#Ideas and suggestions for different cards

1 messages · Page 10 of 1

gusty steppe
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4/II/A- (following both 4th and 4/II options) MERGE;
Deal 7 damage to target unit. Gain kredits and give your HQ defense equal to excess damage.

[this is definitely a powercreeped idea]

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4/II/B- (following both 4/A and 4/II options) MERGE;
Deal 7 damage to target unit. Gain kredits and deal damage to the enemy HQ equal to excess damage.

[this should not exists lol]

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5- Rework; Deal 7 damage to target unit. Draw X cards.
(variants)
a- Draw a card.
b- Draw 2 cards.

[pretty simple change and more useful imo]

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5/A- (following 5th concept)
Now it draws X French cards.
(variants)
a- Draw a French card.
b- Draw 2 French cards.

[might not be better than the original version, but it can allow you to get specific tools quicker]

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5/II- (following 5th concept)
Deal 7 damage to target unit. If destroyed, draw X cards if there wasn't excess damage.
(variants)
a- Draw 2 cards.
b- Draw 3 cards.

[this one could serve the 1st option costs.... though its conditional card draw is neat if you happen to target an unit with 7 or more defense]

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5/III- (following 5th concept)
Deal 7 damage to target unit. Draw a card. Draw X if it was friendly instead.
(variants)
a- Draw 2 cards if it was friendly.
b- Draw 3 cards if it was friendly.

[inspired by the 15th WOLVES BRIGADE flexible effect]

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5/III/A- (following 5/III option)
Deal 7 damage to target unit. Draw 2 cards. Draw 3 cards if it was friendly instead.

[more card draw, more value]

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6- Rework; Deal 7 damage to target unit. Distribute excess damage to all enemy units.

[basically a French FIREBOMB burn]

proper sierra
gusty steppe
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6/A- (following 6th option)
(insert idea effect). Deals +X if friendly.
(variants)
a- Deals +2 if friendly.
b- Deals +3 if friendly.

[what does it mean? well... you can sacrifice your own units for an AoE like effect if you must]

gusty steppe
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6/II- (following 6th concept)
Deal 7 damage to target unit. Distribute excess damage between all enemies.

[now it is a truly French FIREBOMB (as it can now damage the enemy HQ too)]

burn NationFR order

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6/II/A- (following 6/II option)
(insert idea effect). Deals +X if friendly.
(variants)
a- Deals +2 if friendly.
b- Deals +3 if friendly.

[same deal as before, but now it can be potentially deadly]

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7- Rework; Deal 7 damage to target unit. Your French cards everywhere cost 1 less to play.

[2nd version of kredit NTR burn]

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7/A- (following 7th option)
Now your French cards everywhere cost 1-2 less to play.

[not sure thought if that value could be applied, if not evident, the idea is to make it a little rng-ish]

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7/II- (following 7th concept)
Deal 7 damage to target unit. Your French cards everywhere cost 1 lss to play and operate.

[now your French units also benefit from the kredit NTR burn]

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7/II/A- (following 7/II option)
Now your French cards everywhere cost 1-2 less to play and operate instead.

[same deal as before, although I'm not sure if it is even possible to do]

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7/III- (following 7/III concept)
Deal 7 damage to target unit. Your French cards everywhere deal +X damage.
(variants)
a- Deal +1 damage.
b- Deal +2 damage.

[obviously, it is only useful with units and/or orders that deal damage]

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7/IV- (following both 7th and 7/III options) MERGE;
Deal 7 damage to target unit. Your French cards everywhere cost 1 less and deal +X damage.
(variants)
a- ...and deal +1 damage.
b- ...and deal +2 damage.

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7/IV/A- (following 7/IV option)
Deal 7 damage to target unit. Your French cards everywhere cost 1-2 less and deal +X damage.
(variants)
a- ...and deal +1 damage.
b- ...and deal +2 damage.

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8- Rework; Deal 7 damage to target unit. If destroyed, deal 3 damage to a random enemy.

[inspired by the FIERY AMBUSH effect]

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8/A- (following 8th option)
(insert idea effect). Repeat again if destroyed.

[inspired by CROSSFIRE effect, not sure if it would work though, lol]

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8/II- (following 8th concept)
Deal 7 damage to target unit. If destroyed, deal 3 damage to the enemy HQ.

[now not only it works almost similarly to FIERY AMBUSH, but now we can save up kredits and time by just burning the enemy HQ right away]

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8/III- (following 8th concept)
Deal 7 damage to target unit. If destroyed, deal 3 damage to a random enemy unit and the enemy HQ.

[2 stones from 1 bird! wait no...]

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9- Rework; Deal 7 damage to target unit. All enemy units in the frontline must Retreat.

[FORTIFIED POSITION like effect, although this one doesn't have the FORTIFIED nor the POSITION]

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9/A- (following 9th option)
Now it also Pins all enemy units in the frontline too.

[now we could say it has both the FORTIFIED and the POSITION!]

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9/II- (following 9th concept)
Deal 7 damage to target unit. Pin all enemy units.

[well... its "technically" an overwhelming attack for the enemy, it makes sense... to me atleast lol]

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9/II/A- (following 9/II option)
Deal 7 damage to target unit. Pin all enemy units. If they are in the frontline, they must Retreat.

[now we are talking about a greater FORTIFIED POSITION]

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9/III- (following 9th concept)
Deal 7 damage to target unit. If an enemy, Pin adjacent units.

[an expensive MONTY]

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9/III/B- (following 9/III option)
(insert idea effect). If in the frontline, they must Retreat.

[this also applies to target unit too ofc]

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10- Rework; Deal 7 damage to target. Your units cost X less to play this turn.
(variants)
a- Your units cost 1 less to play this turn.
b- Your units cost 2 less to play this turn.
c- Your units cost 3 less to play this turn.

[inspired by PATTON]

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10/II- (following 10th concept)
Deal 7 damage to target unit. Your units cost X less to play and operate this turn.
(variants)
a- Your units cost 1 less to play and operate this turn.
b- Your units cost 2 less to play and operate this turn.
c- Your units cost 3 less to play and operate this turn.

[same thing but now it is even MORE busted given the potentially deadly combos it can allow]

burn NationFR order

proper sierra
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Waiting on the new optionsWings

gusty steppe
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as the CROSS OF LORRAINE is the last card, I want to make an appropiate image/meme as a "ribbon" for the temporal cease of French cards ideas

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but I was so busy lately that I didn't had the time yet to do both the ideas and the memes

gusty steppe
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(making up the CROSS OF LORRAINE ideas while drinking some mate 🧉)

If you happen to have a last minute idea in your mind, now it is a good time to share it.

gusty steppe
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CROSS OF LORRAINE (buff & rework ideas)
As for this order, I'll be completely honest, I never liked this card, nor an ounce of it even with Mill decks being a thing, while a really interesting concept, I find it quite.... wasted in its current form, being a high cost order with a common based condition to reduce its cost, until that point it is pretty good as it opens up for many effects alongside it, but instead we only have a 3 damage to any enemy.

I mean, sure if you can get its cost between 0-3k, dealing 3 damage is pretty decent, but for that to happen you need to either fill the enemy hand for it get more value (Mill is reserved) and/or pray to RNG so the enemy draws a lot of cards/get stalled (for some reason), in which imo pretty much kills its entire usefulness and flexibility.

Not to mention, that if it has a high cost, there is not additional power behind paying more than 3-4k for the damage, which is quite low, adding another reason as to why I find it bad.

And last but not least, as an evident change from the previous suggestion for SAAR OFFENSIVE, I'm completely against the idea of incentivate the usage of some cards with an additional effect to "add" them for value. Which I just find it worse if its a more common rarity card adding a higher rarity order. (this case being a Limited order with an Special order).

So, taking this into account, I've thought some changes that could work like a charm with this card, do not I did not intend it to balance it alongside the SAAR OFFENSIVE effect, but some could work with it:

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1- (changes to base card) Buff;
(insert idea effect). Draw X cards.
(variants)
a- Draw a card.
b- Draw 2 cards.
c- Draw 3 cards.

[the 2nd simplest of all changes to a card, card draw!]

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1/II- (following 1st concept)
(insert base effect). Draw a card. Draw X if 5+ cost.
(variants)
a- Draw 2 if 5+ cost.
b- Draw 3 if 5+ cost.

[to clarify, first is that card draw does not stack, only one triggers; second is that cost conditional (5+) can be adjusted]

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1/II/A- (following 1/II concept)
(insert base effect). Draw 2 cards. Draw 3 if 5+ cost.

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1/III- (following 1st concept)
(insert base effect). Draw X cards if cost 5 or more.
(variants)
a- Draw 2 cards...
b- Draw 3 cards...

[same as before, the 5 cost conditional can be adjusted]

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2- (changes to base card) Buff;
Deals double damage against units.

[could be considered as a "second" SAAR OFFENSIVE, which can be potentially cheaper or expensive]

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3- (change to base card) Buff;
Deal 3 damage to the enemy HQ and a random enemy unit.

[2 stones from one bird... wait no, I screwed that up again]

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4- (changes to base card) Buff;
+1 damage for each cost above 4.

[wording could be better.... my idea here is that its damage output increases alongside its (natural) cost if there is low to no reduction happening, obvioulsy with a "limit" to avoid a French BISMARCK order of sorts.... for now]

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4/A- (following 4th option)
(insert base effect). +1 damage for each cost above X.
(variants)
a- ...cost above 5.
b- ...cost above 6.
c- ...cost above 7.

[additional limiters to avoid dealing too much damage]

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5- (change to base card) Buff;
Deal 3 damage to all enemies.

[yeah... my creativity goes like a pendulum, on one swing I make up the most convoluted effects to achieve an interesting and applyable idea, on the other swing it goes back to something simple lol]

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6- (changes to base card) Buff;
Your HQ gains +X defense.
(variants)
a- Your HQ gains +3 defense.
b- Your HQ gains +4 defense.
c- Your HQ gains +5 defense.

[this is pretty much a powercreeped ATTACK IN THE COLONIES]

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6/II- (following 6th concept)
Your HQ gains defense equal to cost.

[same deal, although now you now may get a little dilemma if you prefer low cost damage or high cost high healing value]

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7- (changes to base card) Buff;
Develop a French unit.

[as always, no Develop suggestion can be leaved behind as a probable change]

burn NationFR order

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7/A- (following 7th concept)
Develop a French order.

[I do wonder if RESISTANCE could come up lol]

burn NationFR order

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7/II- (following 7th option)
Develop 2 French units.

burn NationFR order

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7/II/A- (following 7/A option)
Develop 2 French orders.

burn NationFR order

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7/III- (following 7th concept)
Develop a French unit and order.

[btw, the order is also French]

burn NationFR order

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8- (changes to base card) Buff;
The enemy discards a card.

burn NationFR NationGR order

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8/A- (following 8th option)
The enemy discards 2 cards.

burn NationFR NationGR order

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9- "Rework";
Costs 1 less for each card in the hand with most cards this battle. Deal 3 damage to an enemy.

[went back again to something simple; as for this time your hand can also affect the cost of this order if you happen to have more cards than the enemy]

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10- Rework;
If in your hand, reduce its cost by 1 each time you shuffle. Deal 7 damage to an enemy.

[damage could be adjusted, I've selected 7 as a base number for all branching ideas too]

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10/A- (following 10th option)
Increased cost to Xk.
(variants)
a- Increased cost to 10k.
b- Increased cost to 12k.

[why no 11k variant? well, I was kinda lazy into trying to write a fitting number for it, I just used templates]

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10/II- (following 10th concept)
If in your hand, it costs 1 less each time you shuffle. Deal 7 damage to an enemy

[same deal as before but less convoluted, more... "familiar" to what we have if you want]

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10/II/A- (following 10/II option)
Increased cost to Xk.
(variants)
a- Increased cost to 10k.
b- Increased cost to 12k.

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10/III- (following 10th concept)
Costs 1 less for each time you shuffled this battle. Deal 7 damage to an enemy.

[pretty much the same deal, but now the cost reduction has no conditional]

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10/III/A- (following 10/III option)
Increased cost to Xk.
(variants)
a- Increased cost to 10k.
b- Increased cost to 12k.

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10/IV- (kinda following 10th concept) Rework;
Deal 3 damage to an enemy. If in your hand, it gets +1 damage each time you shuffle.

[now it works more like a "game winning" order of sorts; although I'm not sure if the wording is good enough]

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10/IV/A- (following 10th concept)
Deal 3 damage to an enemy. Deals +1 damage each time you shuffled this battle.

[removed conditional effect, now it can grow if in your deck too]

burn NationFR

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11- Rework; (similar to 10th option)
It costs 1 less each time the enemy plays a RESISTANCE order. Deal 7 damage to an enemy.

[pretty much the same deal as the 10th option, but now with more RNG in thw way; damage can be adjusted]

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11/A- (following 11th option)
Increased cost to Xk.
(variants)
a- Increased cost to 10k.
b- Increased cost to 12k.

[might not be necessary as the RESISTANCE archetype is pretty inconsistent lol]

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11/II- (following 11th concept)
Deals +1 damage for each time the enemy played a RESISTANCE order.

[same thing but now it grows in damage, not in discount]

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12- Rework; While in your hand, at the start of your turn, your HQ gains +1 defense. Deal 7 damage to an enemy.

[now with a more ambitious change, featuring the "While in hand" effect, alongside a pretty good burn/removal effect; damage can be adjusted for this and any branching options too]

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12/A- (following 12th option)
While in hand, at the start of your turn, your HQ gains +0-1 defense. Deal 7 damage to an enemy.

[same effect, but now with less consistency as a passive]

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12/II- (following both 12th and 12/A concepts)
Now you gain X additional kredits.
(variants)
a- Now you gain 1 additional kredit.
b- Now you gain 0-1 additional kredits.

[kredit NTR burn]

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12/III- (following 12th concept)
While in your hand, at the end of your turn, add a RESISTANCE in the enemy deck. Deal 7 damage to an enemy.

burn NationFR

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12/III/A- (following 12/III option)
Now it triggers at the end of your turn instead.

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12/IV- (following 12th concept)
While in hand, your French units cost 1 less to deploy. Deal 7 damage to an enemy.

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12/IV/A- (following 12/IV concept)
While in hand, your other French orders cost 1 less to play. Deal 7 damage to an enemy.

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12/IV/B- (following 12/IV concept)
Now your other French cards cost 1 less to play.

[basically, now it counts both units and orders, and probably the other copy of CROSS OF LORRAINE]

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12/V- (following 12th concept)
While in hand, your HQ gets +X defense each time you play a French card. Deal 7 damage to an enemy.
(variants)
a- ....your HQ gets +1 defense...
b- ...your HQ gets +2 deefnse...

[technically, it would also count any RESISTANCE you have, effectively countering it]

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12/V/A- (following 12/V concept)
While in hand, your HQ gets +1 defense each time a French card is played. Deal 7 damage to an enemy.

[now it also counts enemy RESISTANCE orders you add in its deck, and ofc natural French cards it has]

burn NationFR

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12/VI- (following 12th concept)
While in hand, at the start of your turn, deal 1 damage to a random enemy. Deal 7 damage to an enemy.

burn NationFR

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12/VI/A- (following 12/VI option)
Now it deals 0-1 damage instead.

[more RNG = less consistency = less power overall]

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12/VII- (following 12th concept)
While in hand, non-French cards cost +X kredits to play.
(variants)
a- ...cost +1 kredits to play.
b- ...cost +2 kredits to play.

[it affects both players equally, ultimate delaying/anti-jaggro tool if you ask me]

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12/VII/A- (following 12/VII concept)
While in hand, enemy non-French cards cost +1 kredits to play. Deal 7 damage to an enemy.

