead. Applies to both variants.
[basically to avoid mass printing, specially with the Blitz variants]
5/III/A- (following 5/III option)
Now it also has Blitz. Applies to both variants.
[this]
5/III/B- (following 5/III option)
Now it also has Smokescreen. Applies to both variants.
5/IV- (following 5/III option)
Reduced cost to 2k.
(alternative variant)
a- Reduced operation cost to 0k.
5/IV/A- (following 5/IV option)
Now it also has Blitz. Applies to both variants.
5/IV/B- (following 5/IV option)
Now it also has Smokescreen. Applies to both variants.
6- Rework; Deployment: Give a friendly infantry unit: "Can move and attack in the same turn".
(alternative variant)
a- Reduced operation cost to 0k.
6/A- (following 6th option)
Reduced cost to 2k. Applies to both variants.
7- Rework; When in combat, damage from this unit applies first if possible.
(alternative variant)
a- Reduced operation cost to 0k.
[I might be wrong in my logic, but the idea is that it has a passive/permanent Ambush and Shock, which would be effective against units that have low defense or will be destroyed in combat]
7/A- (following 7th option)
Now it has Blitz. Applies to both variants.
7/II- (following 7th option)
Reduced cost to 2k.
(alternative variant)
a- Reduced operation cost to 0k.
7/II/A- (following 7/II option)
Now it has Blitz. Applies to both variants.
8- Rework; When this unit takes damage, draw a card with equal cost or less.
(alternative variant)
a- Reduced operation cost to 0k.
[now that I'm looking at it again, wording might be incomplete, what could be added is "draw a card with a cost equal or less to damage taken", I'm not editing out as rushn't of lazyness struck me right now]
[and another note to take into account, yes, I'm aware this is pretty similar to 33rd RECON, that might be true, but this card is German, thus it is cooler and gets a pass]
8/A- (following 8th option)
Reduced cost to 2k. Applies to both variants.
8/II- (following 8th concept)
When this unit deals damage, draw a card with equal cost or less.
(alternative variant)
a- Reduced operation cost to 0k.
[same isse as with the 8th option, wording might be incomplete]
8/II/A- (following 8/II option)
Reduced cost to 2k. Applies to both variants.
9- Rework; The first German unit you deploy each turn costs 1 less.
(alternative variant)
a- Reduced operation cost to 0k.
[as you can see, it has a similar effect as SOMUA S35]
[fun story, I've made like +50 images following this idea, basically variants, and I've noticed a very serious typo on the effect as a general thing, so I had to erase that and write all of it again....]
9/A- (following 9th option)
Reduced cost to 2k. Applies to both variants.
9/II- (following 9th concept)
Now it only works on German infantry. Applies to both variants.
9/II/A- (following 9/II option)
Reduced cost to 2k. Applies to both variants.
9/III- (following 9th concept)
Now it only works on German tanks. Applies to both variants.
9/III/A- (following 9/III option)
Reduced cost to 2k. Applies to both variants.
10- Rework; (similar to 9th option)
The first German unit you deploy each turn has -1 operation cost.
(alternative variant)
a- Reduced operation cost to 0k.
