#Ideas and suggestions for different cards
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UNIT QUESTION: DEWOITINE D.520; FARMAN F.222; POTEZ 63.11
What do you think about this cards? Are they good, bad or mid? If you could change anything about them, what would that be? A buff, a nerf or a complete rework? Share with me your opinions and ideas!
My personal takes about them:
-
DEWOITINE D.520: a good and interesting fighter, but with poor attack and general performance for a 4k fighter, even if we consider its anti-air passive it is not really good on its own, specially for an ally card. It could receive a cost reduction and/or small buff.
-
FARMAN F.222: a pretty handy little bomber that while not really imposing a real threat, it can give you a good cycle of cards and some damage here and there. I personally think it should a very small but decent buff.
-
POTEZ 63.11: an interesting bomber from a now reserved archetype, the Mobilize deck, before its rotation I tried it out and make it work but saddly, with no really impressive outcomes. Imo it could have either a big buff or rework.
I say Farman don't give it blitz imo
"if you deal damage to the enemy HQ gain blitz, When this unit deals damage to the enemy HQ, draw a card."
thats a little convoluted and unnecessary tbh
its not like it does a lot of damage anyways
Dewotine
Should do +2 damage to units in the support line
I agree with @versed grove on giving blitz to Farman
Potez does need a rework. Personally, I think "your HQ gains +1hp when you deploy a unit with a combat keyword. Draw a card if it has two combat keywords"
No reason in particular hehehe
XD
I see a pattern again
but I'm not against it at all, its a good concept but I tend to... forget believe or not, as I do not use it per se
I wish I had forgotten about this game.
Potez
Potez penser here
if I knew how to code I would take my time to make a Fear and hunger cards game
DEWOITINE D.520 (buff & "reworks")
As for this unit, I always found it pretty interesting for a fighter to have an anti-air passive effect, both to counter bombers and or attack other aircraft, but the main problem I always saw with this unit was its overall weakness against anything else.
For 4k and 2op you are basically paying for a 3k fighter if you use it against anything else, which makes kinda inneficient at anything else but fighting air units, as it doesn't have any other keywords or effects to support it.
Sure, it may technically count as a 5/5 unit against air but as all units with a unit based counter, it is truly valuable and useful against those unless it can do something else.
I personally feel it could have a small tweak for it to be better, maybe a full scale change, so following this, I've thought some ideas that could be applied into it for it to be worth picking:
1- (changes to base card)
Buff; Reduced cost to 3k.
[this change can also be applied to any of the following options to come if necessary]
1/A- (following 1st option)
Reduced operation cost to 1k.
1/II- (following 1/A concept)
4k; Reduced operation cost to 1k.
[this change can also be applied to any of the following options to come if necessary]
1/III- (following 1st concept)
Increased attack to 4.
(alternative variant)
a- Reduced operation cost to 1k.
[this changes can also be applied to any of the following options to come if necessary]
1/IV- (changes to base card)
Buff; Added keywords.
(variants)
a- Now it has Ambush.
b- Now it has Shock.
c- Now it has Fury.
d- Now it has Mobilize.
[this changes can also be applied to any of the following options to come if necessary]
1/IV/A- (following 1/IV concept)
Added keyword combinations (with Ambush)
(variants
a- Now it has both Ambush and Shock.
b- Now it has both Ambush and Fury.
c- Now it has both Ambush and Mobilize.
1/IV/B- (following 1/IV concept)
Added keyword combinations (with Fury)
(variants)
a- Now it has both Fury and Shock.
b- Now it has both Fury and Mobilize.
1/IV/C- (following 1/IV concept)
Added keyword combinations (with Mobilize)
(variant)
a- Now it has both Mobilize and Shock.
2- Buff; Deals +2 damage to air units. Enemy air units cannot be Guarded.
2/A- (following 2nd concept)
Deals +2 damage to air units. Ignores Guard.
2/II- (kinda following 2nd concept)
Deals +2 damage to air units and HQ.
[now it is a real threat
]
2/II/A- (following 2/II option)
Deals +2 damage to air units and HQ. (see variants)
(variants)
a- Enemy air units cannot be Guarded.
b- Ignores Guard.
2/III- (following 2/II concept)
Deals +2 damage to units.
2/III/A- (following 2/III option)
Deals +2 damage to units. (see variants)
(varians)
a- Enemy air units cannot be Guarded.
b- Ignores Guard.
2/IV- (following 2/II concept)
Deals +2 damage to units in the supportline.
[credits to @deft leaf]
2/IV/A- (following 2/IV option)
Deals +2 damage to units in the supportline. (see variants)
(variants)
a- Enemy air units cannot be Guarded.
b- Ignores Guard.
2/V- (following 2/IV concept)
Deals +2 damage to targets in the supportline.
[credits/shoutout to @deft leaf; pretty similar to his original idea, although now it can also threat the HQ]
2/V/A- (following 2/V option)
Deals +2 damage to targets in the supportline. (see variants).
(variants)
a- Enemy air units cannot be Guarded.
b- Ignores Guard.
2/VI- (following 2/II concept)
Deals +2 damage to air units and units with combat keywords.
[@deft leaf ✌️
]
2/VI/A- (following 2/VI option)
Deals +2 damage to air units and units with combat keywords. (see variants).
(variants)
a- Enemy air units cannot be Guarded.
b- Ignores Guard.
3- Buff- Deals +2 damage to air units. When this unit attacks and destroys an unit, it can attack again.
3/A- (following 3rd option)
Now it deals +2 damage to all units.
3/II- (following 3rd concept)
Deals +2 damage to air units. The first time this unit attacks and destroys an unit, it can attack again.
[same thing, but now it can only trigger once]
3/II/A- (following 3/II option)
Now it deals +2 damage to all units.
4- Buff/"Rework"; Deals +2 damage to air units. At the end of your turn, set its defense to 5.
[yes, I know it could/should say instead "Fully repair this unit", but the idea is that it can also get rid of any buff (or debuff) in it]
4/A- (following 4th option)
Now it deals +2 damage to all units.
5- Buff/"Rework"; Deals +2 damage (see variants). Deployment: Fight target enemy unit.
(variants)
a- Deals +2 damage to air units.
b- Deals +2 damage to units.
5/A- (following 5th option)
(insert idea effect). Draw a card if it was destroyed. Applies to both variants.
5/II- (following 5th concept)
Deals +2 damage to units in the supportline. Deployment: Fight target enemy unit.
[credits to @deft leaf]
5/II/A- (following 5/II concept)
Now it can deal +2 damage to all targets in the supportline.
[that includes the HQ]
6- Buff; Deals +2 damage to air units. Deployment: Pin target enemy unit. If it is in the frontline, it must Retreat.
[basically the same thing as FORTIFIED POSITION]
6/A- (following 6th option)
Now it deals +2 damage to all units.
7- Buff/"Rework"; Deals +2 damage to air units. Before an enemy unit attacks, deal X damage to it.
(variants)
a- Deal 1 damage to it.
b- Deal 2 damage to it.
7/A- (following 7th option)
Now it deals +2 damage to all units. Applies to both variants.
7/II- (following 7th concept)
Deals +2 damage to air units. Before an enemy unit attacks anything but this unit, deal X damage to it.
(variants)
a- Deal 1 damage to it.
b- Deal 2 damage to it.
7/II/A- (following 7/II option)
Now it deals +2 damage to all units. Applies to both variants.
8- Buff/"Rework"; (similar to 7th option)
Deals +2 damage to air units. Before an enemy unit deals damage, deal X damage to it.
(variants)
a- Deal 1 damage to it.
b- Deal 2 damage to it.
[same thing as before, but now it can counter/chip away things that deal no-combat damage]
8/A- (following 8th option)
Now it deals +2 damage to all units. Applies to both variants.
9- Buff/"Rework; Deals +2 damage to air units. Before taking lethal damage, it Fights a random enemy unit.
9/A- (following 9th option)
Now it deals +2 damage to all units.
10- Buff/"Rework; Deals +2 damage to air units. Enemy cards in its hand cost +1.
10/A- (following 10th option)
Now it deals +2 damage to all units.
10/II- (following 10th concept)
Deals +2 damage to air units. Enemy units cost +X to deploy.
(variants)
a- Enemy units cost +1 to deploy.
b- Enemy units cost +2 to deploy.
10/II/A- (following 10/II option)
Now it deals +2 damage to all units. Applies to both variants.
10/III- (following 10th concept)
Deals +2 damage to air units. Enemy orders cost +1 to play.
10/III/A- (following 10/III option)
Now it deals +2 damage to all units.
10/IV- (following 10th concept)
Deals +2 damage to air units.
Enemy non-French cards cost +1 to play.
(alternative variant)
a- Deal +2 damage to units.
[pretty similar to the 10th idea, but now it doesn't affect French cards]
10/V- (following 10/IV concept)
Deals +2 damage to air units. Enemy non-French units cost +X to deploy.
(variants)
a- Enemy non-French units cost +1 to deploy.
b- Enemy non-French units cost +2 to deploy.
10/V/A- (following 10/V)
Now it deals +2 damage to units. Applies to both variants.
10/VI- (following 10/IV concept)
Deals +2 damage to air units. Enemy non-French orders cost +1 to play.
(alternative variant)
a- Deals +2 damage to units.
11- Buff/"Rework"; Deals +2 damage to air units. It costs the enemy +X kredits to target or attack your supportline.
(variants)
a- It costs the enemy +1 kredits...
b- It costs the enemy +2 kredits...
11/A- (following 11th option)
Now it deals +2 damage to all units. Applies to both variants.
12- Buff/"Rework; Deals +2 damage to air units. When your HQ gets damage, this unit gets +X+X, where X is the damage taken.
12/A- (following 12th option)
Now it deals +2 damage to all units.
12/II- (following 12th concept)
Rework; When your HQ gets damage, this unit gets +X+X, where X is equal to damage taken.
12/II/A- (following 12th concept)
When your HQ gets damage, this unit gets an equal amount of attack.
12/II/B- (following 12/II option)
When your HQ gets damage, this unit gets an equal amount of attack. Ignores Guard.
13- Buff/"Rework"; Deals +2 damage to air units. Damage dealt to your HQ is dealt to this unit instead.
[basically the same effect from ROYAL ULSTER RIFLES]
13/A- (following 13th option)
Now it deals +2 damage to all units.
14- Buff/"Rework"; Deals +2 damage to air units. Your HQ cannot lose more than 5 defense each turn.
[same effect as SEAGULL]
14/A- (following 14th option)
Now it deals +2 damage to all units. Applies to both variants.
(19)
I feel like you want to counter me and my keywords 
These guards bypasses are pretty good
Really good one here
Busted and I'm here for it
FARMAN F.222 (buff & "rework" ideas)
As for this unit, technically there is not much to say about it, as despite its "terrible" stats, its a pretty good unit for card draw, taking into account it only costs 2k to deploy and 1k to operate, which is pretty good overall, and from time to time take down/chip out defense from dangerous units if necessary.
Although, one of the many problems I see it has, its mainly its slowness, by having to wait 1 turn to attack (which may open up by a Fighter blockade) because its lack of Blitz; and secondly its lack of natural defenses, no Smokescreen and a low defense points makes for a big disadvantage for this bomber.
And as mentioned before, if the enemy just happens to have a Fighter in its supportline, the Farman's effect is of no use as it needs to attack/deal damage the enemy HQ, which makes for another big issue when considering using it.
So, to make this unit a more powerful option for card draw, I've thought some ideas that could work with it:
1- (changes to base card)
Reduced cost to 1k.
[this change could also be applied to any of the following options if necessary]
1/A- (following 1st concept)
Reduced operation cost to 0k.
(alternative variant)
a- Reduced cost to 1k.
[this changes could also be applied to any of the following options if necessary]
1/II- (changes to base card); (following 1st concept)
Increased attack to 2.
[credits to @versed grove, although it is not the exact same idea.... yet]
1/II/A- (following 1/II option)
Reduced defense to 1.
[credits to @versed grove]
1/II/B- (following 1/II option)
Increased operation cost to 2k.
1/III- (changes to base card; (following 1st concept)
Buff; Added keywords.
(variants)
a- Now it has Blitz.
b- Now it has Smokescreen.
c- Now it has Mobilize.
[shoutout to both @versed grove and @deft leaf for the Blitz option, although it is the most obvious change to apply, it is good to take it into account]
1/III/A- (following 1/III concept)
Added keyword combinations.
(variants)
a- Now it has both Blitz and Smokescreen.
b- Now it has both Blitz and Mobilize.
c- Now it has both Mobilize and Smokescreen.
d- Now it has all three keywords (Blits, Mobilize and Smokescreen)
[I kinda feel the text is kinda off place...]
1/IV- (following 1/III concept)
Now it has Bond and Moblize.
[nerf option as for the potential threat + usefulness]
1/IV/A- (following 1/IV option)
Added keyword combinations (Bond + Mobilize)
(variants)
a- Now it also has Smokescreen.
b- Now it also has Blitz.
1/IV/B- (following 1/IV/A variants)
d- Now it has both Blitz and Smokescreen. [alongside Bond and Mobilize]
2- Buff/"Rework; When this unit deals damage, draw a card.
[you might overdraw... but tbh thats just an skill issue lol]
2/A- (following 2nd option)
(insert idea effect). Gain X kredits if it was the enemy HQ.
(variants)
a- Gain 1 kredit...
b- Gain 2 kredits...
[additional value to regain spent kredits and/or gain a profit besides the card draw]
2/II- (kinda following 2nd concept)
When this unit deals damage, draw a card. Add a SALLY to your hand if the HQ.
[specifically the enemy HQ, but it is clear enough what it means]
! candidate
2/II/A- (following 2/II concept)
(insert idea effect). Add a SALLY to your hand if the HQ, discard it end of turn.
[think fast chucklenuts!]
Don't forget the OG 
why in the fk it has the word candidate lol
(didn't knew that version, lemme think an idea for it)
2/III- (kinda following 2nd concept)
When this unit deals damage to the enemy HQ, draw a card. If it destroyed an unit, draw a card.
3- Buff; When this unit deals damage to the enemy HQ, draw a card. Deployment: Add a SALLY to your hand.
3/A- (following 3rd option)
Now it draws a card each time it deals damage.
(editing out the RESISTANCE version out... printing machine sounds)
4- Buff/"Rework"; When this unit deals damage to the enemy HQ, draw a card and add a RESISTANCE into the enemy deck.
[shoutout/blame to @prime iron for pointing out the original design]
4/A- (following 4th concept)
When this unit deals damage, draw a card and add a RESISTANCE into the enemy deck.
4/II- (following 4th and 4/A options)
Now it adds a RESISTANCE on top of the enemy deck instead. Applies to both variants.
[basically, now the enemy has a guaranteed RESISTANCE trigger next turn]
4/III- (following 4th concept)
When this unit deals damage to the enemy HQ, draw a card. Otherwise, add a VIVE LA RESISTANCE! to hand.
4/III/A- (following 4/III option)
Now it adds a RESISTANCE COUNCIL instead.
4/III/B- (following 4/III concept)
When this unit deals damage to the enemy HQ, draw a card. Otherwise add a RESISTANCE into the enemy deck.
4/III/C- (following 4/III/B option)
Now it adds a RESISTANCE on top of the enemy deck instead.
(20)
This seems op and I'm here for it
For potez hear me out:
4k 2op 3/3 pincer: this unit has all keywords
I'm a little reluctant about suggesting Pincer for these card ideas, as of right now it is a dead archetype that is very much likely to get reworked or just forgotten, but it is not a bad option.
POTEZ 63.11 (buff & rework ideas)
As for this reserved unit, well I didn't use it that much before it was rotated tbh as I already felt that the Mobilize deck was not particularly useful when it was available before rotation, while it might be an interesting option, the Mobilize units available to trigger its effect are either French or British, which limits its usefulness and deck building flexibility.
Don't get me wrong, getting HQ healing and card draw for adding or deploying units is... quite good tbh, but it is effectiveness seems pretty limited, specially if we compare it with something like 8e MAROCAINS, that heals as always the unit deployed has 1 operation cost or more.
So, to make this unit a more fitting tool and more powerful, I've thought some ideas for when it comes back:
1- (change to base card)
Buff; Reduced cost to 3k.
[just a base change for any other options to come]
2- Buff/"Rework; When you deploy an unit, your HQ gains +X defense. If the first time, draw a card.
(variant)
a- ...your HQ gains +1 defense.
b- ...your HQ gains +2 defense.
[similar to the original version but slightly different, and without the "add an unit" part]
2/A- (following 2nd option)
Now it triggers when you deploy or add an unit too. Applies to both variants.
[now this is the most similar to the original version]
2/II- (following 2nd concept)
The first time you deploy or add an unit, draw a card and your HQ gains +X defense.
(variants)
a- ...your HQ gains +1 defense.
b- ...your HQ gains +2 defense.
[pretty similar to previos options, but now the whole thing only triggers once]
3- Rework; The first time you deploy an unit, draw a card, your HQ gains +X defense and give it Mobilize.
(variants)
a- ...your HQ gains +1 defense.
b- ...your HQ gains +2 defense.
[basically it is the original version but swapped out, although its wording might need a little adjustments]
3/A- (following 3rd option)
Now it triggers when you deploy or add an unit too. Applies to both variants.
3/II- (following 3rd option)
Now it gives the first unit you deploy Blitz instead. Applies to both variants.
3/II/A- (following 3/A option)
Now it gives the first unit you deploy or add Blitz instead. Applies to both variants.
3/III- (following 3rd concept)
The first time you deploy an unit, draw a card, your HQ gains +X defense and give it a random combat keyword.
(variants)
a- ...your HQ gains +1 defense.
b- ...your HQ gains +2 defense.
[@deft leaf ✌️
]
3/III/A- (following 3/III option)
Now it triggers when you deploy or add an unit too. Applies to both variants.
4- Rework; Your HQ gains +X defense when you deploy an unit. Draw a card if it has a combat keyword.
(variants)
a- ...your HQ gains +1 defense.
b- ...your HQ gains +2 defense.
[credits to @deft leaf, although it is not the same idea... yet]
4/A- (following 4th option)
Now it triggers when you deploy or add an unit too. Applies to both variants.
4/II- (following 4th concept)
Your HQ gains +X defense when you deploy or add an unit with a combat keyword. Draw a card if it has two combat keywords.
(variants)
a- ...your HQ gains +1 defense...
b- ...your HQ gains +2 defense...
[credits to @deft leaf]
5- Rework; Your HQ gains +X defense when you deploy an unit. Draw a card if the first. Repeat this efefct if French.
(variants)
a- ...your HQ gains +1 defense.
b- ...your HQ gains +2 defense.
[what does it mean if it triggers it again? well, it gives you double the healing and if the first unit, it draws two cards]
5/A- (following 5th option)
Now it triggers when you deploy or add an unit too. Applies to both variants.
6- Rework; Your HQ gains +X defense when you play a card. Draw a card if the first this turn.
(variants)
a- ...your HQ gains +1 defense.
b- ...your HQ gains +2 defense.
[similar to previous options, although now it works for anything besides units]
6/A- (following 6th concept)
(insert idea effect). Repeat this effect if French. Applies to both variants.
7- Rework; Your HQ gains defense equal to the cost of the first card you play each turn.
[this might get pretty crazy
]
7/A- (folllowing 7th option)
Now your HQ gains defense equal to the cost of the first card played by the enemy.
7/B- (following 7th concept)
Now it gives your HQ defense equal to the cost of the first card played by each player.
8- Rework; When your HQ gets damage, increase the cost of a random card in the enemy hand by an equal amount.