["screw you" type of passive effect]

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12/VIII- (following 12th concept)
While in hand, at the start of the eney turn, it loses 1 kredit. Deal 7 damage to an enemy.

burn NationFR

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12/VIII/A- (following 12/VIII option)
Now the enemy loses 0-1 kredits instead.

[same deal as before, more RNG = less consistency = less power]

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12/IX- (following 12th concept)
While in hand, at the (see variants), add a 13e DRAGONS to your hand. Deal 7 damage to an enemy.
(variants)
a- At the start of your turn.
b- At the end of your turn.

[this can get pretty much out of hand, too much value...]

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12/X- (following 12th concept)
While in hand, at the (see variants), add a VIVE LA RESISTANCE! to your hand. Deal 7 damage to an enemy.
(variants)
a- ...at the start of your turn...
b- ...at the end of your turn...

burn NationFR

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12/X/A- (following 12/X concept)
Now it adds a RESISTANCE COUNCIL to your hand instead. Applies to both variants.

burn NationFR

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12/X/B- (following 12/X concept)
Now it adds a PRODUCTION to your hand instead. Applies to both variants.

[instead of a passive income, you now can "save up" kredits for later]

burn NationFR

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12/XI- (following 12th concept)
While in hand, your HQ takes 1 less damage. Deal 7 damage to an enemy.

[pretty much a passive SEAHAWK that cannot be removed unless discarded, force shuffled or played]

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12/XI/A- (following 12/XI option)
While in hand, your HQ cannot lose more than 5 defense each turn. Deal 7 damage to an enemy.

[same thing as before, but now it resembles more of a passive SEAGULL]

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12/XI/B- (following 12/XI concept)
While in hand, the first time your HQ is damaged, it takes X less damage.
(variants)
a- ...it takes 1 less damage.
b- ...it takes 2 less damage.
c- ...it takes 3 less damage.

[temporal protection, not that consistent as the previous variants, but powerful to consider not mulligan]

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12/XI/C- (following 12/XI concept)
While in hand, the first time your HQ is damaged, it does not take damage. Deal 7 damage to an enemy.

[pretty much the same thing as before, but even more powerful, good counter against burn or single big attacks]

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12/XII- (following 12th concept)
While in hand, when your HQ is going to take lethal damage, discard this card instead. Deal 7 damage to an enemy.

[passive like countermeasure, could be considered a better/useful version of HMS TALBOT; although its wording could be better]

prime iron
gusty steppe
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not a bad concept, but its cost and damage ratio are terrible

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I personally think it should either cost 1k and or have its damage increased to 2-3

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(and replace shuffle for add)

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we don't want to indirectly buff Japan

prime iron
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I've made some way worse burn

lost hawk
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this with %spearhead%

agile coyoteBOT
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Cards found: 1

lost hawk
gusty steppe
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and honestly, for it to be an "Elite" now it could say "Your units (or French units) everywhere get..."

proper sierra
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It's been a whole year since this guy posted✌️

gusty steppe
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but yes it was

gusty steppe
#

NEW YEAR QUESTION: Which option do you prefer?
Ally nation poll or follow with an already selected main nation in the list?

A rather simple question for those that read this and participate.

(As for the main nation it is already selected, if you know me enough you might guess which one I want to follow with, its in the main post card list count)

wet smelt
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I suggest poland next

gusty steppe
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(I do imagine, I open up the ally nation poll and the nation voted will be anything but Poland lol)

proper sierra
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We tie up the poll instead Wings

fresh copper
gusty steppe
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not gonna lie, I read "tie" and thought for a moment it meant as for the "tying" action like a bow or rope, not the vote thing lol

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thats why I used that emoji

gusty steppe
gusty steppe
# gusty steppe
poll_question_text

Which one you choose?

victor_answer_votes

7

total_votes

9

victor_answer_id

2

victor_answer_text

Ally nation poll

victor_answer_emoji_id

383217123520020480

victor_answer_emoji_name

cards

#

NationFIN NationPL NationIT SELECT YOUR ALLY NATION V2 NationIT NationPL NationFIN
And just like before, following the people's voice (or to be realistic, the handful of people that read this post KEKW) I yet again will make another Ally Nation poll to decide which minor nation will not get vivisected as usual, with different buffs, nerfs and/or rework ideas, making it a great starting point for the new year.

[as for this time, France is not in the vote options for obvious reasons, as it is redundant]

versed grove
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Justice for italy

lost hawk
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POLSKA GUROM!!! 🔥

gusty steppe
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lol Finnland was betrayed

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if there is a tie 🎀 in the vote poll, I'll probably make a second one with the 2 candidates, I'll see which hour I will do that as I might make it a short thing (X hours)

gusty steppe
# gusty steppe
poll_question_text

Select your Ally Nation

victor_answer_votes

6

total_votes

13

victor_answer_id

1

victor_answer_text

Poland

victor_answer_emoji_id

1097925752516775946

victor_answer_emoji_name

NationPL

gusty steppe
#

seems Poland have already won its worthy chance to get good ideas, now I need time to cook a couple of images for the ocsasion.....

gusty steppe
# gusty steppe

The Poll outcome at the end: (it is funnier if you know the context/image origin)

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Finnland on the other hand....

versed grove
gusty steppe
#

EmblemPL POLAND SUGGESTIONS EmblemPL
Following the freshly finished vote poll, and on a pretty close tie with Italy (and the unfortunate treason of Finnland by its voters), we now finally have Poland as the current target to build possible ideas (that are intended to be applied in the game).

As this arguably the worst nation in the game by a huge margin, having only once workable archetype which is Intel as of right now, Exile being non-existing, and anything else you could throw only working as filler cards.

I do honestly believe it has potential in its own way, but it is pretty much wasted and bullied by being it obscured with any other card in the game, both from Main and the other Allied nations, making it either a redundant or mediocre alternative as an option.

So as always, I'll try my best to come with the best ideas and options from each card that I consider that could be tweaked. This means it could range from buffs, nerfs and/or reworks.

Current doc list has been updated with the current "pool" of cards to modify, point out which one could be added too.

versed grove
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We should invade 1939 HQ and place @gusty steppe in charge of the Balancing sector.

gusty steppe
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lol, a random argentinian being in charge of balancing Kards

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thats hilarious

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UNIT QUESTION: 4TP; 78TH STEEL REGIMENT; 5TH LEGIONS REGIMENT
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:

4TP: (didn't tried it on its own, but with the DANUTA effect) a pretty interesting concept, very good stats and power packed in an inexpensive tank unit, but with the catch it cannot survive an attack to the enemy HQ; it is technically not bad, but I find it kind off terrible as in comparison with other cheap/jaggro cards it cannot compete or trade efficiently without wasting much kredits. I think it could either have a stat buff and/or op cost reduction.

78th STEEL REGIMENT: (never liked/tried it) as for this unit, I always find it as a pretty curious alternative of PLAN WEST (the bottom polish's post card) as a more aggresive "countermeasure", but in the end this is not a funcionally useful card, both because it lacks Guard for a defensive alternative, and it lacks Blitz to get value out of its effect. It could pretty much a general buff and/or rework, all affecting stats, costs and its effect.

5th LEGIONS REGIMENT: (tried it a little here and there) before its buff, this card had pretty much the same problem as 78th STEEL REGIMENT, it was too slow, but it had potential as a cheap Polish card to choose, both as a counter and/or main force for aggro. Not particularly bad, but I think it could have some tweaks here and there for more power and allow it to compete against more dangerous cheap units.

versed grove
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Wait

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5th Legions: Get +1 +1 before combat

proper sierra
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I'll have the people know I've been spreading our savier char b1 for days now

gusty steppe
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I'm loving it

wet smelt
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Steel regiment:
3k1op
2/4 fury
Gets +2+2 for each unit in the frontline when it survives combat

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5th legions:
1k1op
Blitz 1/3 gets +1+2 when it survives combat

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4tp
1k1op
3/3 shock
Destroy this unit after it attacks the enemy HQ

lost hawk
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About 4tp, keep Danuta in mind

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Any buff to it is a buff to already strong Danuta

gusty steppe
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yup, I'm aware of that

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maybe I'll make a "followup" with DANUTA to "nerf" it a little bit. But ONLY considering the buffs to 4TP

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not standalone, it is fine as it is (not 4TP lol, such a DILEMMA)

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it wouldn't be an issue if 4TP was not a card you can actually pick to build a deck but a TOKEN, but it is not a TOKEN.

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buuuut... technically DANUTA's 4TP could be changed for another unit.... I'll think which one could fit

versed grove
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Tbh

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Danuta would still be "eh" even with 0op 4TP

lost hawk
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Danuta is p good

deft leaf
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78th steel regiment needs blitz. It's the only way to make it usable

gusty steppe
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4TP (buff ideas)
As for this unit, one might think this is one of those Polish cards that are actually good in theory!.... until you just try it out and realize its sad reality as usual, a mediocre card at best.

While the concept is pretty good, a cheap unit with the stats of an unit with better stats. This is not that uncommon given that we now have things like Bond units or for example the non-Bond 99th KHOLM.

It is technically better than many 1k units, but it falls apart pretty quickly when you set the bar just a little higher with more powercreept units with a cheaper cost/ratio/value, it cannot neither compete nor trade efficiently. Given that it has 1 op cost and lacks any keyword (preferably Blitz) it makes it a terrible option as a cheap unit, specially if we consider which Nation it is from.

[I'm aware that DANUTA is a thing, and any change made into this card affects it directly; but lets be honest, it is not a Token card but an actual unit one can crafted and selected]

So, taking this few but pretty important points, I've thought some ideas that might help this little fella:

#

1- (changes to base card) Buff;
Increased stats to X.
(variants)
a- Increased defense to 4. (2/4) [shoutout to @deft leaf]
b- Increased attack to 3. (3/3) [shoutout to @wet smelt]
c- Increased both attacks and defense by 1. (3/4)

[any of this changes can be applied to any of the following options if necessary]

#

1/II- (following 1st concept); (change to base card) Buff;
Reduced operation cost to 0k.

[this change can be applied to any of the followin options]

#

1/II/A- (following 1/II option)
Increased stats to X.
(variants)
a- Increased defense to 4. (2/4)
b- Increased attack to 3. (3/3)
c- Increased both attack and defense by 1. (3/4)

#

1/III- (following 1st concept); (change to base card) Buff;
Reduced deployment cost to 0k.

[we are now entering dangerous territory]; [this could be also applied to any following option too, not too bad...]

burn NationPL tank

#

1/III/A- (following 1/III option)
Increased stats to X.
(variants)
a- Increased defense to 4. (2/4)
b- Increased attack to 3. (3/3)
c- Increased both attack and defense by 1. (3/4)

burn NationPL

#

1/IV- (following 1st concept); (change to base card) Buff;
Reduced both Deployment and operation cost to 0k.

[NOW WE ARE IN DANGER]; [could also be applied to any following idea, although that is crazy]

burn NationPL tank NationPL burn

#

1/IV/A- (following 1/IV option)
Increased stats to X.
(variants)
a- Increased defense to 4. (2/4)
b- Increased attack to 3. (3/3)
c- Increased both attack and defense by 1. (3/4)

[this is too much value for free]

burn NationPL tank NationPL burn

#

2- (changes to base card) Buff;
Added additional keywords.
(variants)
a- Now it has Blitz.
b- Now it has Shock.
c- Now it has Fury. [british ahh card]
d- Now it has Guard. [slightly powercreeped/cheaper version of T-70]

#

2/A- (following 2nd concept)
Added keyword combinations: 1st part
(variants)
a- Now it has both Blitz and Shock.
b- Now it has both Blitz and Fury. [british slop OTK card like card lol]
c- Now it has both Blitz and Guard. [bizarre, but flexible]

#

2/B- (following 2nd concept)
Added keyword combinations: 2nd part
(variants)
a- Now it has both Fury and Shock.
b- Now it has both Guard and Shock.
c- Now ti has both Guard and Fury.

#

3- Buff; Deployment: Draw a 4TP from your deck. Destroy this unit after it attacks the enemy HQ.

[inspired by CHOCO BOYS or... however was it called, not gonna search for its name lol]

#

3/A- (following 3rd concept)
Destruction: Draw a 4TP from your deck. Destroy this unit after it attacks the enemy HQ.

[and now it works not like CHOCO BOYS, but instead like that Jaggro slop card that had 3/1 Blitz yeah]

#

3/II- (following 3rd option)
Deployment: Draw a card. Destroy this unit after it attacks the enemy HQ.

[similar concept as 3rd option, but now it draws a general card instead]

#

3/II/A- (following 3/A option)
Destruction: Draw a card. Destroy this unit after it attacks the enemy HQ.

[same deal as 3/A option, but it now draws any card]

#

3/III- (following 3rd concept) Buff/"Rework";
Destroy this unit after it attacks the enemy HQ. Draw a card if so.

[inspired by A34 COMET effect]

#

3/III/A- (following 3/III concept)
Deployment: Draw a card. Destroy this unit if it attacks the enemy HQ. Draw a card if so.

[basically, now you can potentially have a 1k draw 2 cards unit]

#

4- "Rework";
Converted into a Token card. (Removed both Standard and Expantion icons)

[pretty much just reducing it to a LEGIONS type of level, where instead of selecting it directly, you now can generate it though other cards]; [might not be necessary and/or likely to happen]

deft leaf
gusty steppe
deft leaf
gusty steppe
#

oh yeah, that makes sense

#

it was just the usual combo to give it a little more of value

gusty steppe
#

15th LEGIONS REGIMENT (buff ideas)
As for this unit, surprisingly it is one of the non-Intel cards that has actually a good amount of power to be considered used, mainly because its last buff in which it got Blitz, which paired pretty well with its passive effect to allow it to grow and last a little longer in battle.

But imo, just like with 4TP, it falls into the same pit of outclassing by other more reliable cheap units, which might just end up obscuring it and just be choosen by those instead of it.

So to make this pretty interesting aggro unit into a more interesting unit, I've thought some ideas for it:

#

1- (change to base card) Buff;
Reduced operation cost to 0k.

[simple yet a very effective change, it can be applied to any following option too]

#

1/II- (change to base card) Buff;
Now it has Shock.

[could also be applied to any following option too but... it would be too OP as you'll see]

#

1/III- (changes to base card) Buff;
Gets +X+X when it survives a combat.
(variants)
a- Gets +1+2....
b- Gets +2+1....
c- Gets +2+2...

[credits to @wet smelt]

burn NationPL infantry

#

2- Buff;
Gets +1+1 before it takes combat damage.

[credits to @versed grove]

burn NationPL

#

2/A- (following 2nd option)
Now it gets +X+X before it takes combat damage.
(variants)
a- Gets +1+2...
b- Gets +2+1...
c- Gets +2+2...

#

3- Buff;
Gets +1+1 after taking damage and surviving.

[shoutout to @versed grove; this counts for any type of damage ofc]

#

3/A- (following 3rd option)
Now it gets +X+X after taking damage and surviving.
(variants)
a- Gets +1+2...
b- Gets +2+1....
c- Gets +2+2...

#

4- Buff;
Gets +1+1 before taking damage.

[a pretty similar concept to BUFFS, technically]

#

4/A- (following 4th option)
Now it gets +X+X before it takes damage.
(variants)
a- Gets +1+2...
b- Gets +2+1...
c- Gets +2+2...

#

5- Buff/"Rework;
Gets +1+1 after it is targeted or attacked and survived.

[shoutout to @versed grove]

#

5/A- (following 5th option)
Now it triggers before it is targeted or attacked.

#

5/B- (following 5th option)
Now it triggers when it is targeted or attacked.

#

5/II- (following 5th concept)
Gets +1+1 after it is targeted or damaged and survived.

