#Ideas and suggestions for different cards
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10/II- (following 10th concept)
Now it only works on German infantry. Applies to both variants.
10/II/A- (following 10/II option)
Reduced cost to 2k. Applies to both variants.
10/III- (following 10th concept)
Now it only works on German tanks. Applies to both variants.
10/III/A- (following 10/III option)
Reduced cost to 2k. Applies to both variants.
11- Rework; (again, similar to 9th and 10th options)
The first German unit you deploy each turn gets Shock.
(alternative variant)
a- Reduced operation cost to 0k.
11/A- (following 11th option)
Reduced cost to 2k. Applies to both variants.
11/II- (following 11th concept)
Now it only works on German infantry. Applies to both variants.
11/II/A- (following 11/II option)
Reduced cost to 2k. Applies to both variants.
11/III- (following 11th concept)
Now it only works on German tanks. Applies to both variants.
11/III/A- (following 11/III option)
Reduced cost to 2k. Applies to both variants.
12- Rework; (and again, similar to 9th, 10th and 11th options)
The first German unit you deploy each turn gets Mobilize.
[yes, this is bizarre sighting for the Mobilize keyword]
12/A- (following 12th option)
Reduced cost to 2k. Applies to both variants.
12/II- (following 12th concept)
Now it only works on German infantry. Applies to both variants.
12/II/A- (following 12/II option)
Reduced cost to 2k. Applies to both variants.
12/III- (following 12th concept)
Now it only work on German tanks. Applies to both variants.
12/III/A- (following 12/III option)
Reduced cost to 2k. Applies to both variants.
13- Rework; When a friendly unit (including this) is destroyed, add a PANZER II-A in your supportline.
(alternative variant)
a- Reduced operation cost to 0k.
[BLUE AND GRAY aaah effect]
13/A- (following 13th option)
Now it only triggers on destruction of friendly non-tank units. Applies to both variants.
13/II- (following 13th concept)
Now it adds a PANZER I DAK instead. Applies to both variants.
[could also be tweaked to only trigger once per turn, to avoid soft locks by CROSSFIRE or similar cards if there'll be any]
13/II/A- (following 13/II option)
Now it only triggers on destruction of friendly non-tank units. Applies to both variants.
13/III- (kinda following 13th concept)
When a friendly unit (including this) is destroyed, add a random 1-cost German infantry unit in your supportline.
(alternative variant)
a- Reduced operation cost to 0k.
13/A- (following 13th concept)
Now the unit is added in your hand instead. Applies to both variants.
(132)
Thought they were rotating mobilize out of the game
Giving other units shock is sick
I have a suggestion — maybe you could add generals to the game, for example Heinz Guderian, who would give +2/+2 to tanks.
isn't that FAST HEINZ order as a whole thing?
This is alt art of %fast heinz%
Cards found: 1
thats why I've worded it to be German exclusive
670 messages more
Yes
hello, an idea f you want : "tenaille" could stop "convert"
what is tenaille?
My suspension 🚟 leads to the idea it might just be a keyword 
well
if we are going that way, instead of being an specific counter to a mechanic
why not making it a whole thing like "Cannot be Suppressed" or "Cannot be targeted by enemy order"
maybe just "Cannot be targeted by orders", both enemy and friendly
PANZER III-E (buff & rework ideas)
As for this unit, I won't deny it has some uses, specially if the classic German Aggro deck where this fits the most, but I personally never saw it as a good card for two reasons.
One is that as for the whole thing, considering its cost and rarity, it is essentially a PANZER III-J with worse defense but a supportive effect that cannot help itself, which is worse if we take into account the PANZER III-J LATE, which is better than it as it can potentially repair itself and have Shock.
Another point that comes to my mind is that it is pretty damn expensive given its use, making it more of a mid range card than an aggro card, making it quite contradictory imo.
And last but not least, as I've said earlier, on its own it is pretty mediocre as a unit, too expensive to use and without any benefits for itself, we coult take into comparison tanks like M18 HELLCAT (which is 3k but still) and SU-100, both having 4 attack and additional benefits that work instantly flawlessly.
Yes sure, these are ways to reduce operation cost and yada yada, but there are so many steps for it to work out (without taking into account any type of previous enemy suppression or removal) in comparison with other Aggro deck that in contrast, it makes it look pretty slow.
So, taking this into account, I've thought some ideas to make this card worth its cost, rarity and existence than a pretty collection filler:
1- (changes to base card)
Buff; Reduced operation cost to 1k.
1/A- (following 1st concept)
Now it has Shock.
(alternative variant)
a- Reduced operation cost to 1k.
1/II- (following 1st concept)
Buff; (insert base effect). If not, they have +2 defense.
(alternative variant)
a- Reduced operation cost to 1k.
[gained defense could be 1 if it ends up being too much]
1/II/A- (following 1/II option)
Now it has Shock. Applies to both variants.
1/III- (following 1st concept)
Buff; (insert base effect). If not, they operate for 1 less.
(alternative variant)
a- Reduced operation cost to 1k.
[technically a more expensive and though GREIF]
1/III/A- (following 1/III option)
Now it has Shock. Applies to both variants.
2- Buff; Your tanks with Blitz have +2 attack.
(alternative variant)
a- Reduced operation cost to 1k.
[basically, its own effect now affects itself, thus making effectively a 6/4, 2 op blitz tank]
2/A- (following 2nd option)
Now it has Shock. Applies to both variants.
2/II- (following 2nd option)
(insert idea effect). If not, upon deployment they get Shock.
(alternative variant)
a- Reduced operation cost to 1k.
[might be too powerful, meh]
2/II/A- (following 2/II option)
Now it has Shock. Applies to both variants.
2/III- (following 2nd option)
(insert idea effect). If not, they have +2 defense.
(alternative variant)
a- Reduced operation cost to 1k.
[similarly to previous option, defense gained could be reduced to 1 if necessary]
2/III/A- (following 2/III option)
Now it has Shock. Applies to both variants.
2/IV- (following 2nd option)
(insert idea effect). If not, they operate for 1 less.
(alterantive variant)
a- Reduced operation cost to 1k.
[same thing as before, a more powerful but expensive GREIF]
2/IV/A- (following 2/IV option)
Now it has Shock. Applies to both variants.
3- Buff; Your other tanks have +2 attack.
(alternative variant)
a- Reduced operation cost to 1k.
[removed Blitz conditional]
3/A- (following 3rd option)
Now it has Shock. Applies to both variants.
3/II- (following 3rd concept)
Now it only affects German tanks.
(alternative variant)
a- Reduced operation cost to 1k.
3/II/A- (following 3/II option)
Now it has Shock. Applies to both variants.
4- Buff; (pretty similar to 3rd option)
Your tanks have +2 attack.
(alternative variant)
a- Reduced operation cost to 1k.
[not only it doesn't have the Blitz conditional, but it also buffs itself]
4/A- (following 4th option)
Now it has Shock. Applies to both variants.
4/II- (following 4th concept)
Now it only works on German tanks.
(alternative variant)
a- Reduced operation cost to 1k.
4/II/A- (following 4/II option)
Now it has Shock. Applies to both variants.
5- Rework; Ground units in the frontline have +2 attack.
(alternative variant)
a- Reduced operation cost to 1k.
[could also be limited to German ground units only]
[credits to @deft leaf]
5/A- (following 5th option)
Now it has Shock. Applies to both variants.
5/II- (following 5th option)
(insert idea effect). Otherwise they operate for 1 less.
(alternative variant)
a- Reduced operation cost to 1k.
[this is a pretty crazy alternative to GREIF]
5/II/A- (following 5/II option)
Now it has Shock. Applies to both variants.
5/III- (following 5th option)
(insert idea effect). Otherwise they have Shock.
(alternative variant)
a- Reduced operation cost to 1k.
[now any ground unit in your supportline will have Shock as long as they are there, pretty damn good defensive effect]
5/III/A- (following 5/III option)
Now it has Shock. Applies to both variants.
[may sound redundant, but you may want to attack something in the enemy supportline don't you?]
6- Rework; Your other tanks get +1+1 when they attack.
(alternative variant)
a- Reduced operation cost to 1k.
[101. INFANTRY REGIMENT like effect]
6/A- (following 6th option)
Now it has Shock. Applies to both variants.
6/II- (following 6th concept)
Now it only works on German tanks.
(alternative variant)
a- Reduced operation cost to 1k.
6/II/A- (following 6/II option)
Now it has Shock. Applies to both variants.
This is the simplest possible change. I don't like it because it's standard for support units to have 2op
7- Rework; (similar to 6th option)
Your tanks get +1+1 when they attack.
(alternative variant)
a- Reduced operation cost to 1k.
[now it also works on itself]
7/A- (following 7th option)
Now it has Shock. Applies to both variants.
7/II- (following 7th concept)
Now it only works on German tanks.
(alternative variant)
a- Reduced operation cost to 1k.
7/II/A- (following 7/II option)
Now it has Shock. Applies to both variants.
(133)
Ok I'm just going to post the decks I use this in, because it really doesn't need any serious buff.
!Smokescreen deck
Major power: Germany
Ally: Japan
HQ: DANZIG
Germany:
4x (1K) PANZER I DAK
4x (1K) PANZER II-A
3x (2K) 62. INFANTRY REGIMENT
2x (2K) BLITZ DOCTRINE
3x (2K) STUG III-F
1x (3K) 4. FALLSCHIRMJÄGER
2x (3K) BLITZKRIEG
2x (3K) BREAKTHROUGH
1x (3K) DORNIER DO 18G
1x (3K) ENCIRCLEMENT
3x (3K) FLAMMPANZER
1x (4K) PANZER III-E
Japan:
3x (1K) TYPE 92 Jyu-Shokosha
2x (2K) SHOCK ATTACK
3x (3K) HIROSAKI BRIGADE
2x (4K) P1Y1 MODEL 11
2x (4K) SENDAI REGIMENT
%%13|2Y4uoStt;2S2T79iiipoP;424Bqkqvqx;4vqi
Orders: 9
Countermeasures: 0
Average attack: 2.10
Average defense: 2.70
Average kredit cost: 2.59
Average operation cost: 1.13
!Blitz deck
Major power: Germany
Ally: Poland
HQ: DANZIG
Germany:
4x (1K) PANZER II-A
4x (1K) Sd Kfz 10 PAK 38
2x (2K) BLITZ DOCTRINE
2x (2K) WIRBELWIND
1x (3K) 4. FALLSCHIRMJÄGER
3x (3K) BLITZKRIEG
3x (3K) BREAKTHROUGH
1x (3K) DORNIER DO 18G
1x (3K) ENCIRCLEMENT
3x (3K) FLAMMPANZER
4x (3K) PANZER 38(t)
2x (3K) PANZER III-F
1x (3K) PANZER III-L
1x (4K) PANZER III-E
2x (4K) PANZER III-J LATE
Poland:
1x (3K) DANUTA
3x (4K) T-34 76 PL
1x (6K) 1st GRENADIER REGIMENT
%%18|2Y4r4uoSqFs0tt;4GgVoPqe;2S2T42iL;4q4vux
Orders: 9
Countermeasures: 0
Average attack: 2.47
Average defense: 3.30
Average kredit cost: 3.00
Average operation cost: 1.57
no i would said a unit can be convert in "troupe en déroute" but if 2 units are bound by "tenaille" they couldnt be convert cause not alone
So pincer "can't be converted"
yes
well, now that makes much more sense (sorry for not recognizing you were referencing about it in other language), that could be either a good change for the base Pincer effect or as another Pincer effect, in which there could also be: "Cannot be Suppressed" and "Cannot be targeted by enemy orders" or "deployment effects".
I was mainly thinking about the conversion to 'routed troop' because the units protect each other. However, routed troops indicate that they are isolated.
but as you like if you prefer cannot be targeted ou suppressed
MAELSTROM (buff ideas + 1 rework)
As for this "recently" reserved order, what I can say about it briefly is that I sincerely feel it is a mediocre card, let me explain myself.
It is true that it has a pretty powerful effect that can wipe out or severely damage units in the board, I won't deny that, but here's the problem, for 8k you are not only damaging enemy units but also your own with no upsides to compensate that (possible) loss, but also it cannot damage non-Veteran units or affect them in any way.
Yeah sure, the whole thing about this card is to be played either as tool for Veteran decks where you can whipe out the enemy threats and keep yours unharmed, and the other most common option is to be used as a desperate option to regain some control.
But lets take as in comparison other similar cards with similar costs and rarity, like CARPET BOMBING; or maybe some cheaper like CROSSFIRE or UPRISING; or also more common ones like BLOCKADE or REGIA AERONAUTICA. It may sound nitckipy sure, but would you rather run an expensive and inconsistent card that might be worse for you to use than other alternatives with more solid effects?
And last but not least, don't come with me with that argument of "errr but ya sea, Germany has a lot of control tools, having one being mediocre is good!... and.. insert murlock like gibberish, I'll simply say two letters in conjunction: "N" & "O", NO
.
Taking all of this into account, I've though some ideas to make this really interesting card into something better and worthy of its unique sounds/effects:
1- (changes to base card)
(insert base effect). Costs X less for each friendly Veteran unit.
(variants)
a- Costs 1 less...
b- Costs 2 less...
[could also be "for each enemy Veteran unit"]
1/A- (following 1st option)
Now it costs X less for each Veteran unit.
(variants)
a- It costs 1 less...
b- It costs 2 less...
[this might make it too cheap]
1/II- Deal 4 damage to each enemy non-Veteran unit.
[now it is not a crap order, cry me a river]
1/II/A- (following 1/II option)
(insert idea effect). Costs X less for each friendly Veteran unit.
(variants)
a- Costs 1 les...
b- Costs 2 less...
1/II/B- (following 1/II option)
(insert idea effect) Costs X less for each enemy Veteran unit.
(variants)
a- Costs 1 less...
b- Costs 2 less...
1/II/C- (following 1/II option)
(insert idea effect). Costs X less for each Veteran unit.
(variants)
a- Costs 1 less...
b- Costs 2 less...
2- Buff; (insert base effect). Suppress all Veteran units.
(alternative variant)
a- Suppress all enemy Veteran units.
[considering previous nerf/patch to Veteran mechanic, it would reverse all of its stat changes]
2/A- (following 2nd option)
(insert idea effect). Costs X less for each friendly Veteran unit.
(variants)
a- Costs 1 less...
b- Costs 2 less...
2/B- (following 2nd option)
(insert idea effect). Costs X less for each Veteran unit.
(variants)
a- Costs 1 less...
b- Costs 2 less...
2/C- (following 2nd option's alternative variant)
(insert idea effect). Costs X less for each friendly Veteran unit.
(variants)
a- Costs 1 less...
b- Costs 2 less...
2/D- (following 2nd option's alternative variant)
(insert idea effect). Costs X less for each Veteran unit.
(variants)
a- Costs 1 less...
b- Costs 2 less...
2/II- (following 2nd concept)
(insert base effect). Pin all Veteran units.
(alternative variant)
a- Pin all enemy Veteran units.
[it might be to bri'ish, isn't?]
2/II/A- (following 2/II option)
(insert idea effect). Costs X less for each friendly Veteran unit.
(variants)
a- Costs 1 less...
b- Costs 2 less...
2/II/B- (following 2/II option)
(insert idea effect). Costs X less for each Veteran unit.
(variants)
a- Costs 1 less...
b- Costs 2 less...
2/II/C- (following 2nd option's alternative variant)
(insert idea effect). Costs X less for each friendly Veteran unit.
(variants)
a- Costs 1 less...
b- Costs 2 less...
2/II/D- (following 2nd option's alternative variant)
(insert idea effect). Costs X less for each Veteran unit.
(variants)
a- Costs 1 less...
b- Costs 2 less...
2/III- (following 2nd concept)
(insert base effect). Pin and Suppress all Veteran units.
(alternative variant)
a- Pin and Suppress all enemy Veteran units.
2/III/A- (following 2/III option)
(insert idea effect). Costs X less for each friendly Veteran unit.