9- Rework; Deployment: Give target friendly unit 3 random combat keywords.
9/A- (following 9th option)
(insert idea effect). Draw a card if it had none.
(alternative variant)
a- Draw 2 cards if it had none.
10- Rework; Deployment: Deal 1 damage to a target enemy unit, plus X for each combat keyword it has.
(variants)
a- ...plus 1 for each combat keyword it has.
b- ...plus 2 for each combat keyword it has.
10/A- (following 10th option)
Increased base damage to 2. Applies to both variants.
10/II- (following 10th concept)
Deployment: Target an enemy unit. Deal X damage for each combat keyword it has.
(variants)
a- Deal 2 damage...
b- Deal 3 damage...
10/III- (following 10th concept)
Deployment: Give target enemy unit -1-1, plus -1-X for each combat keyword it has.
(variants)
a- ...plus -1-1 for each combat keyword it has.
b- ...plus -1-2 for each combat keyword it has.
[tbh I'm not sure how it would be worded, if it should be either "plus", "minus" or another text form]
10/III/A- (following 10/III option)
Increased base debuff to -1-2. Applies to both variants.
10/III/B- (following 10/III concept)
Deployment: Target an enemy unit. Give it -1-2 for each combat keyword it has.
11- Rework; Non-French cards cost +X to play.
(variants)
a- ...cost +1 to play.
b- ...cost +2 to play.
[this applies to both players
]
This goes graxy with black watch
11/A- (following 11th option)
(insert idea effect). If a non-French unit, it has +X operation cost.
(variants)
a- ...it has +1 operation cost.
b- ...it has +2 operation cost.

11/B- (following 11/A option)
Now non-French units have +2 operation cost instead. Applies to both variants.

12- Rework; Enemy cards have Bond.
[RESISTANCE goes brrrr]
12/A- (following 12th option)
Enemy non-French cards have Bond.
[RESISTANCE no longer goes brrrr....]
13- Rework; At the end of turn, add a RESISTANCE on top of the enemy deck.
13/A- (following 13th option)
At the end of your turn, your HQ gains +X defense, add a RESISTANCE on top of the enemy deck.
(variants)
a- ...your HQ gains +1 defense.
b- ...your HQ gains +2 defense.
14- Rework; At the end of your turn, Pin a random enemy unit. If in the frontline, it must Retreat.
[an inbuilt FORTIFIED POSITION effect of sorts]
"When enemy plays a resistance, add a resistance to his deck"
14/A- (kinda following 14th concept)
At the end of your turn, Pin a random enemy unit. Add a RESISTANCE into the enemy deck.
(alternative variant)
a- Add a RESISTANCE on top of the enemy deck.
[an inbuilt RESISTANCE COUNCIL effect of sorts]
"When the enemy plays a RESISTANCE order. Add a RESISTANCE on top of its deck"
15- Rework; At the end of your turn, deal 1 damage to the enemy HQ. If the enemy controls the frontline, deal 2 damage instead.
15/A- (following 15th option)
Increased damage dealt in general by 1.
16- Rework; When the enemy plays an order, add a RESISTANCE into the enemy deck.
16/A- (following 16th option)
Now RESISTANCE is added on top of the enemy deck instead.
Resistance is acualy an order
16/II- (following 16th and 16/A option)
Now it triggers whenever the enemy plays a card. Applies to both variants/options.
At the bottom could be fun
16/III- (following 16/II concept)
Now it also triggers when the enemy plays a card or operates an unit too. Applies to both variants.
thats so ass lol
And id he shuffles its gg
17- Rework; Deployment: Draw X cards. Shuffle them back into your deck at the end of turn.
(variants)
a- Draw 2 cards.
b- Draw 3 cards.
c- Draw 4 cards.
17/II- (following 17th option)
Deployment: Draw X cards from the enemy deck. Shuffle them back into its owner's deck end of turn.
(variants)
a- Draw 4 cards...
b- Draw 3 cards...
c- Draw 2 cards...
[yes, it can open up to make the enemy discard cards in its deck
]
18- Rework; When an unit is destroyed, add a RESISTANCE into the enemy deck.
18/A- (following 18th option)
Now it triggers when an enemy unit is destroyed instead.
(alternative variant)
a- Now it is triggered when a friendly unit is destroyed instead.
19- Rework; When an unit enters your hand, your HQ gains defense equal to its cost.
19/A- (following 19th option)
(insert idea effect). Double it if French.
20- Rework; When you deploy an unit, your HQ gains +1 defense, plus X for each combat keyword it has.
(variants)
a- ...plus 1 for each combat keyword it has.
b- ...plus 2 for each combat keyword it has.
[@deft leaf ✌️
]
20/A- (following 20th option)
Increased base HQ healing to 2. Applies to both variants.
21- Rework; When the enemy plays a RESISTANCE order, add a RESISTANCE into the enemy deck.
[credits to @wet smelt
]
21/A- (following 21th concept)
When a RESISTANCE order is played, add a RESISTANCE into the enemy deck.
[yes, it counts your RESISTANCE orders too
]
(21)
(me thinking the card ideas, specially the reworks lol)
This is a really cool idea
This is more balanced
its the simplest take, the trickiest part was how to balance the card draw
I love this
This is fire 🔥 (root out pun intended)
Me likey
Please never change, @gusty steppe
(mmmh, I might try and make this GIF but with my profile character, a.k.a TIP OF THE SPEAR
)
lol
(fun fact, there are other 2 variants of that image, that one being the most "detailed")
Me still waiting for the Me and the Boys version
Who'd you place for the 4?

Yeah I think Bubbles shared it a few years back
Also don't forget about this 
If PVZ Heroes made an edit of this
Kards should have one also
(I could... I surely could)
question is which cards would fit in it
ok I've though a funny duo for it:
but it can be better
Well the 2nd fanart showcases a synergy
So maybe 2 cards that showcases Synergy?
I mean, those two work flawlessly (for now) but I'm not sure I can "humanize" them for the drawing
15th Cav and Expansion?
The new burn when something undestroyed leaves
wait
I've got the perfect duo for it
(which I personally hate but it makes up for a good drawing)
KYOTO REGIMENT and 16th TARNOW REGIMENT
And volunteer corps
Or sabe and motorise
Tarnow looks really funny in this format lol
(Though I still have to figure out how to do Kyoto's face)
@prime iron (Intel minds)
I'm stealing this
I mean, I also stole it lol
UNIT QUESTION: 1er RÉGIMENT ÉTRANGER; 2e RMT; 48e RÉGIMENT D'INFANTERIE
What do you think about this cards? Are they good, bad or mid? If you could change anything about them, what would that be? A buff, a nerf or a complete rework? Share with me your opinions and ideas!
My personal takes about them:
-
1er RÉGIMENT ÉTRANGER: [did try it, but a few times only] interesting unit with a potentially powerful effect, besides its Mobilize, it is pretty much a hardcore situational unit which may just become pretty useless if the enemy doesn't have a big hand, either by a burn focus or lack of draw. Imo it could ge a little buff to override this disadvantage.
-
2e RMT: [also did use it] a very good Guard with really no downsides besides its attack (which is fine), only issue I have with is its natural incapacity of buffing French units. Imo that could be changed.
-
48e RÉGIMENT D'INFANTERIE: [never tried it] an interesting Mobilize focused infantry that has a conditional guard effect, although I feel it lacks a little of power and usefulness for today's meta. I believe it could either get a big buff and/or rework.
I've used Etranger more than a few times and while it should be played at specific times, it is very potent and can very easily be a swift and major threat with sufficient cost as to be removal resilient.
RMT is also good, and follows the French synergy of not being French. It is typically used as a way to draw attention and buff units rather than for guarding.
Not sure about the other one.
1er regiment etranger was the main threat for the original Time Machine deck. It had great synergy with the old resistance mechanic.
I'd give it Blitz and Shock, and change the effect to +1/+1 per resistance in the enemy deck.
Alternatively, could make it a 5/5 and the effect "gains Blitz, Shock and Ambush if the enemy has more cards in hand"
2e RMT is pretty good. I use it in Throp all the time
1er is honestly fine as is. I'd rather keep it as is with use in all kinds of decks as a swift and powerful mid-late game aggressor for when the enemy has a card advantage.
48e regiment d'infanterie was good back in the day. Oddly enough, I think it should have guard by default, keep Mobilize and gain Shock upon losing Mobilize
So a 1-3 growing guard?
Honestly maybe it should be immune to suppression. A removal resistant guard would be great.
Force the enemy to deal with it, but they do have to fight it somehow rather than simply negating it with supression.
Yes
Etranger: 4k 1op 1/1 mobilize, blitz deployment: get +1+1 for each french card in all decks
The rest is probably fine
1er RÉGIMENT ÉTRANGER (buff & rework ideas)
As for this unit, I always found it interesting how it worked its whole concept, while expensive, it provided a pretty though unit in the mid/late game if the enemy had a good hand size, plus it has Mobilize so it can provide additional pressure and a potential threat over time.
Although the issue I always had with it was that its main strenght is also its biggest weakness, given that you rely on the enemy to have cards to make it truly usable and worth of 5k kredits. If the opponent lacks card draw and/or uses a lot of burn which might make him have a small hand, you'll end up with a terrible kredit investment.
It is true that this unit did synergize very well with the old RESISTANCE archetype (which is not a thing now), and also the now reserved Mill decks, that... while it tdoes provide the conditions for this unit effect to work, I still find it kinda off.. slugish and cumbersome to play out, given that there are other options to play in its place.
So, to make this card a more favorable tool and less clunky, I've thought some ideas that could be applied:
1- (changes to base card)
Buff; Reduced cost to 4k.
[the simplest yet most effective change up to date]
1/II- (following 1st concept)
Increased stats to X/X.
(variants)
a- Increased stats to 2/2.
b- Incresed stats to 3/3.
c- Increased stats to 4/4.
1/III- (changes to base card); (following 1st concept)
Now it has Shock.
[yeah it is literally just that]
2- Buff; Deployment: Choose one - Gets +1+1 for each card in the enemy hand OR yours.
[a straightforward change that allows a little more of flexibility if the enemy does happen to not have an ideal hand size]
3- Rework; Increased cost to 7k; Increased stats to X/X;
If in your hand, this unit costs 2 less each time you play a French card.
(variants)
a- Increased stats to 5/5.
b- Increased stats to 6/6.
c- Increased stats to 7/7.
[yes, it is basically inspired on my gone but still beloved RHODOS GIANT]
3/A- (following 3rd option)
Reverted cost to 5k; Now its cost is only reduced by 1. Applies to all variants.
3/II- (following 3rd concept)
Increased cost to 7k; Increased stats to X/X;
If in your hand, this unit costs 2 less each time a friendly unit is destroyed.
(variants)
a- Increased stats to 5/5.
b- Increased stats to 6/6.
c- Increased stat to 7/7.
3/II/A- (following 3/II option)
Reverted cost to 5k; Now it only reduces its cost by 1. Applies to all variants.
3/III- (following 3rd concept)
Increased cost to 7k; Increased stats to X/X;
Costs 2 less for each enemy unit in the battlefield.
(variants)
a- Increased stats to 5/5.
b- Increased stats to 6/6.
c- Increased stats to 7/7.
3/III/A- (following 3/III option)
Reduced cost to 5k; Now its cost is reduced only by 1. Applies to all variants.
3/IV- (following 3rd concept)
Increased cost to Xk; Increased stats to X/X;
Costs 2 less for each enemy unit in the frontline.
(variants)
a- Reverted cost to 5k; Increased stats to 5/5.
b- Increased cost to 7k; Increased stats to 6/6.
c- Increased cost to 7k; Increased stats to 7/7.
3/IV/A- (following 3/IV option)
Reduced cost to 5k; Now it only reduces its cost to 1. Applies to all variants.
3/V- (following 3rd concept)
Increased cost to Xk; Increased stats to X/X;
If in your hand, this unit costs 2 less each time your HQ gains or loses defense.
(variants)
a- Reverted cost at 5k; Increased stats to 5/5.
b- Increased cost to 6k; Increased stats to 6/6.
c- Increased cost to 7k; Increased stats to 7/7.
[it could be only on of the two effects regarding of the HQ defense, but... why not both?]
3/V/A- (following 3/V option)
Increased cost to 7k (except for "a" variant);
Now it only reduces its cost by 1. Applies to all variants.
3/VI- (following 3rd concept)
Increased cost to 7k; Increased stats to X/X;
If in your hand, this unit costs 2 less each time an enemy unit is destroyed.
(variants)
a- Increased stats to 5/5.
b- Increased stats to 6/6.
c- Increased stats to 7/7.
3/VI/A- (following 3/VI option)
Reduced cost to Xk; Now it only reduces its cost by 1. Appleis to all variants.
(variants)
a- Reverted cost to 5k.
b- Reduced cost to 6k.
c- Cost kept at 7k.
3/VII- (following 3rd concept)
Increased cost to 7k; Increased stats to X/X;
If in your hand, this unit costs 2 less each time a French card is played.
(variants)
a- Increased stats to 5/5.
b- Increased stats to 6/6.
c- Increased stats to 7/7.
[it also counts on enemy French cards, specially RESISTANCE]
3/VII/A- (following 3/VII option)
Reduced cost to 5k; Now it only reduces its cost by 1. Applis to all variants.
4- Rework; (similar to 3rd concept)
Increased cost to 7k; Increased stats to X/X; Costs 2 less for each card in the enemy hand.
(variants)
a- Increased stats to 7/7.
b- Increased stats to 8/8.
[pretty similar to the original version, although now it has already all its potential power available for a higher (or lower) cost]
4/A- (following 4th option)
Now it can only reduce its cost by 1. Applies to both variants.
5- Rework; Deployment: Target an enemy unit. Copy its stats an get +1+1.
5/A- (following 5th option)
Reduced cost to Xk.
(variants)
a- Reduced cost to 4k.
b- Reduced cost to 3k.
c- Reduce cost to 2k.
5/B- (following 5/A "2k" and "3k" variants)
Increased operation cost to 3k.
5/II- (following 5th concept)
Deployment: Target an unit. Copy its stats and get +1+1.
[same thing as before, although now you can target friendly units]
5/II/A- (following 5/II option)
Reduced cost to Xk.
(variants)
a- Reduced cost to 4k.
b- Reduced cost to 3k.
c- Reduced cost to 2k.
5/II/B- (following 5/II "3k" and "2k" variants)
Increased operation cost to 3k.
6- Rework; Deployment: Get +X+X, where X is the cost of your last played order.
(alternative variant)
a- Reduced cost to 4k.
7- Rework; Increased stats to 4/4;
Deployment: Target an enemy unit. Deal 2 damage to it end of your turn.
(alternative variant)
a- Reduced cost to 4k.
7/A- (following 7th option's "a" variant)
Reduced stats to 3/3.
8- Rework; Deployment: Gets +1+1 for each French card in both players decks.
(alternative variant)
a- Reduced cost to 4k.
[credits to @wet smelt]
8/A- (following 8th concept)
Now it only counts on French cards in your deck instead. Applies to both variants.
8/B- (following 8th concept)
Now it only counts on French cards in the enemy deck. Applies to both variants.
[not only this is effective if the enemy has French ally, but also if you use RESISTANCE related cards]
(22)
[as the 2e RMT suggestions will be terribly short, I might just follow it with the 48e RÉGIMENT D'INFANTERIE ideas too]
2e RMT (buff ideas)
As for this unit, I really do not have much to say about it as it pretty much a solid unit as a whole, not only it is a decent Guard but it can also provide a good AoE buff for all of your units, which adds additional preassure to the enemy to deal with.
The only issue I have with it as always, is its lack of flexibility by buffing French units (not itself), which might make it kinda clunky if you just happen to have French units to deploy, which might be a waste.
And besides, as for a 5k Guard, its attack might be a little... weak, while I'm aware it is more intended as a support unit than a Guard unit, it would be nice if it could have additional value for itself.
So, taking into account this points, I've thought some ideas that could be applied into it:
1- (changes to base card)
Buff; Added keywords.
(variants)
a- Now it also has Shock.
b- Now it also has Mobilize. (we could say it now can buff itself with semi conditions)
c- Now it also has Ambush.
[this changes could be applied to the following option to come]
1/A- (following 1st concept)
Added keyword combinations.
(variants)
a- Now it has both Mobilize and Shock.
b- Now it has both Ambush and Mobilize.
c- Now it has both Ambush and Shock.
[this changes could be applied to the following option to come]
2- Buff; At the end of your turn, each non-French unit you control gets +1+1.
[now it is slightly faster than before]
3- Buff; At the start of your turn, each other French unit you control gets +1+1.
[now it basically can buff French units, but not itself]
3/A- (following 3rd option)
Now it triggers at the end of your turn instead.
3/II- (following 3rd concept)
At the start of your turn, each unit you control gets +1+1.
[now not only it can buff your other French units, but it can also buff itself]
3/II/A- (following 3/II option)
Now it triggers at the end of your turn.
(23)
48e RÉGIMENT D'INFANTERIE (buff & rework ideas)
As for this reserved unit, I honestly do not have much to say about it, it has a peculiar design but... I feel it kinda fell off in power over time, taking into account how fast the game is right now, this unit cannot really compete against units with equal or less cost.
Given that it is a 2k unit, its lack of power leaves it pretty much useless in every realistic scenario you could put it in, its Mobilize/Guard effect is interesting but not really useful, its pretty expensive for a 1/3 unit that might just die next turn, doing nothing in return.
And even if it survives somehow after losing mobilize, you'll just end up most of the time with a 1/2 or 1/1 Guard that might not even do enough to even trade.
All of this are just personal assumptions, I might be wrong though, but I think this unit in particular might need a change if it ever wants to come back. So taking this into account, I thought some ideas for it!
1- (changes to base card)
Increased stats to X/X.
(variants)
a- Increased attack to 2. (2/3)
b- Increased defense to 4. (1/4)
c- Increased both attack and defense by 1. (2/4) [I think this one fits the most for 2k]
[this changes could be applied to any of the following options]
1/II- (change to base card); (following 1st concept)
Reduced cost to 1k.
[I believe that if the stats are kept without changes, this cost might be the most suitable]
1/II/A- (following 1/II option)
Increased stats to X/X.
(variants)
a- Increased attack to 2. (2/3)
b- Increased defense to 4. (1/4)
[no 2/4 variant for obvious reasons]
2- (changes to base card)
Buff; Added keywords.
(variants)
a- Now it also has Ambush.
b- Now it also has Shock.
[this changes could be applied to any of the following options]
2/A- (following 2nd concept)
Now it also has Ambush and Shock.
3- Buff/"Rework"; When this unit loses Mobilize, it gets Guard.
[it basically follows the same concept as CHAR B1 bis]
3/A- (following 3rd option)
Now it also draws a card.
[now it is essentially the same concept as CHAR B1 bis]
4- Buff/"Rework"; Now it also has Guard; Has (see variants) when it doesn't have Mobilize.
(variants)
a- Has Shock...
b- Has Ambush...
[credits to @deft leaf, although the Ambush addition was a thing of mine lol]
4/II- (following 4th concept)
When this unit loses Mobilize, it gets (see variants).
(variants)
a- ...it gets Shock.
b- ...it gets Ambush.
4/II/A- (following 4/II option)
Now it also draws a card when it loses Mobilize. Applies to both variants.
5- Rework; Now it has Guard; Cannot lose Mobilize.
5/A- (following 5th concept)
Cannot be Suppressed.
5/B- (following 5th concept)
Cannot be Converted.
[lol]
5/II- (following 5th and 5/A options) MERGE;
Cannot be Suppressed or lose Mobilize.