#

5/II/A- (following 5/II option)
Now it triggers before it is targeted or damaged.

#

5/II/B- (following 5/II option)
Now it triggers when it is targeted or damaged.

versed grove
#

"Gets a random keyword when this unit survives combat"

#

Lol

gusty steppe
#

6- Buff/"Rework";
Gets +1+1 and a random combat keyword after surviving a combat.

[credits to @versed grove]

burn NationPL

#

6/A- (following 6th option)
Now it triggers before a combat.

#

6/II- (following 6th concept)
Gets +1+1 and a random combat keyword after being damaged.

[pretty thought to beat as it doesn't "need" to survive for it to trigger]

#

6/II/A- (following 6/II option)
Now it triggers before taking damage.

versed grove
#

It's almost a tradition now to make every balance change involve a sector that incorporates combat keywords.

gusty steppe
#

slams desk damnit!

#

(proceeds to get jackpot 3 times and ends up with Heavy armor 3)

deft leaf
gusty steppe
#

(making up some 78th STEEL REGIMENT ideas while drinking mate 🧉)

If you happen to have any crazy (but realistic) idea that could work with it, now it is a good time to share it.

gusty steppe
#

78th STEEL REGIMENT (buff & rework ideas)
As for this unit, I... don't really have much to say about tbh, its one of those Polish cards that you just see and think "yeah this might be cool against X decks" or "mmmh, this might work as a great counter to aggro" or such, but in practice is not really useful.

For one, its cost and stats are horrendous, even with Fury, and sure it is kindoff in tended for it to work alongisde its anti-frontiline deployment effect, but it is too slow to get any real value out of it; if you wait for the enemy to stack on units in the frontline, you are just sacrificing your HQ for a big and slow unit.

That not only it doesn't have either Guard (defense) and/or Blitz (counter offensive) to answer the threats, it ends up being the classic example of big unit prone to Suppress or removal that does nothing but embarrass you.

Overall, one of the most mediocre (at best) units you could ever choose, you must be desperate if so, I pity you.

So taking this flaws in mind, I've thought some ideas that could make this "Steel" regiment as solid as its name implies:

#

1- (change to base card) Buff;
Reduced cost to 2k.

[the simples yet most simple to pull change possible, it can also be applied to any following options too]

#

1/A- (change to base card) Buff;
Increased both attack and defense to 3. (3/3)

[yet another simple change, it can also be applied to any following options if necessary, specially the reworks]

#

1/II- (changes to base card) Buff;
Added keywords:
(variants)
a- Now it also has Blitz. (shoutout to @versed grove & @deft leaf)
b- Now it also has Guard. (shoutout to @versed grove too)

[any changes from this section could be applied to any following option too, but it might be overkill]

#

1/II/A- (following 1/II concept)
Removed Fury; Added new keywords:
(variants)
a- Now it has both Blitz and Guard.
b- Now it has both Ambush and Guard.

[might not be as aggressive, but sure as hell works as a decent flexible Guard]

#

1/II/B- (following 1/II concept)
Added keyword combinations:
(variants)
a- Now it has Blitz, Fury and Guard.
b- Now it has Ambush, Fury and Guard.
c- Removed Fury; Now it has Blitz, Ambush and Guard. [defensive approach instead of agressive]

#

2- Buff;
Deployment: Gets +1+1 for each unit in the frontline. +2+2 if an enemy.

[now it has a more flexible but weaker effect if you need more preassure against the enemy]

[to clarify, it would give specifically +2+2, not +3+3, the usual problem of text space for more words]

#

2/II- (following 2nd concept)
Deployment: Gets +1+1 for each enemy unit in battle.

[now it can work against more passive/defensive opponents]

#

2/II/A- (following 2/II option)
Deployment: Gets +1+1 for each enemy unit in battle. +2+2 if in the frontline.

[same flexibility as before but now with the original effect too. Again, it would get +2+2, not +3+3]

#

2/III- (following 2nd concept)
Deployment: Gets +1+1 for each other unit in battle.

[now it also counts friendlies]

#

2/III/A- (following 2/III option)
Deployment: Gets +1+1 for each unit in battle. +2+2 if an enemy.

[same deal, again, it gets +2+2 not +3+3]

#

3- Rework;
Deployment: Pin all enemy units in the frontline.

[buying time so the allies come to help]

burn NationPL

#

3/A- (following 3rd concept)
Deployment: Deal X damage to all enemy units in the frontline.
(variants)
a- Deal 1 damage...
b- Deal 1-2 damage... (don't be a crybaby, rng can be fun)

[a more aggressive aproach to fend off the enemy troops]

burn NationPL

#

3/B- (following both 3rd and 3/A options) MERGE;
Deployment: Pin and deal X damage to all enemy units in the frontline.
(variants)
a- Deal 1 damage...
b- Deal 2 damage...

[now you can stall the enemy's actions even further]

burn NationPL

#

3/II- (following 3rd concept)
Deployment: Pin all enemy units. burn NationPL

[might be a little too powerful for 3k... meh we Polling]

#

3/II/A- (following 3/II option)
Deployment: Pin all enemy units. Deal X damage if in the frontline.
(variants)
a- Deal 1 damage...
b- Deal 1-2 damage...

burn NationPL

#

3/III- (kinda following 3rd concept)
Deployment: Deal X damage to all enemies.
(variants)
a- Deal 1 damage...
b- Deal 1-2 damage...

[yes, it can also damage the enemy HQ, so it is kinda jaggro slop-ish for that matter]

#

3/III/A- (following 3/III concept)
Deployment: Pin all enemy units.
Deal X damage to all enemies.
(variants)
a- Deal 1 damage...
b- Deal 1-2 damage...

[yup]

#

3/IV- (kinda following 3rd concept)
Deployment: Deal damage to all enemy units in the frontline for each unit there.

[basically, an inverse STARS & STRIPES]

burn NationPL NationUS

#

4- Rework;
Deployment: Retreat an enemy unit.

[a simple yet pretty effective effect with a middle ground cost, considering both ZAMOŚĆ UPRISING and UNDERGROUND STATE as orders]

#

4/A- (following 4th option)
Deployment: Retreat an enemy unit. Retreat adjacent units if in the frontline.

[more stalling power, screw aggro]

#

4/II- (following 4th concept)
Deployment: Retreat an unit. Draw X cards if friendly.
(variants)
a- Draw a card if friendly.
b- Draw 2 cards if friendly.

[it could easily become a self sustained draw machine if you use two of these with each other]

#

5- Rework;
Deployment: Develop a Polish order or countermeasure.

[as always, we cannot be left without the "Develop" ideas by me isn't?]

burn NationPL countermeasure

#

5/A- (following 5th option)
(insert idea effect). Give it -X cost.
(variants)
a- Give it -1 cost.
b- Give it -2 cost.

[given the average cost of the Polish orders are between 2-3, that cost reduction should be more than enough]

#

5/B- (following 5th concept)
Deployment: Develop a Polish order. Gets +X+X, where X is equal to cost.

[inspired by SPEARHEAD effect/wording]; [yes, it can get between +1 and +8 stats]

#

5/II- (following 5th concept)
Deployment: Develop a Polish or French Guard unit.

[why French? mhh.. good question, besides some poor historical context, it came out of nowhere for value]

#

5/II/A- (following 5/II concept)
Deployment: Develop a Guard unit from poland or your main nation.

[was kinda hesitant about this idea, but fck it we Polling]

#

5/III- (following 5th concept)
Deployment: Develop an Exile unit.

#

5/III/A- (following 5/III option)
(insert idea effect). Reduce its cost by X.
(variants)
a- Reduce its cost by 1.
b- Reduced its cost by 2.

#

5/III/B- (following 5/III option)
(insert idea effect). Gets +X+X, where X is equal to cost.

[to clarify, the 78th gets the buff effect, not the Developed unit]

#

5/IV- (following 5th concept)
Deployment: Develop an Exile card.

[now this counts for any card that has the Exile keyword]

burn NationPL

#

5/IV/A- (following 5/IV option)
(insert idea effect). Reduce its cost by X.
(variants)
a- Reduce its cost by 1.
b- Reduce its cost by 2.

#

5/IV/B- (following 5/IV option)
(insert idea effect). Gets +X+X where X is equal to cost.

[again just like before, the 78th gets the buff, not the developed card (if an unit ofc)]

#

6- Rework;
Deployment: Gets +1+1 for each Polish card you played this battle.

[this effect might not help it that much in the early game, maybe even not the mid, but it can snowball a lot]

#

6/A- (following 6th option)
Now it gets +X+X for each Polish car you played this battle.
(variants)
a- Gets +1+2...
b- Gets +2+1...
c- Gets +2+2...

[it might be overkill given the amount of Ally cards you can have and play]

#

7- Rework;
Deployment: Deal damage to target enemy equal to Polish units destroyed this battle.

[it can easily become an OTK tool, I am aware of that]

burn NationPL

#

7/A- (following 7th option)
Deployment: Deal 1 damage to target enemy, plus 1 for each Polish unit destroyed this battle.

[same thing but with 1 additional damage]

#

7/II- (following 7th concept)
Deployment: Deal damage to target enemy equal to Polish cards you played this battle.

[another OTK-ish effect, could be better or worse than the previous one]

burn NationPL

#

7/II/A- (following 7/II option)
Deployment: Deal 1 damage to target enemy, plus 1 for each Polish card you played this battle.

[same deal, but with 1 additional/guaranteed damage]

#

8- IRON Rework;
Convert into IRON DIVISION at the start of its third turn in battle.

[while it might seem kinda hypocritical from me that a lower rarity card can add a higher rarity card, in my defense this card as it is, is weak and needs to build up turns]

#

8/A- (following 8th option)
Convert into IRON DIVISION at the start of its second turn in battle.

[same deal, but now it is a little quicker]

#

8/II- (following 8th concept)
Add an IRON DIVISION next to it at the start of its third turn in battle.

[similar concept, but now you can keep this unit, btw it shouldn't add more than one given it is in its third turn, not each 3 turns]

#

8/II/A- (following 8/II option)
Now it adds it on the second turn in battle.

#

8/III- (kinda following 8th concept)
Deployment: Draw an IRON DIVISION.

[might be a weak draw, but this works as a mighty base for whats to come]

#

8/III/A- (following 8/III option)
Deployment: Draw an IRON DIVISION. Reduce its cost by X.
(variants)
a- Reduce its cost by 1.
b- Reduce its cost by 2.

[additional value so you can get it into action more quickly]

#

8/III/B- (following 8/III option)
Deployment: Draw an IRON DIVISION. Draw a card.

[in total, 2 draws]

#

8/III/C- (following 8/III option)
Deployment: Draw an IRON DIVISION. Draw a card. Draw 2 if none.

[now it has a more flexible effect in case you either runned out of IRON DIVISIONs in your deck or you had none]

#

8/III/D- (following 8/III option)
Deployment: Draw an IRON DIVISION. Draw X cards if none.
(variants)
a- Draw 1-2 cards if none.
b- Draw 2 cards if none.

[similar to the previous option, but now it is either the IRON DIVISION or the card draw, no inbetween]

#

8/IV- (following 8th option)
Deployment: Draw an IRON DIVISION. Get +X+X if deployed or destroyed.
(variants)
a- Get +2+2...
b- Get+3+3...

[clarification, the 78th is the one getting buffed here, more specifically each time you deploy or have an IRON DIVISION destroyed while active]

#

9- Rework; Removed Fury;
When a friendly card draws a card, distribute damage between all enemy units equal to its cost.

[inspired by the ME 410 HORNISSE effect]; [to clarfiy, you need to draw with either a unit effect, order, cm, etc.]

burn NationPL

#

9/A- (following 9th option)
Now it only triggers once per turn.

#

9/II- (following 9th concept)
When a friendly card draws a cardm distribute damage between all enemies equal to its cost.

[same deal, but now it can also burn out the enemy HQ.... oh boy what have I created]

burn NationPL

#

9/II/A- (following 9/II option)
Now it only triggers once per turn.

[now it is not AS destructive, but it can still delive a considerable punch if RNG allows you to]

#

9/III- (following 9th concept)
Deployment: Draw a card. Distribute damage between all enemies equal to its cost.

[this in its current form is pretty toxic, but there is an alternative version ofc]

#

9/III/A- (following 9/III concept)
Removed Fury;
Deployment: Draw a card. Distribute damage between all enemy units equal to its cost.

[while right it won't damage the enemy HQ as before, it can stll provide a good board clear/target removal]

#

9/III/B- (following 9/III concept)
Deployment: Draw a card. Deal damage to target enemy unit equal to its cost.

[no variant saying "target enemy" as it could easily become a BISMARCK with 3k, but still a big unit removal]

#

10- Rework;
Deal X damage to a random enemy when you deploy or add a Polish unit.
(variants)
a- Deal 1 damage...
b- Deal 2 damage...

#

10/A- (following 10th option)
Now it deals 1-2 damage instead.

#

11- Buff/"Rework"; Removed Fury;
Deployment: Gets +2+2 and a random combat keyword for each enemy unit in the frontline.

gusty steppe
gusty steppe
#

CARD QUESTION: HOLD THE LINE; SECTION II; STUBBORN DEFENSE
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:

  • HOLD THE LINE: an interesting countermeaure, although I find it pretty weak and over priced for what it can do, given that it is a countermeasure, you need the enemy to manually trigger it, and even if so, 1k for the possibility of Pinning and dealing 1 damage to all enemy units in the frontline is pretty bad in my terms. I think it could either have 0k and/or 2 damage, either dealing 2 to the moving unit and 1 to all others, or just 2 overall.

  • SECTION II: well... I never understood the existance of this card, let alone liked it at all, given its cost you are basically picking up and paying a PLAN with Intel 1, which is not good at all considering it is an ally card, an order too expensive for a card draw/cycling and Intel. Yeah sure PZL.23 KARAS is a but... lets be honest, but it doesn't justify this level of mediocrity, as it is not a Token card. Imo it should either draw 2 cards, have increased Intel, and/or cheaper cost, to not say a whole rework. (PZL.23 KARAS could be adjusted if so)

  • STUBBORN DEFENSE: a pretty interesting countermeasure too, but that I never got to like a lot given how ridiculously weak it is. While +1 defense before an attack for free is fine-ish, the main strength comes from the card draw, which in most cases it does not trigger. I personally think the card draw should always trigger, and not only that, but this cm could trigger when it is targeted by the enemy.

#

BLITZ QUESTION: PZL.23 KARAS
Same questions as before.

[following the SECTION II statement/opinion]

  • A pretty good card, decent cost and power for a bomber, while it can also provide atleast one guaranteed SECTION II, which on its own it is bad, but as a generated value from this unit, it becomes pretty good for both cycling and Intel. I would only suggest to change it if the original SECTION II is modified for it to work alone in decks.
deft leaf
proper sierra
#

Hear me out on stubborn giving ambushshh

#

For hold the line I'm thinking when an enemy unit moves to the Frontline deal damage equal to all units therethinkingbread

gusty steppe
#

but nevertheless I like it, death to (ja)ggro!

wet smelt
#

Hold the line:
(Same effect) draw a card if at least 4 units were pinned

#

Secion II:
Intel 2, (maby exile to britan)
Chose one:
Draw a card with (insert effect) or draw a card.

#
  • intel
#
  • exile
#
  • from your main nation
  • polish card
#

Stuborn:
2k
When a friendly unit is attacked, give it +2 defence and two random combat keywords before damage. Add a SECTION II to hand if it survives.

#

For karas I would give it exile to britan. Idk if there is any historical context for that, but britan needs intel triggers

gusty steppe
#

(making out ideas for HOLD THE LINE while drinking some [late] morning coffee ☕ )

If you happen to have any idea that could be applied into this card, now its a good time to share it.