(variants)
a- Costs 1 less...
b- Costs 2 less...
2/III/B- (following 2/III option)
(insert idea effect). Costs X less for each Veteran unit.
(variants)
a- Costs 1 less...
b- Costs 2 less...
3- Buff; (insert base effect). Draw a card for each destroyed. 



4- Buff; (insert base effect) .Deal X damage to the enemy HQ for each destroyed.
(variants)
a- Deal 1 damage...
b- Deal 2 damage...
[damage could be more, but it might be too much already]
5- Buff; (insert base effect). Deal 0-4 damage to each Veteran unit.
(alternative variant)
a- Deal 0-4 damage to each enemy Veteran unit.
[random damage could be adjusted]
5/II- (kinda following 5th concept)
(insert base effect). Deal X damage to a random enemy Veteran unit for each friendly Veteran.
(variants)
a- Deal 4 damage...
b- Deal 3 damage...
[wording could be better, I guess]
[damage to Veteran units could also be adjusted if necessary]
5/III- (kinda following 5th concept)
(insert base effect). Deal X damage to a random enemy Veteran unit for each destroyed.
(variants)
a- Deal 4 damage.
b- Deal 3 damage.
c- Deal 2 damage.
6- Buff/"Rework"; (this one is my favorite idea)
(insert base effect). Both enemy and friendly Veteran units Fight each other randomly.
[it might be necessary to specify how it works, but obviously Veteran units will fight a random enemy Veteran, not their own allies]
[TRUE MAELSTROM]
7- Buff; (insert base effect). If possible, all friendly units become Veteran instead.
[wording might need some adjustment to prioritize the order in wich each effect triggers]
8- Buff; (insert base effect). Reduce the cost of all Veteran units in your hand by X.
(variants)
a- Reduce by 1.
b- Reduce by 2.
c- Reduce by 3.
[also I'm not sure if the wording might be right, but clearly the idea is to affect those units that CAN become Veteran]
9- Buff; (insert base effect). Draw one Veteran unit from your deck.
9/A- (following 9th option)
Now the drawn unit has its cost reduced by X.
(variants)
a- Reduced by 1.
b- Reducd by 2.
9/II- (following 9th concept)
Now it draws two Veteran units instead.
9/II/A- (following 9/II option)
Now both drawn Veteran units have their cost reduced by X.
(variants)
a- Reduced by 1.
b- Reduced by 2.
10- Buff; (insert base effect). Develop a random Veteran unit.




10/A- (following 10th concept)
Now it Develops a German Veteran unit.




11- Rework; Deal 2 damage to each non-Veteran unit. Repeat this effect if any unit is destroyed.
[yes, this is basically a bigger and (kinda) deadlier CROSSFIRE]
[credits to @deft leaf]
11/A- (following 11th option)
Reduced cost to Xk.
(variants)
a- Reduced cost to 7k.
b- Reduced cost to 6k.
c- Reduced cost to 5k. (might be too cheap)
(134)
This is a great one
The trick is that you can use your own units to kill bigger units
PANTHER D (nerf ideas)
As for this unit (reserved or not, depending on the date), at first glance I thought this was an amazing card for Germany, like: "wow! it can deal a lot of damage no matter what, true german enginnering right here!" even after seeing the double hit when attacking an HQ.
While it is true that it is an amazing unit on its own, there is a pretty serious issue regaring that same thing I said before, it has too much damage. While it is true that it is pretty expensive and slow to use in general, in the end, its whole design leaves it as an unfair and really toxic unit, once played, (leaving aside countemeasures) the enemy HAS to do something to counter it, remove it, supress, etc. If not they'll get a ton of damage easily, and more importantly if they are hitted directly into their HQ, which may just end a match in a blink.
But on the other hand, as it is so slow and expensive to play, it is not worth to play, and even less now that there are tons of ways to remove units, specially those more expensive, making it both a broken and unreliable unit to have. (pretty contradictory, but at the same time it is not)
As an *e x c e p t i o n * for me to consider , there is/was also the issue with BLITZ/CONQUEST DOCTRINE, I'm not against it in any form as it is NOT consistent on its results (about Develop, not the HQ passive, which also is not a big deal if dealt with something faster). But when it is taken from it, it may just flip completly the match on favor of who is playing it, thus making it a little bs.
Taking all of this into account, I've thought a couble ideas (or 1 and a half) for this card to be toned downd and be a little more balanced:
1- Nerf/"Rework"; When PANTHER D attacks, deal 6 damage to the enemy HQ.
(alternative variant)
a- Reduced operation cost to 2k.
[personally, I'm not convinced with this option as it almost doesn't change a thing and the issue its still there, atleast with those values; wording could be changed back to "when this unit attacks", I just did that for flavour]
[and last, as another type of compensation, it c o u l d have another keyword, maybe even HA 2]
[credits to @deft leaf]
1/B- (following 1st option)
Reduced cost to 6k. Applies to both variants.
1/II- (following 1st option)
Reduced additional damage to 5. Applies to both variants.
1/II/A- (following 1/II option)
Reduced cost to 6k. Applies to both variants.
1/III- (following 1st option)
Reduced cost to 6k; Reduced additional damage to 6. Applies to both variants.
[not starting with 7k as it is starting to get weaker]
1/III/A- (following 1/III option)
Reduced cost to 5k. Applies to both variants.
[I know, the stats are scary, this is just the base option]
1/III/B- (following 1/III option)
Reduced stats to 6/6. Applies to both variants.
1/III/C- (following 1/III option)
Reduced stats to 6/5. Applies to both variants.
1/III/D- (following 1/III option)
Reduced stats to 5/5. Applies to both variants.
1/III/E- (following 1/III option)
Reduced defense to 5 (now it has 7/5). Applies to both variants.
2- Nerf; When PANTHER D attacks an unit, deal equal damage to the enemy HQ.
(alternative variant)
a- Reduced operation cost to 2k.
[now it will not deal double damage to the enemy HQ if attacked directly]
2/A- (following 2nd option)
Reduced cost to 6k. Applies to both variants.
2/B- (following 2nd option)
Reduced stats to 6/6. Applies to both variants.
2/II- (following 2nd option)
Reduced cost to 5k. Applies to both variants.
2/II/A- (following 2/II option)
Reduced stats to 6/6. Applies to both variants.
2/II/B- (following 2/II/A option)
Reduced stats to 6/5. Applies to both variants.
2/II/C- (following 2/II/A option)
Reduced stats to 5/5. Applies to both variants.
2/II/D- (following 2/II option)
Reduced cost to 5k; Reduced defense to 5 (now it has 7/5). Applies to both variants.
3- Nerf/Rework; (MERGED ideas from 1st and 2nd options)
When PANTHER D attacks an unit, deal 6 damage to the enemy HQ.
(alternative variant)
a- Reduced operation cost to 2k.
[again, similarly to first idea, this unit *c o u l d * have an additional keyword or/and HA 2]
[a little from @deft leaf and a little from me, here is the combination of both worlds]
3/A- (following 3rd option)
Reduced cost to 6k. Applies to both variants.
3/II- (following 3rd option)
Reduced additional damage to 5. Applies to both variants.
3/II/A- (following 3/II option)
Reduced cost to 6k. Applies to both variants.
3/III- (following 3rd option)
Reduced cost to 6k; Reduced additional damage to 4. Applies to both variants.
[similarly to before, I'm not starting with 7k as it is starting to get weaker, value wise]
3/III/A- (following 3/III option)
Reduced cost to 5k. Applies to both variants.
3/III/B- (following 3/III/A option)
Reduced stats to 6/6. Applies to both variants.
3/III/C- (following 3/III/A option)
Reduced stats to 6/5. Applies to both variants.
3/III/D- (following 3/III/A option)
Reduced stats to 5/5. Applies to both variants.
3/III/E- (following 3/III option)
Reduced cost to 5k; Reduced defense to 5. Applies to both variants.
(135)
(A part of me right now)
(I might do another one as PANTHER D was quite short to do so, it took me more time to do the meme/drawing lol )
I was thinking about that elite
When this unit attacks, deal 2-4 damage to the enemy hq and gain guard?
it's might be best if it was at 2 ddamage to the HQ
you are quite invested into German guards aren't you?
What?
Or reworked it
if the enemy has more health than you gain guard."
That's be the text
PANZER IV-H [both regular and Veteran] (buff ideas)
As for this card, I have to say it is one of the most solid pieces of removal/control Germany has at their disposal, being similar to 113. SCHÜTZEN, this card offer for a higher cost, not only dealing 5 damage to a target unit and having more chances to survive, but a nice bonus of turning it Veteran if target is destroyed, thus repairing completely, and even on top of that it has synergy with 4 attack units, specifically ground units where it can be a really good support unit if it sticks, not to mention it can also benefit from its own Blitz effect.
And before anyone wants to "Mussolinni" me for wanting to buff this card, I'll point out which are the "flaws" I see within the card itself, it is true that it has very good strenghts as mentioned before, but there are three main points I want to to mention:
1- Its regular version (the one that Fights), has no additional effect if it doesn not trigger its effect its Veteran effect, thus only making a pretty expensive "Deal 5 damage to target" with now a weaker body, thus losing a ton of intended value, making it an inneficient card in that scenario.
2- Its Veteran version if we compare it to other card from the same set "Blood and Iron", has a pretty expensive operation cost and no additional keywords/effects for itself besides the Blitz, two good examples I can think of are CYCLONE DIVISION and PANZER III-J LATE, with both getting 0 operation cost once they become Veteran, plus additional effects; I know they are Special rarity, but I feel it is worth to mention that.
3- And last but not least, the Veteran passive effect only works on ground units, while I can understand why it was designed this way, it would be nice if it did actually support air units too, basically any unit with 4 or more attack.
Taking this points into account, I've thought some ideas that could be applied to both versions of this amazing unit:
REGULAR VERSION
1- (changes to base card)
Reduced operation cost to X.
(variants)
a- Reduced to 1.
b- Reduced to 0.
1/A- (following 1st concept)
Reduced cost to 6k. Applies to both variants and base card.
[this is more of a placeholder/hypotetical change, don't take it THAT seriously]
2- Buff; (insert base effect). Otherwise draw a card.
(alternative variants)
a- Reduced operation cost to 1.
b- Reduced operation cost to 0.
[again, keep in mind the other effect only happens if target is NOT destroyed]
2/A- (following 2nd option)
Now it draws a tank instead. Applies to all variants.
[could also "draw a unit", didn't feel like editing that option out lol]
2/II- (following 2nd concept)
(insert base effect). Otherwise repair this unit. Applies to all variants.
[it technically does the main effect which is repair it, but without Veteran and its passive effect, obviously it has to survive the Fight]
2/III- (following 2nd concept)
(insert base effect). Otherwise repeat this effect. Applies to all variants.
[very unlikely to get value out of its reduced operation cost as it may not survive, but yes it could deal 10 damage in total if it survives the first Fight]
2/IV- (following 2nd concept)
(insert base effect). Otherwise gain 3 kredits. Applies to all variants.
[the text explains itself, you regain kredits you did not got value from, but its cost still limites you its use]
2/IV/A- (following 2/IV option)
Now you gain 2 kredits instead. Applies to all variants.
2/IV/B- (following 2/IV option)
Now you gain 1 kredit instead. Applies to all variants.
2/V- (following 2nd concept)
(insert base effect). Otherwise it gets Guard. Applies to all variants.
[this might be an interesting option, specially for our German Guard invested Queen XD]
VETERAN VERSION:
V/1- (changes to base card)
Reduced operation cost to X.
(variants)
a- Reduced to 1.
b- Reduced to 0.
[lets get heroic
🍫
]
V/1/A- (following 1st option)
Now it has Shock. Applies to both variants and base card.
V/1/B- (following 1st option)
Now it has Ambush. Applies to both variants and base card.
V/1/C- (following 1st option)
Now it has both Ambush and Shock. Applies to both variants and base card.
[this might be TOO crazy]
V/2- Buff; Your ground units with 4 or more attack have Blitz and -1 operation cost.
(alternative variants)
a- Reduced operation cost to 1.
b- Reduced operation cost to 0.
V/2/A- (following 2nd option)
Now it has Shock. Applies to all variants.
V/2/B- (following 2nd option)
Now it has Ambush. Applies to all variants.
V/2/C- (following 2nd option)
Now it has both Ambush and Shock. Applies to all variants.
[this one is REALLY crazy]
V/3- Buff/"Rework"; Your units with 4 or morea attack have Blitz.
(alternative variants)
a- Reduced operation cost to 1.
b- Reduced operation cost to 0.
[now we are talking
🍫
]
V/3/A- (following 3rd option)
Now it has Shock. Applies to all variants.
V/3/B- (following 3rd option)
Now it has Ambush. Applies to all variants.
V/3/C- (following 3rd option)
Now it has both Ambush and Shock. Applies to all variants.
[again, this is pretty crazy]
V/3/II- (following 3rd option)
Your units with 4 or more attack have Blitz and operate for 1 less.
(alternative variants)
a- Reduced operation cost to 1.
b- Reducd operation cost to 0.
[operation cost wording is not the same as the previous one, lol]
V/3/II/A- (following 3/II option)
Now it has Shock. Applies to all variants.
V/3/II/B- (following 3/II option)
Now it has Ambush. Applies to all variants.
V/3/II/C- (following 3/II option)
Now it has both Ambush and Shock. Applies to all variants.
V/3/III- (following 3/II concept)
Your units with 4 or more attack have Blitz. If ground type, operate for 1 less.
(alterantive variants)
a- Reduced operation cost to 1.
b- Reduced operation cost to 0.
[wording might need some adjustments]
V/3/III/A- (following 3/III option)
Now it has Shock. Applies to all variants.
V/3/III/B- (following 3/III option)
Now it has Ambush. Applies to all variants.
V/3/III/C- (following 3/III option)
Now it has both Ambush and Shock. Applies to all variants.
[needless to say this is crazy powerful isn't?]
(136)
Making it 6k suffices
agreed, that should be a new merged unit for the winter expansion
quick question regarding of wording, if I want to write an effect in which an unit is added with X cost or more (lets say it is 3), it would be something like "Add a unit with 3+ cost in your hand"?
I think I remember a card with something similar, but I can't tell which one was it
ok I think I found the reference I was thinking about with JADE DIVISION
seems it is worded like that
!jade division
Cards found: 1
MOUNTAIN OFFENSIVE (buff ideas)
As for this card that is going to the abyss, when I first started I saw this card and thought that it was a pretty good order, 3 units for the cost and space of one card, that seemed like a good deal, specially if in Alpine decks ofc.
The thing is, as time passed I realized that not only that the Alpine pool is pretty poor and weak in general, most of the units you get with it would be more benefitial if deployed than added, which is a pretty big boomer.
Sure, you may get a pretty decent wall of bodies that buffs themselves as they come into battle, issue is it is too slow, they have no Guard, and currently there are too many ways to remove them, Alpine units in general, which just pretty much makes them a punching bag for anything else in the game (thats why I suppose they are sent to the abyss/rotated).
So, taking this points into account, I've thought some ideas to make this once great card, into a glorious card for Alpine players when it comes back:
1- Reduced cost to X.
(variants)
a- Reduced to 5.
b- Reduced to 4. (might be too much, maybe)
[reasoning: quite simple, if there can be the printing of BREWSTERS F2A, why not give this card the chance to do the same? atleast at the time of this message, Alpine is exclusive for infantry only]
2- Buff; (insert base effect) and give it +1+1.
(alternative variant)
a- Reduced cost to 5k.
[little explanation, each added Alpine unit with this order gets +1+1 upon entering the battle]
2/II- (following 2nd concept)
(insert base effect) and give it Blitz.
(alternative variant)
a- Reduced cost to 5k.
[each added Alpine unit now has Blitz, thus making it more of an offensive order rather than a stale card]
2/II/A- (following 2/II concept)
Now it gives them Shock instead. Applies to both variants.
[now it might be more "defensive" than offensive, but now they can fend off any frontline threats]
2/II/B- (following 2/II option)
Now it gives them both Blitz and Shock. Applies to both variants.