5/II/A- (following 5th and 5/B options) MERGE;
Cannot be Converted or lose Mobilize.

5/II/B- (following 5/A and 5/B options) MERGE;
Cannot be Converted or Suppressed.

5/II/C- (following 5th, 5/A and 5/B options) ULTIMATE MERGE;
Cannot be Converted, Suppressed or lose Mobilize.

6- Rework; Now it also has Shock;
Cannot be targeted by enemy orders.
[pretty similar to the 5th option, but now it is more general]
6/A- (following 6th option)
Cannot be targeted by enemy orders or deployment effects.
6/B- (following 6th option)
Cannot be targeted by enemy orders. Cannot lose Mobilize.
[would've also done a "cannot lose variant" with the deployment one, but there is not enough text space]
6/II- (following 6th concept) Nerf;
Cannot be targeted by orders.
[now it cannot even be targeted by YOUR orders too]
6/II/A- (following 6/II option)
Cannot be targeted by orders or deployment effects.
[same principle but now the deployment effects are included]
6/II/B- (following 6/II option)
Cannot be targeted by orders. Cannot lose Mobilize.
[on the bright side it might now lose Mobilize so easily, right?]
7- Rework; Now it also has Guard;
When this unit loses Mobilize, the enemy shuffles a card in hand to their deck.
[this can be pretty nasty if you are the one intentionally making it lose Mobilize]
[wording is a little... poor, it could be adjusted]; [in regards of the card thing, it is basically a random card]
7/A- (following 7th option)
Now the enemy puts a card in hand in hand into their deck.
8- Rework; Now it also has Guard;
Cannot be attacked by units that cost 1 or less.

[screw you jaggro]
8/A- (following 8th option)
Cannot be attacked or targeted by units that cost 1 or less.

[screw you jaggro tools and units
]
8/B- (following 8/A option)
Cannot be targeted or attacked by enemy units that cost 1 or less.
[same thing as before, but now it doesn't block your own units deployment effects]
8/II- (following 8th concept)
Cannot be targeted by enemy cards that cost 1 or less.
[basically, no orders or deployment effects like ROUT, SUPPRESSION, BLOODY SICKLE, etc.]
8/II/A- (following 8/II option)
Cannot be targeted or attacked by enemy cards that cost 1 or less.
[same thing as before plus attacking units]
8/III- (following 8/II option) Nerf;
Cannot be targeted by cards that cost 1 or less.
[now it also blocks your own cards and deployment effects that could benefit it]
8/III/A- (following 8/III option)
Cannot be targeted or attacked by cards that cost 1 or less.
[pretty much the same thing as before, but now it has the advantages of the 8/II option too]
9- Rework; Now it also has Guard;
At the start of your turn, draw a card if this unit doesn't have Mobilize.
9/A- (following 9th option)
Now it triggers at the end of your turn instead.
10- Rework; Now it also has Guard;
It costs the enemy +1 kredits to target this unit.
[similar to RED DEVILS' effect]
10/A- (following 10th option)
It costs the enemy +1 kredit to target or attack this unit.
[basically the same effect as RED DEVILS]
11- Rework; Now it also has Guard.
When this unit loses Mobilize, the enemy loses X kredits.
(variants)
a- ...the enemy loses 1 kredit.
b- ...the enemy loses 2 kredits.
[this effect is obviously only effective if it is the enemy's turn AND if this unit survives after getting hit]
12- Rework; Replaced Mobilize with Guard;
At the end of your turn, it gets Mobilize.
12/A- (following 12th option)
At the end of your turn, it gets Mobilize. If it already has Mobilize, it gets (see variants).
(variants)
a-...it gets Shock.
b- ...it gets Ambush.
12/B- (following 12th option)
At the end of your turn, it gets Mobilize. If it already has Mobilize, draw a card.
[a pretty decent and rounded up Mobilize/card draw engine]
(24)
No retreat + no suppress is pretty fire

I mean... its not a bad effect although it would be pretty irrelevant today to be honest
there aren't many relevant Retreat cards that might see play
only a handful, which are also rare
also I see your ideas lately are too Soviet... I'll Convert you into a Germany thinker instead!
but what I could see plausible, is "Cannot return to your hand"
I've always been a German thinker, I started experimenting so I could learn other nations
UNIT QUESTION: 2e BRIGADE; 155 C MODÈLE 1917; 5e CHASSEURS
What do you think about this cards? Are (or were) they good, bad or mid? If you could change anything about them, what would that be? A buff, a nerf or a complete rework? Share with me your opinions and ideas!
My personal takes about them:
-
2e BRIGADE: I tried it before its rotation, and I have to say I never liked it a little bit for two big reasons, first is that it has the PANTHER D dilemma, it can be powerful but it is supceptible to removal and suppression, like a "card check", it would be fine-ish if that was the case, but its power solely relies on Mobilize, which is one of the most counterable things ever as you only need to damage it every time it has Mobilize. An interesting unit. but it could have a cost reduction and/or big buff or directly a rework.
-
155 C MODÈLE 1917: (Never tried it), I can suppose this unit was a big thing back then when there were "happier" times, Mobilize decks bloomed and such vile thing as Suppression was not a thing, nowadays I can hardly see it being useful at all, Mobilize is too easy to deal with and this unit is terribly expensive and heavily dependant on your board state. I'd say it could have a big rework plus a cost reduction if necessary.
-
5e CHASSEURS: (I've tried it/saw it here and there), a very Solid unit as a whole, good effect, good stats and it has Blitz, pretty good for more offensive tactics and key targeting, although I always felt it was a little... lackluster in value and expensive, its not bad... but CHASING SHADOWS is a thing already, it has a much affordable rarity and you play it for free. I think it could have a little buff and thats it.
2e:
4k1op
2/6
At the start of your turn (insert effect)
- draw a card
- give your french/non-french units +1+1
- shuffle DEFEND THE NATION to your deck

- add a resistance to enemy deck
- add a resistance to enemy deck for each 3 resistance in thier deck

155:
6k0op
3/5
Deploynement: (insert effect)
- give your units blitz (including this)
- give your cards smokescreen until end of turn (including this and hq) (excluding the frontline and your guardd)
- move all resistance to top of thier decks
- target unit moves to the frontline
5e:
5k1op
5/5 Blitz
Deployment: (insert effect)
- move target unit to the frontline if friendly. Retreat it otherwise
- move a unit to the frontline. Give it fury/guard/shock/ambush
Maybe 155 C modele 1917 could instead deliver mobilize.
After this unit attacks, give a random friendly unit mobilize. Reduce the operation cost by 1 and give it fury. Still expensive, but it can protentially force the enemy to play whack-a-mole.
For 2e, you could make it something like: Cannot be suppressed while mobilized.
2e Brigade had a good run as a midgame guard, but I'd argue we should change the effect to include other synergies. Something like "at the start of your turn, gets +1/+1 for each friendly unit with two or more combat keywords".
Keep guard and mobilize, no stats change
155 C Modele 1917 had literally one patch where it was ever viable.
The effect shouldn't be deployment, it should be perma. Also, since Mobilize was phased out, I'd argue it should have +1atk for each different combat keyword you have on your board.
Not sure how viable this is to code, but would encourage synergies and get a very tanky artillery to sit at the 3/5 ~ 5/5 range
5e Chasseurs is perfect and I use it in a handful of decks. No change needed.
If anything, increase the defense to 6.
mh....the 2e Brigade effect is good.. but there isn't enough text space... I'll try and see to make it a thing without sacrifing the Mobilize, Guard sentence
155 c modele 1917 idea: "Inverse LA DECIMA"

2e BRIGADE (buff & rework ideas)
As for this reserved unit, I always thought it had a pretty interesting concept... but to be honest I was never sold about its usage and potential power, lemme explain.
For one it is pretty darn expensive for a 2/6 Guard unit, and while it is true that it has Mobilize and it is "upgraded" by its passive effect, it also leads to its demise, given that it relies on having Mobilize at the start of your turn for full potential, realistically you won't get a big unit as it would be a priority for the enemy to either damage it, or just neutralize it.
I... kinda get the point of its Mobilize effect to work like "taunt" for removal and enemy efforts to shut it down, but it feels a little lackluster imo.
So, to make this unit a far more interesting option, I've thought some ideas that could be used in it when it comes back:
1- (changes to base card)
Buff; Reduced cost to 3k.
[as always, the simplest of all possible changes; it could also be applied to any of the following options]
1/II- (changes to base card); (kinda following 1st option)
At the end of your turn, it gets +1+1 if Mobilized.
1/II/A- (following 1/II option)
Reduced defense to X.
(variants)
a- Reduced defense to 5.
b- Reduced defense to 4.
c- Reduced defense to 3.
[effective power reduced for the sake of it to not be really oppressive]
2- Buff; At the start of your turn, it gets +1+1.
[removed Mobilized conditional]
2/A- (following 2nd option)
At the end of your turn, it gets +1+1.
2/II- (following both 2nd and 2/A options)
At (see variants), it gets +1+1. Draw a card if it has Mobilize.
(variants)
a- At the start of your turn...
b- At the end of your turn...
[kinda following the original concept but better]
2/II/A- (following 2/II concept)
(insert idea effect). Draw a card if it doesn't have Mobilize. Applies to both variants.
[same thing but working the other way around instead]
3- Rework; At the start of your turn, it gets Mobilize.
[might not have the same growing power, but now it won't give it up that easily]
3/A- (following 3rd option)
At the end of your turn, it gets Mobilize.
3/II- (following both 3rd and 3/A options)
At the (see variants), it gets Mobilize. If it already have it, draw a card.
(variants)
a- At the start of your turn...
b- At the end of your turn...
3/II/A- (following 3/II concept)
(insert idea effect). If it didn't have it, draw a card. Applies to both variants.
[now it works the other way around, basically, if it did not have Mobilize and regained it in your turn, now you draw a card]
4- Rework; At the start of your turn, draw a card. Give your French units +1+1.
[credits to @wet smelt; I mean, it could only have one of the two effects but... it is much more interesting if we combine them isn't?
]
4/A- (following 4th option)
Now it triggers at the end of your turn.
4/II- (following 4th concept)
At the start of your turn, draw a card, add a DEFEND THE NATION to your hand.
[credits to @wet smelt; similar idea although it adds a card to your hand instead]
4/II/A- (following 4/II option)
Now it triggers at the end of your turn.
4/II/B- (following 4/II and 4/II/A options)
At (see variants), draw a card, add a DEFEND THE NATION to your deck.
(variants)
a- At the start of your turn...
b- At the end of your turn...
[credits to @wet smelt; similar idea but without shuffle as for the lack of text space]
4/III- (following 4th concept)
At (see variants), draw a card, add a RESISTANCE into the enemy deck.
(variants)
a- At the start of your turn...
b- At the end of your turn...
[credits to @wet smelt]
4/IV- (following 4/III concept)
At (see variants), add a RESISTANCE on top of the enemy deck.
(variants)
a- At the start of your turn...
b- At the end of your turn...
[removed card draw because text space shenanigans]
4/V- (following 4th and 4/III concepts) MERGE;
At (see variants), add a VIVE LA RESISTANCE! to your hand.
(variants)
a- At the start of your turn...
b- At the end of your turn...
[basically, now not only you get card draw (by an modest cost) but also you can add RESISTANCE into the enemy deck]
5- Rework; Your HQ gains +X defense when the enemy plays a RESISTANCE order.
(variants)
a- Your HQ gains +1 defense...
b- Your HQ gains +2 defense...
Could add if mobilized tbh
not possible unless I remove the keywords
Card space ahhh
or I make it an "ant only" readable text (aka tiny)
btw kinda off topic, whats the lore/reason behind the random marketeable plushie lol
6- Rework; When an unit is destroyed, add a RESISTANCE into the enemy deck.
[yes, technically it could count itself too, but you know, could add that sentence because text space lol]

6/A- (following 6th concept)
Now it only triggers with friendly units.
6/B- (following 6th concept)
Now it only triggers with enemy units.
7- Rework; At the start of your turn, deal damage to a random enemy equal to its attack.