#

mhhhh. what do you think about an additional effect if a Countermeasure was not triggered in the enemy turn?

lost hawk
#

you can also make this for Stubborn Defense

gusty steppe
#

I'll try, it has a lot of words though

#

I might need to compress it a little

gusty steppe
#

HOLD THE LINE (buff, rework and REWORK ideas)
As for this countermeasure, I always found its concept pretty interesting and lovely given its anti-frontline nature, in theory it should be a good card to have around but... it is not really practical in its current form.

For starters its effect is not that useful for 1k, while Pinning and dealing 1 damage to all frontline units sounds good, in reality the enemy might just skip right ahead of it or just trigger it without much to lose, as you might want it to be activated with the most amount of units as possible. But.. thats not a thing when facing a competent opponent.

So, to make this potentially good card into an actually usable card, I've thought some ideas for it:

#

1- (change to base card) Buff;
Reduced cost to 0k.

[as always, this is the simplest change possible to make, but in this case, it is not an universal thing for ALL options to come, you'll see why]

#

2- (change to base card). Buff;
When an enemy unit moves into the frontline, Pin and deal 1-2 damage to all units in the frontline.

[RNG goes brrrrr]

#

2/A- (following 2nd option)
Fixed damage dealt to 2.

burn NationPL

#

2/II- (following 2/A option)
Increased cost to 2k.

[we need to take care of (ja)ggro cough cough]

[shoutout/credits to @deft leaf]

#

2/II/A- (following 2/II option)
Increased damage dealt to 2-3.

[RNG goes brrrrr]

#

3- Rework;
When an enemy unit moves into the frontline. Pin and Retreat it.

[kinda similar to FORTIFIED POSITION]

#

3/A- (following 3rd option) Buff;
Reduced cost to 0k.

#

3/II- (following 3rd and 3/A options)
(insert idea effect). Deal 1 damage to all units there.
(alternative variant)
a- Reduced cost to 0k.

[to make it look a little more like the original card]

#

3/II/A- (following 3/II concept)
(insert idea effect). Increased damage dealt to 1-2.
(alternative variant)
a- Increased cost to 2k.

[RNG goes brrrrr]

#

3/III- (following 3rd option)
(insert idea effect). If not triggered, draw a card.
(alternative variant)
a- Increased cost to 2k. [given that it can be used as a non consumable card draw tool]

#

3/III/A- (following 3/III concept)
(insert idea effect). If not triggered, it gets -1 cost.
(alternative variant)
a- Increased cost to 2k.

#

3/IV- (following 3rd option)
(insert idea effect). Draw a card.
(alternative variant)
a- Reduced cost to 0k.

[yet again, one of the simplest yet most effective side effects you could want, a card draw]

#

3/V- (following 3rd concept)
When an enemy unit moves into the frontline, deal 1 damage to all units there. Pin and Retreat it.
(alternative variant)
a- Reduced cost to 0k.

[a pretty similar effect to a previous option, but with a different order, its wording might need and adjustment]

#

3/V/A- (following 3/V option)
Increased damage dealt to 1-2.
(alternative variant)
a- Increased cost to 2k.

burn NationPL

#

3/VI- (following 3rd concept)
When an enemy unit moves into the frontline, Pin and Retreat all units in the frontline.
(alternative variants)
a- Increased cost to 2k.
b- Increased cost to 3k.

burn NationPL countermeasure

#

4- Rework;
When an enemy unit moves into the frontline, Pin all units in the frontline. Draw a card for each Pinned.

[credits to @wet smelt, although it is not the same idea.... yet]

burn NationPL cards

#

4/A- (following 4th option)
Increased cost to Xk.
(variants)
a- Increased cost to 2k.
b- Increased cost to 3k.

#

4/II- (following 4th concept)
(insert idea effect). Draw a card if X or more were Pinned.
(variants)
a- Draw a card if 2 or more were Pinned.
b- Draw a card if 3 or more were Pinned.

[credits to @wet smelt]

#

4/II/A- (following 4/II option)
Reduced cost to 0k. Applies to both variants.

#

5- Rework;
When an enemy unit moves into the frontline, deal damage to all units in the frontline for each unit there.

[credits to @proper sierra]

burn NationPL countermeasure NationPL burn

#

5/A- (following 5th option)
Increased cost to Xk.
(variants)
a- Increased cost to 2k.
b- Increased cost to 3k.
c- Increased cost to 4k.

#

5/II- (following 5th concept)
When an enemy unit moves into the frontline, Pin and deal damage to all units in the frontline for each unit there.

burn NationPL countermeasure NationPL burn

#

5/II/A- (following 5/II option)
Increased cost to Xk.
(variants)
a- Increased cost to 2k.
b- Increased cost to 3k.
c- Increased cost to 4k.

#

6- Buff;
When an enemy unit moves into the frontline, Pin and deal 1 damage to all units in the frontline. Deal 1 to it.

[lol, I did not had enough space for more words, but it basically deals extra damage to the triggering unit]

#

6/A- (following 6th option)
(insert idea effect). Deal 2 to it.

#

7- Rework; Before an enemy unit attacks from the frontline. Pin all units in the frontline.

[do note that the attacking unit must be in the frontline for it to trigger, and yes, it cancels it]

burn NationPL countermeasure

#

7/A- (following 7th option)
Increased cost to Xk.
(variants)
a- Increased cost to 2k.
b- Increased cost to 3k.

#

7/II- (following 4th concept)
Before an enemy unit attacks from the frontline, Pin and deal 1 damage to all units in the frontline.

[additional damage to make it work like the original card]

burn NationPL

#

7/II/A- (following 7/II option)
Increased cost to Xk.
(variants)
a- Increased cost to 2k.
b- Increased cost to 3k.

#

7/III- (following 7/II concept)
Now it deals 0-1 damage instead.

[ommmh omhhh praise the RNG, ommmh]

#

7/III/A- (following 7/III option)
Increased cost to Xk.
(variants)
a- Increased cost to 2k.
b- Increased cost to 3k.

#

7/IV- (following 7th concept) Nerf;
After an enemy unit attacks from the frontline, Pin all units in the frontline.

[slightly tuned down version, it is still powerful, but you might get a punch]

#

7/IV/A- (following 7/IV option)
Increased cost to 2k.

#

7/V- (following 7/IV concept)
After an enemy unit attacks from the frontline, Pin and deal 1 damage to all units in the frontline.
(alternative variant)
a- Increased cost to 2k.

#

7/VI- (following 7/IV concept)
After an enemy unit attacks from the frontline, Pin and deal 0-1 damage to all units in the frontline.
(alternative variant)
a- Increased cost to 2k.

[ommh, ommhh]

#

8- Rework; At the end of the enemy turn, add a TKS to the frontline if possible. Otherwise Pin all units there.

[inspired by A BRIDGE TOO FAR effect]

burn NationPL countermeasure

#

8/A- (following 8th option)
Increased cost to 2k.

gusty steppe
#

8/B- (following 8th and 8/A options)
Now it triggers at the start of the enemy turn instead.

[double the Pin, double the fun (for you, not the enemy lol)]

#

8/II- (following 8th concept)
Now it adds a 4TP instead (if possible).

burn NationPL

#

8/II/A- (following 8/II option)
Increased cost to Xk
(variants)
a- Increased cost to 2k.
b- Increased cost to 3k.

#

8/II/B- (following 8/II and 8/II/A option)
Now it triggers at the start of the enemy turn instead (again, if possible).
(alternative variants)
a- Increased cost to 2k.
b- Increased cost to 3k.

[double the Pin, double the fun (for you KEKW)]

#

8/III- (following 8th concept)
Now it adds a LEGIONS instead (if possible).

[I wanted to put another Polish infantry than LEGIONS, but the ones with shorter names were too busted, and those cheaper, had names absurdly long for the job T.T ]

#

8/III/A- (following 8/III option)
Increased cost to 3k.

#

8/III/B- (following 8/III and 8/III/A options)
Now it triggers at the start of the enemy turn instead.
(alternative variant)
a- Increased cost to 3k.

gusty steppe
#

you sonovabich, now I have to make a meme card of that

#

(taking notes)

#

8/IV- (kinda following 8th concept)
At the end of the enemy turn, Pin and deal 1 damage to all units in the frontline.

[don't be a dumbass (jaggro user), in this form it can affect your units too]

#

8/IV/A- (following 8/IV option)
Increased cost to 2k.

#

8/IV/B- (followin 8/IV option)
(insert idea effect). Otherwise, draw 2 cards.
(alternative variant)
a- Increased cost to 2k.

[basically, if no unit at the frontline, you draw 2 cards, could be less but... meh we Polling]

#

8/V- (kinda following 8th concept)
At the end of the enemy turn, Pin and deal 1 damage to all enemy units in the frontline.

[now it can be used by jaggro players without stepping themselves... a.k.a dumbasses that only knows to spam lol]

#

8/V/A- (following 8/V option)
Increased cost to 2k.

#

8/V/B- (following 8th and 8/A options)
(insert idea effect). Otherwise, draw 2 cards.
(alternative variant)
a- Increased cost to 2k.

[just like before, if not (enemy) units at the frontline, draw 2 card]

#

9- BIG REWORK (kinda)
Changed card class into ORDER.

Pin and deal 1 damage to all enemy units in the frontline.

#

9/A- (following 9th option)
Increased cost to 2k.

#

9/II- (following 9th concept)
Pin and deal 1-2 damage to all enemy units in the frontline.
(alternative variant)
a- Increased cost to 2k.

#

9/III- (following 9th concept)
Increased cost to 2k;
Pin and deal 2 damage to all enemy units in the frontline.
(alternative variant)
a- Increased cost to 3k.

[now it looks quite a lot like EAGLE CLAWS... but inverse]

#

9/IV- (following 9th concept)
Pin and deal 1 damage to all enemy units in the frontline. Draw a card if 2 or more were Pinned.
(altenative variant)
a- Increased cost to 2k.

[shoutout to @wet smelt]

#

9/IV/A- (following 9/IV option)
Increased damage dealt to 1-2. Applies to both variants.

#

9/IV/B- (following 9/IV option)
Increased cost to 2k; Increased damage dealt to 2.
(alternative variant)
a- Increased cost to 3k.

#

10- BIG Rework (kinda... again)
Changed card class to Order.

Pin and deal 1 damage to an enemy unit.

#

10/A- (following 10th option)
Reduced cost to 0k.

wet smelt
#

Like a better sickle

gusty steppe
#

10/II- (following 10th concept)
Pin and deal 1 damage to an enemy unit. Deal X damage if the unit is in the frontline.
(variants)
a- Deal 2 damage.
b- Deal 3 damage.

[basically, an inverse THROUGH THE BREACH but with Pin]

#

10/II/A- (following 10/II option)
Pin and deal 2 damage to an enemy unit. Deal 3 damage if the unit is in the frontline.

[same thing, but more deadly]

#

10/II/B- (following 10/II/A option)
Increased cost to 2k.

#

10/III- (following 10th concept)
Pin and deal 1 damage to an enemy unit. Draw a card.

[credits to @wet smelt]

#

10/III/A- (following 10/III option)
Deal 1 damage to an enemy unit. Draw a card. Pin it if an unit.

burn NationPL cards

prime iron
#

Hear me out

#

1K When a unit operates, Pin it instead. Draw a card.

#

@gusty steppe

#

More aggressive %Against the Odds%

agile coyoteBOT
#

Cards found: 1

prime iron
gusty steppe
#

(late ideas be coming like last hour meals when in closing time at a fast food restaurant lol)

#

11- Rework;
When an enemy unit operates, Pin it instead. Draw a card.

[credits to @prime iron]

#

11/A- (following 11th option)
When an enemy unit operates, Pin it instead. Draw a card if it was going to attack.

#

11/B- (following 11th option)
When an enemy unit operates, Pin it instead. Draw a card if it was going to move.

gusty steppe
#

(making up ideas for STUBBORN DEFENSE while drinking some mate 🧉)

If you happen to have any idea for it, now its a good time to share it while I'm editing them.

gusty steppe
#

STUBBORN DEFENSE (buff & rework ideas)
As for this card, I always thought it had an interesting concept behind it, having the chance to save for free a friendly unit and most imporantly, draw a card if you succeed at saving it.

But most of the time it is not always the case, as it might just be destroyed most of the time as you'll probably use it for cheaper units for tempo value, maybe at the mid/late game too but... that thins out the chances of it to survive, not to mention the card ignores orders or deployment effect targeting, and lastly that its so desired card draw is conditional, which imo just makes it a waste of card slot usage.

So to make this countermeasure a little more accurate to its name, I've thought some ideas that could make it more appealing to use:

#

1- (change to base card) Buff;
Now it gives +2 defense instead.

[credits to @deft leaf; a simple yet very effective change, it will be common in the following options]

#

2- (change to base card) Buff;
Now it draws a card unconditionally.

#

2/A- (following 2nd option)
Now it gives +2 defense instead.

#

3- Buff;
When a friendly unit is attacked, give it +X defense and Ambush. Draw a card if your unit survived.
(variants)
a- ...give it +1 defense...
b- ...give it +2 defense...

[credits to @proper sierra]

#

3/II- (following 3rd option)
Now it draws a card unconditionally. Applies to both variants.

#

3/II/A- (following 3/II option)
Increased cost to 1k. Applies to both variants.

#

4- Buff/"Rework"; When a friendly unit is targeted or attacked, give it +X defense. Draw a card if it survived.
(variants)
a- ...give it +1 defense.
b- ...give it +2 defense.

[now it can also trigger with orders and deployment effects]

#

4/A- (following 4th option)
Now it draws a card unconditionally. Applies to both variants.

#

4/II- (following 4th concept)
Removed card draw;
Now it also gives Ambush. Applies to both variants.

[shoutout to @proper sierra]

#

4/II/A- (following 4/II option)
(insert idea effect). Draw a card if it survived. Applies to both variants.

#

4/II/B- (following 4/II option)
(insert idea effect). Draw a card. Applies to both variants.

#

4/II/C- (following 4/II/B option)
Increased cost to 1k. Applies to both variants.

#

5- Buff/"Rework; (similar to 4th concept)
Before a friendly unit is damaged, give it +X defense. Draw a card if it survived.
(variants)
a- ...give it +1 defense.
b- ...give it +2 defense.

[basically, it could also count with order and deployment effects, but it needs to explicitly deal damage, that obviously counts non-direct damage too]

#

5/A- (following 5th option)
Now it draws a card unconditionally. Applies to both variants.

#

5/II- (following 5th option)
Before a friendly unit is damaged, give it +X defense and Ambush. Draw a card if it survived.
(variants)
a- ...give it +1 defense...
b- ...give it +2 defense...

[the Ambush would obviously only work if it was attacked ofc]

#

5/II/A- (following 5/II option)
Now it draws a card unconditionally. Applies to both variants.

#

5/II/B- (following 5/II/A option)
Increased cost to 1k. Applies to both variants.

#

6- Rework; When a freidnyl unit is attacked, give it defense equal to attacker's attack.

[basically, it sorta counters/cancels the enemy attack, but better]

burn NationPL countermeasure

#

6/A- (following 6th option)
(insert idea effect). Draw a card.

[would be pretty redundant to make it say "if it survived" isn't?]

#

6/II- (following 6th option)
(insert idea effect). If your unit is Polish, fully repair it.

[yup, just as busted as it sounds]

burn NationPL countermeasure

#

6/II/A- (following 6/II option)
Increased cost to 1k.

[might not be enough, but I think that any cost beyond that might be overkill]

#

7- Rework;
Before an enemy unit attacks, set its attack to 0 until end of turn.

burn NationPL

#

7/A- (following 7th option)
(insert idea effect). Draw a card if (see variants).
(varianst)
a- Draw a card if it attacked an unit.
b- Draw a card if it attacked your HQ.