[now this is a true offensive order]
2/III- (following 2nd concept)
(insert base effect). Randomly give one of them Guard.
(alternative variant)
a- Reduced cost to 5k.
[this might be more of a "Mountain defensive", but it clearly fills its gap of slowness]
3- Buff; (similar to 2nd option)
(insert base effect). Give your Alpine units +1+1.
(alternative variant)
a- Reduced cost to 5k.
[now this is basically the same as before plus EASTERN FRONT BOUND effect, but without card draw]
3/II- (following 3rd concept)
(insert base effect). Give your Alpine units Blitz.
(alternative variant)
a- Reduced cost to 5k.
[same as before but now it affects every Alpine unit you control, obviously it is more useful if those were added at the same turn this is played, duh]
3/B- (following 3/II concept)
Now it gives all of your Alpines units Shock. Applies to both variants.
3/C- (following 3/II concept)
Now it gives all of your Alpine units both Blitz and Shock. Applies to both variants.
3/III- (following 3rd concept)
(insert base effect). Randomly, give your Alpine units Guard.
(alternative variant)
a- Reduced cost to 5k.
[similar to previous idea but now you might get more than one Guard]
4- Buff; (insert base effect). Draw a card.
(alternative variant)
a- Draw two cards.
[BOO, GERMAN CARD DRAW
]
4/A- (following 4th option)
Reduced cost to 5k: Applies to both variants.
4/II- (following 4th concept)
(insert base effect). Draw an Alpine unit from your deck.
(alternative variant)
a- Draw two Alpine units from your deck.
4/II/A- (following 4/II option)
Reduced cost to 5k. Applies to both variants.
5- Buff; (insert base effect). Develop an Alpine unit.

(alternative variant)
a- Develop two Alpine units.
5/A- (following 5th option)
Reduced cost to 5k. Applies to both variants.
5/II- (following 5th concept)
(insert base effect). Develop a German Alpine unit.
(alternative variant)
a- Develop two German Alpine units.
[could also say: "Develop an Italian Alpine unit", but thats just a big maybe]
5/II/A- (following 5/II option)
Reduced cost to 5k. Applies to both variants.
5/III- (kinda following 5th concept)
(insert base effect). Add a random Alpine unit in your hand.
(alternative variant)
a- Add two random Alpine units in your hand. [text is a little clunky, could be adjusted slightly]
Why "it" instead of "them"
following the card wording
it says at the start "Add a random unit" not "Random units"
5/III/A- (following 5/III option)
Reduced cost to 5k. Applies to both variants.
6- Buff; Add a random 1-cost, 2-cost, and 3-cost unit with Alpine in your supportline if possible. If not, add it into your hand.
(alternative variant)
a- Reduced cost to 5k.
b- Reduced cost to 4k.
[now you don't have to worry if your supportline has not enough space for all three units, I don't care if you think this is an "skill issue" type of idea, go play jaggro fush]
6/A- (following 6th concept)
Now it adds it (or them) into your deck. Applies to all variants.
7- Buff; Add a random 1-cost, 2-cost, and 3-cost unit with Alpine in your supportline and in your hand.
(alternative variants)
a- Increased cost to 7k.
/b/- Cost could be 8k if necessary.
7/A- (following 7th concept)
Now it adds them both in your supportline and into your deck. Applies to both variants.
7/B- (following 7th concept)
Now it adds them in your supportline, hand, and into your deck.
[its cost now definitely can/has to be 8k, maybe more]
8- Buff/"Rework"; (insert base effect), and triggers its effect if possible.
(alternative variants)
a- Reduced cost to 5k.
b- Reduced cost to 4k
[now you can make use of the effects that might be wasted originally, specially Deployment ones]
[For anyone insterested, I'll give the list of all available effects from Alpines that could be affected with this effect, but only if asked]
8/A- (following 8th concept)
Now it triggers all of your Alpine unit effects (if possible). Applies to all variants.
9- Buff; (insert base effect). Costs 1 less for each Alpine unit you control
[quite simple, works similarly to SCREENING FORCE]
(137)
Dumb soldiers, wait a few seconds and then shot
they have 250 ping
they hear the shoot but react too late to aim and shoot correctly
I play casually with 360 ping
...how? where do you live lol
or well, more pricesely, which server you play on
(I've used 250 as it is the worst average conection I can get and semi-play with)
South America
mh, bizarre
usually it is NOT that bad
unless you do not live around or in Brazil
thats more strange
Well, that was in the past tbh
so you do not play usually with 360 ping lol
In most cases, I had to play in North America or Europe servers
In games without SA servers...
ah ok that makes sense
But most games now do have SA servers (thankfully)
shooter games (and maybe some mobas) are the most important in that case
Definitely
Overwatch was pretty frustrating to play in 2019
But meh
You get used to it
I get that, I used to play (the now dead) Heroes & Generals, horrible conditions
lowest PC requirements, and always with 200 ping constantly
not sure how I did manage to play like that
to give you an idea, the image was almost blurry, and I COULD see enemies/vehicles from afar
I was crazy
Hacks
no ww2 game was free at that moment, so yeah I had to adapt, it was though
Despite liking military themes since 2017~ (roughly) I play on Xbox...
And you know that Xbox doesn't have military games (for free and good) if you ignore FPS
But uh... I'm diverting from the topic
Eh.
!creeping barrage
Cards found: 1
yeah this got off the rails lol
Whatcha do you think about this card?
very good card, but I think its cost could be slightly lower, maybe 2k
maybe even 1k
or
keep its cost and make it return that unit to the enemy hand
OR
increase its cost and put it into the enemy deck (or top of the enemy deck)
Despite the effect being very good, pinning a single unit for 3k is almost never worth it
Not to mention that this card is useless if it's a unit with a deployment effect on the support line
(aka Leopold)
that gave me another idea for it
It's fun that it can pin your own units as well
Pin target unit. When Pin is removed return it to the owner's hand (or deck or whatever) and Suppress it.
But what if you pin your own unit? 
You will be giving your enemy a suppressed version of your unit

oops, forgot it can target ally units (fixing it)
addional variant: (insert the effect idea). If friendly, put it in your hand Instead.
This card could easily cost 4k tbh
given how fast is everything right now (damn you jaggro), it would be the simplest yet most ideal change for it
if it ever comes back
10- Buff; Add a random 1-cost, 2-cost, 3-cost and 4+ cost unit with Alpine in your supportline.
(alternative variants)
a- Reduced cost to 5k.
b- Increased cost to 7k.
[basically, on top of the three original Alpine units, you can also get one with 4 cost or more, not sure if the wording is correct, it may need to be changed]
[any previous changes and ideas for this card, could also be applied to this one, although it might not be necessary]
[edit: somehow I fked up the naming of the images and skipped entirely one option (which now is correctly the 9th option, this one was supposed to be the last lol]
Mountain Offensive itself is great
- GEBIRGSJÄGER (buff ideas)
As for this card (that is also going to the German Alpine abyss), there is not much to say about it tbh, you can say it is the grandfather of 2. MARINE DIVISION, with both being basically the same thing in nature, but with 139. GEBIRGSJÄGER being slighlty weaker in defense, having no Shock and not tied to "Once per turn" effect.
On its own it is a pretty interesting card, and pretty much a key unit in the Alpine decks, as it compensates A LOT its main weakness, which is its whole speed to setup and overwhelm the enemy, and while you are doing that, you are also damaging him with no limits (it only being your cards in hand and kredits).
But considering the fact that Alpine is basically a dead/unused strategy (ignoring those very few players that used it here and there), as it so slow that anything else can outpace it before it becomes a threat, and not to mention all current ways to remove or Suppress units consistently, which saddly just makes it worse.
So, taking all of this into account, here are my ideas for the final German Alpine related unit (to this date) that I feel that needs a positive change:
1- (changes to base card)
Added keywords:
(variants)
a- Now it has Shock. (similar to 2. MARINE DIVISION)
b- Now it has Ambush.
c- Now it has Smokescreen.
d- Now it has Fury.
[some of this may push this unit into either a more defensive or aggresive strategy, which either way benefits it a lot]
1/A- (following 1st option variants)
e- Now it has Guard.
[reasoning: think about it, now only this give Germany a Guard option, but also makes this card more vulnerable to unit attacks, as I think it is pretty much guaranteed that you'll have Guards from other nations in this deck, plus it has a weak body and Special rarity, so no big deal]
1/II- (following 1st option)
Added keyword combinations: (main keyword: Ambush)
(variants)
a- Now it has both Ambush and Shock.
b- Now it has both Ambush and Smokescreen.
c- Now it has both Ambush and Fury.
d- Now it has both Ambush and Guard. [this is a pretty solid defensive unit]
1/II/A- (following 1/II option)
Added keyword combinations: (main keyword: Shock)
(variants)
a- Now it has both Shock and Smokescreen.
b- Now it has both Fury and Shock.
c- Now it has both Guard and Shock.
1/II/B- (following 1/II option)
Added keyword combinations: (main keyword: Fury)
(variants)
a- Now it has both Fury and Smokescreen.
b- Now it has both Fury and Guard.
2- Buff; Reduced cost to 3k.
[yes, I know this is now in range for MOUNTAIN OFFENSIVE effect, which honestly it might be a good thing]
[as an additional change, this option could also have the 1st option keywords and such if necessary, no images done to make it simple]
2/A- (following 2nd option)
Reduced stats to X/X.
(variants)
a- Reduced defense by 1. (now it has 3/3).
b- Reduced attack by 1. (now it has 2/4).
c- Reduced both attack and defense by 1. (2/3)
3- Buff; Increased defense to X.
(variants)
a- Increased defense to 5.
b- Increased defense to 6.
[now it has a pretty solid body on its own, allowing it to be a threat without needing a previous Alpine chain]
[again, like with 2nd option, this one could also have one of the changes shown in the 1st option, basically additional keywords]
Never give guard to Germany
CARD QUESTION; LOST CONVOY; U-48; SUDDEN STRIKE
What do you think about this cards? Where they good, mid or bad? If you could change anything about them what would that be? Any idea in mind? Take into account current cards available.
My personal thoughts for each are:
LOST CONVOY: (didn't try it) curious countermesaure, but rather weak imo, it could be either buffed or reworked.
U-48: (didn't try it) interesting order, quite similar to the new KM TIRPITZ, except that it costs 1 less, it is Special, and doesn't deal damage; imo it could either be leaved as it is or slighlty buffed.
SUDDEN STRIKE: (used it) lovely order, amazingly good to remove little pests that might give headaches early on, but now I feel it now was pretty much powercreped by ROUT, it might destroy it but it costs double and has; a limited rarity in comparion I think it should be probably buffed to work with synergies or similar.
Sudden strike was my favorite German order
U-48 was extremely useful is specific situations. I think they did well by subbing it out for Kirpitz
Lost Convoy was always trash
Lost Convoy should be - 2/-1
U-48 could be 2k but that would be pretty busted
And sudden strike could return unchanged; best card ever
you now that card is pretty much its favorite when he mentions it two times lol
I did preface that Sudden Strike was my favorite lol
Not even sure this is a good kard idea but what ab a card that cost 3k and you get an extra 3 kreds the next 2 turns but you don’t gain a kred slot for those 2.
Technically, you’d be up 4 kredits
which card in specific? is it German? is it REICHSBANK?
(the post ideas is not German exclusive but I'm going in order to avoid chaos, specially for me lol)
Pls make it 1k 😭
That's stupid tbh
How the fuck are you mean to play around a 0k cms
Thereis no fucking way to play around a 0k cm
by playing cheaper/useless cards to dispose
Oh let me bismarck the enemy HQ because he has 0k kredits he not holding up any cms at all and so I play bismarck and get counter by a 0k counter measure
Not the point tbh
How in the hell are you mean o know
0k is off limits for cms
1k or more no if or buts
I will downvote any cms that is 0k no if or buts
Because if my enemy ihas 3k left and uk you can tell if it a ultrea or a cms but with a 0k cms there is no good tell sign at all
Kredit counter, nogood telling signs at all if he holding up a 0k cm at all or not
Well yes but how are you mean to do that on turn 2 or 3 or shit
but than you have to do that 100% of times in order to counter hit the drop point
too op for 0K
which makes game unfun and shit and well I can't play this card because he could have this card and so I am not going to do shit and pass my turn
0k cms are banned and if it comes back it has to be 1k
I can tell if my enemy is holding up %from the deep% or not
Cards found: 1
by the kredit counter but at 0k you can't
If a 0 cm get print or comes back I wil straight up quite unit it get changed
unlest they add a way to tell they're olding up a cm or not by like a red icon or not or something diff
Do I have to go record a clip
you should really give them appropiate costs tbh, peoples can get them wrong
So there are more than me tbh
1k or higher is ony limite and no 0k cms
technically, when you're doing a rework of a card, you should also give it cost, even when it can be modified further
it's like sending reworked %ow force% as a 0K card, because it used to be 0K in its old form
Your Majesty, I'm sorry to tell you that...
Search language: EN. No cards found...
There is no fucking way to play around a 0k cms at all
!overwhelming force
Cards found: 1
I'll need to add this as a alias...
@gusty steppe Tell me how the fuck am I mean to play around %0k deployment counter uk%
Cards found: 1
When it's a one off or two off in a deck
ugh, fine I'll reupload the whole thing, probably give it 1-2k
Okay and 0k are not allowed if you have no way to tell at all
I guess people will have more objective ratings after you do with updated cost
No 0k cms at all for the love of god
yeah I get it, stop complaining
its not like I can get this ideas into the game on my own
keep in mind the devs have the last word to decide if this get in or not
credit to jJing7, Core and Bear
https://www.youtube.com/watch?v=YWNblxu2xjg
Anyways if I see a 0k cms posted from you I will down vote it
ranting of three people I honestly don't care too much
how would you enjoy ultra at 0k?
but anyways please keep the cms shit 1 or higher
you are comparing an elite cm that counter a card and draws a card with an hipotetical idea that affects deployment of units
but ok
you do you
LOST CONVOY (buff & rework ideas) [🔧 REUPLOAD 🔧]
As for this reserved countermeasure, I don't have much to say about it tbh, it has a pretty simple effect yet it is pretty weak for the most part, making it more useful to have something else for it to be useful (atleast in its current state).
It is pretty obvious you can theoretically use it against aggro decks to slow them down and reduce their value and tempo by a big margin, but it is still now worth it, specially when you take into account all the other German answers you c o u l d possibly use.
So, to make this little card a little more useful in general, I've though some ideas that could be applied for when it finds again the way and it only becomes a CONVOY:
1- Buff; Now it reduces defense by -1.
(alternative variant)
a- Now it also reduces attack by -3. (total of -3-1)
[a simple yet practical change, cost kept at 0k as it is basically the same thing as the original]
[credits to @deft leaf, srry to tag you again, but I have to keep some forms]
1/A- (following 1st option)
Increased cost to 1k. Applies to both variants.
[I'm seeing you turnip]
2- Buff/"Rework"; Increased cost to 1k; When the enemy deploys an unit, set its attack to X.
(variants)
a- Set it to 0 attack.
b- Set to 1 attack.
[ ✋
🤚 ]
2/A- (following 2nd option)
Increased cost to 2k. Applies to both variants.
[I'm still seeing you turnip]
3- Rework; Increased cost to 1k; When the enemy deploys an unit, it loses X additional kredits.
(variants)
a- Loses 1 additional kredit
b- Loses 2 additional kredits.
c- Loses 3 additional kredits.
[similar to STRANGEHOLD, 1k seems like a good starting point for its cost, as it is a weaker effect]
3/A- (following 3rd option)
Now it triggers when the opponent plays an order instead. Applies to all variants.
3/II- (following 3/A and 3/B options) MERGE
Now it triggers either if the enemy deploys an unit or plays an order. Applies to all variants.
4- Rework; Increased cost to 2k; When the enemy deploys an unit, send it back to its hand.
[now has a similar cost to the also reserved AIRSTRIKE, minus discard]
4/A- (following 4th option)
Now it also increases returned unit cost by X.