[yes, it is intended for it to deal more and more damage when it grows or it is buffed, although if it relies only on Mobilize for that, it might be just a little weak]
7/A- (following 7th option)
Now it triggers at the end of your turn.
[now it can benefit even more with card buffs.... it might become an OTK card lol]
8- Rework; Cannot lose Mobilize.
[yeah I know, it is not that special as I've already shared this idea with other French cards lol]
8/A- (following 8th concept)
Cannot be Suppressed.

8/B- (following both 8th and 8/A options) MERGE;
Cannot be Suppressed or lose Mobilize.

8/II- (following 8th concept)
Cannot be Suppressed while Mobilized.
[credits to @dim shadow]
8/II/A- (following 8/II concept)
Cannot be targeted by the enemy while Mobilized.
[might need a little more specific wording, but it cannot be targeted by enemy orders or deployment effects]
8/III- (kinda following 8th concept)
It costs the enemy +X kredits to target or attack this unit.
(variants)
a- It costs the enemy +2 kredits...
b- It costs the enemy +3 kredits...
[kredit inflation goes brrrr]
8/III/A- (following 8/III concept)
it costs the enemy +X kredits to target or attack this unit while Mobilized.
(variants)
a- It costs the enemy +2 kredits...
b- It costs the enemy +3 kredits...
c- It costs the enemy +4 kredits...
[NOW IT IS AN EVEN BIGGER INFLATION!...... until it loses Mobilize lol]
8/IV- (following 8th and 2nd concepts)
At the start of your turn, it gets +1+1. Cannot lose Mobilize.

8/IV/A- (following 8/IV option)
Now it triggers at the end of your turn.
9- Rework; When this unit loses Mobilize, end the turn.
[inspired in KURUME REGIMENT effect]

9/A- (following 9th option)
When this unit loses Mobilize, draw a card and end the turn.
9/II- (following 9th concept)
Destruction: End the turn.
[now it basically a powercreepd KURUME REGIMENT]

9/II/A- (following 9/II option)
Destruction: End the turn. Draw (see variants) if Mobilized.
(variants)
a- Draw a card if Mobilized.
b- Draw 2 cards if Mobilized.
[excluding suppression, now the enemy might need to spend more actions to avoid you getting value from it]
9/II/B- (following 9/II option)
Destruction: End the turn. Draw (see variants) if it was your turn.
(variants)
a- Draw a card if it was your turn.
b- Draw 2 cards if it was your turn.
10- Rework; At the start of your turn, it gets +1+1 for each unit with a combat keyword.
[credits to @deft leaf; yes, it counts itself and enemy units too
]
10/A- (following 10th option)
Now it triggers at the end of your turn.
10/II- (following 10th concept)
At (see variants), it gets +1+1 for each unit with two or more combat keywords.
(variants)
a- At the start of your turn...
b- At the end of your turn...
[credits to @deft leaf, this is the original idea, with its respective limitations]
10/III- (following 10th concept; combat keyword thing lol)
Deployment: Your units get +1+1 for each unit with a combat keyword.
[can buff itself too, in theory]
10/III/A- (following 10/III option) Nerf;
Deployment: Your other units get +1+1 for each unit with a combat keyword.
[now it cannot buff itself; boo womp]
10/IV- (following 10th concept; combat keyword thing lol]
At the start of your turn, your units get a random combat keyword.

10/IV/A- (following 10/IV option)
Now it triggers at the end of your turn.
10/V- (following 10th concept; combat keyword thing lol]
When a friendly unit survives a combat, it gets a random combat keyword.
[it can also affect itself ofc]

10/VI- (following 10th concept; combat keyword thing lol]
When your non-French units attacks, give it a random combat keyword.
[wording might be a little... atrocious, if you can come up with a better one for this variant, I'll re-edit it lol]
10/VI/A- (following 10/IV option)
When a friendly unit attacks, give it a random combat keyword.
10/VI/B- (following 10/VI/A option)
When a friendly unit attacks, give it +1+0 and a random combat keyword.
[this is inspired by another card from a obscure (I think) cards game, can you guess which it can be?]
10/VII- (following 10th concept; combat keyword thing lol]
When a friendly unit is damaged, give it a random combat keyword.
11- Rework; Now it also has Ambush;
Has +3 attack if Mobilized.
11/II- (following 11th option)
At the start of your turn, it gets +1+1. Has +3 attack if Mobilized.
11/II/A- (following 11th option)
At the end of your turn, it gets +1+1. Has +3 attack if Mobilized.
12- Rework; Cannot be attacked by enemy units that cost X or less.
(variants)
a- Cannot be attacked by enemy units that cost 2 or less.
b- Cannot be attacked by enemy untis that cost 3 or less.

12/II- (following 12th concept)
Cannot be targeted by enemy cards that cost X or less.
(variants)
a- Cannot be targeted by enemy cards that cost 2 or less.
b- Cannot be targeted by enemy cards that cost 3 or less

12/III- (following both 12th an 12/II options) DEADLY MERGE;
Cannot be targeted or attacked by enemy cards that cost X or less.
(variants)
a- Cannot be targeted or attacked by enemy cards that cost 2 or less.
b- Cannot be targeted or attacked by enemy cards that cost 3 or less.

13- Rework; Destruction: Add an unit with a cost eual to its attack to your hand.
[pretty random, not only the effect but the idea itself too lol]
13/A- (following 13th option)
Destruction: Add an unit with a cost equal to its attack to your supportline.
[same random thing but now it can be a little more... dangerous, maybe]
14- Rework; Deployment: Add a FRENCH 75 to your supportline.
[inspired by the 654th RIFLES' effect, I like it a lot]
14/A- (following 14th option)
Deployment: Add a FRENCH 75 to your supportline. Give it (see variants).
(variants)
a- Give it Ambush.
b- Give it Blitz.
[this changes can only be a thing if we ignore my previous changes to the FRENCH 75 and only consider the vanilla one]

14/II- (following 14th concept)
Deployment: Add a M.S.406 to your supportline.
[almost the same deal but toned down a little bit given its unit type]
14/II/A- (following 14/II option)
Deployment: Add a M.S.406 to your supportline. Give it (see variants).
(variants)
a- Give it Ambush.
b- Give it Blitz.

14/II/B- (following 14/II/A variants)
c- Give it Shock.
d- Give it Fury.

15- Rework; (similar to the 14th option)
At (see variants), add a FRENCH 75 next to it if none.
(variants)
a- At the start of your turn...
b- At the end of your turn...
[yes, it can be easily exploited if you add units between them for it to trigger, it is intended
]
15/A- (following 15th option)
Now it adds a M.S.406 instead. Applies to both variants.
15/II- (following 15th concept)
At (see variants), add a FRENCH 75 to your supportline if none.
(variants)
a- At the start of your turn...
b- At the end of your turn...
[now it is limited to only add one, but you could have more if you move them to the frontline]
15/II/A- (following 15/II option)
Now it adds a M.S.406 instead. Applies to both variants.
[same principle as before]
(25)
You were really inspired today
the more I see a unit is bad but has potential, the more I can think of for ideas, and that gets better depending on the original concept and its rarity.
[making up the 155 C MODÉLE 1917 ideas while drinking a mate 🧉]
If you happen to have a last minute idea, it might be a good time to share it.
Make it a 6k 3op 4/5 deployment: deal 2dmg to all enemies in the support line
oh I got a good idea, tbh its its... inspired by an old idea I've shared in fanmade lol
Deployment: Deal 3 damage to an enemy unit and 3 to a random enemy in the supportline. If it is in the supportline deal 6 (or 5) instead.
(oh no, I've edited out 122 images, damn it)
155 C MODÈLE 1917 (rework ideas)
As for this reserved unit, there is not really... much to say, atleast from my part as I never used nor saw this card in action, I might get an idea of how it performed in the past when the Mobilize decks were a thing but... I'm still not convinced about its whole design if that was still a thing now.
As always, the same trope of the natural weakness of Mobilize being not only a slow paced keyword, but pretty vulnerable to be neutralized by damaging the target unit, not to mention there are tons of removal and Suppression right now as a prevalent thing, which just makes it worse given how it works.
But, I see hidden potential in this card given its natural state if we ignore its passive effect, so I've thought some ideas that would work like a charm on it if it ever comes back:
1- (changes to base card)
"Buff"; Reduced cost to Xk.
(variants)
a- Reduced cost to 5k.
b- Reduced cost to 4k.
c- Reduced cost to 3k.
[a simple change, although it is not intended as a buff but as a shortcut, this changes can be applied to any of the following options]
1/II- (following 1st concept)
Reduced operation cost to 1k.
[same thing as before, this change can be applied to any of the following options]
1/II/A- (following 1/II option)
Reduced cost to Xk.
(variants)
a- Reduced cost to 5k.
b- Reduced cost to 4k.
c- Reduced cost to 3k.
1/III- (following 1st concept)
Reduced operation cost to 0k.
[same thing as before, this change can be applied to any of the following options]
1/III/A- (following 1/III option)
Reduced cost to Xk.
(variants)
a- Reduced cost to 5k.
b- Reduced cost to 4k.
c- Reduced cost to 3k.
1/IV- (kinda following 1st concept)
Increased stats to X/X.
(variants)
a- Increased defense to 6. (2/6)
b- Increased attack to 3. (3/5)
[same thing as before, this changes can be applied to any of the following options]
1/IV/A- (following 1/IV option)
Increased stats to 3/6.

2- Buff; Has +2 attack for each friendly unit Mobilized.
[credits to @deft leaf, a pretty simple and straightforward change, which just makes sense]
2/A- (following 2nd option)
Has +1 attack for each friendly unit Mobilized.
[original idea, it "could" be considered a nerfed version of the previous one obviously]
2/II- (following 2nd concept)
Has +X attack for each non-French unit you control.
(variants)
a- Has +2 attack...
b- Has +1 attack...
2/III- (following 2nd concept)
Has +X attack for each other unit you control.
(variants)
a- Has +2 attack...
b- Has +1 attack...
[no, it cannot buff itself, I made sure of that in the wording lol]
2/IV- (following 2nd concept)
Has +X attack for each other French unit you control.
(variants)
a- Has +2 attack...
b- Has +1 attack...
[same precaution as before, it cannot buff itself]
2/V- (following 2nd concept)
Has +X attack for each friendly unit with a combat keyword.
(variants)
a- Has +2 attack...
b- Has +1 attack...
[@deft leaf ✌️
]
2/VI- (following 2/V concept)
Has +X attack for each different combat keyword your units have.
(variants)
a- Has +2 attack...
b- Has +1 attack...
[credits to @deft leaf; pretty curious wording... I tried to make it a little more clear to avoid possible confusion, although I'm not sure]
3- Rework; Deployment: Your units have Blitz until end of turn.
[credits to @wet smelt; given its wording, it would also affect itself]
3/A- (following 3rd option)
Deployment: Your units have Blitz and -X operation cost until end of turn.
(variants)
a- ...and -1 operation cost...
b- ...and -2 operation cost..
c- ...and 0 operation cost... [basically free]
3/II- (following 3rd concept)
Deployment: Your units have Blitz until end of your next turn.
⚡
3/II/A- (following 3/II option)
Deployment: Your units have Blitz and -X operation cost until end of your next turn.
(variants)
a- ...and -1 operation cost...
b- ...and -2 operation cost...
c- ...and 0 operation cost... [basically free]
4- Rework; Deployment: Give all friendly targets in your supportline Smokescreen (except Guards) until start of next turn.
[credits to @wet smelt]
4/A- (following 4th concept)
Now it only affects your other friendly targets.
4/B- (following 4th concept)
Now it only affects your friendly units.
5- Rework; Deployment: Move all RESISTANCE orders in the enemy deck to the top.
[credits to @wet smelt; had to make a last minute change as I screw it up the wording lol]
[FRENCH ULTIMATUM
]
5/A- (following 5th option)
(insert idea effect). If none, add 3 RESISTANCE instead.
[it adds 3 RESISTANCE to the top of the enemy deck]
5/B- (following 5th option)
(insert idea effect). If none, add 3 RESISTANCE in its deck.
[now it adds them normally like any other RESISTANCE related card right now]
5/II- (following 5th concept)
Deployment: Move all RESISTANCE orders in both player decks to the top.
[FRENCH ULTIMATUM
]
5/II/A- (following 5/II option)
(insert idea effect). If none, add 3 RESISTANCE instead.
[it only affects the deck that has no RESISTANCE]
5/II/B- (following 5/II option)
(insert idea effect). If none, add 3 RESISTANCE in the deck.
[same thing as before, it adds RESISTANCE normally into the deck that has none of it]
5/III- (following 5th concept)
Deployment: Move X random RESISTANCE orders in the enemy deck to the top.
(variants)
a- Move 3 random RESISTANCE...
b- Move 4 random RESISTANCE...
[now it won't be an ULTIMATUM to the enemy
]
5/III/A- (following 5/III option)
(insert idea effect). If none, add 3 instead. Applies to both variants.
[a pretty vage wording, I know, but it basically adds 3 RESISTANCE to the top of the enemy deck]
5/IV- (following 5/II concept)
Deployment: Move X random RESISTANCE orders in both player decks to the top.
(variants)
a- Move 3 random RESISTANCE...
b- Move 4 random RESISTANCE...
[same as before, now it won't be an ULTIMATUM for both (French) players
]
5/IV/A- (following 5/IV option)
(insert idea effect). If none, add 3 instead. Applies to both variants.
[same concept as before, if none, it adds 3 RESISTANCE to the top of the deck that has none]
5/IV/B- (following 5/IV option)
(insert idea effect). If none, add 3 in it. Applies to both variants.
[terribly vage wording, it basically adds 3 RESISTANCE normally into the deck that has none]
6- Rework; After this unit attacks, give a random friendly unit Mobilize.
[credits to @dim shadow, although the idea is not complete... yet
]
6/A- (following 6th option)
Now it has Fury.
[credits to @dim shadow, now the monster is complete]

6/B- (following 6th option)
Now it has both Fury and Smokescreen.

6/II- (following 6th, 6/A and 6/B options)
After this unit attacks, give a random friendly unit +0+1 and Mobilize. Applies to all variants.
[basically the same thing but now it also gives +1 defense too]
6/III- (following 6th concept)
After this unit deals damage, give a random friendly unit Mobilize.

6/III/A- (following 6/III option)
Now it has Fury.

6/III/B- (following 6/III option)
Now it has both Fury and Smokescreen.

7- Rework; Deployment: Deal X damage to all enemies in the supportline.
(variants)
a- Deal 2 damage...
b- Deal 3 damage...
[yes, this also includes the enemy HQ]
[credits to @deft leaf]

7/A- (following 7th option)
Deployment: Deal X damage to all enemies in the supportline. Deal X if a non-French unit.
(variants)
a- Deal 2 damage to all enemies in the supportline. Deal 3 if a non-French unit.
b- Deal 3 damage to all enemies in the supportline. Deal 4 if a non-French unit.