#

7/II- (following 7th option)
Increased cost to 1k.

[pretty much on rate imo]

#

7/II/A- (following 7/A option)
Increased cost to 1k. Applies to both variants.

#

8- Rework;
WHen a friendly unit is attacked, the attacker gets damaged first. Draw a card if your unit survived.

[similar to FRIENDLY FIRE, but without FRIENDLY or FIRE, ohohohoho]

#

8/A- (following 8th option)
Now it draws a card unconditionally.

#

8/II- (following 8th option)
(insert idea effect). Fully repair your unit if it survived.

#

9- Rework;
When a friendly unit is attacked, give it +1 defense before damage. The enemy loses 1 kredit.

burn NationPL

#

9/A- (following 9th option)
Now the enemy loses 2 kredits instead.

#

9/II- (following both 9th and 9/A options)
Now your unit gets +2 defense instead. Applies to both variants.

#

9/III- (following 9th concept)
When a friendly unit is targeted or attacked, give it +1 defense. The enemy loses 1 kredit.

[same deal as before, but now the enemy gets screwed harded]

burn NationPL

#

9/III/A- (following 9/III option)
Now the enemy loses 2 kredits instead.

#

9/III/B- (following 9/III and 9/III/A options)
Now your unit gets +2 defense instead. Applies to both variants.

#

10- Buff; When a friendly unit is attacked, give it +X defense and a random combat keyword. Draw a card if it survived.
(variants)
a- ...give it +1 defense...
b- ...give it +2 defense...

[credits to @wet smelt, although it is a more watered down effect, I insist that pushing up the usage of one card directly through others is not the way imo, and the 2 combat keywords is too much lol]

#

10/A- (following 10th option)
Now it draws unconditionally. Applies to both variants.

deft leaf
wet smelt
#

I gor 1 more idea for stuborn:
2k, when your unit is about to take damage, intel equal to that damage. Lower the damage for each excess intel

deft leaf
#

Wow

gusty steppe
gusty steppe
#

11- Buff; (technically following/fixing 3rd option)
When a friendly unit is attacked, give it +1 attack and Ambush. Draw a card if your unit survived.

[credits to @deft leaf; I still can't believe I totally skipped that idea, funny thing is that I though off IN THE NAVY, but ignored the fact it could have the defense swapped for attack lol]

#

11/A- (following 11th option)
Now your unit gets +2 attack instead.

#

11/II- (following 11th option)
Now it draws a card unconditionally.

#

11/II/A- (following 11/II option)
Now your unit gets +2 attack instead.

[de ja vu]

#

12- Rework;
When a friendly unit is attacked, Intel equal to incoming damage. Reduce damage equal to excess Intel.

[credits to @wet smelt; although the cost is far more cheaper than the original idea... for now]

burn NationPL countermeasure

#

12/A- (following 12th option)
Increased cost to Xk.
(variants)
a- Increased cost to 1k.
b- Increased cost to 2k.

#

12/II- (following 12th option)
Before a friendly unit is damaged, Intel equal to incoming damage. Reduce damage equal to excess Intel.

[credits to @wet smelt; this was the original idea, although again, the cost is not the same]

burn NationPL countermeasure

#

12/II/A- (following 12/II option)
Increased cost to Xk.
(variants)
a- Increased cost to 1k.
b- Increased cost to 2k.

#

12/III- (following 12th concept)
Before a friendly target is damaged, Intel equal to incoming damage. Reduce damage equal to excess intel.

[now it also triggers if your HQ is going to take damage]

burn NationPL countermeasure

#

12/III/A- (following 12/III option)
Increased cost to Xk.
(variants)
a- Increased cost to 1k.
b- Increased cost to 2k.

gusty steppe
#

(making up SECTION II ideas while drinking a mate 🧉)

If you happen to have any idea that could work with it, now it can be a good time to share it.

prime iron
gusty steppe
#

I like it

prime iron
gusty steppe
#

SECTION II: add an ENIGMA to hand if this is the third/second copy played this battle.

gusty steppe
#

now that I think about it, I'll check out some British and Polish orders/countermeasures to apply a similar effect (adapted as an order)

#

SECTION II: Draw a card. Convert the top card of the enemy deck into PLAN (or add if it ends up being too cruel)

gusty steppe
#

(damn, I thought this would be simpler than the previous two, I was wrong)

#

SECTION II (buff ideas)
As for this order, I never liked this card at all, neither when I started the game or right now while typing this, given how inneficient its whole existence is for an Ally card, and for a card draw/cycling tool for Poland.

As for a simple deconstruction of this card, we can easily say it is just a PLAN with Intel 1 into it, which imo is terrible, 2k draw a card works fine in PLAN as sometimes it is an additional price for either additional value or intended punishment from other sources.

If we take that into consideration with SECTION II, we end up with the same disadvantages with not strong points following it, sure... Intel 1 is fine, you can get to see 1 (more) card in the enemy hand to anticipate moves and/or to trigger respective Intel effects synergies.

But... I sincerely ask, and don't give me a hollow/superficial answer: is it really useful? would you rather run this (garbage) order than anything else Poland offers? or just pick a main nation card instead isn't?

[and yes, I know of the existence of PZL.23 KARAS, as I always say and I intend to keep, "Just because a third party card is tied or connected to the first card, it doesn't make the first card good, it is just dead weight unless it is a Token"]

So, having in mind to make this order a more glorious card to run, I've though some ideas that could be of use:

#

1- (change to base card) Buff;
Reduced cost to 1k.

[as always, the king of changes given its simplicity, it c o u l d be applied to followin options, but it is not necessary imo]

#

1/A- (following 1st option)
Reduced cost to 0k.

[an even further cost reduction, again, it c o u l d be applied to the following options, but it is not a good idea]

#

2- (changes to base card) Buff;
Increased Intel to X.
(variants)
a- Increased Intel to 2.
b- Increased Intel to 3.

[another change quite simple to implement, it can al be applied to following options too, but there might be exceptions ofc]

#

2/II- (following 2nd concept)
Now it has Exile. (to Britain, it could also be to France if possible ofc)

[shoutout/credits to @wet smelt; I'll be honest, I dissected your original idea into several parts, this is one of thems working as my usual "modifier base"]

#

2/II/A- (following 2/II option)
Increased Intel to X.
(variants)
a- Increased Intel to 2.
b- Increased Intel to 3.

#

3- (change to base card) Buff;
Now it draws 2 cards.

[pretty much on rate isn't? its an Ally card afterall]

burn NationPL cards

#

3/A- (following 3rd option)
Increased cost to 3k.

[for those that might think it is... to busted... somehow?]

#

3/B- (following 3rd option) Nerf;
Now it has Bond.

[basically a Polish version of THE LAND GIRLS but with Intel]

#

3/II- (following 3rd concept)
Draw a card. Draw a Polish card.

[now we are Polling!; tbh I intended to also give it Bond, but.. nah lets make it usable as I intended]

[shoutout/credits to @wet smelt]

burn NationPL cards

#

3/II/A- (following 3/II option)
Draw a card. Draw a Polish (see variants).
(variants)
a- Draw a Polish order.
b- Draw a Polish card.

burn NationPL cards

#

3/III- (following 3rd concept)
Draw a card, plus 1 for each excess Intel.

[to clarify, see how Intel works with excess? no? well me neither so I dunno]

burn NationPL cards

#

3/III/A- (following 3/III option)
Increased Intel to X.
(variants)
a- Increased Intel to 2.
b- Increased Intel to 3.

[I was joking, ofc I know what the hell does excess means... or do I?]

#

3/III/B- (following 3/III/A option)
Increased cost to 3k.

[given the potential card draw depending on the context]

#

3/III/C- (following 3/III/A option)
Increased cost to 4k. Applies to both variants.

[again, given the potential card draw, the cost is higher; and yet is is slightly inspired by ENIGMA]

#

3/IV- (following 3rd concept)
Draw a card. Draw an Intel card.

[not sure if it that effect is written/spelled like that, I'm just guiding by Alpine lol]

[to clarify, (as far as I remember/understand) by Intel it means anything with the active keyword, not synergies]

#

3/IV/A- (following 3/IV option)
Draw a card. Draw an Intel order.

[same deal, but only with orders]

#

3/V- (following 3rd concept)
Draw acard. Draw a card with a cost less than revealed cards in the enemy.

[damn, this is just terrible wording isn't? I wonder if it can be adjusted appropiately]

#

3/VI- (following 3rd concept)
Draw a card. Draw 2 cards if the enemy hand has more cards than you.

[I hope I nailed it with the wording, and yeah this is just a small Polish ENIGMA, technically]

#

3/VII- (following 3rd concept)
Draw a card. Draw an Exile card.

[as you'll notice soon, there is no "Draw an Exile order" for a good reason, there are only 2 (or 3) of those in game]

[shoutout/credits to @wet smelt]

#

3/VII/A- (following 3/VII option)
Draw a card. Draw an Exile unit.

#

4- Rework;
Choose and draw a card from the top 3 of your deck, put the rest on bottom.

[yup, it is basically a Polish SPOILS OF WAR but with Intel 1]

#

4/II- (following 4th concept)
Draw 2 cards. Then choose a card in hand and put it on top of your deck.

[yet again, another Polish conversion, this time we have NIGHT PATROL]

#

4/II/A- (following 4/II option)
Now it draws 3 cards instead.

[a total effective draw of 2 cards plus 1 replacement]

#

4/II/B- (following 4/II/A option)
Now it has Bond.

[a simple yet a (not) effective counterbalance to it]

#

4/III- (following 4/II concept)
Draw 2 cards. Choose a card in hand and shuffle it into your deck.

[yes, this is basically the same as NIGHT PATROL but also quit similar to SHIFTING DOCTRINE, but now it is both Polish and has 2k]

#

4/III/A- (following 4/III option)
Now it draws 3 cards.

#

4/III/B- (following 4/III/A option)
Now it has Bond.

[again, added a (non existant) counterbalance to tune it down a little]

#

4/IV- (following 4/II concept)
Draw 2 cards. The choose a card in hand and put it in your deck.

[pretty much the same deal as the Polish NIGHT PATROL, but now it puts it into your deck rather than on top of it]

#

4/IV/A- (following 4/IV option)
Now it draws 3 cards instead.

#

4/IV/B- (following 4/IV/A option)
Now it has Bond.

[again, the same (non existant) counterbalance as before]

#

5- Buff;
Draw a card. Develop a Polish card.

[I cannot just ignore the chance to add Develop into it, its like... the cherry in the MIDDLE of the cake]

burn NationPL order

#

5/A- (following 5th option)
Draw a card. Develop a Polish (see variants).
(variants)
a- Develop a Polish order.
b- Develop a Polish unit.

burn NationPL order

#

5/II- (following 5th concept)
Draw a card. Develop a Polish Intel (see variants).
(variants)
a- Develop a Polish Intel card.
b- Develop a Polish Intel order.

#

5/II/A- (following 5/II concept)
Draw a card. Develop an Intel (see variants).
(variants)
a- Develop an Intel card.
b- Develop an Intel order.

[any card/order that hs the keyword Intel on it]

#

5/III- (following 5th concept)
Draw a card. Develop an Exile card.

burn NationPL EmblemPL NationPL burn

#

5/III/A- (following 5/III option)
Draw a card. Develop an Exile unit.

burn NationPL EmblemPL NationPL burn

#

6- Rework;
Draw cards equal to revealed cards in the enemy hand.

burn NationPL cards

#

6/A- (following 6th option)
Increased cost to Xk.
(variants)
a- Increased cost to 3k.
b- Increased cost to 4k.

[anything more than 4k is too much, unless its base Intel is increased ofc]

#

6/II- (following 6th option)
Draw cards equal to revealed cards in the enemy hand, up to 3.

burn NationPL cards

#

6/II/A- (following 6/II option)
Increased cost to Xk.
(variants)
a- Increased cost to 3k.
b- Increased cost to 4k.

[this version has a limited card draw, so anything past 4k is overkill]

#

7- Buff;
Draw a card. Polish cards in hand cost X less.
(variants)
a- ...cost 1 less.
b- ...cost 2 less.

[kredit NTR, as my dear friend Gabriel might say (he never did lol)]

#

7/A- (following 7th option)
Draw a card. Polish cards in hand cost X less, to a minimum of 1.
(variants)
a- ...cost 1 less.
b- ...cost 2 less.

[inspired by AERIAL RECONNAISSANSE limiter effect]

#

7/II- (following 7th concept)
Draw a card. Your Polish cards cost X less until end of next turn.
(variants)
a- ...cost 1 less...
b- ...cost 2 less...

[moar kredit NTR, as my dear friend Gabriel always says (he never did)]

#

8- Buff;
Draw a card. The next card the enemy draws is revealed.

[credits to @prime iron]

#

8/A- (following 8th concept)
Draw a card. Cards the enemy draw the next turn are revealed.

[same thing but now it reveales anything drawn that turn only]

#

8/II- (kinda following 8th concept)
Draw a card. Increase the cost of top card from the enemy deck by X.
(variants)
a- Increase by 1.
b- Increase by 2.

burn NationPL

#

8/III- (kinda following 8th concept)
Draw a card. The top card of the enemy deck gets Bond.

[might not be that big of a deal... or is it?]

#

8/III/A- (following 8/III option)
Now it gives the top 2 cards of the enemy deck Bond.

wet smelt
#

Hear me out:
Intel 1, draw a card:
Your HQ gets "gain defence equal to excess intel when you get it"

gusty steppe
#

isn't that just... +1 defense to HQ?

wet smelt
#

But its a passive effect

gusty steppe
#

oh right

#

totally skipped that first part

wet smelt
#

When you gwtt excess inyel gain equal defense

gusty steppe
#

wouldn't it be too powerful for a Standard card?

#

you can stack it by 4 times

#

max

#

I could buy it if it was changed into Special, but that is not a thing

wet smelt
#

Ot wouldn't stack like that one damage guy

gusty steppe
#

mh... I pretty much prefer if it said "Intel 1 (or 2-3); Your HQ gains defense equal to excess intel played this turn" or "Your HQ gains defense equal to Intel played this turn"

#

(which I already made)

#

but I might play around your concept in a moment

#

something similar to... BETASOM if you get what I mean

wet smelt
#

I see the vision

gusty steppe
#

8/IV- (kinda following 8th concept)
Draw a card. Add a PLAN to the top of the enemy deck.

#

8/IV/A- (following 8/IV option)
Draw a card. Convert the top card of the enemy deck into PLAN.

burn NationPL

#

8/IV/B- (following 8/IV/A option)
Increased cost to 3k.

#

9- Buff; Draw a card. At the end of your turn, draw a SECTION II from your deck.

[inspired by IJN MIKURA effect; although it is kinda... meh]

wet smelt
#

Some handlock is always good

gusty steppe
#

9/A- (following 9th concept)
Draw a card. At the end of turn, draw a SECTION II with -1 cost.

[same deal, but slightly better]

#

10- Buff; Draw a card. Convert this card into PLAN.

[I think I recall a card doing something like this, I might be wrong]

gusty steppe
#

10/II- (following 10/II option)
Draw a card. Add a PLAN to your hand.

[essentially, the same concept but worded differently]

gusty steppe
#

probably fanmade

#

11- Buff;
Draw a card. Intel and draw cards for each SECTION II you played this battle.