(variants)
a- Increase by 1.
b- Increase by 2.
c- Increase by 3.
[a turnip salad]
4/B- (following 4th option)
(insert idea effect). The enemy loses X additional kredits.
(variants)
a- Loses 1 additional kredit.
b- Loses 2 additional kredits.
c- Loses 3 additional kredits.
[a turnip stew]
4/II- (following 4th option)
(insert idea effect). If it costs 1 or less (see variants).
(variants)
a-...destroy it instead.
b-...Convert it into ROUTED TROOPS.
[cost might be overpriced, meh]
[ 🎵 harvester of turnips 🎵]
5- Rework; Increased cost to 1k; When the enemy deploys an unit, set its (see variants) equal to its operation cost.
(variants)
a- Set its attack equal to...
b- Set its defense equal to...
[WAIT, THIS IS NOT THE ONLY COST CHANGE, meanwhile take a fresh turnip]
5/A- (following 5th option)
Now it affects both attack and defense.
[cost is the same, I have to say it to avoid confusion, osea digamos]
5/II- (following 5th option)
Increased cost to 2k. Applies to both variants.
[Increased cost to 2k... oh wait I've already write that...... did I mention it had 2k right?]
5/II/A- (following 5/A option)
Increased cost to 2k.
[worry not, this also has 2k, if you might skipped the first sentence]
6- Rework; Increased cost to 1k; When the enemy deploys an unit, give it +X operation cost.
(variants)
a- Give it +1 operation cost.
b- Give it +2 operation cost.
c- Give it +3 operation cost.
d- Give it +4 operation cost.
[now it has 1k]
6/A- (following 6th option specific variants)
Increase cost to 2k. Applies to +3 an +4 variants, a.k.a variants "c" and "d".
[a turnip soup]
[now it has 2k!, phew almost forgot to clarify]
I am your personal radio!
6/II- (following both 1st and 6th options) MERGE;
When the enemy deploys an unit, give it -X-X and +1 operation cost.
(variants)
a- Give it -2-0.
b- Give it -2-1.
c- Give it -3-1. (could also be -3-0, bah)
[here, a scoop of turnip soup, 5 more and you'll get a full bowl!]
lost convoy seems rlly interesting in original form tbh
especially early on
can make enemy units useless by making them 0 attack
and make them stuck in support line 🙂
I mean, that is true, but it is more profitable to use something like CARELESS TALK or ATTACK TO THE DROP POINT (which saddly is going reserved)
-2 attack on a single unit and nothing more is kinda.... weak
and the enemy can still dispose of it by throwing it into the frontline as a meatshield
6/II/A- (following 6/II option)
Now it gives +2 operation cost instead. Applies to all variants.
[here, have a scoop of turnip soup! (4 left to complete the bowl)]
6/II/B- (following 6/II option)
Now it gives +3 operation cost instead. Applies to all variants.
[here, have another scoop of turnip soup! (3 more to complete the bowl)]
6/II/C- (following 6/II/B option)
Increased cost to 2k. Applies to all variants.
[oh no, wait your turn for the rations! here, in the meantime eat some garlic bread]
6/II/D- (following 6/II option)
Now it increases operation cost to +4. Applies to all variants.
[nows the time! here, another scoop of turnip soup (2 more to complete the bowl)]
6/II/E- (following 6/II/D option)
Increased cost to 2k. Applies to all variants.
[sorry pal, no rations this time, here take another piece of garlic bread instead!]
6/III- (following 6th a 2nd options) MERGE;
Increased cost to 2k; When the enemy deploys an unit, give it +X operation cost. Set its attack to 0.
(variants)
a- Give it +1 operation cost.
b- Give it +2 operation cost.
c- Give it +3 operation cost.
d- Give it +4 operation cost.
[here, take another scoop of turnip soup! (1 more to complete the bowl, you are almost there!)]
6/III/A- (following 6/III option)
Increased cost to 3k. Applies to +3 and +4 variants, basically "c" and "d" variants.
[no rations this time, but here, take a glass of water]
6/IV- (following 6 option)
When the enemy deploys an unit, give it +X operation cost. Set its attack to 1.
(variants)
a- Give it +1 operation cost.
b- Give it +2 operation cost.
c- Give it +3 operation cost.
d- Give it +4 operation cost.
[wow you made it here! have the last scoop of turnip soup! now you have a full bowl to eat!]
6/IV/A- (following 6/IV option variants)
Increased cost to 3k. Applies to variants with +3 and +4, basicaly options "c" and "d".
[you already have a full turnip soup bowl! shoo, shoo!]
7- Rework; Increased cost to 1k; When the enemy deploys an unit; it discards a card with equal cost in their hand.
(alternative variant)
a- ....it discards a card with equal cost or less in their hand.
[....]
7/A- (following 7th option)
Increased cost to 2k. Applies to 2nd variant.
7/II- (following 7th option)
Now it discards a card in the enemy hand and deck. Applies to both variants.
[sonidos de mate 🧉]
7/II/A- (following 7th option)
Increased cost to 2k. Applies to both variants.
[proceeds to refill its 🧉]
8- Rework; ➡️ Increased cost to 1k ⬅️ ; When the enemy draws a card, it puts a random card in their hand on top of their deck.
(alternative variant)
a- Now it triggers if the enemy draws an additional card instead.
[sonidos de 🧉, the arrows are visible right? it is worrying me if they are not!]
8/II- (following 8th concept)
When the enemy draws an additional card, it discards a card with equal cost in their hand.
(alternative variant)
a- ....it discards a card with equal cost or less in their hand.
8/II/A- (following 8/II option)
Increased cost to 2k. Applies to 2nd variant.
8/III- (following 8th concept)
When the enemy draws an additional card, put it back into its deck alongside a random card in its hand.
(alternative variant)
a- Now it costs 2k.
9- Rework; Increased cost to 1k; When the enemy plays an order, counter it and add a copy of it into (see variants.
(variants)
a- ...into its hand.
b- ...into its deck.
c- ...on top of its deck.
[
bri'ish like countermeasure
]
9/A- (following 9th option)
Increased cost to 2k. Applies to 2nd and 3rd variants, osea digamos options "b" and "c".
[now it has 2k]
(139)
are the 1k and 2k numbers readable right?
Yea because you can tell by kredit counter
I'm glad
1k or higher is fine but 0k is not fine
Because it's come an annoying game and unfun
facing 0k cms
I was thinking when the enemy deploy a unit all cards in the enemy hand goes up by 1 kredit for X turns
This is pretty clever
U-48 (buff ideas)
As for this reserved order (which is coming back from the depths of the sea), on its own its a pretty powerful order no doubt about it, and more so if we consider that we now have the Navy mechanic running right now, and specially with Germany which benefits the most with it.
At first when i saw this card, I thought that it was quite busted, but just as a more superficial though, and then when the KM TIRPITZ was printed I realized that this card may just be... weak, let me explain.
While it surely has a good effect, it only serves as 1 turn delay for only unit deployment, not that useful on turn 3 agains aggro as you'll probably have atleast 7 enemy units there (I'm exagerating), it doesn't offer anything else, nor conditional or secondary effects for you to make use, considering that this is a Navy card now, it would make sense to have those for it to not feel like an incomplete order.
This might be just overthinking by my part and I might be completely wrong, but here I thought some ideas that could be used in it when it comes back (which is going to be thing pretty soon):
1- (changes to base card)
Buff; (insert base effect). Draw a card if there is a Navy card on top of your deck.
(alternative variant)
a- Move a random Navy card in your deck to the top.
[slightly more Navy value/synergies]
1/II- (following 1st concept)
(insert base effect). Draw an ATLANTIC COMMAND from your deck.
(alternative variant)
a- Add an ATLANTIC COMMAND in your hand.
1/II/A- (following 1/II concept)
Draw a 2. MARINE DIVISION from your deck. 
(alternative variant)
a- Add a 2. MARINE DIVISION in your hand. 
tbh first one wouldn't be much different, as almost no one plays Atlantic Command
1/II/B- (following 1/II option)
Draw an (see variants) from your deck.
(variants)
a- Draw an U-16.
b- Draw an U-375.
yeah I know, maybe that could be a thing if that card is buffed
but right now is just trash asking to be rotated lol
you can consider suggestions to it 
funny thing, I already did
oh
hehe
wait I'll find it myself (edit: I did)
1/II/C- (following 1/II/B option)
Draw randomly an U-16 or U-375 from your deck.
[2 for 1, but with RNG, lets go gambling!]
1/II/D- (following 1/II option)
Add an (see variants) in your hand.
(variants)
a- Add an U-16.
b- Add an U-375.
[now it generates value, now an specific draw anymore]
1/II/D- (following 1/II/C option)
Add randomly an U-16 or U-375 in your hand.
[same as before, 2 in 1 as an RNG value generator]
1/II/E- (following 1s concept)
The top card of your deck has the Navy type until the end of your next turn.
[pretty generic but useful effect]
1/II/F- (following 1st concept)
If you have an Navy card on top of your deck, it cannot play orders too.
(alternative variant)
a- Now it costs 4k.
2- Buff/"Rework"; Show when drawn: Move a random Navy card in your deck to the top. The enemy cannot deploy units next turn. (base effect)
[making use of the new mechanic, which is free value, this might be dangerous to think for ideas]
2/II- (following 2nd concept)
Show when drawn: Draw a card.
(alternative variant)
a- Draw a Navy card.
2/II/A- (following 2/II concept)
Show when drawn: Draw a (see variants) from your deck.
(variants)
a- Draw a 2. MARINE DIVISION.
b- Draw an ATLANTIC COMMAND from your deck. [again, just an additional option if it gets buffed]
2/III- (following 2nd concept)
Show when drawn: Your Navy cards cost X less to play this turn.
(variants)
a- Costs 1 less to play this turn.
b- Costs 2 less to play this turn.
[yes, basically you can cheat a LOT of orders with it, alongside the very same order]
2/IV- (following 2nd concept)
Show when drawn: Add an ATLANTIC COMMAND in your hand.
[now that poor order could be used, lol]
2/IV/A- (following 2/IV concept)
Show when drawn: Add an (see variants) in your hand.
(variants)
a- Add an U-16.
b- Add an U-375.
2/IV/B- (following 2/IV/A option)
Show when drawn: Add randomly an U-16 or U-375 in your hand.
[2 for 1, but now for free!]
2/V- (following 2nd concept)
Show when drawn: Develop a German countermeasure.

2/VI- (following 2nd concept)
Show when drawn: Add a PLAN in your hand.
[draw a card but worse]
2/VII- (following 2nd concept)
Show when drawn: The enemy discards a card with cost X or less.
(variants)
a- Discards a card with cost 5 or less.
b- Discards a card with cost 4 or less.
c- Discards a card with cost 3 or less.
[could also be an active effect; and also its discard cost range could be lower]
3- Buff; The enemy cannot add or deploy units next turn.
[all previous additions and options could be applied to this one too if necessary]
3/II- (following 3rd concept)
The enemy cannot play orders next turn.
[same as before, all additions and changes can be applied to this card too]
3/II/A- (following 3/II option)
The enemy cannot play orders or deploy units next turn.
[same thing, all previous changes to the base card can be applied to this idea too]
[no, your turn is not skipped, you can still add and operate units, or activate countermeasures]
(140)
I don't think Show when Drawn could force you to do something, like Developing a card
considering you can draw a card during enemy turn
I dunno, it is such a new mechanic I wanted something bizarre
that makes more sense
or well, maybe you cannot Develop in the enemy turn, but only in yours
so if you for some reason drawn during his turn, you'll waste that effect
so it might or not be redundant to add additional wording, but its a good alternative for it
all develop cards are orders or deployments
with exception of Yank but it triggers on other develops
SUDDEN STRIKE (buff ideas)
As for this (unfortunately) reserved order, all of which have used and/or seen this card can easily agree it is a pretty solid card, having basically a key effect to avoid snowballs early on and take down problematic units.
Still, keeping that in mind we have to aknowledge that the sole existence of the now reworked ROUT, which I think it was the reason it was rotated in the first place. In comparison, while that order cannot "destroy" the desired target as reducing the amount of units, it basically gets rid of while also allowing Convert synergies, and not to mention it only costs 1k to play.
Not saying that ROUT is op or that it needs nerf, I think it is a good way to keep in line all those cheap units, but even without that rework, I always felt that SUDDEN STRIKE was kinda unneficient some times and expensive to control units with low cost, we could say it suffers the same problem as its expensive counterparts like PUMMEL or TIP OF THE SPEAR, but without additional effects (not that it made them particularly good anyway).
So, while following this few points, I've thought some ideas that could be applied to this card, but there is also the chance to just keep it this way for when it comes back on its full glory:
1- Deal X damage to an unit. Destroy it if it costs 2 kredits or less.
(variants)
a- Deal 1 damage.
b- Deal 2 damage.
2- Pin target unit. Destroy it if it costs 2 kredits or less.
2/A- (following 1st concept)
Suppress target unit. Destroy it if it costs 2 kredits or less.
2/II- (following 2nd concept)
Pin and Suppress target unit. Destroy it if it costs 2 kredits or less.
(alternative variant)
a- Increased cost to 3k.
2k suppress a unit. Convert it into routed troops if it costs 3 or less
Also can be pin
3- Destroy an unit that costs 2 or less. Draw a card.
(alternative variant)
a- Draw a card if you control an air unit.
[cost could be increased to 3k given its efficiency]
[in the end it is technically an air related order, isn't?]
3/II- (following 3rd concept)
Draw an air unit from your deck.
[could also be exclusively a German air unit]
3/II/A- (following 3/II option)
(insert idea effect), reduce its cost by X.
(variants)
a- Reduce its cost by 1.
b- Reduce its cost by 2.
3/III- (following 3rd concept)
Draw a SUDDEN STRIKE from your deck.
[similar effect as to IJN MIKURA]
3/III/A- (following 3/III option)
(insert idea effect) with -1 cost.
3/III/B- (following 3/III option)
Now it draws SUDDEN STRIKE at the end of your turn instead.
4- (insert base effect). Costs 1 less for each enemy unit that costs 2 kredits or less.
(alternative variant)
a- Increased cost to 3k.
5- (insert base effect). Gain X kredits.
(variants)
a- Gain 1 kredit.
b- Gain 2 kredits.
5/A- (following 5th option)
(insert base effect). Gain 2 kredits minus target cost.
5/B- (following 5th concept)
(insert base effect). Gain 1 kredit if it costs 1 or less.
[similar effect as 5/A option, but worded differently, and slightly worse if target costs 0k]
6- (insert base effect). Add a (see variants) in your hand.
(variants)
a- Add a PLAN in your hand.
b- Add a PRODUCTION in your hand.
7- (insert base effect). Reduce the cost of a random air unit in your hand by X.
(variants)
a- Reduce by 1.
b- Reduce by 2.
c- [could also reduce by 3, but that might be too much]
[pretty similar effect as within 3/II/A option, but without draw]
8- (insert base effect). Deal X damage to a random enemy unit with equal cost.
(variants)
a- Deal 1 damage.
b- Deal 2 damage.
8/A- (following 8th option)
Now it damages a random enemy unit with equal cost or less. Applies to both variants.
8/B- (following 8th option)
Now it deals damage to a random enemy. Applies to both variants.
[any enemy unit, no matter its cost]
8/II- (following 8th concept)
(insert base effect). Distribute damage between all enemy untis equal to its (see variants)
a- Equal to its attack.
b- Equal to its defense.
[could also damage the enemy HQ (wording: "damage all enemies") but that'll be hilariously cruel against Jaggro, not like I dislike the idea though]
8/II/A- (following 8/II option)
Now it distributes damage equal to its total stats.
[not sure if thats even a thing as for wording, but I did not have enough space to put "equal to its attack and defense" without making it look ugly]
(141)
srry for not replying, thats a crazy ass idea
thats too much for 2k
Maby 3k?
thats probably better
This is an amazing buff
German Kredit cheat ftw
This should cost 3k
1k for destroying, 1k for drawing, 1k for card advantage.