7/II- (following 7th concept)
Deployment: Deal X damage to all enemies in the frontline.
(variants)
a- Deal 2 damage...
b- Deal 3 damage...
[technically speaking, it should say "enemy units" as it is impossible (I suppose) to get the HQ to the frontline]
7/II/A- (following 7/II option)
Deployment: Deal X damage to all enemies in the frontline. Deal X if a non-French unit.
(variants)
a- Deal 2 damage to all enemies in the frontline. Deal 3 if a non-French unit.
b- Deal 3 damage to all enemies in the frontline. Deal 4 if a non-French unit.

7/III- (following 7th concept)
Deployment: Choose one - Deal X damage to all enemies in the supportline OR frontline.
(variants)
a- Deal 2 damage...
b- Deal 3 damage...

8- Rework; Deployment: Destroy target enemy unit that costs X or less.
(variants)
a- ...that costs 3 or less.
b- ...that costs 4 or less.
[German like aaah effect]
8/A- (following 8th concept)
Deployment: Destroy target enemy unit and adjacent units that cost X or less.
(variants)
a- ...that cost 2 or less.
b- ...that cost 3 or less.
c- ...that cost 4 or less.
[as a clarification, it would only affect/destroy units that cost "X" or less, no exploit intended]
8/II- (following 8th concept)
Deployment: Pin target enemy unit. Destroy it if it costs X or less.
(variants)
a- ...if it costs 3 or less.
b- ...if it costs 4 or less.
8/II/A- (following 8/II concept)
Deployment: Suppress target enemy unit. Destroy it if it costs X or less.
(variants)
a- ...if it costs 3 or less.
b- ...if it costs 4 or less.
8/II/B- (following 8th concept)
Deployment: Pin and Suppress target enemy unit. Destroy it if it costs X or less.
(variants)
a- ...if it costs 3 or less.
b- ...if it costs 4 or less.
9- Deployment: Destroy target enemy unit in the frontline.

9/II- (following 9th concept)
Deployment: (see variants) target enemy unit. Destroy it if in the frontline.
(variants)
a- Pin target enemy unit.
b- Suppress target enemy unit.

9/II/A- (following 9/II concept)
Deployment: Pin and Suppress target enemy unit. Destroy it if in the frontline.

9/III- (following 9th concept)
Deployment: Deal X damage to an enemy unit. Destroy it if in the frontline.
(variants)
a- Deal 2 damage...
b- Deal 3 damage...
c- Deal 4 damage...
10- Rework; Deployment: Deal X damage to an unit in the frontline and a random enemy in the supportline.
(variants)
a- Deal 2 damage...
b- Deal 3 damage...
c- Deal 4 damage...
[BOUNCING BOMBS reference goes boing, boing, boing, boom]
11- Rework; Deployment: Deal X damage to an enemy. If destroyed, deal 3 damage to the enemy HQ.
(variants)
a- Deal 3 damage to an enemy.
b- Deal 4 damage to an enemy.
[would it be overkill if it targeted and destroyed the enemy HQ?
]
11/II- (following 11th concept)
Deployment: Deal X damage to an enemy unit. If destroyed, deal 3 damage to the enemy HQ.
(variants)
a- Deal 3 damage to an enemy unit.
b- Deal 4 damage to an enemy unit.
c- Deal 5 damage to an enemy unit.

11/III- (following 11th concept)
Deployment: Deal X damage to an enemy. If destroyed this turn, deal 3 damage to the enemy HQ.
(variants)
a- Deal 3 damage to an enemy.
b- Deal 4 damage to an enemy.
[inspired by the GLIDE BOMBING effect]
11/III/A- (following 11/III concept)
Deployment: Deal X damage to an enemy unit. If destroyed this turn, deal 3 damage to the enemy HQ.
(variants)
a- Deal 3 damage to an enemy unit.
b- Deal 4 damage to an enemy unit.
c- Deal 5 damage to an enemy unit.
12- Rework; Deals triple damge against units in the frontline.

12/A- (following 12th option)
Now it has Ambush.

12/II- (following 12th concept)
Deals triple damage against non-French units.
[le raciste cannon]

12/II/A- (following 12/II option)
Now it has Ambush.

12/III- (following both 12th and 12/II options) MERGE;
Deals triple damage to non-French units and units in the frontline.
[le raciste n' anti fronline cannon]

12/III/A- (following 12/III option)
Now it has Ambush.

13- Rework; After this unit attacks and destroys an enemy unit, deal X damage to the enemy HQ.
(variants)
a- ...deal 2 damage to the enemy HQ.
b- ...deal 3 damage to the enemy HQ.
c- ...deal 4 damage to the enemy HQ. [might be too much already]

13/II- (following 13th concept)
After this unit destroys an unit, deal X damage to the enemy HQ.
(variants)
a- ...deal 2 damage to the enemy HQ.
b- ...deal 3 damage to the enemy HQ.

14- Rework; When this unit is targeted of attackef by the enemy, deal X damage to the enemy HQ.
(variants)
a- ...deal 2 damage to the enemy HQ.
b- ...deal 1 damage to the enemy HQ.
[inspired by the WHIRLWIND effect, do note this also saws "when"]
14/II- (following 14th concept)
After this unit is targeted or attacked by the enemy, deal X damage to the enemy HQ.
(variants)
a- ...deal 3 damage.
b- ...deal 2 damage.
c- ...deal 1 damage.
[why increased damage? well... as you can see it has the very same disadvantage as 169. GRENADIERS, which is "after"]
15- Rework; Reduced cost to 2k; Reduced operation cost to 1k;
Your non-French cards cost +2 to play.
[the cost change works as an obvious highligh and as an exception to the 1st option changes]

15/A- (following 15th option)
Now it has Ambush.
[screw you jaggro]

15/A- (following 15th and 15/A options)
Your non-French cards cost +3 to play. Applies to both variants.
15/II- (following 15th concept) Nerf;
Reduced cost to 3k; Reduced operation cost to 1k;
Your non-French cards cost +1 to play.

15/II/A- (following 15/II option)
Now it has Ambush.
[a little more expensive, yet still effective against jaggro slop, screw that]

15/II/B- (following 15/II and 15/II/A options)
Your non-French units cost +2 to play. Applies to both variants.
[this might now be a good change/nerf as it is already kinda... expensive and weak overall]
(25)
5e CHASSEURS (buff ideas)
As for this unit, I always though this was a pretty solid unit given its stats, cost and its pretty flexible deployment effect, which allows you to get a more aggressive by moving your own units, or as a pseudo-removal in which you can put an enemy unit in the supportline into a more vulnerable position, plus it has Blitz which helps with that.
But even with this amount of flexibility, I can't help it but think it lacks... something, for a 5k Special ally infantry it is pretty good... but I think it is not enough for it to be worth using, given that it is nature aims more for a mid-range or control deck than anything, but it lacks some power depending on the context.
Not saying it is bad, but I do feel it could have some changes, and here are my ideas for it!:
1- (changes to base card)
Reduced cost to 4k.
[the simples yet most effective change, it can be applied to any of the following options]
1/II- (changes to base card); (following 1st concept)
Reduced operation cost to 0k.
[it can be applied to any of the following options]
1/II/A- (following 1/II option)
Reduced cost to 4k.
1/III- (changes to base card; (kinda following 1st concept)
Increased defense to 6.
[credits to @deft leaf]
1/III/A- (following 1/III option)
Increased attack to 6. (6/6)

1/IV- (following 1/III concept)
Increased defense to 7.
1/IV/A- (following 1/IV option)
Increased attack to 6. (6/7)
[shut the fuck up, I don't want to see that meme]

1/V- (following 1/III concept)
Increased attack to X.
(variants)
a- Increased attack to 6. (6/5)
b- Increased attack to 7. (7/5)

2- (changes to base card)
Buff; Added keywords.
(variants)
a- Now it also has Shock.
b- Now it also has Ambush.
c- Now it also has Fury.

2/A- (following 2nd concept)
Added keyword combinations.
(variants)
a- Now it has both Ambush and Fury.
b- Now it has both Ambush and Shock.
c- Now it has both Fury and Shock.

3- Buff/"Rework"; Removed Blitz;
Deployment: Target an unit. If friendly, move it into the frontline if possible, otherwise it Retreats.
[credits to @wet smelt]
3/A- (following 3rd option)
(insert idea effect). Gets Blitz.
[basically, this unit gains Blitz thourgh its deployment effect]
4- Buff/"Rework; Removed Blitz;
Deployment: Target unit moves into the frontline if possible. If friendly, give it Guard.
[credits to @wet smelt]
4/A- (following 4th concept)
Now it gives it Ambush.
4/B- (following 4th concept)
Now it gives it Fury.
4/C- (following 4th concept)
Now it gives it Shock.
4/II- (following 4th, 4/A, 4/B and 4/C options)
(insert idea effect). Gets Blitz. Applies to all variants.
[basically, this unit regains its Blitz keyword through its deployment effect]
4/III- (following 4th concept)
Deployment: Target unit moves into the frontline if possible. If friendly give it a random combat keyword.
[@deft leaf ✌️
]
4/III/A- (following 4/III option)
Now it gives it 2 random combat keywords instead.
4/III/B- (following 4/III option)
Now it gives it 3 random combat keywords instead.
5- Buff; Removed Blitz;
Deployment: Target unit moves into the frontline if possible. If an enemy, Fight it.
5/A- (following 5th option)
(insert idea effect). Gets Blitz.
[same thing as before, this unit can regain Blitz though its deployment effect]

6- Buff/"Rework"; Removed Blitz;
Deployment: Target unit moves into the frontline if possible. If friendly it can operate again.
6/A- (following 6th option)
(insert idea effect). Gets Blitz.
[once again, it can regain Blitz through its deployment effect]
(26)
6...7👀
I love this
UNIT QUESTION: 2e RIMa; CHAR B1 bis; B-26 GROUPE BRETAGNE
What do you think about this cards? Are (or were) they good, bad or mid? If you could change anything about them, what would that be? A buff, a nerf or a complete rework? Share with me your opinions and ideas!
My personal takes about them:
a- 2e RIMa: (I persoanlly used it) A very solid unit, not only it is amazing as a Guard, but its effect can be truly devastating if setup right... though the only issue I have with it is that its Mobilize "synergy" can be easily countered by either artilleries, bombers, or orders that deal damage (excluding the most obvious like removal and Suppression), not to mention as it is pretty expensive you might now really be able to gain value from its effect if the enemy gets rid of your units, let alone leave this unit intact. Tchnically It is not bad because of that, but I believe it could receive a considerable buff and/or cost reduction to increase its power.
b- CHAR B1 bis: (my personal favorite French unit) An amazing tank all around, with only 5k, you get access to a pretty though unit with 2 HA, ideal to take down pesky little (jaggro) pests with low damage, and on top of that, it has Mobilize, which not only it is good on its own but it allows you to get a card draw each time it is lost. As a German main it is a truly beautiful unit, although... I feel it could be slightly better by giving it a little stats buff given that nowadays its pretty easy to remove its Mobilize, even if that means a card draw for you.
c- B-26 GROUPE BRETAGNE: (pretty hot and controversial take here) A pretty good bomber that saddly it is now in the aim of everyone whos hatting the newest combo with SECOND FRONT, with a fair reason, both of these are just truly disgusting as each synergize flawlessly. I personally wouldn't want it to get a REICHSBANK treatment/Lobotimize it for the sake of balance, but... maybe it is time for it to be slightly adjusted to avoid future problems.
Honestly, the only one I'd touch would be CHAR. I'd give its effect a buff, make it two cards drawn or maybe even an additional combat keyword upon losing mobilize
I like the other two as they are
(I'm very much tempted to just right up skip those two, which would be a new thing as for this whole post lol)
Propose nerfs, I guess
that would be the idea for the B-26, not killing it but tuning it down, maybe into a more playable state than the current version (cost mainly)
I will be sad, but I understand
as I said, I'm (kindoff) against it as I do not want it to be Reichsbanked, but my hatred to that OTK just... beats it lol
it might be a necessary evil deed
(but, on the bright side, it is a good chance to save what is left and make a better and more accesible version of it with a similar but alternative concept)
if the devs do (for some reason) apply a "Reichsbank" nerf to B-26 GROUPE BRETAGNE, I'll probably make a version of this image of that lol
lol, to think that I've suggested such a concept as a Navy card is really a thing
(I really took my time to set a link into ALL cards suggestions on the google doc list for Germany, that might help it be a little less clunky for searching and reading my old ugly edits and writting lol)
2e RIMa (buff ideas)
As for this reserved unit, I have to say that while it was active, it was a pretty decent and solid Guard unit you could use from time to time, given that not only its stats are pretty good for a 5k Guard, it also has a pseudo buff to any unit adjacent to it by giving it Mobilize, most of the time it was pretty good, but to be fair right now there is not many chances to keep the Mobilize effect given the absurd amount of ways to counter it and not to mention Suppression. [heh that kinda rhymed]
Technically it is not bad, but it kinda fell off in power as it is pretty slow, not to mention that any deck that focuses with bombers or burn does leave it innefective and basically makes it a bad kredit investment, given that that it comes kinda late (turn 5 without ramp) it loses a considerable amount of desirable value.
So, to make this unit a little more menacing, I've thought some idea that could be applied into it when it comes back in all its glory:
1- (changes to base card)
Buff; Reduced cost to 4k.
[simplest of all changest, a cost reduction, as always, this can be applied to any following option]
1/A- (following 1st option) Nerf;
Reduced stats to X/X.
(variants)
a- Reduced attack to 3. (3/6)
b- Reduced defense to 6. (4/5)
c- Reduced both attack and defense by 1. (3/5).
[this changes can also be applied to any following option too if necessary]
1/II- (following 1st concept) Buff/Nerf;
Reduced cost to 3k; Reduced defense to 4.
[I'm not that crazy to leave it with its original stats at 3k]
[could also be applied to any following options too]
1/II/A- (following 1/II option) Nerf;
Reduced attack to X.
(variants)
a- Reduced attack to 3.
b- Reduced attack to 2.
[this could technically be considered a big hit to this unit, although it might open a chance for a more faster deck with Mobilize as an additional/core buff]
2- (changes to base card)
Buff; Added keywords.
(variants)
a- Now it has Ambush. [pretty big deal as it has 4 attack]
b- Now it has Shock. [also a pretty big deal, you know, it can deal 4 damage without counter lol]
c- Now it has Mobilize.
3- Buff; At the end of your turn, give adjacent units Mobilize. If none, draw a card.
[additional conditional value for more flexibility, might come pretty handy]
3/A- (following 3rd option)
Now it draws an unit instead.
3/B- (following 3rd option)
Now it draws an order instead.
3/II- (following 3rd concept)
At the end of your turn, give adjacent units Mobilize. If none, it gets +1+1.
[to clarify, this unit is the one getting +1+1]
3/III- (following 3rd concept)
At the end of your turn, give adjacent units Mobilize. If one, gain (see variants).
(variants)
a- Gain Mobilize.
b- Gain Shock.
[like before, this unit gains the keyword/buff]
4- Buff; At the end of your turn, this unit and adjacent units gain Mobilize.
[self explanatory]

5- Buff/"Rework"; Adjacent units have Mobilize.
[basically, Mobilize cannot be lost by just damaging the target unit as it "resets" itself]

5/A- (following 5th option) "Nerf";
Now it has Bond.
5/II- (following 5th option) Nerf;
Adjancet units have Mobilize and +X operation cost.
(variants)
a- ...and +1 operation cost.
b- ...and +2 operation cost.
[now you can keep the Mobilize but... at a higher cost if you desire to use their gained power, unless you just move the 2e RIMa lol]
5/II/A- (following 5/II option)
Now it has Bond. Applies to both variants.
5/III- (following 5th option)
Adjacent units have Mobilize. If none at the end of turn, draw a card.
[basically a further upgraded version of the original one plus an inspiration from the 3rd option too]
5/III/A- (following 5/III option) Nerf;
Now it has Bond.
This card was fundamental in the best 2021 deck from my tests
What a juicy buff
5/IV- (following 5/III and 5/III/A concepts)
Now it draws an unit instead. Applies to both variants.
5/V- (following 5/III and 5/III/A concepts)
Now it draws an order instead. Applies to both variants.
5/VI- (following 5th option)
Adjacent units have Mobilize. If none at the end of turn, it gets +1+1.
[just like before, it buffs itself]
5/VI/A- (following 5/VI option) Nerf;
Now it has Bond.
5/VII- (following 5th option)
Adjacent units have Mobilize. If none at the end of turn, gain (see variants).
(variants)
a- ...gain Shock.
b- ...gain Mobilize.

5/VII/A- (following 5/VII option) "Nerf";
Now it has Bond. Applies to both variants.
ofc, it is a really good buff! - JhonathanDj (2025)
At the end of the turn, add a random keyword to an adjacent unit
How did you miss that?!