[inspired by DIPLOMATIC ATTACHÉ stacking effect]

#

12- Buff;
Draw a card. Reduce its cost equal to Intel you played this turn.

burn NationPL

#

12/A- (following 12th option)
Draw a card. Reduce its cost equal to excess Intel you got this turn.

burn NationPL

#

13- (following 13th option)
Draw a card. Your HQ gains +X defense.
(variants)
a- Your HQ gains +2 defense.
b- Your HQ gains +3 defense.
c- Your HQ gains +4 defense. (might be too much)

burn NationPL NationUK

#

14- Buff;
Draw a card. Your HQ gets X less damage until start of next turn.
(variants)
a- Your HQ gets 1 less damage...
b- Your HQ gets 2 less damage...

burn NationPL NationUS

#

15- Buff;
Draw a card. Enemy units operate for X more until start of next turn.
(variants)
a- Enemy units operate for 1 more...
b- Enemy units operate for 2 more...

[inspired by SNOWSTORM effect; I wanted to make it tied to Intel/excess Intel, but saddly it couldn't fit]

burn NationPL NationUSSR

#

16- Buff;
Draw a card. Your HQ gains +X defense each time you Intel until next turn.
(variants)
a- Your HQ gains +1 defense...
b- Your HQ gains +2 defense...

[shoutout to @wet smelt for the idea]

burn NationPL¿NationIT?

#

17- Rework;
While in hand, at the start of turn, Intel if none. Draw a card.

[wording might need adjustments, but basically it guarantees you atleast 1 Intel/revealed card from the enemy hand, but nothing further if so]

burn NationPL

#

(proceeds to start hearing DUNE ETERNAL after the idea sharing burn)

gusty steppe
#

(well, as I was "busy" watching series with a friend, I might just jump into the PZL. 23 KARAS ideas)

#

PZL.23 KARAS (buff, nerf and rework ideas) /semi optional/
As for this unit, I have to say that it is one of the most useful cards from the Polish kit, and surprisingly, pretty fair and balanced too.

Given its whole cost (3k) plus operation cost (2k) it is not a very amazing bomber by that alone, even if we also count its Intel 2, but its main power comes from its pretty useful passive effect which sorta works like a pseudo-deployment effect atleast once, and it can keep going as long as it its active/unsuppressed.

Said effect adds the previously covered order SECTION II, which on its own it is... bad to say the least as a deck build pick, atleast from my honest perspective, but if combined with a card that can generate it infinitely, it becomes a pretty good unconditional card draw engine that also Intel (and all synergies that comes with that).

Overall, a pretty good card, but the two reaoins I suggest changes for it are pretty simple:

  • 1st is that it can be considered as a follow up of SECTION II ideas previously shared, as for that it would have a simple Rework/"Nerf" in it.

  • And 2nd there can be some nerfs as plain suggestion, not really tied to SECTION II for that matter.

Following these points, I thought a few ideas to change this card, as previously mentioned, both standalone and following previous SECTION II changes for balance:

#

1- (change to base card) Nerf;
At the start of your turn, add a SECTION II to your hand.

[credits to @deft leaf; a pretty simple yet quite an hefty nerf to this card given that it will no longer give inmediate value, it will be used for some of the following options too]

#

2- Buff/Rework; At the end of your turn, get Intel 1 and add a PLAN to your hand.

[as previously said in SECTION II comments, I consider it just a PLAN with extra steps, so why not replace it with it to avoid trouble and give SECTION II enough room to grow?]

#

2/A- (following 2nd option) Nerf;
At the start of your turn, get Intel 1 and add a PLAN to your hand.

[same concept as 1st option]

#

2/II- (following 2th concept) Rework;
At the end of your turn, add a PLAN with Intel 1 to your hand.

[now the added PLAN works like a pseudo SECTION II, it is basically a more convoluted version from the original]

#

2/II/A- (following 2/II option)
At the start of your turn, add a PLAN with Intel 1 to your hand.

[same deal as the 1st option]

#

3- Rework;
Draw a card when you play a card with Intel.

[it would also triggers with itself when deployed... if I'm not wrong]

burn RoundelPL bomber2

#

3/A- (following 3rd concept)
Draw a card when a card with Intel is played.

[now it is also triggered if the enemy plays Intel too]

burn RoundelPL cards

#

4- Rework;
When you play an Intel card, draw cards equal to total Intel.

[to clarify, it could draw between 1 and 3 cards in total, unless the wording is not accurate to how Intel works]

[and yes, as for itself it would draw 2 cards in total alone]

burn RoundelPL cards

#

4/II- (following 4th concept)
When you play an Intel card, draw a card equal to cards revealed by it.

[pretty similar concept, although now it is tied to cards actually revealed by Intel; thus again it can effectively draw between 0 and 2 cards in total by itself]

burn RoundelPL cards

gusty steppe
#

UNIT QUESTION: 74th SILESIAN REGIMENT, 37mm BOFORS GUN; TKS
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:

  • 74th SILESIAN REGIMENT: a pretty interesting infantry unit that has an incredibly powerful effect to slow down units that require to take the frontline to attack, but besides the usual removal against it, it is also a pretty useless against both Artillery and Air units (the later two if not guarded or with a Fighter besides it). It is pretty solid, but I think it could have a little buff, mostly some useful keyword for it.

  • 37mm BOFORS GUN: also a pretty interesting anti-frontline unit that has a pretty good effect on its own, but I feel like that not only it ends up being too expensive, but too easy for it to be traded with said frontline units and support line ones (artillery and air units). Of course you can pair it up with a Guard or the previously mentioned 74th, but I belive it could have either a cost reduction and/or a substantial buff in its passive effect/s.

  • TKS: a curious little tank with a lot of Intel and a weird Ambush keyword, not bad to trigger Intel related effects while also getting more information about the enemy's hand, although I feel it is not really worth using given how weak and simple it ends up being if compared to other Intel tools, let alone working as a frontline Ambush unit. Imo it should have a small buff, either better stats, passive effects and possible an even lower cost (0k).

sterile gyro
#

0 k for 3 intel is too op

#

Basicly dug in but for jagion

gusty steppe
#

thats a fair point

#

although dug in not only does 1 damage for free, but adds a card that can draw 2 cards, its.... a little harsh to compare both

deft leaf
#

All of these are really weak

#

Silesian should be 1k 2op 1/3

#

Bofors gun should have 3def

sterile gyro
#

Resistance does more stuffs to enemy but 2k

#

1k to deal 1 damage and draw 2 cards

#

And 2k for 2 hq damage, 2 unit pin

wet smelt
#

Silesian:
2k1op 2/2
When enemy unit moves into the frontline, pin it and get +1 defense

#

Boforus
3k1op 2/2
(Original effect), when it survives combat, get a random combat keyword.

gusty steppe
#

by this point Plonkyj never fails me, he always cooks ideas

gusty steppe
wet smelt
#

Boforus 2nd idea
3k1op 2/2
(Original effect), deal 2 if (insert effect)

#
  • guarded
  • there are at least 2/3/4
  • it is suppressed
#

Tks:
1k1op 1/1
Intel 3, ambush
Deployment: get +1+1 equal to excess intel this turn

wet smelt
proper sierra
#

Ambush on the boforWings

gusty steppe
#

Blitz question before I share ideas: would the wording "(do X thing) equal to Intel you have" also be correct as a short way to say "equal to known cards in the enemy hand"?

#

(damn its a little late to ask something like this an except a semi-quick answer lol)

gusty steppe
#

so... can that alternative wording work like the original one? (bah, I'll just start then)

sterile gyro
#

You can do disturb damage equal to intel you have

#

Something like this

gusty steppe
#

E.G: "Deployment: Deal damage to an enemy unit equal to Intel you have" [alternative]
"Deployment: Deal damage to an enemy unit equal to known cards in the enemy hand" [ingame/original]

#

37mm BOFORS GUN (buff & rework ideas)
As for this unit, I always thought it had a pretty interesting concept for an unit, considering that there are other Polish cards with similar effect to counter or answer frontline threats, I always liked this one given its passive damage to weaken entering enemies in the frontline, which is pretty neat.... on paper.

Not only this unit is absurdly expensive, its effect is not a mindblowing rampage fest where it blocks the frontline entirely, first of all it lacks Ambush, so any units there with a lot of defense to tank its effect can screw it up, specially Blitz tanks. And not to mention that as many anti-frontline units, it is pretty supceptible to air and artillery attacks, and while its stats are kinda off reasonable withing its cost.... it doesn't really help it.

Sure, there might be times where you can Guard this unit, specially with Poland given the existence of LEGIONS, but even then it is not a suprising effect in the long run, it lacks enough power to truly stop the enemy.

So now, while considering some of these points, I've thought some ideas that could make this artillery actually worth to pick:

#

1- (change to base card)
Reduced cost to 2k.

[the simples yet most effective change you can imagine, it can also be applied to any following option too]

#

1/A- (following 1st option)
Reduced cost to 1k.

[I personally believe this is a fair cost given its rarity and nation, thought the op cost on the other hand...]

#

1/B- (following 1/A option)
Increased operation cost to 2k.

[could also have 3k op, but I think that might be overkill]

#

2- (changes to base card) Buff;
Added additional keywords:
(variants)
a- Now it has Ambush. [shoutout/credits to @proper sierra]
b- Now it has Smokescreen.
c- Now it has Heavy armor 1. [why? umh, counter question: "Why not burn?"]

[It could technically be applied to some of the following options, althought as you might see, it is not really possible]

#

2/A- (following 2nd concept)
Added combined keywords:
(variants)
a- Now it has both Ambush and Smokescreen.
b- Now it has both Ambush and Heavy armor 1.
c- Now it has both Heavy armor 1 and Smokescreen.

#

3- (changes to base card) Buff;
Increased stats to X.
(variants)
a- Increased defense to 3. [credits to @deft leaf]
b- Increased attack to 3.

[another simple yet very effective change, it can be applied to any of the following (or previous) options]

#

3/A- (following 3rd option)
Increased stats to 3/3.

[now it is all a killing machine!]

#

3/B- (following 3/A option)
Increased operation cost to Xk.
(variants)
a- Increased operation cost to 2k.
b- Increased operation cost to 3k.

[slight balance change to avoid both powercreep and a unnecesarily busted unit]

#

4- Buff;
Increased damage dealt to moving enemy units to 2.

[another simple, yet reasonable adjustment imo]

#

4/A- (following 4th option)
Now it deals 1-2 damage instead.

[some RNG doesn't hurt burn]

#

4/II- (following 4th concept)
When an enemy unit moves into the frontline, deal 1 damage to it. Deal 2 if the first time this turn.

[could also say "each turn" but whatever]

#

4/II/A- (following 4/II option)
When an enemy unit moves into the frontline, deal 1-2 damage to it. Deal X if the first time this turn.
(variants)
a- Deal 2 damage if the first time this turn.
b- Deal 3 damage if the first time this turn.

#

4/III- (following 4th concept)
(insert base effect). Deal X damage if Guarded.
(variants)
a- Deal 1 damage if Guarded.
b- Deal 2 damage if Guarded.

[credits to @wet smelt]

#

4/IV- (following 4/III concept)
(insert base effect). Deal X damage if not Guarded.
(variants)
a- Deal 2 damage if not Guarded.
b- Deal 3 damage if not Guarded.

[shoutout to @wet smelt; inverse form burn]

#

4/V- (following 4th concept)
(insert base effect). +1 damage for each unit there already.

[shoutout/credits to @wet smelt; the wording might a little... clunky, but I think it works]

#

4/V/A- (following 4/V concept)
(insert base effect). +1 damage for each two units there.

#

4/V/B- (following 4/V/A option)
Increased bonus damage to +2 for each two units in the frontline.

#

4/VI- (folllowing 4/V concept)
When an enemy unit moves into the frontline, deal 2 damage to it. -1 damage for each unit there already.

[this version and the following may find useful the cost reduction effect]

#

4/VI/A- (following 4/VI option)
Increased damage dealt to 3.

[take into account it reduces it damage can be as low as to 0, given its effect]

#

5- Buff;
(insert base effect). Deals double damage against tanks.

burn NationPL artillery

#

5/A- (following 5th option)
Increased damage dealt to X.
(variants)
a- Increased damage to 2.
b- Increased damage to 1-2. ✌️burn

#

5/II- (following 5th concept)
(insert base effect). Deals triple damage against tanks.

burn NationPL artillery

#

5/II/A- (following 5/II option)
Increased damage dealt to X.
(variants)
a- Increased damage to 2.
b- Increased damage to 1-2.

NationPL✌️burn NationPL

#

6- Buff;
(insert base effect). Takes X less damage agianst infantry.

[inspired by the P-39 AIRACOBRA effect]

burn NationPL

#

6/A- (following 6th concept)
Now it takes X less damage against tanks.
(variants)
a- Takes 1 damage against tanks.
b- Takes 2 damage against tanks.

burn NationPL

#

6/II- (following 6/II option)
(insert base effect). Takes 1 less damage from ground units.
(variants)
a- Takes 1 less damage from ground units.
b- Takes 2 less damage from ground units.

[this now looks like a true P-39 AIRACOBRA successor burn; and to clarify, I didn't misspell "against" with "from", it was the usual text space limitation lol]

burn NationPL artillery

#

7- Buff/"Rework";
Once per turn, when an enemy unit moves into the frontline, deal 3 damage to it.

[increased damage, but now it sacrifices its "consistency" against all moving enemy units each turn]

#

7/A- (following 7th option)
Increased damage dealt to X.
(variants)
a- Increased damage to 4.
b- Increased damage to 3-4.
c- Increased/Reduced damage to 2-4 [a less powerful RNG pool % burn]

#

7/II- (following 7th option)
(insert idea effect). Deals double damage against tanks.

[yes, it is intended to obliterate the firts (supposedely) tank to move]

burn NationPL artillery

#

7/II/A- (following 7/II option)
Increased damage dealt to X.
(variants)
a- Increased damage to 3.
b- Increased damage to 3-4.
c- Increased/Reduced damage to 2-4.

#

7/III- (following 7th option and 7/II concept)
(insert idea effect). Deals triple damage against tanks.

[who gave the Polish army a FLAK 88mm?!]

burn NationPL artillery

#

7/III/A- (following 7/III option)
Increased damage dealt to X.
(variants)
a- Increased damage to 3.
b- Increased damage to 3-4.
c- Increased/Reduced damage to 2-4.

#

7/IV- (following 7th and 6th concepts) MERGE;
(insert idea effect). Takes X less damage against infantry.
(variants)
a- Takes 1 less damage...
b- Takes 2 less damage...

[basically, the same damage reduction effect from the 6th option]

#

7/IV/A- (following 7/IV option)
Increased damage dealt to 4. Applies to both variants.

#

7/IV/B- (following 7/IV option)
Increased damage deal to 3-4. Applies to both variants.

#

7/IV/C- (following 7/IV option)
Increased/Reduced damage dealt to 2-4. Applies to both variants.

#

7/V- (following 7/IV concept)
(insert idea effect). Takes X less damage against tanks.
(variants)
a- Takes 1 less damage...
b- Takes 2 less damage...

[same deal as before, although now it works against tanks instead]

#

7/V/A- (following 7/V option)
Increased damage dealt to 4. Applies to both variants.

#

7/V/B- (following 7/V option)
Increased damage dealt to 3-4. Applies to both variants.

#

7/V/C- (following 7/V option)
Increased/Decreased damage dealt to 2-4. Applies to both variants.

gusty steppe
# wet smelt This would obliterate maus

yeah, that would be hilarious asf
(althought to be fair, it would need to be the first unit to move that turn, so you could bait the effect with another unit instead)

#

7/VI- (following 7/IV concept)
(insert idea effect). Takes 1 less damage from ground units.
(variants)
a- Takes 1 less damage...
b- Takes 2 less damage...

[same "misspell" as with 6th option, but as you see it is the same issue, lack of text space for a more clear wording]

#

7/VI/A- (following 7/VI option)
Increased damage to 4. Applies to both variants.

gusty steppe
#

I was waiting for someone to notice lol

#

7/VI/B- (following 7/VI option)
Increased damage to 3-4. Applies to both variants.