Makes it 100% Kredit-efficient for 1k targets, 133% Kredit-efficiency for 2k targets
fair
UNIT QUESTION; JU 88 G6; ME 410 HORNISSE; DORNIER DO 217
What do you think about this cards? Where they good, bad or mid? maybe OP? If you had to change something about them, what would that be? It would be a buff, nerf or rework? What idea you have in mind?
Personal opinion from each followin my intuition:
JU 88 G6: (no personal experience) personally I find this card.... strange, it has a pseduo salvage like effect, which is interesting but kinda out of place and pretty powerful if not stopped. Could either have a slight nerf or rework.
ME 410 HORNISSE: (no personal experience) this is a thought one, on one hand it has an rng based effect which not only allows you to draw a card one per turn, but also deal damage to the enemy HQ equal to its cost, which can either be pretty busted or terribly weak on average, not to mention its stats given its high cost. IMO it could either serve a nerf or rework.
DORNIER DO 217: an interesting bomber, now Germany has plenty of card that do have a similar effect one way or another, as this unit doesn't have Fury or such it wouldn't be much different of a STUKA 87G except that it needs to trigger it by itself. I think it could have a little buff or slight "rework".
Ju 88 G6 is fine tbh I think
Honestly JU 88 G6 was the OG, pretty sure the only thing it needs is a rewording due to Salvage being a thing now
Hornisse and 217? Oh boy those 2 need a rework or a cost reduction
These are some of the most busted airplanes in the German kit
They were removed because they were impossible to balance
I'd make Dornier 6k 3op 5/5, same effect. It would still make for a pretty competent bomber
JU 88 G6 could return with salvage but honestly I don't think I'd change it at all. It's super strong in its original form
lemme try 
As for Hornisse, it couldn't be balanced because it has the stats of a 3k fighter but costs 4k more than its stats. With that kind of effect, there's no way to do it.
I'd lower the cost to 5k and make the damage standard. Something like (draw an order and deal 2 damage to the enemy)
technically that makes it a worse KV-1 1941, but its not a bad direction
takes mental notes
It's better than KV. If the plane survives 1 turn, it's 100% Kredit-efficient with this effect
yeah, after some thought it would be a pretty decent fighter with that cost and effect, basically an upgraded ME BF 109 E that allows you to both draw and poke the enemy HQ, all of this while being German.
Ju 88 5k2op 4/6 slavage, fury
Dornier: 6k2op 5/4 when this unit destroys a unit, (insert variant)
-gain 3 kredits
-gain 4 kredits
-add a production to hant
-add 2 production to hand
-deal damage to enemy hq equal to unit types you control
-get +0+1 and +1 heavy armor
-gain destruction deal 2 damage to enemy hq (stackable)
Me 410: 5k2op 3/4 at the start of your turn draw a card. Deal damage equal to its cost to yourHQ. become veteran if you convert a card.
Veteran: 5k2op 4/6 original text
JU 88 G6
Salvage
"When you Salvage a unit, add a normal copy of it to your hand instead."
Smth like this idk?
HORNISSE
6/2K, 4/4
"When you draw a card, distribute damage equal to its cost between all enemies."
It's an easy fix, really
loving the card suggestion format 
We should standardize it
There is 6.5K messages in this thread. With it being started like half a year ago. I think it already has become some sort of community-standard 
maybe, that single idea moves me, just by wanting to share some suggestions this got to be a big thing already
lol
mate sounds while editing the JU 88 G6 ideas 🧉 
thats an interesting mechanic, how does the JU 88 G2 slaves the enemies?
(I'm joking btw)
yeah bad joke while checking out/thinkin additional ideas
JU 88 G6 (rework ideas)
As for this reserved unit, I find it as a peculiar card within the German collection, given that it is basically a glorified Salvage unit with extra steps, but at the same time being extremely powerful as it can get you the exact same copy of that unit.
Besides that, when I see this unit, a directy counterpart I can think off inc comparison, is the P-47D THUNDERBOL, they might not have the same effect obviously, but not only they have the same costs and stats, but they rely on destroying an enemy unit for value, with this one basically being able to surpass it.
That being said, as for the ideas to come and as general thing, almost all options have Salvage in replacement of the original effect plus an additional change ofc.
So, taking this in mind, here I thought some ideas that could be applied to this interesting fighter for when it comes back to conquer the skies:
1- Rework; ("base" change for all following ideas)
Removed original effect; Now it has Salvage.
[pretty simple and straight forward change, although it c o u l d have its cost reduced to 4k]
1/A- (following 1st option)
Added keywords:
(variants)
a- Now it also has Shock.
b- Now it also has Blitz. [operation cost could be raised to 3k if necessary]
c- Now it has Heavy armor 1. [in the end, this is a heavy fighter]
[this keywords could be applied to all following options if necessary]
1/B- (following 1/A concept)
Added keyword combinations:
(variants)
a- Now it also has both Blitz and Shock.
b- Now it also has both Blitz and Heavy armor 1.
c- Now it also has both Shock and Heavy armor 1.
d- Now ti also all three keywords: Blitz, Shock and Heavy armor 1. [these are a LOT of keywords]
[this keywords could be applied to all following options if necessary]
1/C- (following 1/A and 1/B options, specifically the Blitz variants)
Added: "Deployment: Cannot attack the enemy HQ this turn".
(variants/applies to)
a- Has Blitz.
b- Has both Blitz and Shock.
c- Has both Blitz and Heavy armor 1.
d- Has all three keywords: Blitz, Shock and Heavy armor 1.
[basically a bigger FW 200 CONDOR with Fighter unit type instead]
2- Rework; Has Shock against ground units.
(alternative variant)
a- Increased cost to 6k.
[why Shock against ground units? simple, this plane is supposed to be hybrid between a fighter and a bomber, this effect makes a reference to that]
3- Rework; When an enemy unit is Salvaged, add an additional copy of it in your hand.
(alternative variant)
a- When an unit is Salvaged, add an additional copy of it in your hand.
[yes, it can also trigger if the enemy Salvages an unit, that is intended, but it can be specified to make it not do that]
4- Rework; When an enemy unit is destroyed, Salvage it.
(alternative variant)
a- When an enemy unit is destroyed with non-combat damage, Salvage it. [orders, passive effects, etc.]
[lol, as Gabrielzinho pointed out for the base idea, it doesn't need Salvage as the effect already applies it, my bad
5- Rework; Ignores enemy (see variants).
(alternative variant)
a- Ignores enemy Guard.
b- Ignores enemy Smokescreen.
5/A- (following 5th option)
Ignores enemy Guard and Smokescreen.
6- Rework; Deployment: Destroy target enemy unit with cost 3 or less.
[Salvage could be removed if it seems too much]
6/A- (following 6th option)
Now it can target enemy units with cost 4 or less.
(alternative variant)
a- Increased cost to 6k. [could also be 7k if necessary]
[again, Salvage could be removed if it is too much]
7- Rework; Deployment: Deal 3 damage to all units in the (see variants).
(variants)
a- ...in the supportline.
b- ...in the frontline.
[yes, it can also Salvage them, although the damage could be reduced to 2]
7/II- (following 7th option)
Deployment: Choose one - Deal X damage to all units in the enemy supportline OR in the frontline.
(variants)
a- Deal 2 damage...
b- Deal 3 damage...
[yes, you can theoretically damage your own units in the frontline... but that'll be your fault if unintended]
8- "Rework"; When you Salvage an unit, add the original copy of it in your hand instead.
[credits to @arctic storm]
8/A- (following 8th option)
When you Salvage an unit, Convert it into its original version in your hand.
[similar effect, but now it synergizes with Convert too]
9- Rework; Deployment: Add a ME BF 109 E in your hand.
(alternative variant)
a- Your air units costs 1 less to deploy.
9/A- (following 9th option)
Deployment: Add a ME BF 109 E in your hand and deck.
(alternative variant)
a- Your air units costs 1 less to deploy.
[cost could be increased to 6k]
9/B- (following 9th concept)
Deployment: Add a ME BF 109 E in your supportline.
(alternative variant)
a- Your air units costs 1 less to deploy.
[cost could also be increased to 6k]
9/C- (following 9/B option)
Now it also adds it into your hand too. Applies to both variants.
[it could also add it into your deck instead]
9/II- (following 9th concept)
Deployment: Add a FW 190 A in your hand.
(alternative variant)
a- Your air units costs 1 less to deploy.
[this might REALLY need a cost increase]
9/II/A- (following 9/II option)
Now it adds it into your deck instead. Applies to both variants.
9/II/B- (following 9/II option)
Now it adds it on top of your deck instead. Applies to both variants.
9/II/C- (following 9/II option)
Now it adds it in both your hand and deck. Applies to both variants.
9/II/D- (following 9/II option)
Now it adds it into your hand and on top of your deck. Applies to both variants.
10- Rework; The enemy must discard a card each time JU 88 G6 damages its HQ.
[yes, this is basically a JU 87 B STUKA but now it is not miserable]
11- Once per turn, when you play an order, the enemy discards a card with equal cost or less.
[could also be changed into only triggering with German orders]
[this is basically a B-26 GROUPE BRETAGNE but triggers a discard effect rather an a damage effect]
11/A- (following 11th option)
Now its effect triggers when a countermeasure is triggered instead.
(142)
!5k 3/4 salvage
Cards found: 1
Powercreep
I'd love this Convert - Salvage synergy (was about to suggest it lol.
Also, that "Destroy target unit with cost X or less" AND Salvage combined would be a nice thing 👀
11/10 for JU 88 G6 rebalance 8A 😍
genius minds think equally (and it seems that a l m o s t every participant in this chat shares the same trait)
I feel stabbed
why?
there is only o n e person I DO think personally that do NOT have that trait
you are not that one
If we're nerfing the effect like that, I'd just drop a shock + ambush combo on it
This is actually pretty good
Redundant to give it that effect + salvage, but I'd say attacked and destroyed makes this pretty cool
good point, I totally missed that lol
editing out the DORNIER DO 217 ideas while listening to Gojira - Silvera Instrumental
DORNIER DO 217 (buff/nerf & rework ideas)
As for this reserved bomber, this one is a peculiar card to analize, as technically it is the same thing as STUKA 87G but without having horrible defense and without conditions to get the good effect (both Veteran and ground unit destruction) as it is already integrated into it.
Only downside in comparison is that it is more expensive, lacks Blitz and it can only trigger the discard by itself.
And we could argue that this unit is quite OP as it can surely become a pretty powerful threat if not Suppressed or removed in time, as it can control the board and the hand size of the opponent pretty consistently, even if dealing against other air units (considering the whole German kit).
Taking this few but important points, I've thought and edited some ideas that could make this unit more fair or interesting to play with or against if it ever comes back:
1- (changes to base card)
Buff/Nerf; Increased operation cost to 3k; Increased defense to 5.
[this change could be applied to all following options and variants if necessary]
[credits to @deft leaf]
1/A- (following 1st concept)
Reduced attack to 4.
(alternative variant)
a- Increased operation cost to 3k.
[this changes could be applied to all following options and variants if necessary]
1/B- (following 1st concept)
Reduced attack to 4; Increased defense to 5.
(alternative variant)
a- Increased operation cost to 3k.
[this changes could be applied to all following options and variants if necessary]
2- Rework; Each time DORNIER DO 217 destroys an enemy unit, gain X kredits.
(variants)
a- Gain 3 kredits.
b- Gain 4 kredits.
[could also be "Gain 2 kredits", but between 3-4 is fair game imo]
[credits to @wet smelt]
2/II- (following 2nd concept)
Each time a friendly unit destroys an enemy unit, gain X kredits.
(variants)
a- Gain 1 kredits.
b- Gain 2 kredits.
[for obvious reasons, it cannot have the "Gain 3 (or 4) kredits"]
2/II/A- (following 2/II concept)
Now it triggers each time a friendly unit attacks and destroys an enemy unit. Applies to both variants.
(additional variant)
d- Gain 3 kredits.
2/II/B- (following 2/II concept)
Now you gain kredits equal to target cost.
[not sure if the wording is clear here, but as stated before, kredit gain is equal to the one from the enemy unit destroyed, not the friendly unit]
3- Rework; Each time DORNIER DO 217 destroys an enemy unit, add a PRODUCTION in your hand.
(alternative variant)
a- ...add two PRODUCTION in your hand.
[could also add PLAN instead, didn't edit those to save space and time]
[credits to @wet smelt]
3/II- (following 3rd concept)
Now it triggers each time a friendly unit destroys an unit. Applies to both variants.
[again, it could add a PLAN instead]
3/II/A- (following 3/II concept)
Now it triggers each time a friendly unit attacks and destroys an enemy unit instead. Applies to both variants.
4- Rework; Each time DORNIER DO 217 destroys an enemy unit, deal damage to the enemy HQ equal to its cost.
(alternative variant)
a- ...distribute damage between all enemies equal to its cost.
[damage dealt is equal to the enemy unit destroyed]
[credits to @wet smelt; sorry friend, its not the same concept as "All unit types you control" as it couldn't fit properly, text space issues, but it inspired me for an alternative]
4/II- (following 4th concept)
Now it triggers each time a friendly unit destroys an enemy unit. Applies to both variants.
[no branch variant saying "if it attacks and destroys", saddly it cannot fit properly, but it is an hypothetical option]
5- Rework; When DORNIER DO 217 destroys an enemy unit, get +0+X and +1 Heavy armor.
(variants)
a- Get +0+1.
b- Get +0+2.
[credits to @wet smelt]
5/A- (following 5th option)
Now it gets +1+1 and +1 Heavy armor.
[put it in a different section as it is a very naughty effect]
6- Rework; When DORNIER DO 217 destroys n enemy unit, it gets: "Destruction: Deal 2 damage to the enemy HQ".
[kinda bizarre on this form, but it could work]
[credits to @wet smelt]
6/A- (following 6th option) CHANGE OF WORDING:
Destruction: Deal 2 damage to the enemy HQ for each enemy unit DORNIER DO 217 destroyed.
[same idea, different spelling]
7- Rework; Destruction: The enemy discards a card.
(alternative varians)
a- Draw a card.
[ja(ggro)pan like sounds 🍚
]
7/A- (following 7th option)
(insert idea effect). If destroyed by an air unit, destroy it. Applies to both variants.
[yes, a very specific counter effect against air units, but I think it depicts perfectly its defensive traits, as shown in the image (although it is losing lol)]
7/II- (following 7th option)
Reduced cost to 5k. Applies to both variants.
[this might not be a balanced change]
7/II/A- (following 7/II option)
(insert idea effect). If destroyed by an air unit, destroy it. Applies to both variants.
[same as before, just a very specific effect for specific scenarios]
8- Rework; Deployment: Add two EAGLE CLAWS in your hand.
[credits to an "anonimous" and personal friend of mine, he is not in the server lol]
8/II- (following 8th concept)
Deployment: Add an EAGLE CLAWS in your hand. Repeat this effect after DORNIER DO 217 destroys an unit.
8/II/A- (following 8/II concept)
Deployment: Add an EAGLE CLAWS in your hand, discard it at the end of your turn. Repeat this effect at the start of turn.
[wording is kinda terrible at the end, it might be adjustable]
9- Rework; Reduced attack to 1; When DORNIER DO 217 attacks, distribute 5 damage between all enemies.
(alternative variants)
a- Increased defense to 5.
b- Increased defense to 6.
[the effect could also only damage or prioritize enemy units first]
[might look bad at first, but it technically has more effective damage now, it is just tied to RNG]
9/A- (following 9th option)
Increased operation cost to 3k. Applies to all variants.
9/II- (following 9th option)
Increased attack to 2. Applies to all variants.
9/II/A- (following 9/II option)
Increased operation cost to 3k. Applies to all variants.
10- Rework; Reduced attack to 3. When DORNIER DO 217 attacks an enemy, deal 2 damage to all targets in the same front.
(alternative variants)
a- Increased defense to 5.
b- Increased defense to 6.
c- Increased defense to 7.