France is busted
and btw it cannot fit lol
I'm making the image inside my head and it won't fit at all in that concept XD (yeah, thats the definition of insanity)
!pl
Search language: PL
!0/3 british
Cards found: 1
AHAHAHAHA
that looks so ass
why defuq isn't that manually adjusted
they do be using google translate for an automated translation or smth
!0/5 british
Cards found: 1
each 4 polish words are equal to 1 word (letter) in english lol
Blitz question, if 2e RIMa had its Guard removed, what cost could it have? 4k?
stats could be kept the same?
Probably
6- Buff/Nerf; Reduced cost to 4k; Removed Guard;
At the end of your turn, give adjacent units Mobilize and a random combat keyword.
[shout out/blame to @versed grove lol; stats could probably be adjusted]
6/A- (following 6th option) Buff; Reverted cost to 5k;
(insert idea effect). It gains Guard.
[just like in a previous card idea, now it can regain Guard; lol, what a convoluted way to restore its keyword lol]
THE FAULT LIES WITH YOU @gusty steppe
You gave me this idea
6/II- (following 6th concept)
At the end of your turn, give this unit and adjacent ones Mobilize and a random combat keyword.
but I didn't consider giving it the combat keyword effect
6/II/A- (following 6/II option) Buff; Restores cost to 5k;
(insert idea effect). Gains Guard.
[even less words due to text space lol, but this is the same principle as before, it got back its Guard]
6/III- (following 6th concept)
Adjacent units have Mobilize. At the end of your turn, give them a random combat keyword.
[@versed grove ✌️
]
6/III/A- (following 6/III option) Buff; Increased cost to 5k;
(insert idea effect). Gains Guard.
[again, it can regain its original Guard through its passive effect]
(27)
(editing out the B-26 GROUPE BRETAGNE while drinking some mate 🧉)
If you happen to think of any possible idea for it, it would be a good time to share it

[don't worry, I'm trying my best to also give it an alternative good effect as the general aim is to nerf the current toxic combo and future possible interactions]
How about we bring back the old version that took away cards from the enemy deck?
how is that? (don't know about it)
The old version used to mill the enemy deck based on how many resistance cards the enemy deck had
Best version I could come up with, fr fr.
So the new version could be "the enemy draws and discards cards equal to the number of resistance cards in their deck"
discards card in their hand or in their deck?
because you can stack a lot of RESISTANCE orders pretty fast
which is.... pretty horrible to think about it
It used to read "remove from deck"
Could be "move a resistance card to the top of the enemy deck, the enemy discards a card"
Or "when an enemy draws because of a resistance card, discard the card instead"
So it would buff resistance but not necessarily make it effective
Because you'd still need to draw resistance in order to make it effective
I mean, RESISTANCE as a whole is pretty ass because RNG lol
so basically... a 169. GRENADIERS but only with RESISTANCE orders am I right?
Yes
pseudo prowercreep lol
but not bad..
I mean, its an ally card after all
(btw, did you saw the sneak peek
?)
I did. Very funny
oh no, oh no I came up with a v e r y terrible effect for B-26
lets say I... got inspired by STRATEGIC BOMBING
Oh God
can i post my suggestions for cards here
That's up to @gusty steppe
It's always good to have all discussion focused on one thread, unless it's specific to a single card. Since Jhonathan takes suggestions from everyone, I think it's welcome.
Then for deck tests, there's the deck forums. The issue is these are weird with their tags
yeah i was asking him lol
yeah sure, why not
I could even edit them out
and don't be rude, its not like... I am the absolute "owner" of this post lol
ah, I didn't respond as I was playing Devil May Cry 1 with a friend until now lol
well now its a good time to upload the B-26 once and for all lol
B-26 GROUPE BRETAGNE (nerf/rework ideas)
As for this unit, I have to say that I find it pretty sad that this (mid) unit is now on the aim of everyone right now given that the faulty card of it is SECOND FRONT (which will go for another day) for its absurd amount of power given that not only it duplicates it but also protects it for a whole fricking turn.
Its effect is self explanatory, you give an order, and it deals damage equal to its cost as burn. On one hand this is.... not bad technically, its a pretty cool mechanic, but... maybe, and just maybe, this unit might need a tone down to avoid future problems.
Not saying it should have the same awful treatment and "Reichsbank" it by making it a shadow of its former self, but tone it down or change it into something less oppressive, as chances are that this problem will be again a thing in the future one way or another with its current effect.
Keeping this in mind, I've thought some idea that could m a y b e, and juts maybe be considered for it to change:
1- Rework; The first time you give an order each turn, deal X damage to the enemy HQ.
(variants)
a- Deal 4 damage to the enemy HQ.
b- Deal 3 damage to the enemy HQ.
c- Deal 2 damage to the enemy HQ.
[credits to @dim shadow; this works as a change, though... it is more of a base idea
]
1/II- (following 1st option)
(insert idea effect). Deal +3 damage if a French order. Applies to all variants.

1/II/A- (following 1/II option)
Now it deals +2 damage if a French order. Applies to all variants.
1/II/C- (following 1/II concept)
(insert idea effect). Dals double damage if a French order. Applies to both variants.

1/III- (following 1st option)
(insert idea effect). Draw a card. Applies to all variants.
[simple yet quite effective, some burn plus a card draw]

1/III/A- (following 1/III concept) Nerf;
Now it draws a card if a French order. Applies to all variants.
[eeeeh it mgiht now be a necessary change to the original idea, but who knows]
1/III/B- (following 1/III concept)
(insert idea effect). Draw a card. If French, draw 2 instead. Applies to all variants.
[now it has moar value and conditional e x t r a value]

1/IV- (following 1st option)
(insert idea effect). Your HQ gains +3 defense. Applies to all variants. 
[now you are not only dealing burn damage, but healing yourself]

1/IV/A- (following 1/IV option)
Now your HQ gains +2 defense instead. Applies to all variants. 
1/V- (following 1st option)
(insert idea effect). Your orders cost 1 less to play. Applies to all variants. 
[commando aaah slop idea; where is my tip of spear!?, I need to stab myself and germanize me before the brits consume my soul]
1/V/A- (following 1/V concept)
(insert idea effect). Your French orders cost 1 less. Applies to all variants. 
[same commando slop card, but now it only works with France]
1/V/B- (following 1/V/A option)
Now your French orders cost 2 less to play. Applies to all variants. 
1/VI- (following 1st option)
The first time you give an order each turn, deal X damage to the enemy HQ. Cannot be removed from battle.
(variants)
a- ...deal 4 damage to the enemy HQ.
b- ...deal 3 damage to the enemy HQ.
[both works as a nerf and a buff, as any of the German removal tools won't work on it (specially SECOND FRONT) but also allows it to not be removed by the enemy tools too!]
2- Rework; (pretty similar to 1st option)
The first time an order is played, deal X damage to the enemy HQ.
(variants)
a- ...deal 3 damage to the enemy HQ.
b- ...deal 2 damage to the enemy HQ.
[why is this version weaker? well, as you might noticed, it doesn't specify from which player the order has to be played, so it both works like the original B-26 (kind off) and as the SHIBATA REGIMENT]
2/II- (following 2nd option)
(insert idea effect). If yours, your HQ gains +3 defense. Applies to both variants. 
[you can only gain defense if its your order, duh
]
2/II/A- (following 2/II option)
Now your HQ gains +2 defense instead. Applies to both variants. 
2/III- (following 2nd option)
(insert idea effect). If French, your HQ gains +3 defense. Applies to both variants. 
[pretty similar as before, but now it is triggered by French orders, which also includes RESISTANCE no matter which side comes from]

2/III/A- (following 2/III option) Nerf;
Now your HQ gains +2 defense instead. Applies to both variants. 
2/IV- (following 2nd option)
(insert idea effect). If yours, draw a card. Applies to both variants.
[additional conditional value besides the burn effect]
2/V- (following 2nd option)
(insert idea effect). If French, draw a card. Applies to both variants.
[just like before, it can trigger also if a RESISTANCE card is played from either side; you could technically say it powercreeps both 1er BCP and 27e DIA, but there are 3 key differences; 1st is that it only triggers once per turn; 2nd it has weaker stats; and third it is not a Guard but a Bomber instead]
3- Rework; Add a RESISTANCE into the enemy deck when an enemy is added, destroyed, removed or destroyed.
[SISSIOSASTO 5.D aaah effect]
[credits to @deft yarrow; damn you, I had a headache while thinking where I could fit this effect into lol]
3/A- (following 3rd concept)
Add a RESISTANCE into the enemy deck when an unit is added, deployed, removed or destroyed.
[now it can trigger with both player units]

3/II- (following 3rd concept)
Add a RESISTANCE into the enemy deck when it plays an order.
3/II/A- (following 3/II concept)
Now it triggers from both player orders.

3/III- (following 3rd concept)
Add a RESISTANCE into the enemy deck when it plays a card.
[now it not only counts orders, but units and countermeasures too]

3/III/A- (following 3/III concept)
Now it triggers from both player cards.
[this is beyond fked up lol]

4- Rework; The first time you pla an order, add a copy of it in your hand. Discard it end of turn.
[it was a while since I've made up this idea but didn't knew where to fit it in lol; btw, it is pretty powerful, this is more of... a base idea for additional changes]

4/II- (following 4th option)
The first time you play an order, add a copy of it in your hand with +X cost. Discard it end of turn
(variants)
a- ...with +2 cost.
b- ...with +3 cost.
c- ...with +4 cost.
[same thing but now with a pretty big drawback, although still manageable with cheaper orders]
4/III- (following 4th option)
(insert idea effect). If French it costs 0. Discard it end of turn. Applies to all variants.
[now it has an even better synergy with French orders]
4/IV- (following 4th option)
The first time you play an order, add a copy of it in your hand. If non-French, discard end of turn.
[self explanatory, you can duplicate and keep a French order copy]
4/IV/A- (following 4/IV concept)
Now it adds a copy with +X cost instead.
(variants)
a- ...with +2 cost instead.
b- ...with +3 cost instead.
c- ...with +4 cost instead.
5- Rework; Your other cards deal +X damage.
(variants)
a- Your other cards deal +1 damage.
b- Your other cards deal +2 damage.
[evil SEAHAWK
]
5/II- (following 5th option)
(insert idea effect). Your HQ gains +1 defense each time your cards deal damage. Applies to both variants. 
5/III- (following 5th option and 5/II concept)
(insert idea effect). Your HQ gains +1 defense the first time your cards deal damage. Applies to both variants. 
5/III/A- (following 5/III option)
Now your HQ gains +2 defense instead. Applies to both variants. 
5/III/B- (following 5/III option)
Now your HQ gains +3 defense instead. Applies to both variants. 
6- Rework; Your orders cost 1 less to play. If French, they cost 2 less instead.
[commando slop aaah card]

6/A- (following 6th option)
(insert idea effect). Draw a card the first time you play one.
[additional but simple value as always]
6/II- (following 6th concept) Nerf;
The first order you play each turn costs 1 less. If French, it costs 2 less instead.
6/II/A- (following 6/II option)
Increased cost reduction to regular and French cards by 1. 
6/II/B- (following 6/II/A option)
Increased French order discount to 4. 
6/III- (following 6/II concept)
The first order you play each turn costs X less. If French, it costs 0 instead.
(variants)
a- ...costs 1 less.
b- ...costs 2 less.
6/IV- (following 6th concept)
Your cards cost 1 less to play.
[exactly as the wording says, it discounts everything you can play out]
6/IV/A- (following 6/IV option)
Your cards cost 1 less to play. If French they cost 2 less instead.
6/IV/B- (following 6/IV concept)
The first order you play each turn cost X less. If French it costs X less instead.
(variants)
a- The first order you play each turn cost 1 less. If French it costs 2 less instead.
b- The first order you play each turn cost 2 less. If French it costs 3 less instead.
c- The first order you play each turn cost 2 less. If French it costs 4 less instead.
6/IV/C- (following 6/IV concept)
The first card you play each turn costs X less. If French it costs 0 instead.
(variants)
a- ...costs 1 less.
b- ...costs 2 less.
!france 7k
Cards found: 1
ofc i support this one tho
7- Rework; When you add a RESISTANCE into the enemy deck, add another one.
[the idea is to make it only add one each time you add RESISTANCE, not to double it... yet]
[shoutout to @deft leaf, although not necessarily a direct effect, its RESISTANCE related idea inspired me hehe]

7/A- (following 7th concept)
When you add a RESISTANCE into the enemy deck, add another 2.
[same deal as before, but now with double the trouble]
7/II- (following 7th concept; a.k.a Gabrielzinho's unleashed chaos]
Rework; Double the amount of RESISTANCE you add into the enemy deck.
[
CHAOS REIGNS
]
7/III- (following 7th concept; a.k.a Gabrielzinho's unleashed chaos)
When you add a RESISTANCE into the enemy deck, add it to the top.

7/IV- (kinda following 7th concept; a.k.a Gabrielzinho's unleashed chaos)
The first time you add a RESISTANCE into the enemy deck, remove a random card there too.
[blame/credits to @deft leaf, lol; although this could also remove RESISTANCE]
✋
🤚 [my hands are as clean as the ones from the guy in SYNTHETIC OIL]
7/IV/A- (following 7/IV concept)
The first time you add a RESISTANCE into the enemy deck, Convert a random card in there into RESISTANCE.

7/V- (following 7th concept; a.k.a Gabrielzinho's unleashed chaos]
When you play an order, add a RESISTANCE into the enemy deck.
[dunno why I think I already shared an idea like this for this card, not sure though]
7/VI- (following 7th concept; a.k.a Gabrielzinho's unleashed chaos]
When this unit deals damage to the enemy HQ, Convert a random card in the enemy deck into RESISTANCE.
[nuh uh, this is not inspired from ME BF 109 G FI, and you cannot prove it.... nuh uh!]
7/VII- (following 7th concept; a.k.a Gabrielzinho's unleashed chaos]
When the enemy plays a RESISTANCE order, it discards a card at random.
[credits to @deft leaf; budget 169. GRENADIERS lol]
7/VII/A- (following 7/VII option)
(insert idea effect). Add a RESISTANCE into its deck.
[more trouble for the poor RESISTANCE infested enemy lol]
7/VIII- (following 7th concept; a.k.a Gabrielzinho's unleashed chaos]
The first time the enemy plays a RESISTANCE order each turn, it loses a kredit slot.
[and then I dare to joke around with "clean hands" lol, this is horrible]

7/IX- (following 7th concept; a.k.a Gabrielzinho's unleashed chaos]
The first time you deal damage to the enemy HQ each turn, add an equal amount of RESISTANCE into its deck.
[pretty convoluted though pretty big too]

8- Rework; (kinda following the same chaos from 7th option)
Deployment: Increase the damage form all RESISTANCE orders in the enemy deck by 1.