#

7/VI/C- (following 7/VI option)
Increased/Reduced damage to 2-4. Applies to both variants.

wet smelt
#

Bump it to 4k

#

You could play a tks and iys free on turn 1

gusty steppe
#

(starting to remove it and edit it)

sterile gyro
#

!naval gun

agile coyoteBOT
#

you still suck, my friend :joy:

Search language: EN. No cards found...

sterile gyro
#

😭

#

!kv6

agile coyoteBOT
#

you still suck, my friend :joy:

Search language: EN. No cards found...

sterile gyro
gusty steppe
#

lol

sterile gyro
#

!kv-6

agile coyoteBOT
gusty steppe
#

XD

#

8- Buff; (EXPERIMENTAL)
Increased cost to 4k;
(insert base effect). Costs 1 less for each Intel you have.

[shoutout to @wet smelt for the balancing advice]

#

8/A- (following 8th option)
Increased cost to 5k.

[it might look bad at first glance, but it can have a pretty low cost, as low as for free]

#

8/II- (following 8th concept)
(insert base effect). Costs X less if you have Intel.
(variants)
a- Costs 1 less...
b- Costs 2 less...

[now it works as a fixated conditional discount than a stackable one]

#

8/III- (following 8th concept)
(insert base effect). Reduce cost by 1 when you Intel.

[I would preferably add "If in your hand" but I cannot due to text space, lets say it is... a hidden conditional effect]

#

8/III/A- (following 8/III option)
Increased cost to 4k.

#

9- Buff;
(insert base effect). It costs +1 kredits to target this unit.

[not entirely intended, but yeah it also affects you negatively if you try to target it with anything too]

#

9/A- (following 9th option)
Now it costs +2 kredits to target this unit.

#

9/II- (following 9th concept) Rework;
It costs the enemy +1 kredits to target or attack this unit.

[when doing the ideas I thought... if Finnland can have the so busted STURMI... why not give Poland something "equal"?]

burn NationPL

#

9/II/A- (following 9/II option)
It costs the enemy +2 kredits to target or attack this unit.

burn NationPL

#

9/III- (following 9/II and 9/II/A options)
Now it has Ambush. Applies to both variants.

[I know I mentioned in the 2nd option that those keywords could be applied in any of the 37mm options, but I want to highligh Ambush on this one for value]

burn NationPL artillery

#

10- Rework;
Deployment: Destroy target enemy unit that costs 2 or less. Can target tanks with cost 3 or less.

[yeah... this is just a powercreeped PAK 40, buuuuut... this is Polish!]

burn NationPL artillery

#

10/II- (following 10th concept)
Deployment: Destroy target enemy unit that costs 2 or less. Intel equal to its cost.

[yeah, it just does that, you either Intel 1 or 2 + removal]

burn NationPL

#

10/III- (following 10th concept)
Deployment: Deal 1 damage to an enemy unit. Destroy it if it costs 2 or less.

[now I'm powercreeping both NEBELWERFER 42 and PAK 40]

burn NationPL artillery

#

10/III/A- (following 10/III option)
(insert idea effect). If destroyed, Intel equal to its cost.

burn NationPL

#

10/IV- (following 10th concept)
Deployment: Destroy target enemy unit that costs 2 or less. Repeat this effect with a random enemy unit if possible.

[it only triggers once; and yes it is inteded to destroy 2 enemy units with cost 2 or less, one targeted and one random]

burn NationPL artillery

#

10/IV/A- (following 10/IV option)
Increased cost to Xk.
(variants)
a- Increased cost to 4k.
b- Increase cost to 5k.

[welp, I kinda realized it is a pretty powerful effect, in the end we have to take care of the only important archetype in the game, isn't?]

#

10/V- (kinda folloiwng 10th concept)
Deployment: Deal damage to an enemy unit equal to known cards in the enemy hand.

[I wanted to make use of the text space T.T]; [inspired by ACT ON THE INTEL effect]

#

10/VI- (following 10th concept)
Deployment: Destroy target enemy unit that costs X or less, where X equals to known cards in the enemy hand.

[if Ja(ggro)pan has a lot of veeeery cheap removal cards than can take on anything... why not give Poland some of that too?]

burn NationPL artillery NationPL burn

silver path
#

I might suggest something "When a unit moved into the frontline deal 3 damage once per turn." and make it have bond and 1/3

silver path
#

I didn't see that sorry

#

Could be "When a friendly unit moved into the frontline repair it and give it +1/2 def."

gusty steppe
#

(making up some 74th SILESIAN REGIMENT ideas while "breakfasting" a mate🧉)

If you have any additional idea that could work with it, now its a good time to share it.

wet smelt
#

(Insert original effect ) do (effect) if its not the first this turn

#
  • retreat it
  • send it to hand
  • deal 1/2/1-2 damage
  • gain 2 HQ defense
  • gain guard and +1+1
  • deal 1 damage to all
  • draw a card
gusty steppe
#

I did consider something along the lines of "the first each turn" but not the other way around... interesting

gusty steppe
#

74TH SILESIAN REGIMENT (buff ideas)
As for this unit, I always found it as a pretty interesting option when playing Poland, as similarly to other cards to answer to frontline threats, this one does offer a pretty decent effect in which it can delay the attack of frontline based units, buying you a little more of time to answer and/or build defenses against it.

But the issue I do have with it, comes from different points; first is that it has pretty poor stats given its cost, which is "not" unreasonable technically, but given its nature and as it is a unit, you might naturally need it to survive/trade against those same threats if necessary, in which it lacks a little of power if compared to other units with equal or less cost with way better stats.

Second, is that not only it is frail and weak, but it is also vulnerable to anything attacking from the enemy supportline, artilleries, fighters and bombers (the last two can be avoided with Guards or Fighters respectively) but even then, it can still be taken out by almost every (cheap) removal order.

And last but not least, while its Pin effect is good, sometimes it feels like it needs some proper followup on its own to make it truly valuable.

So, while taking this points into account, I've made several ideas that could be applied into this card:

#

1- (change to base card). Buff;
Reduced cost to 1k.

[the simplest yet most effective change to apply, it can also be used with any of the following options too]

#

1/II- (following 1st concept); (changes to base card) Buff;
Increased stats to X.
(variants)
a- Increased defense to 3. [shoutout to @deft leaf]
b- Increased attack to 3.
c- Increased both stats to 3/3.
d- Increased defense to 4. [now it is pretty much on pair with some 2k units]

[could also be applied to any of the following options, but with caution]

#

1/II/A- (following 1/II option)
Reduced cost to 1k. Applies to all variants.

[there is an additional variant to balance it out, but only for "c" option]

#

1/II/B- (following 1/II/A option)
Increased operation cost to Xk.
(variants)
a- Increased operation cost to 2k.
b- Increased operation cost to 3k.

[shoutout to @deft leaf; although its version had less attack than this]

#

1/III- (following 1st option)
Kept cost at 1k; Reduced attack to 1; Increased defense to 3.

[credits to @deft leaf; although its operaton cost is a little more cheaper]

#

1/III/A- (following 1/III option)
Reduced operation cost to 0k.

#

1/III/B- (following 1/III option)
Increased defense to 4.

#

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

[this changes can be applied (or not) alongside the 1st options, to any following option]

#

2/A- (following 2nd option)
Added combined keywords; 1st part:
(variants)
a- Now it has both Ambush and Shock.
b- Now it has both Ambush and Smokescreen.
c- Now it has both Ambush and Fury.

#

2/B- (following 2/A concept)
Added combined keywords; 2nd part:
(variants)
a- Now it has both Smokescreen and Shock.
b- Now it has both Fury and Shock.
c- Now it has both Fury and Smokescreen. [pretty bizarre combo]

#

3- Buff;
(insert base effect). Draw a card.

burn NationPL cards

#

3/A- (following 3rd option)
Now it draws a Polish card instead.

burn NationPL cards

#

3/II- (following both 3rd and 3/A options)
(insert base effect). Draw a (see variants) if the first time this turn.
(variants)
a- Draw a card...
b- Draw a Polish card...

#

3/III- (following 3rd concept)
(insert base effect). Draw a card if it Pinned 2 units.

[to clarify, it would only draw once, similar to a "Veteran" trigger]

#

3/III/A- (following 3/III concept)
(insert base effect). Draw a card each time it Pins two units.

[now it triggers always]

#

3/III/B- (following both 3/III and 3/III/A options)
Now it draws a Polish card instead.

#

3/IV- (following 3rd concept)
(insert base effect). If not the first this turn, draw a card.

[credits to @wet smelt]

#

3/IV/A- (following 3/IV option)
Now it draws a Polish units instead.

#

3/V- (following 3rd concept)
(insert base effect). Draw a card each time an unit is Pinned.

[its passive effect not only triggers with the original one, but also any other Pin used by both you and the enemy]

#

3/V/A- (following 3/V option)
Now it draws a Polish card instead.

#

4- Buff;
(insert base effect). Get +1 (see variants).
(variants)
a- Get +1 defense.
b- Get +1 attack.

[credits to @wet smelt]

#

4/A- (following 4th option)
Now it gets +1+1 instead.

[basically, a smaller version of 35th INFANTRY REGIMENT]

#

4/II- (following 4th concept)
(insert base effect). Your HQ gains +X defense.
(variants)
a- Your HQ gains +1 defense.
b- Your HQ gains +2 defense.

[credits to @wet smelt]

#

4/II/A- (following 4th and 4/II options) MERGE;
(insert base effect). Get +1 defense. Your HQ gains +X defense.
(variants)
a- Your HQ gains +1 defense.
b- Your HQ gains +2 defense.

#

4/II/B- (following 4/II option)
Now it gets +1 attack instead. Applies to both variants.

#

4/II/C- (following 4/II option)
Now it gets +1+1 instead.

[thats a lota value]

#

4/III- (following 4th concept)
(insert base effect). Your HQ gains +1 defense each time an unit is Pinned.

burn NationPL NationUK

#

4/III/A- (following 4/III option)
Now your HQ gains +2 defense instead.

burn NationPL NationUK

#

5- Buff;
(insert base effect). If the first unit this turn, it must Retreat.

[oooh le France]

burn NationPL NationFR

#

5/A- (following 5th concept)
(insert base effect). If it is not the first unit this turn, it must Retreat.

[credits to @wet smelt]

burn NationPL NationFR

#

5/II- (following 5th concept)
(insert base effect). If you control more units than the enemy, it must Retreat.

[edit: oh damn, now I notice its effect is very similar to Italian ones lol]

burn NationPL

#

6- Buff;
(insert base effect). Cannot be Suppressed.

burn NationPL infantry

#

6/A- (following 6th option)
(insert base effect) Cannot be Converted.

burn NationPL infantry

#

6/B- (following both 6th and 6/A options)
(insert base effect). Cannot be Converted or Suppressed.

burn NationPL burn NationPL burn

#

6/II- (following 6th concept)
(insert base effect). Cannot be targeted by the enemy.

burn NationPL infantry

#

6/III- (following 6th concept)
(insert base effect). Cannot be attacked by air units.

[might be a little nitpicky of an effect, but hey it works!]

burn NationPL

#

6/III/A- (following 6/III option)
(insert base effect). Cannot be attacked by units in the support line.

[also a pretty nitpicky effect, but it can also work]

#

6/III/B- (following 6/III concept)
(insert base effect). Cannot be targeted or attacked by units in the supportline.

[the absolute nitpicky of the 3 options with similar effects]

#

7- Buff;
Deployment: Pin an unit in the frontline. (insert base effect).

[its.... a pretty simple change]

burn NationPL

#

7/II- (following 7th concept)
Deployment: Pin an enemy unit. (insert base effect).

[this is an even more simple change]

burn NationPL

#

7/II/A- (following 7/II option) Nerf;
Increased cost to 3k.

[might not be really necessary]

#

8- Buff;
When an enemy unit moves into the frontline, give it +1 operation cost and Pin it.

burn NationPL

#

8/A- (following 8th option)
Now it gives +2 operation cost instead.

#

8/B- (following 8th option)
Now it gives +1-2 operation cost instead.

[not sure if this is possible, lol]

#

8/II- (following 8th concept)
(insert base effect). Enemy units in the frontline operate for 1 more.

[basically it is an Evil GREIF]; [mmh... yeah remember when I said that we should "protect" (ja)ggro? screw that and its lunatic user, I want it to rot]

burn NationPL burn NationPL burn

#

8/II/A- (following 8/II option)
(insert base effect). Enemy units in the frontline operate for 2 more.

burn NationPL burn NationPL burn

#

9- Buff;
(insert base effect). If it costs 1 or less, Convert it into ROUTED TROOPS.

[more bullying to (Ja)ggro slop = world peace, support that Sam]

#

9/A- (following 9th option)
Now it can also Convert units with cost 2 or less.

[this might be a little TOO powerful]

#

9/II- (following 9th option)
Increased cost to 3k.

[welp.... back to that saying, we shall protect the only viable archetype in the game, (ja)ggro]

#

9/II/A- (following 9/A option)
Also Increased cost to 3k.

[same slop message]

#

10- Buff;
When an enemy unit moves into the frontline, give it -X-0 and Pin it.
(variants)
a- ...give it -1-0 and Pin it.
b- ...give it -2-0 and Pin it.

#

10/A- (following 10th option)
Now it also reduces affected unit's defense by -1. Applies to both variants.

[gives either -1-1 or -2-1 + Pin]

#

10/II- (following 10th concept)
(insert base effect). Give it -X-0 if the first one each turn.
(variants)
a- Give it -1-0...
b- Give it -2-0...

#

10/II/A- (following 10/II option)
Now it also gives the affected unit -1 defense. Applies to both variants.

[again, to clarify it would be -1-1 or -2-1]

#

10/III- (following 10th concept)
Deployment: Give target enemy unit -X-0. (insert base effect).
(variants)
a- Give target enemy unit -1-0.
b- Give target enemy unit -2-0.

burn NationPL

#

10/III/A- (following 10/III option)
Now it also reduces target's defense by 1. Applies to both variants.

[again, it basically gives either -1-1 or -2-1]

#

11- Buff;
(insert base effect). If friendly, give it +X attack.
(variants)
a- ...give it +1 attack.
b- ...give it +2 attack.

[wording might need (or not) some adjustments to make it more clear]

#

11/A- (following 11th option)
Now it gives your friendly units +X defense instead.
(variants)
a- ...give it +1 defense.
b- ...give it +2 defense.

#

11/B- (following 11th option)
Now it gives your friendly unit +1+1 instead.

#

11/II- (following 11th concept)
(insert base effect). If friendly, fully repair it.

burn NationPL NationUS

#

11/II/A- (following 11th option)
(insert base effect). If friendly, fully repair it and give it +X attack.
(variants)
a- Give it +1 attack.
b- Give it +2 attack.

#

11/II/B- (following 11/II option)
(insert base effect). If freidly, fully repair it and give it +X defense.
(variants)
a- Give it +1 defense.
b- Give it +2 defense.

#

11/II/C- (following 11/II option)
(insert base effect). If friendly, fully repair it and give it +1+1.

#

11/III- (following 11th concept)
(insert base effect). If friendly, it can operate again.

[slightly situational, but it can basically make any non-tank unit work like a tank once it moves, or allow a tank to attack a second time if it already did at his suppor tline]

#

11/III/A- (following 11/III option)
(insert base effect). If friendly, fully repair it, it can operate again.

[basically a pseudo TACTICAL WITHDRAWAL effect of sorts]

#

12- Buff (lol);
(insert base effect). Also counts as a tank.

[inspired by the SAVOIA CAVALLERIA effect, given it depicts a bike it makes... sense?]