[forgot a comma]
[I think I nailed with the wording regarding of fronts and such, basically an inbuilt EAGLE CLAWS]
10/A- (following 10th option)
Increased operation cost to 3k. Applies to all variants.
11- Rework; When DORNIER DO 217 is attacked, add a ME BF 109 E defending it and Suppress this unit.
[I'm not entirely sure if it would work, but the idea is that the ME BF 109 E takes the damage as a sort of "Guard"]
11/A- (following 11th option)
Increased defense to X.
(variants)
a- Increased defense to 5.
b- Increased defense to 6.
c- Increased defense to 7.
12- Rework; Deployment: Choose a German air unit in your hand. Set its cost to 0 and give it Blitz.
[basically an upgraded EAGLE DAY effect]
12/II- (following 12th concept)
Deployment: Choose a German air unit in your hand. Reduce its cost by X and give it Blitz.
(variants)
a- Reduces cost by 2.
b- Reduce cost by 3.
c- Reduce cost by 4.
{slightly less busted, just slightly]
13- Rework; Deployment: Set all enemy ground units attack to 0 until your next turn.


[as you can see, it has an inbuilt effect similar to either DIVE BOMBING or GLIDE BOMBING, whichever you like the most]
13/A- (following 13th option)
(insert idea effect). Draw a card for each destroyed this turn.
[now it is more similar to GLIDE BOMBING]
13/B- (following 13th option)
(insert idea effect). Draw a card for each destroyed.
[now the draw effect is permanent as long as those units are not Suppressed, Converted or Removed/Returned from battle]
13/II- (following 13th concept)
Deployment: Set all enemy ground units attack to 0.
[now it doesn't wear off
]
13/II/A- (following 13/II option)
(insert idea effect). Draw a card for each destroyed this turn.
[same as before, similar draw condition as to GLIDE BOMBING]
13/II/B- (following 13/II option)
(insert idea effect). Draw a card for each destroyed.
[again, similar to previous idea, now the draw effect is permanent as long as the units effects are unnaffected]
All of these are really cool buffs
should also give enemy units cannot gain attack
wouldn't that be too much already?
at 0 attack I find it pretty hard for a unit to regain attack that easily
unless it has a good amount of defense and the opponent uses the defense/attack related orders
editing out the ME 410 HORNISSE ideas while drinking a mate 🧉
now that I've read it more carefully, it deals damage to your own HQ, not a bad concept but I don't think it fits for Germany, it is more of a Soviet effect
The first unit you deploy each turn will discard a random card from the enemy hand.?
(lol, I didn't upload nothing yet not because I got enlightment and did +100 ideas for ME 410 HORNISSE, but I was playing Enlisted)
ME 410 HORNISSE ("nerf" & rework ideas)
As for this reserved unit, I personally didn't use it ever, but judging by the whole concept and its effect I can tell it is a pretty powerful and busted card if let alive by the opponent. I've saw here and there some old clips when it was on action, and oh boy it can be devastating pretty quickly, but I don't know how much time this card was reserved (and didn't really investigate further).
But I came to a simple conclusion, while its effect is interesting, as a whole thing this unit has to change for good if it ever wants to see the sunlight again, it kinda reminds me of the same dilemma with PANTHER D, it can be either a terrible unit to use given its cost and ease to remove/suppress, or it wins the match on its own flawlessly, thats why I think it should change for more consistensy and fairness.
So, for this (I believe) controversial elite fighter, I've thought some ideas that might make it not only a good card to pick, but more fair for both players, while also keeping the high value stake it should have:
I thought about this for the bomber
1- (change to base card/cliffhanger)
" B u f f "; Increased stats by X.
(variants)
a- Increased attack to 4 (now it has 4/4).
b- Increased defense to 5 (now it has 3/5).
c- Increased both attack and defense by 1 (now it has 4/5).
[this are NOT intended as a buff for the original card but as a possible changes for all following options to come]
2- Rework; When you draw a card, distribute damage equal to its cost between all enemies.
(alternative variants)
a- Reduced cost to 6k.
b- Reduced cost to 5k.
[pretty busted effect, even though Germany naturally lacks good card draw, if setup correctly with the correct nations and such, it may have a devastating outcome]
[credits to @arctic storm]
2/A- (following 2nd option)
Now it prioritizes units. Applies to all variants.
[basically it won't just hit the enemy HQ given the RNG shenanigans, this can be either good or bad]
2/II- (following 2nd concept)
At the start of your turn, draw a card and distribute damage equal to its cost between all enemies.
(alternative variants)
a- Reduced cost to 6k.
b- Reduced cost to 5k.
[basically, now it works like the original effect]
2/II/A- (following 2/II option)
Now it prioritizes units. Applies to all variants.
[same as before, so it cannot damage the enemy HQ if enemy units are present]
2/III- (following 2/II concept)
At the end of your turn, draw a card and distribute damage equal to its cost between all enemies.
(alternative variants)
a- Reduced cost to 6k.
b- Reduced cost to 5k.
[now you can get its effect instantly without waiting or risking it being removed/suppressed]
[had to reupload it as there was a major misspelling error]
2/III/A- (following 2/III option)
Now it prioritizes units. Applies to all variants.
3- Rework; At the start of your turn, draw a card, the enemy discards a card with equal cost or less at random.
3/A- (following 3rd option)
Reduced cost to Xk.
(variants)
a- Reduced cost to 6k.
b- Reduced cost to 5k.
c- Reduced cost to 4k.
3/II- (following 3rd concept)
At the end of your turn, draw a card, the enemy discards a card with equal cost or less at random.
3/II/A- (following 3/II option)
Reduced cost to Xk.
(variants)
a- Reduced cost to 6k.
b- Reduced cost to 5k.
c- Reduced cost to 4k.
4- Rework; Reduced cost to 4k;
Enemy air units cannot operate. Cannot be attacked by enemy ground units.
(alternative variant)
a- Reduced cost to 3k.
[basically, a more powerful and rare ME BF 109 E given its stats and cost on average]
4/A- (following4 4th option)
Now it cannot be targeted or attacked by enemy ground units. Applies to both variants.
[basically, unnafected by targeted deployment effects from these]
5- Rework; Reduced cost to 5k.
At the start of your turn, draw a card and deal 2 damage to the enemy HQ.
(alternative variants)
a- Reduced cost to 4k.
b- Reduced cost to 3k.
[basically a more expensive but better version of YAK 7. Why? simple, it is German, and because of that it is cooler, so it needs a better and cooler effect]
[credits to @deft leaf]
5/A- (following 5th option)
Now it has Ambush. Applies to all variants.
[with those between 4-5k cost it makes sense, if 3k it would be problematic]
5/B- (following 5th option)
Now it has Shock. Applies to all variants.
[same thing as before, the higher the cost the most logical it seems this change]
5/C- (following 5th option)
Now it has both Ambush and Shock. Applies to all variants.
[honestly, 5k would be a pretty generous cost given the whole thing]
5/II- (following 5th concept)
At the end of your turn, draw a card and deal 2 damage to the enemy HQ.
(alternative variants)
a- Reduced cost to 4k.
b- Reduced cost to 3k.
[identical effect, but now it takes effect almost instantly]
5/II/A- (following 5/II option)
Now it has Ambush. Applies to all variants.
5/II/B- (following 5th option)
Now it has Shock. Applies to all variants.
5/II/C- (following 5/II option)
Now it has both Ambush and Shock. Applies to all variants.
6- Rework; Reduced cost to 5k.
At the start of your turn, choose and draw from the top 3 of your deck, put the rest on bottom of deck.
(alternative variants.
a- Reduced cost to 4k.
b- Reduced cost o 3k.
[basically the same thing as PANZER III-H but now it repeats its effect every turn]
6/II- (following 6th concept)
Now it triggers at the end of your turn. Applies to all variants.
[again, more quick value without risks, besides countermeasures ofc]
7- Rework; Reduced cost to 5k
Draw a card when you damage the enemy HQ.
(alternative variants)
a- Reduced cost to 4k.
b- Reduced cost to 3k.
[a rather simple yet effective change, suitable for almost any type of deck tbh]
7/A- (following 7th option)
Now it has Ambush. Applies to all variants.
[now it is more defensive]
7/B- (following 7th option)
Now it has Shock. Applies to all variants.
[now it has a more aggressive option]
7/C- (following 7th option)
Now it has both Ambush and Shock. Applies to all variants.
[now it gets both a good defense and offensive traits]
8- Rework; Reduced cost to 4k
When ME 410 HORNISSE attacks and damages the enemy HQ, draw a card and reduce its cost by 1.
(alternative variant)
a- Reduced cost to 3k.
8/A- (following 8th option)
Card drawn by its effect now has its cost reduced by 2. Applies to both variants.
9- Rework; Reduced cost to 5k
When ME 410 HORNISSE attacks the enemy HQ, the enemy discards a card. Add a copy of it in your hand.
(alternative variants)
a- Reduced cost to 4k.
b- Reduced cost to 3k.
[basically a more fked up version of ME BF 109 G FI]
10- Rework; Reduced cost to 4k.
When the enemy discards a card, add a copy of it in your hand.
(alternative variant)
a- Reduced cost to 3k.
[yes
]
10/A- (following 10th option)
Reduced cost to 2k.
(alternative variant)
a- Increased operation cost to 3k.
[why? I dunno it just came to mind and it seemed good]
10/II- (following 10th option)
When a card is discarded, add a copy of in your hand.
(alternative variants)
a- Reduced cost to 3k.
[moar value generator
]
10/II/A- (following 10/II option)
Reduced cost to 2k.
(alternative variant)
a- Increased operation cost to 3k.
VETERAN REWORK
As for this one, I got pretty much inspired by the idea suggested by Plonkyj, instead of making something simple I had to complicate myself into trying to coth as much cloth as possible for this exploitable concept.... and I ended up decorating a whole castle with it.
As for all of the following cards, each one can technically be paired up with one another "randomly" but obviously depending on the base conditional effect, its Veteran effect will be similar or not.
NON-VETERAN CARDS
11- Rework; Reduced cost to 5k
At the start of your turn, draw a card and deal damage equal to its cost to your HQ. Becomes Veteran if you Convert a card.
(alternative variants)
a- Reduced cost to 4k.
b- Reduced cost to 3k.
[although an interesting idea, I personally don't like it as it is more of a Soviet effect, but I did it as a honorable mention and because it inspired me into the following * h o r r i b l e * ideas I had]
[credits to @wet smelt]
11/II- Rework; At the start of your turn, draw a card. Becomes Veteran at the start of its third turn in the battlefield.
(alternativ variants)
a- Reduced cost to 4k.
b- Reduced cost to 3k.
[as for this and all following cards with the first effect which is the same, it could deal damage to the enemy HQ instead]
11/II/A- (following 11/II concept)
Becomes Veteran after you destroy 3 or more enemy units. Applies to all variants.
[conditional effect could be reduced to 2 enemy units]
11/II/B- (following 11/II/A option)
Becomes Veteran after you destroy 3 enemy ground units or 1 air unit. Applies to all variants.
[basically the same idea but now it can trigger if you just destroy one enemy air unit, I suppose that is clear on the wording, isn't?]
11/II/C- (following 11/II concept)
Becomes Veteran after you Convert 3 or more cards. Applies to all variants.
[conditional effect could be reduced to fewer Converted cards if necessary]
11/II/D- (following 11/II concept)
Becomes Veteran after the enemy discards 2 cards. Applies to all variants.
[conditional effect could be adjusted, although I find the 2 card discard good enough]
11/II/E- (following 11/II concept)
Becomes Veteran after you play 2 Navy cards. Applies to all variants.
[conditional effect could also be adjusted, it might be fair enough to increase it to 3 or 4 Navy cards]
VETERAN CARDS:
"Cost is kept at 7k for a simpler sharing and reading of each card, it is not relevant as the cost is tied to the first conditional card, so logically it can be changed later if considered to apply"
V/11- "Rework"; At the start of your turn, draw a card and deal damage equal to its cost to the enemy HQ.
[basically the same base card but with its font size adjusted to fit the "Veteran" keyword correctly]
[credits to @wet smelt]
V/11/II- Rework; After this unit becomes Veteran, the enemy discards 2 card at random.
V/11/III- (following V/11 concept)
After this unit becomes Veteran, draw 2 cards.
V/11/III/A- (following V/III option)
After this unit Becomes Veteran, gain 5 kredits.
[kredit gain could be adjusted]
V/11/III/B- (following V/11/III option)
After this unit becomes Veteran, draw a card and gain 5 kredits.
(alternative variant)
a- ...draw two cards and gain 5 kredits.
[again, kredit gain could be adjusted]
V/11/IV- (following V/11 concept)
At the start of your turn, Develop a German countermeasure.
[I was going to also make an "At the end of turn" but as Karzafiel pointed out earlier, Develop wouldn't really work outside of your turn]
V/11/IV/A- (following V/11/IV option)
At the start of your turn, draw a card and Develop a German countermeasure.
V/11/V- (following V/11 concept)
At the start of your turn, destroy a random enemy unit, draw a card if an air unit.
[basically the same effect as 179th TOMAHAWKS minust the conditional card draw, which btw it could be removed if necessary, just included it as a historial reference]
V/11/VI- (following V/11 concept)
At the start of your turn, draw a card and a Navy card.
V/11/VII- (following V/11 concept)
At the start of your turn, put a PLAN on top of the enemy deck.
(alternative variant)
a- ...put two PLAN on top of the enemy deck. [might be TOO much]
[basically, you are giving the opponent card denial and essentially, reducing its usable kredits]
V/11/VII/A- (following V/11/VII concept)
At the start of your turn, put 1 or 2 PLAN on top of the enemy deck.
[same thing but it be either very powerful or mildly annoying]
V/11/VIII- (following V/11 concept)
At the start of your turn, the enemy discards an order at random.
V/11/IX- (following V/11 concept)
The enemy cannot have more than X cards in its hand. Discard the excess.
(variants)
a- Cannot have more than 7 cards...
b- Cannot have more than 6 cards...
c- Cannot have more than 5 cards...
d- Cannot have more tahn 4 cards...
[pretty horrible effect if you ask me, and I mean it in the... "good" way, of sorts]
[as for the "Discard the excess" part, the idea is that if the enemy has more cards at hand than the card stablishes, those will be discarded, going from right to left side, in theory]
V/11/X- (following V/11 concept)
The enemy cannot play orders.
(alternative variant)
a- The enemy cannot play orders or countermeasures.
[technically it would be "trigger countemeasures", meh]
V/11/XI- (following V/11 concept)
The enemy cannot play more than (see variants) order per turn.
(variants)
a- ...more than one order per turn.
b- ...more than two orders per turn.
[yes, I contradicted myself with this one as it is more of a Soviet effect than a German one
]
V/11/XII- (following V/11 concept)
After becoming Veteran, the enemy removes the top X cards of its deck.
(variants)
a- ...removes the top 5 cards of its deck.
b- ...remvoes the top 6 cards of its deck.
c- ...removes the top 7 cards of its deck.
d- ...removes the top 8 cards of its deck.
[inverse ALPENFENSTUNG/JET PROTOTYPE kind of effect, but now the enemy suffers instead]
V/11/XII/A (following V/11/XII concept)
At the start of each turn, the enemy removes the top card of its deck.
(144)
i take it you like ingoing me so be it
nah I just found a good chance to share that gif, I find it funny
Not a thanks you to this #1350635388666122300 message
or no meantion to this #1350635388666122300 message
umh, so are you telling me you thought of that too?
I just thought of tha t tbh
ah, thats cool
fun fact, I didn't actually make +100 ideas, but I did actually make +100 images for this card idea
with the number being exactly 143 images
You're a beast
CARD QUESTION; KING TIGER; URANPROJEKT; MAUS
As for the current three 12k German crusaders, what do you think about this cards? are they good, bad or mid?
How do you feel they perform or performed when used?
If you had to change something about them, what would that be? A buff? A nerf? A whole rework?
What idea you have in mind?
Take into account the current meta and cards for it.