8/II- (following 8th concept)
Deployment: Double the amount of RESISTANCE in the enemy deck.
[pretty much it is the same old effect from ARMING THE RESISTANCE]

8/III- (following 8th concept)
Deployment: Give the RESISTANCE orders in the enemy deck: "Show when drawn: Repeat this effect"
[not sure if this would work lol, but it would be NASTY]

8/IV- (following 8th concept)
Deployment: At the start of the next enemy turn, it loses kredits equal to RESISTANCE in its deck.
[credits/shoutout to @deft leaf; although it is not the same idea, it follows the same principle (he wanted to make it a discard effect
)]
8/V- (following 8th concept)
Deployment: Add X RESISTANCE into the enemy deck. The enemy loses a kredit slot.
(variants)
a- Add a RESISTANCE into the enemy deck.
b- Add 2 RESISTANCE into the enemy deck.
[basically a direct upgrade of VIVE LA RESISTANCE! but with a slightly US control flavour]
9- Buff; The first order you give eachturn del damage equal to its cost to the enemy HQ. Cannot be removed from battle.
[I was pretty proud of this idea, until @tepid quest pointed out you can just Suppress it and still use SECOND FRONT on it for the OTK 😭]
[btw, this is the only direct buff from the whole list lol]
(28)
Pretty cool effect
These are all busted and I'm here for it!
(making up the CHAR B1 bis ideas while drinking some mate 🧉 lol)
If you happen to have any handy idea for it, now is a good time for it.
!char B2
Search language: EN. No cards found...
!Char B1
Cards found: 1
Yea I knew something was wrong with the name.
I really like the char. It can be a big threat if it isn't taken of the board and it's heavy armor means it doesn't suffer like other mobilize stuff.
If you really want to make it better, have it lose a unit of heavy armor instead of being removed or suppressed.
oops XD
Still can be destroyed or retreated, just not flat out removed.
I always mess it up with the name of this card, my mind always fill the number with a 2 instead of a 1
But anyways, you typically let it be for a turn after placing it so it can grow, and then attack since it is high damage and durable enough to hold the front.
!char
Cards found: 3
I wondered if we had any of the other char tanks in the game.
it would be cool to have more French tanks, hell, from all ally nations if possible
I was planning on doing a fanmade with some of the polish PT tanks.
Something about consistent swarming like what Danuta does.
The French Char heavies would be fun too.
polish Char 1 (or 2 lol)
I think they did indeed have Char tanks.
I would be surprised if they didn't
All the current polish tanks.
this effect is really... really interesting, I might get fun working around it
some truly Polish, others are "polish"
but taking into account that Poland in game is known for the Exile effect, it wouldn't be that crazy if it had Polish variants of other nation tanks
Honestly I might have british vickers as exiles to Poland. So think a Brit-Polish light tank deck that revolves around either consistency, or doing the 4tp route and have it where you build up a hand and then use certain cards that allow you to mass deploy waves of light tanks.
I like that idea so I'll work around it.
Starting off of this.
CHAR B1 bis (buff & rework ideas)
As for this unit, I have to say that as for right now, it is one of the most solid units you could ever pick up if you ever 1 or 2 card slots remaining for an ally nation, in which this unit does amazingly good.
One may think that its high cost and "poor" stats might make it a bad unit, but the trick is that Mobilize does make up of that disadvantage, in which yeah, it also suffers the same problem that it can easily be removed, but as this unit has Heavy armor 2 it excels at fendinf off units with low damage, let alone preventing losing its desired Mobilize, and even if that happens, it gives you a card draw each time it loses it (if you can refresh it). Making it a pretty flexible mid range threat.
Problem relies that it can be pretty slow at times, and while its passive effect makes up for the cost and power of the whole tank, one might need an unit with more power if possible, making it not really a good choice most of the time against more powerful units or to finish the game quicker.
So, to make this amazing tank even more amazing, I've thought some ideas that could be applied into it:
1- (changes to base card)
Buff; Increased stats to X/X.
(variants)
a- Increased attack to 4. (4/5)
b- Increased defense to 6 (3/6)
c- Increased both attack and defense by 1. (4/6)
[pretty simple yet very effective change, it could also be applied into any of the following options]

1/A- (following 1st option's "c" variant) Nerf/Buff;
Increased operation cost to 3k.
[while this can obviously be considered a nerf, it can however, synergize with throp cards and be included too]
1/II- (changes to base card); (following 1st concept)
Reduced cost to 4k.
[a pretty simple and straightforward change, it can also be applied to any following ideas too]
1/II/A- (following 1/II option)
Increased stats to X/X.
(variants)
a- Increased attack to 4. (4/5)
b- Increased defense to 6 (3/6)
c- Increased both attack and defense by 1. (4/6)
[same deal as before, but now with a more cheaper deployment cost]
1/II/B- (following 1/II/A option)
Increased operation cost to 3k. Applies to all variants.
[same deal again, it might seem like a nerf, but now it can synergize with throp cards too; though now it is applied to all variants because its cost]
2- (changes to base card)
Buff; Added keywords.
(variants)
a- Now it also has Shock.
b- Now it also has Ambush.
c- Now it also has Fury.
[this could technically be also applied to any of the following options too, but with caution]
2/A- (following 2nd option's "c" variant) Nerf/Buff;
Increased operation cost to 3k.
[given its Fury and potential damage outcome, it comes as a handy change, while in the meanwhile it can be used with throp decks]
3- Buff/"Rework; When this unit loses Mobilize, draw a card. Has Guard if not Mobilized.

3/A- (following 3rd option)
Now it has Shock instead.
[yes, it technically means it has infinite Shock]
3/B- (following 3rd option)
Now it has Ambush instead.
3/C- (following 3rd option)
Now it has Fury instead.

3/D- (following 3rd option)
Now it has Heavy armor 3 instead.
3/II- (following 3rd concept)
When this unit loses Mobilize, draw a card. It gets Guard.
[same concept as before, but now it is permanent]
3/II/A- (following 3/II option)
Now it gets Shock instead.
3/II/B- (following 3/II option)
Now it gets Ambush instead.
3/II/C- (following 3/II option)
Now it gets Fury instead.
3/II/D- (following 3/II option)
Now it gets +1 Heavy armor instead.
[Heavy armor cap is 3 (for now), so it won't get very far if you manage to give it Mobilize many times]
4- Buff/"Rework"; When this unit loses Mobilize, draw a card. Draw 2 if it was the first time.
[credits to @deft leaf; basically a direct upgrade for normal mode, as there is no available way to give Mobilize to your units, this is just a "Draw 2 cards after losing Mobilize"]
4/A- (following 4th concept)
Now it draws a card and a French card instead.
[the regular card draw is random, ofc]
4/B- (following 4th option)
Now it draws a French and a non-French card instead.
4/II- (following 4th concept) Nerf?
When this unit loses Mobilize, draw a French card.
[now sure about this one, would this be a possitive or negative change?]
4/II/A- (following 4/II option)
Now it draws 2 French cards instead.
4/II/B- (following 4/II option)
(insert idea effect) Draw 2 if the first time.
[same deal as before, but kinda irrelevant as there is no available way to refresh Mobilize outside of Classic]
4/III- (kinda following 4th concept)
WHen this unit loses Mobilize, draw a card. Draw 2 if destroyed while Mobilized.
[now it can give you a hefty card draw if it was destroyed while Mobilized]
5- (changes to base card)
When this unit loses Mobilize, draw a card. Fully repair this unit.

6- Rework; When this unit is going to take damage, it loses -1 Heavy armor instead.
[shoutout/credits to @dim shadow, although it is not the same idea... yet]
6/II- (following 6th concept)
When this unit is targeted by the enemy, it loses -1 Heavy armor instead.
[credits to @dim shadow]
6/II/A- (following 6/II option)
When this unit is attacked or targeted, it loses -1 Heavy armor instead.
[while it is technically an upside effect, it also doesn't allow you to target it with your own cards]
6/III- (following 6th concept)
While Mobilized, if its going to take damage, it loses -1 Heavy armor instead.
[could be considered a fancier version of the 6th option]
6/III/A- (following 6/III concept)
While Mobilized, if targeted by the enemy, it loses -1 Heavy armor instead.
6/III/B- (following 6/III concept)
While Mobilized, if attack or targeted, it loses -1 Heavy armor instead.
[same deal as before, works as an upside but also as a downside for you, as you cannot target it with your cards]
7- Rework; Cannot be targeted by enemy orders. Cannot be Suppressed.

7/A- (following 7th option)
Cannot be targeted by the enemy. Cannot be Suppressed.

7/II- (following 7th concept)
Cannot be targeted or affected by enemy cards.
[and by effects I mean untargeted cards or random effects]
7/III- (following 7th concept)
Cannot be targeted by enemy orders. Cannot be Suppressed or Converted.

7/III/A- (following 7/III option)
Cannot be targeted by the enemy. Cannot be Suppressed or Converted.
7/IV- (following 7th concept); (change to base card?)
Cannot be targeted by the enemy. Draw a card if ti loses Mobilize.
[pretty much the original card effect with an anti-targeting effect]
8- (change to base card)
Buff; When this unit loses Mobilize, draw a card. Has Fury while in the supportline.
[yeah thats it, for a more defensive approach or if you are overwhelmed by jaggro units but not dead yet]
9- Buff/"Rework"; While it the supportline, it cannot lose Mobilize. Draw a card when it does.
[same thing as the original effect, but now it cannot lose Mobilize until it moves into the frontline]
10- Rework; Removed Mobilize;
If not Mobilized, when it takes damage, draw a card and gain Mobilize.
[pretty similar to the original version, though now it works semi-infinitely if not destroyed]
10/II- (following 10th option)
Added keywords.
(variants)
a- Now it has Shock.
b- Now it has Fury.
c- Now it has both Fury and Shock.
[I'm aware that I've already made a "add keyword" suggestion in the 1st option, but now I want to highlight that possibility because the effect's nature itself]
10/III- (following 10th option)
Increased attack to 4.
[same change as shown in the 1st option, again it is mostly as a highlight]
10/III/A- (following both 10/II and 10/III options) MERGE;
Added keywords.
(variants)
a- Now it has Shock.
b- Now it has Fury.
c- Now it has both Fury and Shock.
(28)
Ah yes, a tool to wipe out 21 panzers with!
I mean, it is canon lol
21/3=7
7x3=21
7 and 3 are holy numbers, therefore the char B1 must be holy.
(Metal slug 5 Fierce battle OST starts playing)
A shame we don't have any other French heavies.
yet
I had an idea for the Char 2c where it has an absurd amount of defense but it can't move or attack if it falls below a threshold.
heh, thats an interesting design
(I'll manage my way out into the card design team for this dumb ideas to come true!)
Think like this:
Char 2C: French tank, 3k
(2-8 3op.)
heavy armor 2.
Cannot be suppressed. Cannot move or attack when below 5 defense.
So deal 4 damage and it just sits there. Menacingly (Or pathetically, depends on if it is in the frontline or not.)
Exactly. A giant French brick that sits there.
ORDER QUESTION: WESTERN ALLIES; SABOTAGE; SAAR OFFENSIVE
What do you think about this orders? Are they good, bad or mid? If you could change anything about them, what would that be? A buff, a nerf or a complete rework? Share with me your opinions and ideas!
My personal takes about them:
-
WESTERN ALLIES: an interesting card that I honestly never tried, as the type of deck it would run into seems pretty greedy for my playstyle, may be it is good... but I'm not convinced by it because its randomness and high cost, which if we combine both we get a pretty inconsistent result if we use it alone.... I think it could have either a buff and/or a cost reduction.
-
SABOTAGE: a really powerful order if you ask me, I don't think it has any "downsides" on its own ofc, as it is basically a "The enemy discards a card and you get a copy of it", but the only issues I see in it are its high cost, its incapacity to give you Intel (it should), and ofc that it cannot be used if the enemy has 2 or less cards in hand. Imo one of those three things could be changed, if not all.
-
SAAR OFFENSIVE: a pretty cool card imo, but only because how it works not really its... usefulness, while it is undeniable it is powerful, given that it can basically obliterate almost any targeteable unit in the game, and it generates a "decent" order if played first; but what I cannot wrap around is its cost, given that we could compare to the Soviet removal orders (EXTENDED BARRAGE & THE HAMMER) but this one has a pretty darn expensive cost, and I can suppose it has a high cost because CROSS OF LORRAINE, I'm personally not a huge fan of generating high rarity/value cards with lower rarity cards, let alone trying to "buff" and incentivate its usage with said added card through it. Imo, it could have a big buff/rework and a cost reduction.
BONUS QUESTION; CROSS OF LORRAINE
Same questions as before.
My personal takes about it:
- I honestly never liked this card, at all; while it is an interesting design, it leaves much to expect from it, given that it is expensive asf and it is obviously expected to run with Mill decks (which are not a thing right now outside of Classic), it is basically the same argument I have with 1er RÉGIMENT ÉTRANGER, but this one having a worse effect, being it only dealing 3 damage to any enemy, not bad technically, but its lack of additional value doesn't make it good imo, no card draw, no healing, nothing else. Imo it could have a whole rework/buff on it.
Western allies sucks. I've never gotten a good run with it and most units that are expensive enough to justify it get their cost from deployment effects anyways.
Sabotage is good if you expect it to be a longer game. I generally don't use it unless I'm at a severe disadvantage or can get away with it.
The pure damage of Saar is great, and it gives you a followup if the enemy has too many cards in their hand.
Cross is meh. It does damage and it can damage the enemy HQ.
Cross is only used to burn tbh
Unpopular opinion, but I like all of these as they are
My Japanese burn with Bretagne and Cross is peak
Western Allies pairs up surprisingly well with Soviet Union if you know what you're doing
Saar offensive could even cost 5k, but that's probably overtook
Western allies: (original effect) Costs 1 less for each (insert codition)
- 2 resistance in enemy deck
- of your non-french / french units
- 3 cards in enemy hand
Sabotage: Choose 1 of 3 cards in enemy hand. Convert it into resistance and add a (insert card) to your hand
- vive la resistance
- cross of lorraine
- saar offensive
- resistance council
Saar offensive: 5k deal 7 damage to a unit, convert a card in your hand into cross of lorraine
Cross: 9k
Costs 1 less for each card in enemy hand. Deal 3 damage to an enemy. Draw a card if costs 3 or less.
not bad... but it cannot fit, unless I pull out some magical German editing for it lol
(well, I just had to shrink the font)
oh no, I just had a t e r r i b l e idea for WESTERN ALLIES XD
imagine.... something similar to SABOTAGE but with the WESTERN ALLIES effect
French Gambit?
What if Western allies gave the unit added blitz
already thought lol
(I think it was the first idea that came to my mind given that it sooo ass of an order, in my experience at least)
What if it also gave shock
it also comes in the same package lol
Hear me out blitz, shock and duplicates the random guy
that cannot fit, but the duplication is a thing too
WESTERN ALLIES (buff & "rework" ideas)
As for this order, I always thought it was an interesting effect, similar concept to the now reserved GAMBIT from the Soviets, which is pretty cool... but I'll be honest I was never convinced about its whole mechanic, too greedy, too slow and pretty much inconsistent in the pool of units you might want to fetch with from your deck for it to be truly valuable.
Its not bad (technically) but I think it could be much better and far more flexible for any other deck to be played with, and not just a Heavy unit based deck that might not even work properly.
So taking this into account, I've thought some ideas that could be applied for it to be much more great:
1- (changes to base card) Buff;
Reduced cost to Xk.
(variants)
a- Reduced cost to 5k.
b- Reduced cost to 4k.
[the simplest yet most effective change for a card, as always it can be applied to any following options]
1/II- (following 1st concept)
Reduced cost to Xk; Now it has Bond.
(variants)
a- Reduced cost to 4k.
b- Reduced cost to 3k.
c- Reduced cost to 2k.
[last two variants might be TOO cheap, as Bond right now technically doesn't do a thing lol]
1/III- (following 1st concept)
Reduced cost to Xk;
(insert base effect). Your HQ takes damage equal to its cost.
(variants)
a- Reduced cost to 3k.
b- Reduced cost to 2k.
[given that Bond as for itslef is a pretty mediocre downside, now I've added a more Soviet-ish effect; it can be adjusted ofc]
1/IV- (following 1st concept)
Reduced cost to Xk;
(insert base effect). Lose kredits next turn equal to its cost.
(variants)
a- Reduced cost to 3k.
b- Reduced cost to 2k.
c- Reduced cost to 1k.
[last two options might not be a good option, given that you can technically just win the game by playing it and waiting one turn]
1/V- (following 1st concept)
Reduced cost to Xk;
(insert base effect); Lose 2 kredit slots.
(variants)
a- Reduced cost to 3k.
b- Reduced cost to 2k.
c- Reduced cost to 1k.
[in contrast with the previous idea, this one might backfire terribly to you if you don't know what you are doing, but also it can be have a great reward]
1/V/A- (following 1/V option)
Now you lose 3 kredit slots instead. Applies to all variants.
[might be too much]
Jpn/Fra SKD
or some random Is-II T1 Shenanigans
2- Buff; Add the top non-French unit from your deck to your supportline. Draw X cards.
(variants)
a- Draw a card.
b- Draw 2 cards.
[another fairly simple change]
(was a little abscent as I had to do something else lol)
2/II- (following 2nd concept)
(insert base effect). Draw a card if it costs X or less.
(variants)
a- ...if it costs 6 or less.
b- ...if it costs 5 or less.
c- ...if it costs 4 or less.
[additional conditional value if you happen to have bad luck or as a backup draw card]
2/II/A- (following 2/II concept)
Now it draws 2 cards instead. Applies to all variants.
3- Buff; Add the top non-French unit from your deck to your supportline. Give it (see variants).
(variants)
a- Give it Blitz.
b- Give it Shock.
[@proper sierra ✌️
]
3/A- (following 3rd option)
Now it gives it both Blitz and Shock.
4- Buff; (insert base effect). Give it -X operation cost.
(variants)
a- Give it -1 operation cost.
b- Give it -2 operation cost.
[you might happen to get a Blitz unit but you might now have enough kredits to get value from it, this might do the trick]
4/A- (following 4th option)
Now it also gives it Blitz. Applies to both variants.
[same concept as before, but now you can (blitz) value out of any unit]
5- Rework; Draw the top 3 non-French units from your deck, choose one and add it into your supportline. Put the rest back.
[basically, it follows the same concept as the SPOILS OF WAR order, but now it is even better!
]
[as for the last sentence, it would put the other 2 unchoosen cards back into your deck, either randomly or into its original spots]
5/A- (folllowing 5th concept)
(insert idea effect). Shuffle the rest back.
[same idea but now it also shuffles your deck, appropiate for France isn't?]
Back to its original spot in the deck
I believe that was what I was intended (or was it just adding them back?)
I can't tell lol
Zamn
6- Buff; (insert base effect). If it costs X or less, duplicate it.
(variants)
a- If it costs 5 or less...
b- If it costs 4 or less...
c- If it costs 3 or less...
[again, additional value if you happen to have bad luck, or if that was your goal, it works too]
7- Buff; (insert base effect). Costs X less for each French unit you control.
(variants)
a- Costs 1 less...
b- Costs 2 less...
[credits to @wet smelt]
7/A- (following 7th option)
Now it costs 1 less for each French unit in battle. Applies to both variants.
7/II- (following 7th concept)
(insert base effect). Costs 1 less for each card in the enemy hand.
[same concept as CROSS OF LORRAINE]
7/II/A- (following 7/II option) Nerf;
Increased cost to Xk.
(variants)
a- Increased cost to 7k.
b- Increased cost to 8k.
c- Increased cost to 9k.
[for anyone that loves the CROSS OF LORRAINE cost and effect combined]
7/III- (following 7/II concepts)
(insert base effect). Costs 1 less for each card in your hand.
[same thing as CROSS OF LORRAINE again, but instead, it is working the other way around]
7/III/A- (following 7/III option) Nerf;
Increased cost to Xk.
(variants)
a- Increased cost to 7k.
b- Increased cost to 8k.
c- Increased cost to 9k.
8- Buff/"Rework; Add a copy of the top non-French unit from your deck to your supportline.
[pretty identical effect, but now you duplicating units, thus you can keep your top non-French unit in your deck]
[any following changes are basically the same as previous ones, althought there'll be some exceptions]
8/II- (following 8th option)
(insert idea effect). Draw X cards.
(variants)
a- Draw a card.
b- Draw 2 cards.
8/II/A- (following 8/II concept)
(insert idea effect). Draw a card if it costs X or less.
(variants)
a- ...if it costs 6 or less.
b- ...if it costs 5 or less.
c- ...if it costs 4 or less.
8/II/B- (following 8/II concept)
(insert idea effect). Draw 2 cards if it costs X or less.
(variants)
a- ...if it costs 6 or less.
b- ...if it costs 5 or less.
c- ...if it costs 4 or less.
8/III- (following 8th option)
(insert idea effect). Give it (see variants).
(variants)
a- Give it Blitz.
b- Give it Shock.
8/III/A- (following 8/III option)
Now it gives it both Blitz and Shock.
8/IV- (following 8th option)
(insert idea effect). Give it -X operation cost.
(variants)
a- Give it -1 operation cost.
b- Give it -2 operation cost.
8/IV/A- (following 8/IV option)
Now it also gets it Blitz. Applies to both variants.
8/V- (following 8th option)
(insert idea effect). If it costss X or less, duplicate it.
(variants)
a- If it costs 5 or less...
b- If it costs 4 or less...
c- If it costs 3 or less...
8/VI- (following 8th option)
(insert idea effect). Costs X less for each French unit you control.
(variants)
a- Costs 1 less...
b- Costs 2 less...
[shoutout/credits to @wet smelt]
8/VI/A- (following 8/VI option)
Now it costs 1 less for each French unit in battle. Applies to both variants.
8/VII- (following 8/VI concept)
(insert idea effect). Costs 1 less for each card in the enemy hand.
8/VII/A- (following 8/VII option)
Increased cost to Xk.
(variants)
a- Increased cost to 7k.
b- Increased cost to 8k.
c- Increased cost to 9k.
8/VIII- (following 8/VII concept)
(insert idea effect). Costs 1 less for each card in your hand.
8/VIII/A- (following 8/VIII option)
Increased cost to Xk.
(variants)
a- Increased cost to 7k.
b- Increased cost to 8k.
c- Increased cost to 9k.
9- "Rework"; Add the top non-French unit from the enemy deck to your supportline.
[basically, a simplified GAMBIT but without "GAM" and "BIT"
]
[for the sake of the holy simplicity, (both for those reading and me that I have to write this damn things), any third sentence/possible effects from the 8th option and variants CAN be applied to this option too]
9/A- (following 9th concept)
Add the top non-French unit from both players decks to your supportline.
[this is so fked up lol]