My personal opinion about them goes like this:
KING TIGER: good heavy unit that does make for a good counter control in the late game, problem I see with it is that not only it is extremely expensive, but it can be quite unreliable if the enemy has cards that can affect the board without targeting anything, thus making it more of a cumbersome unit to use than anything else. Could serve an small buff or cost reduction.
MAUS: a somewhat new super heavy tank which in theory should be amazing, but it is not, has all the main disadvantages of a big slow card, which cannot even avoid being targeted by removals, and worst of all, its effect is mediocre at best, given that if the enemy overwhelms you with cheap units you'll probably are already dead, on its own it could work, but it is unreliable. Could serve a big buff or apropiate rework.
URANPROJEKT: one of the three big tech tree late orders available in the game, its effect is good, but as the enemy does know you have it at hand, you may not get full value of it as it will not push many units in battle, you waste a turn getting it/using it where you could do something else. In contrast, we have MANHATTAN PROJECT, which technically is the "same order" but can damage all enemies by a total of 12 damage for a cheap cost.
For this order, it could easily have a really big buff, rework and/or cost reduction for it to be worth picking up.
ADDITIONAL CARD QUESTION; ENVELOP
Same questions as before.
As for this card, I believe it could have a small buff and/or cost reduction, given that most of the time it ends up being a more expensive MISSING, and worst of all, it is easier to identify and play around.
please wait while I ponder. These are cards I'm very much interested in
for this one I'll give it a day (maybe two)
I was waiting long to get here
and I really want to hear opinions about these
King Tiger is really good but the nature of the card itself makes it hard to make good use of. Personally, I think it's effect should be "cannot be destroyed by effects". This would make it more competitive.
King Tiger should be cheaper, because the Tiger II was easier to produce than Maus
Maybe 10k or something like that and keep the effect.
The problem with it is that you have to spend your whole turn to deploy it...
Uranprojekt, I honestly think should be "destroy all enemy units. Skip the enemy's turn"
For 30k, the effect it has is no threat to anything or anyone. It's super easy to handle and does not create the deterrance or the rush of the two nukes or Bletchley Park
Maus is great. I like it the way it is. I would honestly make it destroy anything cost 4k or less. I think all these cards are unpopular due to the niche they occupy
Envelop should have the same effect as A Bridge Too Far but not summon any units
I made a suggestionon ow evelop can work and be buff tbh
"Wehn a unit moves into the frontline destroy all units ther and for this turn any units moved into the frontline cann't attack at all
It's like %mud% but on a cm
Cards found: 1
URANPROJEKT:
12k
Destroy every enemy unit, deal 2 damage to thier hq for each
URANPROJEKT
12k destroy all units and enemy gets half of it kredits for a turn
12k First unit the enemy plays gain -2 -2 and destroy hte hold bord
12k clear the board and gain - cost for how many units are destroy after every turn te cost lowers goes down to -1 like -7 cost on bismarck bu next turn is -6k so 3k than 4k than 5k than 6k and so o
KING TIGER (buff ideas)
As for this unit (which is going to the abyss, I cannot deny it is pretty iconic, as whole thing, its artword, cost and effect, and not to mention its really imposing name which pairs up pretty well with its concept.
But even if it has a pretty powerful effect in theory, I do personally feel this card ended up being quite outdated/mediocre given the current state of the game and strategies, specially if we take into account that it doesn't matter if the enemy cannot target it directly, there are plenty of ways to get rid of it, many of those being (to not say all of them) far more cheaper to play than this unit.
Sure, its big body and heavy armor may make it a pretty though unit to fight against, but at that point in the game you can easily fend it off and destroy the enemy, which most probably it won't have Guards, with this being more evident as the user has to skip its entire turn if it doesn't have a Ramp setup.
So, to make this card more competent and truly the king in the battlefield, I thought some ideas that could be applied for it when it comes back:
1- (changes to base card)
Reduced cost to Xk.
(variants)
a- Reduced cost to 10k.
b- Reduced cost to 9k.
c- Reduced cost to 8k.
[I did have an idea like this in mind, but shoutout to @versed grove for the suggestion!]
[no 11k variant as I was kinda lazy into trying to edit that properly, also it would look kinda off]
2- Buff; Your supportline cannot be affected by enemy orders or deployment effects.
["screw you, deal with it normally with combat damage" aah effect]
2/A- (following 2nd option)
Reduced cost to Xk.
(variants)
a- Reduced cost to 10k.
b- Reduced cost to 9k.
c- Reduced cost to 8k.
3- Buff/Nerf; Removed Heavy armor 2; Cannot be destroyed by enemy orders. Your supportline cannot be targeted by enemy orders or deployment effects.
[why did I remove Heavy armor 2? well, it wouldn't be pretty if it had 4 sentences in total, isn't? but that still be a thing later]
[credits to @deft leaf]
3/A- (following 3rd option)
Reduced cost to Xk.
(variants)
a- Reduced cost to 10k.
b- Reduced cost to 9k.
c- Reduced cost to 8k.
3/II- (following 2nd and 3rd options) MERGE
Cannot be destroyed by orders. Your supportline cannot be affected by enemy orders or deployment effects.
3/II/A- (following 3/II option)
Reduced cost to Xk.
(variants)
a- Reduced cost to 10k.
b- Reduced cost to 9k.
c- Reduced cost to 8k.
4- Buff; (same thing as 3rd option) Restored Heavy armor 2;
Cannot be destroyed by orders. Your supportline cannot be targeted by enemy orders or deployment effects.
[this is what I meant before, 4 sentences in the same text card looks out of place, although it is possible]
4/A- (following 4th option)
Reduced cost to Xk.
(variants)
a- Reduced cost to 10k.
b- Reduced cost to 9k.
c- Reduced cost to 8k.
4/II- (following 2nd and 4th concepts) MERGE
Cannot be destroyed by orders. Your supportline cannot be affected by enemy orders or deployment effects.
4/II/A- (following 4/II option)
Reduced cost to Xk.
(variants)
a- Reduced cost to 10k.
b- Reduced cost to 9k.
c- Reduced cost to 8k.
(145)
Maybe reworked it into "cannot be suppress or converted and your HQ is immune white this unit is on the board?
MAUS (buff & rework ideas)
As for the biggest and saddest card in the game, at first glance when it was announced, I thought it was a pretty dope effect given the whole context and concept of the unit, and that it might be a very good choice in general as at the time it was released there were a bunch of annoying cards within that cost range which may make it a pretty good punishing/clearing tool. Turns out it is pretty far from that.
A very expensive unit that not only falls again into the thrope of big units vulnerable to cheaper removal cards turning them useless for the most part, and the worst part comes from its deployment effect, which should work as a pretty good board clear and/or finisher to end the match, both tasks which performs poorly to say the best.
Sure, there are some times it can shine and obliterate the enemy, but can you really tell me THAT outcome is consistent enough for it to be worth to pick or craft? There are far better options even if the meta aims towards building unit boards with 3 cost or less.
So, to make this still theoretically menacing tank/card, into an actual threat worthy of spreading fear among enemies, I've thought some ideas for it:
1- (changes to base card)
Buff; Now it can destroy units with cost X or less.
(variants)
a- Now it can destroy units with cost 4 or less.
b- Now it can destroy units with cost 5 or less.
[credits to @deft leaf, I also though about something like this, although it is not a particularly difficult change to think off it is not a bad one]
2- Buff; Deployment: Destroy all units with cost X or less. Deal 2 damage to target plus 2 for each.
(variants)
a- Destroy all units with cost 3 or less.
b- Destroy all units with cost 4 or less.
c- Destroy all units with cost 5 or less.
[why this effect? well, if you have used this card, you might have seen a little shenanigan where either player deploys it and it doesn't do anything but just shake the battlefield for a moment without doing any damage at that moment, this may fix that at some extent while providing extra damage]
[additional change that might be unnoticed, now MAUS can target anything besides an enemy, I've done it that way mostly to save text space]
2/A- (following 2nd option)
Increased base damage dealt to a target to 3. Applies to all variants.
2/B- (following 2nd option)
Increased base damage dealt to a target to 4. Applies to all variants.
2/C- (following 2nd option)
Increased base damage dealt to a target to 5. Applies to all variants.
3- "Rework"; Deployment: Destroy all other ground units. Deal 2 damage to a target for each.
[now it basically works like a ground counterpart of ME 262A SCHWALBE but with additional conditional damage]
[it could also say "Deal damage to an enemy" but I just kept the all target for simplicity]
3/II- (following 3rd option)
(insert idea effect). Deal 2 damage to a target plus X for each.
(variants)
a- ...plus 1 for each.
b- ...plus 2 for each.
[why +1 damage for each you may asking, well, now MAUS can obliterate anything from ground level, there needs to be a (possible) limiter]
3/II/A- (following 3/II option)
Increased base damage dealt to a target to 3. Applies to both variants.
3/II/B- (following 3/II option)
Increased base damage deal to a target to 4. Applies to both variants.
3/II/C- (following 3/II option)
Increased base damage deal to a target to 5. Applies to both variants.
4- BIG Rework;
Deployment: Destroy all other units in battle. Remove the top 10 cards of your deck.
[lets say this is the forbidden child between both URANPROJEKT and ALPENFESTUNG]
4/A- (following 4th option)
(insert idea effect). Remove the top X cards of your deck.
(variants)
a- Remove the top 9 cards of your deck.
b- Remove the top 8 cards of your deck.
c- Remove the top 7 cards of your deck.
d- Remove the top 6 cards of your deck.
I would say that this is bad ngl
This thing sucks
I'm trying
Maybe: Give your HQ +2 defense for each unit destroyed
Or some niche effect like that
5- Rework; Deployment: Send all units to its owner's hand. Destroy them if they cost 3 or less instead.
[now it basically works like a LEOPOLD]
5/A- (following 5th option)
(insert idea effect) Destroy them if with cost X or less instead.
(variants)
a- ...with cost 4 or less instead.
b ...with cost 5 or less instead.
5/II- (following 5th concept)
Deployment: Send all enemy units to its owner's hand. Destroy them if they cost 3 or less instead.
[now it works like the original LEOPOLD effect, sorta]
5/II/A- (following 5/II option)
(insert idea effect). Destroy them if they cost X or less instead.
(variants)
a- ...with cost 4 or less instead.
b- ...with cost 5 or less instead.
6- Rework; Deployment: Deal X damage to all enemies.
(variants)
a- Deal 4 damage to all enemies.
b- Deal 5 damage to all enemies.
c- Deal 6 damage to all enemies.
[there is a lot of blank space]
6/A- (following 6th option) Nerf/Balance
(insert idea effect). Remove the top 6 cards of your deck. Applies to all variants.
[card removal could be adjusted, in the end this is a prototype tank that should cost more than 12k, in theory]
Hear me out
Make Maus cost 14k and give some busted effect
😎
(it kinda locks it to ramp but...)
If reichsbank was still a thing smh
Synthetic oil
6/II- (following 6th option)
(insert idea effect). Destroy all enemy units with cost 3 or less. Applies to all variants.
[yeah, its pretty bizarre it can destroy those, you may say that 4-6 damage could do the job already]
6/II/A- (following 6/II option)
Now it can destroy all enemy units with cost 4 or less. Applies to all variants.
6/II/B- (following 6/II option)
Now it can destroy all enemy units with cost 5 or less. Applies to all variants.
6/III- (following 6th concept)
Deployment: Deal X damage to all enemies. Repeat this effect if any enemy is destroyed.
(variants)
a- Deal 2 damage...
b- Deal 3 damage...
c- Deal 4 damage... [yes, this one is pretty fked up]
[BIG CROSSFIRE]
(might try that +2 defense for each idea, if not I'll put the usual finishing stickers]
7- Buff; Deployment: Destroy all units with cost X or less. Give your HQ +2 defense for each.
(variants)
a- Destroy all units with cost 3 or less.
b- Destroy all units with cost 4 or less.
c- Destroy all units with cost 5 or less.
[blame @versed grove for this idea
]
7/A- (following 7th option)
Increased healing effect to +3 for each. Applies to all variants.
[ok now this ones on me lol]
7/B- (following 7th option)
Increased healing effect to +4 for each. Applies to all variants.
(146)
Reverse Maus
"Heal target HQ"

I love this
No healing for Germany
ENVELOP (buff & rework ideas)
As for this (soon to be reserved) card, this is one of those cards you could say it may be pretty good in theory, but it just ends up being more of an inconvenience than an useful tool.
As for starters, this is (or was) the only active countermeasure which had a 3k cost (besides AIRSTRIKE which is reserved), which by its nature, makes it pretty obvious to the opponent that you very likely have an active countermeasure, specifically this one. So given that he suspects about it, he may not risk a wrong move and destroy all of its units at the frontline, or bait it by sacrificing a single one into it, resulting in a loss of value and practical use, rather than a AoE removal card it just becomes a more expensive MISSING.
So, to make this countermeaure more useful in general, I though some ideas for when it comes back:
1- (change to base card)
Reduced cost to 2k.
[this won't be necessary unless there are more useful German countermeasures with 3k cost]
[could technically be also applied to all following options for this card, but it might not be necessary at all]
2- (changes to base card)
Buff; (insert base effect). Draw a card.
(alternative variant)
a- Draw 2 cards.
[now it technically goes into the same value range of ULTRA as for the draw]
2/A- (following 2nd option)
Draw a card, plus 1 for each destroyed.
2/II- (following 2nd concept)
The enemy discards a card.
[it basically works like AIRSTRIKE. It won't have more discard or conditional increased effect]
2/III- (following 2nd concept)
Reduce the cost of all cards in your hand by 1.
[could also be reduced by 2, but I think 1 is more than enough]
2/IV- EXPERIMENTAL BUFF (following 2nd concept)
The enemy gets Bond.
(alternative variant)
a- The enemy gets Bond twice.
[I know, the new expansion did not come and the keyword Bond was not tried yet. It might even be changed, so take this one as a placeholder of sorts, I'm just messing around with the effect to see how it could be applied.]
2/IV/A- (following 2/IV concept)
The enemy gets Bond for each unit destroyed.
[depending on how it happens, it may end up dealing serious damage or nothing at all]
2/V- (following 2nd concept)
The enemy loses 2 kredits.
[kredit loss could be adjusted]
2/V/A- (following 2/V concept)
The enemy loses a kredit slot.
2/VI- (following 2nd concept)
Cards in the enemy hand cost +X kredits.
(variants)
a- Cost +1 kredits.
b- Cost +2 kredits.
2/VII- (following 2nd concept)
Pin all enemy units.
[no, it is not like MUD, and it doesn't work like it specifically]
2/VIII- (following 2nd concept)
All enemy units must Retreat.
2/IX- (following 2nd concept)
The enemy skips its turn.
(alternative variants)
a- Increased cost to 4k.
b- Increased cost to 5k.
[
]
3- Rework;
At the end of the enemy turn, destroy all units in the frontline it he controls it.
(alternative variant)
a- Reduced cost to 2k.
[basically, a cheaper A BRIDGE TOO FAR but without adding an unit.... yet]
[credits to @deft leaf]
3/A- EXPERIMENTAL BUFF (following 3rd option)
At the end of the enemy turn, destroy all units in the frontline and gets Bond if he controls it.
[same statement as with the previous idea, this is just an experiment to see if it fits or not]
3/B- (following 3rd option)
(insert idea effect). It gets Bond for each unit destroyed.
[can either be very powerful or do nothing else than destroy some units]
4- Rework; (similar idea as to 3rd option)
At the end of your turn, add a 64. PANZERGRENADIER to the frontline if possible. Otherwise, destroy all units there.
(alternative variant)
a- Add a 59. PANZERGRENADIER instead.
[now this one works like a cheaper A BRIDGE TOO FAR]
[huge shoutout and credits to @deft leaf; sorry my friend for not following your will, couldn't help myself, but it is a good chance to give it a VERY nice effect]
4/II- (following 4th concept)
Add a PANZER I-B to the frontline if possible.
(alternative variant)
a- Add two PANZER I-B to the frontline if possible.
4/II/A- (following 4/II option)
Add a PANZER II-A to the frontline if possible.
(alternative variant)
a- Add two PANZER II-A to the frontline if possible.
4/II/B- (following 4/II option)
Add a PANZER I DAK to the frontline if possible.
(alternative variant)
a- Add two PANZER I DAK to the frontline if possible.
4/II/C- (following 4/II option)
Add a STUG III-F to the frontline if possible.
(alternative variant)
a- Add two STUG III-F to the frontline if possible.
[this might be a lot of body/attack generated in comparison with the PANZER II-A]
4/II/D- (following 4/II option)
Add a FLAMMPANZER to the frontline if possible.
(alternative variant)
a- Add two FLAMMPANZER to the frontline if possible.
[another poor atempt to make this card works lol; and btw, it has 2 op and 3/3, not a huge deal I guess]
4/II/E- (following 4/II option)
Add a PANZER 38(t) to the frontline if possible.
(alternative variant)
a- Add two PANZER 38(t) to the frontline if possible.
[same case as with the STUG III-F variant, although in comparison, this unit doesn't deal double damage against tanks]
4/III- (following 4th option)
Add a STUG IV to the frontline if possible. Otherwise destroy all units there.
[with the "III" category? well, this ones won't have a variant which add two units]
4/III/A- (following 4/III option)
Add a 10.5 cm leFH to the frontline if possible.
[another poor attempt to make an underused unit to work]
4/III/B- (following 4/III option)
Add a PAK 40 to the frontline if possible.
[Ambush time!]
4/III/C- (following 4/III option)
Add a PANZER III-LATE to the frontline if possible.
(alternative variant)
a- Increased cost to 4k.
[now this is basically an "upgraded" A BRIDGE TOO FAR, but now it puts the Special variant instead for a more cheaper cost]
(147)
Anything to buff my baby
- is a really nasty unit to add at the end of the enemy turn
(those nerds that can remember it without commands can relate)
!64. Panzergrenadier
Cards found: 2
!64
Cards found: 3
I'd say adding a 64 is a bridge too far (see what I did there?)
that bridge wouldn't be too far if there was a 5. PANZERGRENADIER huh?
Well I see that my idea never when in so I am not going give you my feedback tbh
#1350635388666122300 message
this suggestion could be its own server atp
lol
Did you do the mighty fall yet
I do have good ideas for it
but for now I'm finishing with the current German cards I believe that could be either buffed or nerfed
for the next nation to make ideas for, I'll see which allied nation to pick
(its not like once I finish the URANPROJEKT I'll be done with Germany, I'll probably also think idea for all possible cards to come in the future, this will apply to all nations)
cooking up the URANPROJEKT ideas while drinking a 🧉

Chimarrao (where I live we call it Mate, you can probably guess where)
(cannot type the curved thing from ñ in those lol)
We call that too tbh
URANPROJEKT (buff & bigger buff ideas) 1st GER-SEASON FINALE
As for this mythical order, imo I find it one of the coolest cards in the game, not only because the artwork concept (shoutout to the genius that made it), but also the whole effect concept and visual effect it provides is really stounding, problem is that those two amazing things don't go alongside the horrendous practical use it has.
For a 12k elite order (30k if you want to make that argument about value/tempo yada yada) it is terrible for 2 main things, one is that the opponen can easily tell you have that order in hand, so it won't add or deploy more units and/or valuable ones for you to destroy, making you just stare at disbelief the board with threats you've just leaved be for 1 whole turn by developing it and then realizing it is not worth it "yet".
In contrast, we have its "counterpart" MANHATTAN PROJECT which not only is far more cheaper, but it is extremely efficient at clearing a whole enemy board AND dealing damage to the enemy HQ for 6k by dealing 6 damage, best part of it? you have 2 copies of it in total. And then there is the humble BLETCHLEY PARK, which may be kinda bad if we put it besides the USA one, but it has an inmmediate effect worth its effect atleast which might be decisive.
Oh, did I mention URANPROJEKT also gives you kredits? well it is more of a decorative text than something practical to rely on.
So, taking this points (or rambling) in mind, I've though some ideas that could be applied to this cool and baddly treated order:
1- Buff; Destroy all enemy units. The enemy discards X cards.
(variants)
a- The enemy discards 3 cards.
b- The enemy discards 4 cards.
[straight upgrade from TYPE XXI U-BOAT]
1/II- (following 1st option)
Gain X kredits for each destroyed. The enemy discards 2 cards.
(variants)
a- Gain 1 kredit...
b- Gain 2 kredits...
c- Gain 3 kredits...
[an even better upgrade, following the original "gain kredit" concept too]
1/II/A- (following 1/II option)
Now the enemy discards 3 cards instead. Applies to all variants.
1/III- (following 1st concept)
Draw a card for each card destroyed. The enemy discards X cards.
(variants)
a- The enemy discards 2 cards.
b- The enemy discards 3 cards.
[basically, it replaced the kredit gain with card draw]
1/IV- (following 1st concept)
The enemy discards a card plus 1 for each destroyed.
(alternative variant)
a- The enemy discards two cards plus 1 for each destroyed.
["say goodbye to the enemy hand"
]
2- Buff/"Rework"; Destroy all enemy units. Deal 1 damage to the enemy HQ for each destroyed.
[basically, now it has the MAUS effect]
[almost forgot, credits to @wet smelt, I've made this idea some time ago too, but nonetheless it is a great idea!]
2/A- (following 2nd option)
Deal X damage to the enemy HQ for each destroyed.
(variants)
a- Deal 2 damage...
b- Deal 3 damage...
2/II- (following 2nd concept)
Deal 4 damage to the enemy HQ plus 1 for each destroyed.
[now it can deal damage on its own if necessary]
2/II/A- (following 2/II option)
Deal 4 damage to the enemy HQ plus X for each destroyed.
(variants)
a- Deal 2 damage...
b- Deal 3 damage...
[these two variants can stack a lot of damage if used correctly]
3- Buff/"Rework"; Destroy all enemy units. Deal damage to the enemy HQ equal to defense it gained this battle.
[basically, a slowly rising middle finger for those who heal lol
]
3/A- (following 3rd option)
Deal damage to the enemy HQ equal to the defense it gained or lost this battle.
[similar as before, but BIGGER, GRANDER AND DESTRUCTIVE!]
4- Buff; Destroy all enemy units. The enemy skips its next turn.
[credits to
@deft leaf
!!]
4/II- (following 4th option)
Destroy all enemy units. Gain X kredits for each destroyed. The enemy skips its next turn.
(variants)
a- Gain 1 kredit...
b- Gain 2 kredits...
c- Gain 3 kredits...
[now it also has the original effect]
4/III- (following 4th option)
Destroy all enemy untis. The enemy discards X cards and skips its next turn.
(variants)
a- The enemy discards 2 cards...
b- The enemy discards 3 cards...
[again, same as before, a direct upgrade from TYPE XXI U-BOAT]
5- Buff; Destroy all enemy units. Gain 1 kredit and draw a card for each destroyed.
[basically the same thing as the original but with card draw. Why now? I dunno]
5/A- (following 5th option)
Gain X kredits and draw a card for each destroyed.
(variants)
a- Gain 2 kredits...
b- Gain 3 kredits...
6- "Rework"; Destroy all enemy units. The enemy HQ gets: "Units you deploy or add this battle get -X-X".
(variants)
a- ...get -1-2.
b- ...get -2-1.
[as far as I'm concerned in my grammatical and reading comprehension, that effect would be readed from the enemy's perspective, so it makes sense it says that to "you", but it won't affect your units per se]
6/A- (following 6th option)
The enemy HQ gets: "Units you deploy or add this battle get -2-2".
6/II- (following 6th concept)
The enemy HQ gets: "At the end of your turn, your unit gets -X-X"
(variants)
a- ...get -1-2.
b- ...get -2-1.
6/II/A- (following 6/II option)
The enemy HQ gets: "At the end of your turn, your units get -2-2".
6/III- (following 6th concept)
The enemy HQ gets: "Your units everywhere are Suppressed". 
[y e s, it does EXACTLY that]
6/IV- (following 6th concept)
The enemy HQ gets: "Your hand cannot have more than X cards".
(variants)
a- Your hand cannot have more than 7 cards.
b- Your hand cannot have more than 6 cards.
c- Your hand cannot have more than 5 cards.
This thread is my Twitter
This is a great suggestion
6/V- (following 6th concept)
The enemy HQ gets: "When you play a card, your HQ takes X damage".
(variants)
a- ...takes 1 damage.
b- ...takes 2 damage.
[quick reminder this affects the enemy HQ and to them, not to you]
Hilarious but genius
I think that 3 is too much...
Maybe 2?
Insanely good
6/V/A- EXPERIMENTAL BUFF (following 6/V concept)
The enemy HQ gets: "Your cards everywhere have Bond".
[another experimental buff before the update, this might be or not a good idea]
(also, wth are some of these suggestions making Uranprojekt the strongest card in the game)
😭
looking at MANHATTAN PROJECT
I like this but it's not very powerful
At some point make Uranprojekt say "Destroy enemy HQ"
I think that should be the point
Eh, certainly the best research by a great margin
ʰᵉ ᵈᵒᵉˢⁿ'ᵗ ᵏⁿᵒʷ...
cheap, deals 12 damage in total and can win a game by its own
I still wonder why tf it has 6k
(ok lets resume)
I could live with Manhattan receiving a nerf
Idk if you covered that card yet
Manhattan is Frontline win condition
There's no changing that
It's absurd that you only needs to deal 8 damage to "win" a game
yup
with a nation known for its powerful blitz units, specially bombers
people seems to ignore that
6/VI- (following 6th concept)
The enemy HQ gets: "When you draw an additional card, discard a card".

6/VII- (following 6th
The enemy HQ gets: "Cannot play more than X cards per turn". 
(variants)
a- Cannot play more than 1 card per turn.
b- Cannot play more than 2 cards per turn.
[similar concept as to PETLYAKOV Pe-2FT]
6/VII/A- (following 6/VII concept)
The enemy HQ gets: " Cannot deploy or add more than X units per turn".
(variants)
a- Cannot deploy or add more than 1 unit per turn.
b- Cannot deploy or add more than 2 units per turn.
[now it only works with units instead of... all cards]
7- Buff/"Rework"; Destroy all enemy units. Set the enemy's kredit slots to 6.
[no hard feelings towards ramp! I swear! his nose proceeds to comically get larger]
7/A- (following 7th option)
Gain X kredits for each destroyed. Set the enemy's kredit slots to 6.
(variants)
a- Gain 1 kredit...
b- Gain 2 kredits...
c- Gain 3 kredits...
[I was also going to make a variant with "Discard X cards", but that would be TOO much already, I'm a villain, not a monster]
8- Buff/"Rework"; Destroy all enemy units. Remove the top 10 cards of the enemy's deck
[inverse ALPENFESTUNG, but instead of building a whole mountain fortress, you launch the whole thing at the enemy]
8/A- (following 8th option)
Increased amount of removed cards from the enemy's deck to X.
(variants)
a- Increased to 15.
b- Increased to 20.
[why those numbers? well, its to make it simpler to share the general idea, but the amount could be adjusted between 10 and 20 cards, take your pick!
✋
🤚]
9- Rework; Destroy all enemy units. Set the enemy's HQ defense to 10. If it has 10 or less already, destroy it instead.
    
(148)
I REALLY like this
This legit could be added to the game
But maybe... 8 ig?
10 can be a bit too much
maybe
harkons back to the original Uranprojekt
Insanely good
I love this one. I miss deck destruction in this game
And this is how we finish this thread with a golden key
maybe, maybe not 
I'll see later to make the usual "poll" image to choose bettwen the next for allied nations, personally I would go with Poland
(haha German suggestion next to Poland's one)
It should destroy if it has exacly 10 defence
Reduce the cost to 6
technically thats true, but oh well.
(whoops, wait I gotta fix a mistake in the image lol)
SELECT YOUR ALLY NATION

As for this little section, well, for those that like to either see this post and its suggestions and/or interact here, I've "finished" for now the Germany part for all current cards available, so now I would like to see which allied nation I could work with next time alongside you! So for that, I'll make a poll for all 4 allied nations right now, the one with the most votes will be the winner.
[and yeah, I wanted an excuse to make a drawing lol]
I have a better suggestion. Uranproject at 12k but for each enemy unit you see the cost is reduced by 2.
that still runs the problem of the enemy seeing it and avoiding it at all cost
Prob one of the best ideas so far
I would even make it : if it has 15 or less, destroy it, since u are literally risking 2 expensive turns for it
Which is already an insane risk
Which ally nation you prefer for the next suggestions?
9
18
4
FRANCE
1097925747517169744
NationFR
the Poll in a nutshell:

FRANCE SUGGESTIONS 
Surprisingly enough, this nation won the poll! I thought it was going to be Poland the most voted one, but I was wrong (and funnily enough it did not surrender).
As for this nation, when I was a new player (and I suppose many others too) tried to work with this nation in their beggining, but turned out to not really be the best option or the most optimal choice in general, atleast in my experience. Many of its cards having interesting mechanics but that didn't get very far and end up being pretty much obscured overtime, which I believe these could be polished into something better and interesting.
I'll follow the same rules and concept as before, anyone can participate if they want and share their own thoughs and ideas for all french cards available, but with a little unmentioned change now, anything that was not released yet or that is going to be reworked into something new will not be discussed as such until it is officially shown and tried for a decent amount of time in game, to avoid senseless hypotethical rambling.
UNIT QUESTION; 51e RÉGIMENT; FRENCH 75; H75-C1
As for this units, what do you think about them? Were or are they good, bad or mid? If you could, what would you change about them? Apply a buff, nerf or rework? What ideas and opinions you have in mind?
My personal opinions:
-
51e RÉGIMENT: a decent unit, loved it when I started the game, but felt it lack some power to back it up, even if it was a flexible unit. Could serve a little buff, maybe some modernization.
-
FRENCH 75: not much to say about this artillery in particular, but I always like its whole concept about high power but with high drawback, but I quickly realized that not only it is really expensive, but it is also vulnerable not only to removal order, but another units as it cannot defend it self effectively, and worse if there are enemies at the frontline. I believe it could either get a buff and/or a cost reduction.
-
H75-C1an interesting fighter, always liked the Mobilize effect it could provide, but always hated three things about it; 1st being that it needs you to control a unit for to to be useful, if not it is just a mediocre an expensive fighter; 2nd that its cost is pretty high for the whole unit, and considering how easy it can be to counter the Mobilize effect, its usefulness falls pretty quickly; 3rd and last, its operation cost as a fighter makes it quite bad if you wnat to use, making it not very efficient at all. Could easly get a big general buff or rework.
51e regiment is fine in my book. The stats are perfectly balanced and its versatility makes it good. I myself run it on slower decks
French 75 could be 3k, no further necessary changes. I would go as far as arguing 3k 1op 3/4 given that the effect is a debuff
H75-C1 is a great fighter and I've used it in my best Japanese decks.
I'd say give it more attack and that will cut it. 3k 2op 3/3 deployment: give a friendly unit Mobilize will make it viable
I say make French 75 2k but with 3 op cost but with 4/4
With the text "Destroy a unit that enter the frontline." but has ambush and bond?
For 51E regiment it's fine as is but H75-c1 could done with a reworked
Like "Deployment destroy a enemy unit if you control a unit with Mobilize." and has shock and is a 3/3 with 3 op cost and 4k
Because 3 or more op cost could fit into a throp deck
Because you running france for %8e MAROCAINS% in throp
Cards found: 1
(as these three may just have so little potential ideas/changes for them, I might just make all of them today lol)
EDIT: ok I've changed my mind, I might just upload the FRENCH 75 later, but the H75-C1 will be for tomorrow.
Oh god I thought of a toxic thing
French 75 "When this unit destroy a enemy unit discard a card and gain health equal to it cost." 6k with 3 op cost and bond and ambush? (Doesn't stack) with other french 75
thats a terrible idea (in the bad way)