9/B- (following 9th concept)
Add a copy of the top non-French unit from the enemy deck to your supportline.
[same thing, though now you (might) get value by copying its top unit, not just stealing it]
10- (Toxic) Buff; Add the top non-French unit from your deck to your supportline. Then duplicate it.
[shoutout/credits/blame to @proper sierra lol; I did kindaoff consider the duplication thing, but he put the last nail into the coffin... wait it should be the other way around isn't?]
10/II- (following 10th option)
(insert idea effect). Duplicate it, give it (see variants).
(variants)
a- Give it Blitz.
b- Give it Shock.
[it would only affect the duplicated unit, or well, only one of them to be precise, not sure who lol]
10/II/A- (following 10/II option)
(insert idea effect). Duplicate it, give it Blitz and Shock.
[same thing, it would be only one of them with these]
10/III- (following 10th option)
(insert idea effect). Duplicate it, give each (see variants).
(variants)
a- ...give each Blitz.
b- ...give each Shock.
[pretty much the same concept as before, but now both units have the (keyword) with them]
10/III/A- (following 10/III option)
(insert idea effect). Duplicate it, give each Blitz and Shock.
[same deal, but now with two keywords for both units]
10/IV- (following 10th option)
(insert base effect). Duplicate it, give it -X operation cost.
(variants)
a- ...give it -1 operation cost.
b- ...give it -2 operation cost.
[just like before, only one of them will benefit from the additional change]
[freshly baked/edited, shame on you @proper sierra, you've inspired me lol]

10/IV/A- (following 10/IV option)
(insert base effect). Duplicate it, give each -X operation cost.
(variants)
a- ...give each -1 operation cost.
b- ...give each -2 operation cost.
[same deal, but now both units get the effect]
10/V- (following 10th and 10/IV options)
(insert base effect). Duplicate it, give it Blitz and -X operation cost.
(variants)
a- ...give it -1 operation cost.
b- ...give it -2 operation cost.
[again, it only affects one of them; this kinda reminds me of HAMMER HOME
]
10/V/A- (following 10/V option)
(insert base effect). Duplicate it, give each Blitz and -X operation cost.
(variants)
a- ...give each Blitz and -1 operation cost.
b- ...give each Blitz and -2 operation cost.
[and again, now it benefits both units]
(29)
I've been asking for this for so long
I like these buffs
Less cost, blitz and/or shock, having an Exploit The Gap type of attack
All really cool
I like buffing cards I like, I just don't see the need to buff that card because I know how to make it viable
(as I suppose SABOTAGE suggestions will be pretty short, I might just follow it with the SAAR OFFENSIVE; so in the meantime I'll be editing those while drinking some mate 🧉)
[if you happen to have any ideas in mind for them it is a good time to share them]
SABOTAGE (buff ideas)
As for this order, I'll be pretty honest here, this is one of the only cards in this (current) French list which I belive wouldn't really need a change per se, its power in the mid-late game can be pretty good, as it basically allows you to steal enemy cards from its hand, in which it only gets better the better the card you an fetch.
And as I mentioned before, only things I dislike about it, are mostly nitpicky opinions, for one its the cost, which is semi logical that it is that expensive given its power, but as it is not "consistent" with the card pool to choce, it might end up being a waste; which ends up being the second point, no additional value if you have a bad attempt in it.
And last, but not least, the natural limitation of "1 of 3 cards", in which you cannot make the enemy discard a card if it has 1 or 2 cards in hand, making it a little... cumbersome to have at times, not to mention the lack of natural Intel which should be already a thing imo.
To be fair, there isn't much to take on for this card, but here are some ideas I thought that could be practical for it:
1- (changes to base card) Buff;
Reduced cost to Xk.
(variants)
a- Reduced cost to 6k.
b- Reduced cost to 5k.
[taking into account its power, it might not be a good idea, but as always this is a good starting point, specially if we consider that this change can be applied to any following idea too if necessary]
2- Buff; (insert base effect). If less than 3, choose at random.
[as simple as that, now the enemy is not safe even with less than 3 cards, as now can discard it at random]
3- Buff; Choose one - Choose 1 of 3 cards OR 1 of 2 cards in the enemy hand. Discard it and add a copy to your hand.
[pretty similar to the previous option, but now you can select 1 of 2 cards if you feel like it or if necessary]
4- Buff; Choose 1 of 3 cards in the enemy hand. If less than 3, add PRODUCTION until 3. Discard it and add a copy to your hand.
[the wording might be a little convoluted, but it pretty much follows the trope of the previous options, bypass the "1 of 3 cards" limit by filling the enemy hand with "trash" up to 3 so it can trigger]
4/A- (following 4th concept)
Now it adds RESISTANCE instead.
[now it would basically behave as the old RESISTANCE, but without auto-play]
5- Buff/"Rework"; Now it has Intel 3.
Choose 1 of 3 known cards in the enemy hand. Discard it and add a copy to your hand.
[as it should always have been]

6- Buff; (insert base effect). Draw X cards.
(variants)
a- Draw a card.
b- Draw 2 cards.
[slop ideas goes brrrrr]
6/II- (following 6th concept)
(insert base effect). Draw a card if it costs 6 or less.
[now it is looks less like a slop idea, though it kinda still is lol]
6/II/A- (following 6/II option)
Now it draws a card if it costs X or less.
(variants)
a- ....if it costs 5 or less.
b- ...if it costs 4 or less.
c- ...if it costs 3 or less.
[main goal is to compensate for bad luck and/or picking low cost cards]
6/III- (following 6/II concept)
(insert base effect). Draw 2 cards if it costs 6 or less.
[same idea, more card draw]
6/III/A- (following 6/III option)
Now it draws 2 cards if it costs X or less.
(variants)
a- ...if it costs 5 or less.
b- ...if it costs 4 or less.
c- ...if it costs 3 or less.
7- Buff; (insert base effect). Add X RESISTANCE into the enemy deck.
(variants)
a- Add a RESISTANCE into the enemy deck.
b- Add 2 RESISTANCE into the enemy deck.
c- Add 3 RESISTANCE into the enemy deck.
[shoutout to @wet smelt; although his idea was not exactly like this, it kinda inspired me, and to be fair, why can't it be related to RESISTANCE?]

8- Buff; (insert base effect). Add a VIVE LA RESISTANCE to your hand.
[credits to @wet smelt]
8/A- (following 8th concept)
Now it adds a RESISTANCE COUNCIL to hand instead.
[credits to @wet smelt]
9- Buff; (insert base effect). Reduce its cost by X.
(variants)
a- Reduce its cost by 1.
b- Reduce its cost by 2.
c- Reduce its cost by 3.
[could be less, could be more, but now you get a better version of what the enemy had]
change sabotage to this and make it 0k
9/A- (following 9th concept)
(insert base effect). Reduce its cost equal to cards in its hand.
[wording is kinda... bad, it might need adjustments, but it basically reduces its cost equal to cards in the enemy hand]
n o
(well, as the chance to put the usual finishing images for SABOTAGE where ironically Sabotaged by that braindead meme, I might just move on and follow it with the SAAR OFFENSIVE ideas)
SAAR OFFENSIVE (buff & "rework" ideas)
As for this order, since it was released, I inmediately liked its whole concept, a pretty big removal with similar cost and function as BLADE OF THE SAMURAI, as it can technically destroy any unit in the game unless it has a lot of defense (more than 7), additionally, it also generates the semi-niche CROSS OF LORRAINE, which is... fine technically, decent damage and potential discount given its high cost.
But over time my opinion changed about it a little bit, not only it is too expensive for what it does if we compare it to the most obvious similar cards like THE HAMMER or CREEPING BARRAGE as for its power, but its cost high rockets by double or triple, and by that point, which should be similar to BLADE OF THE SAMURAI, it also can struggle as it might not do the job in one go.
And lastly, while following the cost issue, (from what I can assume) the one thing to blame for its high cost is the addition of CROSS OF LORRAINE, which is an Special order that can deal damage to any enemy potentially for a pretty cheap cost (if not free). Shifting into that order, I personally never liked it, to be more precise I despise it, given that it was mostly a Mill related card now its cost reduction advantage is only tied to luck, given that you need the enemy to have many cards to make it cost viable. And even then, its single effect is underwhelmingly bad, I honestly do not get the point of it besides trying to give it an use if it is not played.
And last, given that it is a Limited card with bad cost, it shouldn't be an excuse to incentivate usage of a rare card as CROSS OF LORRAINE, I'm completely against that, I'd very much prefer that card to be buffed for a constructed deck.
So taking this points into account, I've thought some ideas that could work with this interesting order:
1- (changes to base card) Buff;
Reduced cost to Xk.
(variants)
a- Reduced cost to 5k.
b- Reduced cost to 4k.
[as always, the most simple change posible, it can be applied to any following ideas if necessary]
2- Rework; Deal 7 damage to target unit. Develop a French infantry unit if this was the first order given this turn.
[we cannot start the whole JhonathanDj's ideas if there is not Develop isn't?]

2/A- (following 2nd concept)
Now it Develops a French ground unit instead.
[it basically includes the few artilleries and tanks France offers besides Infantry]
2/B- (following 2nd concpt)
Now it Develops a French unit instead.
[basically any French units, both air and the previous ground units too]
2/II- (following 2nd concept)
Deal 7 damage to target unit. Develop a French infantry unit. Add it to your supportline.
[inspired by the WESTERN ALLIES effect
]
2/II/A- (following 2/II concept)
Now it Develops a French ground unit instead.
[same thing as before, both artilleries and tanks included]
2/II/B- (following 2/II concept)
Now it Develops a French unit instead.
[just like before, any unit available from France]
2/III- (following 2nd concept)
Deal 7 damage to target unit. Develop a French infantry unit. Add a copy of it in your supportline.
[also inspired by WESTERN ALLIES, not exactly the card itself but the idea I proposed for it before
]
2/III/A- (following 2/III concept)
Now it Develops a French ground unit instead.
[again, now artilleries and tanks are also included]
2/III/B- (following 2/III concept)
Now it Develops a French unit.
[similar effect again, not you have available any French air or ground unit]
3- Rework; Deal 7 damage to target unit. Add two 13e DRAGONS to your supportline.
[now it can be truly considered an offensive
, even though if the real thing was dissapointing...]
3/A- (following 3rd concept)
Deal 7 damage to target unit. Add two 13e DRAGONS to the battlefield, in the frontline if possible.

3/B- (following 3rd concept)
Deal 7 damage to target unit. Add two 13e DRAGONS to your hand.
[a little toned down effect compared to the previous two, but still good enough]

3/II- (following 3rd, 3/A and 3/B options)
Now it adds two HOTCHKISS H35 instead. Applies to all variants.
[eeeh I'm not sure how accurate it might be for it to add tanks, but who cares!]
3/III- (following 3rd, 3/A and 3/B options)
Now it adds two 152e RÉGIMENT instead. Applies to all variants.
[now we return to infantry units, but this time with a more scary one, a Guard with decent stats but high op cost]
3/IV- (following 3rd, 3/A and 3/B options)
Now it adds two 4e BRIGADE instead. Applies to all variants.
[kindoff similar to previous option, this ones are both decent with their base power, but can be potentially better if we take into account the "add to hand" option]
3/V- (following 3rd, 3/A and 3/B options)
Now it adds 2 51e RÉGIMENT instead. Applies to all variants.
[technically the same deal as th 4e BRIGADE, although this ones are basically the same thing as HOTCHKISS H35 without their deployment effects, which again is not a problem given the "add to hand" option]
4- Rework; Deal 7 damage to target unit. Your HQ gains defense equal to excess damage.
[this option is kinda hard to evaluate, on one hand it kinda powercreeps ATTACK IN THE COLONIES effect, although this can only target units AND it is much more expensive (if we exclude the 1st option)]
4/A- (following 4th concept)
Deal 7 damage to target unit. Deal damage to the enemy HQ equal to excess damage.
[this might not be a good idea considering the current Bretagne combo....]
4/II- (kinda following 4th concept)
Deal 7 damage to target unit. Gain kredits equal to excess damage.
[now we doing kredit NTR
]