#

12/A- (following 12th concept)
(insert bas effect). Can move and attack in the same turn.

[same deal as before, but now its effect resembles more of the 59. PANZERGRENADIER effect now]

deft yarrow
#

it should get smokescreen and cannot be targeted by orders

gusty steppe
#

it either has a keyword or the "Cannot be targeted by enemy orders" sentence

deft yarrow
gusty steppe
#

ok, seems I was wrong about what I just said lol

proper sierra
#

Did we give it ambush yetthinkingbread

#

Kinda forgot

gusty steppe
#

2nd option

gusty steppe
#

bruh

#

(welp, as usual, I'll be now making the TKS ideas while drinking a sweet mate 🧉🍬)

If you happen to have any ideas that could work with it, now it is a good time to share it.

proper sierra
#

!tks

agile coyoteBOT
#

Cards found: 1

proper sierra
#

Add a legion in 2 turnsthinkingbread (still a coughing baby but at least he gets a friend if he doesn't cough too hard)

proper sierra
#

I was thinking about a duplicate mechanic for our humble tks just can't think about what would trigger itthinkingbread

gusty steppe
#

other Intel cards

#

not itself

#

or other Polish cards

proper sierra
#

Coughing baby with spear armyWings

gusty steppe
#

instead of the German TIP OF THE SPEAR it is now the Polish TIP OF THE TOOTHPICK

gusty steppe
#

damn.... I did it again

#

ok, if anyone is brave enough to guess, how many ideas/images do you think I've made?

proper sierra
#

300

gusty steppe
#

eeeeh lower

#

now that you mentioned that number, I have to see with which card I have the highest images score

proper sierra
#

21

gusty steppe
#

higher

proper sierra
#

67

gusty steppe
#

fuck you XD

gusty steppe
#

106

proper sierra
#

I wonder if your storage is crying rnthinkingbread

gusty steppe
#

it does

proper sierra
#

Have you taken it to therapy thinkingbread

gusty steppe
#

Germany folder weights 1.31 Gb (with many of its images removed and stored in Drive);
France weights 77 Mb;
and current Polish weights around 231

proper sierra
#

So it can talk to professionals about how you're breaking its nonexistent backthinkingbread

gusty steppe
#

nah, I might use that time to make more ideas and suggestions lol

#

(speaking of which, now its the time to share them! burn)

#

TKS (buff ideas)
As for this unit, I always found its concept pretty interesting for the Intel package, while its Intel power is undeniable good given that it can synergize pretty well with some of its cards, it is pretty weak for itself.

It is pretty obvious that its weak body, Ambush and tank type might make it a good frontline unit to stop aggro units and such, but in reality it ends up being a pretty mediocre unit at best as it pretty much struggles to even trade in with any unit with equal cost or less.

And not only that, while its Intel is kinda useful in some cases, you might just as well replace it with other Polish card that can either give you more value and/or Intel, or just another main nation card instead than a sad 1/1 1 op unit.

So, to make this little tankette a little more useful and worth of its sole existence, I've thought some ideas for it:

#

1- (change to base card) Buff;
Reduced cost to 0k.

[the simplest yet potentially one of the most busted effects you could ask for this unit]

burn NationPL tank

#

1/A- (following 1st concept); (change to base card)
Reduced operation cost to 0k.

[a less powerful version but more reasonable than the previous one, this one can actually be applied to any of the following options if necessary]

[shoutout/credits to @sterile gyro]

#

1/B- (following 1st and 1/A options)
Reduced both cost and operation cost to 0k.

[big no lol]

burn NationPL

#

1/II- (following both 1st and 1/A options) Nerf;
If in your hand, it costs +1 more to deploy for each known enemy card. Applies to both variants.

#

1/II/A- (following 1/II concept)
If in your hand, it costs 1 more for each 2 known cards in the enemy hand. Applies to both variants.

[slightly less harsh nerf than the previous one, but still revelant enough I suppose]

#

1/III- (kinda following 1st concept); (changes to base card) Buff;
Increased attack to X.
(variants)
a- Increased attack to 2.
b- Increased attack to 3.

[the 2nd simplest yet I believe it would be the most effective of them all, bizarre for a tankette to be this powerful but oh well]

burn NationPL

#

2- (changes to base card) Buff;
Removed and replaced Ambush with an alternative keyword:
(variants)
a- Now it has Shock.
b- Now it has Guard.
c- Now it has Fury.
d- Now it has Blitz.

[another rather simple set of changes, this form can be applied to any of the followin options to come]

#

2/A- (following 2nd option)
Added additional keywords. ("restored" Ambush):
(variants)
a- Now it has both Ambush and Shock.
b- Now it has both Ambush and Guard.
c- Now it has both Ambush and Fury.
d- Now it has both Ambush and Blitz.

[similar to the previous option, although now it has Ambush again, just like before it can be applied to any of the following options too]

#

3- Buff;
Deployment: Draw a card.

burn NationPL cards

#

3/A- (following 3rd option)
Deployment: Draw a card. Draw 2 if you control (see variants) than the enemy.
(variants)
a- Draw 2 if you control less units than the enemy.
b- Draw 2 if you control more units than the enemy.

[this is... kinda Italian.....]

burn NationPL NationIT

#

3/B- (following 3rd option)
Deployment: Draw a card. Repeat this effect when it moves into the frontline.

#

3/C- (following 3rd option)
Deployment: Draw a card. Repeat this effect after it destroys an enemy unit.

[it can potentially pair up pretty well with FRONTAL DEFENSE]

burn NationPL

sterile gyro
#

I meant 0 op btw

gusty steppe
#

3/II- (following 3rd concept)
Destruction: Draw a card.

burn NationPL cards

sterile gyro
#

Remove ambush if that

#

The 0k tks

#

So it would work like dug in instead of 15th CAVALRY killer

gusty steppe
#

I mean, it is a Polish Bicycle

sterile gyro
gusty steppe
#

am I wrong

sterile gyro
#

😭

#

!italy also count

agile coyoteBOT
#

Cards found: 1

sterile gyro
#

Tank.

gusty steppe
#

but that one can get infantry synergies and combined arms stuff

#

plus Blitz

#

TKS it just... exists

sterile gyro
gusty steppe
#

3/II/A- (following 3rd option)
Destruction: Draw a card. Draw 2 if in the frontline.

burn NationPL cards

gusty steppe
#

3/II/B- (following 3/II option)
Destruction: Draw a card. Repeat this effect for each unit it destroyed.

#

3/II/C- (following both 3rd and 3/II options)
Deployment: Draw a card. Destruction: Draw a card.

#

3/III- (following 3rd option)
Deployment: Draw a Polish card.

burn NationPL cards

#

3/III/A- (following 3/III option)
Deployment: Draw a Polish card. Draw 2 if you got excess Intel.

#

3/III/B- (following 3/III option)
Deployment: Draw a Polish card. Repeat this effect after it destroys an unit.

sterile gyro
#

Maybe 0 op

gusty steppe
#

I mean, maybe just removing Ambush might do the trick as it is a 2 card draw technically

sterile gyro
#

Yoh

gusty steppe
#

unless Converted or Suppressed ofc

sterile gyro
#

Ambush is useless for it

gusty steppe
#

it would be counterproductive for its purpose lol

#

kinda

sterile gyro
#

Give it blitz 0op and um

#

Oh wait

#

Deployment: Draw a card if you know 4 or more enemy cards

gusty steppe
#

3/IV- (following 3/III concept)
Destruction: Draw a Polish card.

#

3/IV/A- (following 3/IV option)
Destruction: Draw a Polish card. Draw 2 if in the frontline.

#

3/IV/B- (following 3/IV option)
Destruction: Draw a Polish card. Repeat this effect for each unit it destroyed.

#

3/IV/C- (following 3/IV option)
Deployment: Draw a Polish card. Destruction: Draw a Polish card.

burn NationPL cards

#

3/IV/D- (following 3/IV/C concept)
Deployment: Draw a card. Destruction: Draw a Polish card.
(alternative variant)
a- Deployment: Draw a Polish card. Destruction: Draw a card.

[lol]

sterile gyro
#

conditional 1 draw would be balanced

gusty steppe
#

3/V- (following 3rd concept)
Deployment: Draw a card if you know 4 or more enemy cards.

[credits to @sterile gyro]

#

3/V/A- (following 3/V option)
Deployment: Draw a Polish card if you know 4 or more enemy cards.

#

4- Buff;
Gets +1+1 when you play another card with Intel.

[budget LEGIONS]

burn NationPL tank

#

4/A- (following 4th option)
Gets +1+1 when you play another Polish unit.

[do note it says "plays" not "deploy", so it can also trigger with add effects as LEGIONS or such]

#

4/B- (following 4th and 4/A options) MERGE;
Gets +1+1 whn you play another card with Intel or that is Polish.

#

4/II- (following 4th concept)
Gets +1+1 when the enemy plays a known card.

#

4/II/A- (following 4/II option)
Gets +1+1 when an enemy unit moves into the frontline.

#

4/III- (following 4th concept)
Gets +1+1 when an enemy unit attacks.

#

4/III/B- (following 4/III option)
Gets +1+1 when an enemy unit attacks this unit.

#

5- Buff;
At the start of its second turn on the battlefiled, add a LEGIONS onto it.

[credits/blame to @proper sierra]

burn NationPL

#

5/A- (following 5th option)
Now it adds a TKS at the start of its second turn instead.

[yes, it is mitosis, and it can multiply infinitely as long as the last born TKS is alive and unharmed]

burn NationPL

#

5/B- (following 5th option)
Now it adds a 4TP at the start of its second turn instead.

[we could also technically mitosis too, but now it grows stronger, but just once]

burn NationPL

#

5/C- (following 5th option)
At the start of its third turn on the battlefield, add a 24th UŁAN onto it.

[I.. I mean, 24th UŁAN artwork displays a TKS, so it makes sense... right??]

burn NationPL tank infantry

#

5/II- (following 5th concept)
At the start of each turns, add a LEGIONS to your supportline.

[the wording might need a little adjustment I believe]

burn NationPL

#

5/II/A- (following 5/II option)
Now it adds a TKS each 2 turns instead.

[mitosis goes brrrr]

#

5/II/B- (following 5/II option)
Now it adds a 4TP instead.

burn NationPL

#

5/C- (following 5/II option)
At the start of each 3 turns, add a 24th UŁAN to your supportline.

[you might say it is kinda busted but... it is literally a 1/1 unit, how can you now deal with it by that time??]

burn NationPL tank infantry

#

5/D- (following 5/C option)
Now it adds 24th UŁAN to your hand instead.

[if it ended up seeming too powerful, here is a more reasonable option I guess]

#

6- Buff;
Once per turn, add a PLAN to your hand when you Intel.

burn NationPL cards

#

6/A- (following 6th concept)
Once per turn, add a PRODUCTION to your hand when you Intel.

[as my good friend @deft leaf might say, this is a NTR kredit effect]

burn NationPL 💸

#

6/B- (following 6th and 6/A option)
Once per turn, randomly add a PLAN or PRODUCTION to hand when you Intel.

burn NationPL cards 💸

gusty steppe
#

7- (terrible) Buff;
Deal 1 damage to a random enemy when you play a card with Intel.

[ugh it pains me to say it, but I got inspired by the slop card No. 10 COMMANDO 🤮]; [Also, it technically can trigger its effect itself]

burn NationPL NationUK

#

7/A- (following 7th option)
Now it only deals damage to random enemy units instead.

#

7/II- (following 7th concept)
After you play a Polish card, deal 1 damage to a random enemy.

[just like before but now it only works with Polish units, it also trigger with itself too]

burn NationPL tank

#

7/II/A- (following 7/II option)
Now it only deals daamge to random enemy units instead.

sterile gyro
#

Ah yea

#

Is there any rework for section

#

!section

agile coyoteBOT
#

Cards found: 2

sterile gyro
#

Another mid card

gusty steppe
#

7/III- (following both 7th and 7/II concepts) MERGE;
After you Intel or play a Polish card, deal 1 damage to a random enemy.

[same deal, but with double the trouble burn]

burn NationPL NationUK NationPL burn

sterile gyro
#

There is

gusty steppe
#

damn, I was just going to paste the message link lol

sterile gyro
#

Tarnow

gusty steppe
#

(btw if you are interested into checking some peculiar cards of your interest, there is the whole list with cards I shared and I'm going to share, those have direct links)

gusty steppe
sterile gyro
#

Give it guard so it won't be burred by legions

gusty steppe
#

(me with the LEGIONS/TARNOW bs)

gusty steppe
# gusty steppe (btw if you are interested into checking some peculiar cards of your interest, t...
sterile gyro
#

😭 😭 😭

gusty steppe
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yeah, its not really fancy, but it works to keep everything in track

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I couldn't fit that whole thing into the main post message lol

sterile gyro
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That fine

gusty steppe
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7/III/A- (following 7/IV option)
Now it only deals damage to random enemy units instead.

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7/IV- (following 7th concept) CHAOS BUFF; ALARM, ALAAAAAAARM!!!!! 🚨 🚨 🚨
After you play an order, deal 1 damage to a random enemy.

[yeah, now it is basically the old No. 10 COMMANDO]

sad NationPL NationUK NationPL sad

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7/IV/A- (following 7/IV option)
Now it only deals damage to a random enemy units instead.

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7/V- (following 7/IV option)
After you play an order, deal 1 damage to a random enemy. Deal 2 if Polish.

burn NationPL tank order

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7/V/A- (following 7/V option)
Now it only deals damage to random enemy units instead.

sterile gyro
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An make it 2k

gusty steppe
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mh... I'm not sure if I can make that fit

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ok I found a way

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7/VI- (following 7th concept)
When you Intel, deal damage to a random enemy equal to excess Intel.

[credits to @sterile gyro]

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7/VI/A- (following 7/VI option)
Increased cost to 2k.

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7/VII- (following 7th concept)
Reduced Intel to 1;
When you Intel, deal damage to a random enemy equal to cards revealed.

[shoutout to @sterile gyro]; [to clarify, it only deals damage equal specifically to revealed cards by the Intel card, not ALL revealed cards in total]

burn NationPL

sterile gyro
gusty steppe
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7/VII/A- (following 7/VII option)
Restored Intel to 3;
Increased cost Xk.
(variants)
a- Increased cost to 3k.
b- Increased cost to 4k.

[might look like a expensive unit with poor stats, but its power is unmatched if played well]

burn NationPL

sterile gyro
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6 damage to random enemy every time you play intel?

gusty steppe
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only if revealed

sterile gyro
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Yea but

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Ah

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Oke

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Nvm

gusty steppe
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should probably be adjusted, but it probably is right, it only leads to confusion lol

wet smelt
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Deployment: deal damage to all enymies equal to known cards(5k) / equal to excess intel (3k)

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Got a little inspired by regia

gusty steppe
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equal to known cards is to fked up, but excess Intel on the other hand...

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sounds solid

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8- Buff;
When the enemy plays a known card, get Intel.

[inspired by LYSANDER PL effect]

burn NationPL

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8/A- (following 8th option)
Now it only triggers once per turn.

sterile gyro
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So legions would get 2 2

gusty steppe
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so it Intels twice you say?

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the number of Intel doesn't affect the amount of buff LEGIONS gets

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and I mean Intel 1, Intel 2 and Intel 3

sterile gyro
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Hmmm

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Maybe 2k?

sterile gyro
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Example

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Somewhat like this

gusty steppe
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8/B- (following 8th concept)
Once per turn, when the enemy plays a known card, get Intel two times.

[credits/blame to @sterile gyro; cost could be increased to 2k, maybe just maybe]

burn NationPL

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8/C- (following 8/C option) Nerf;
Reduced Intel to X.
(variants)
a- Reduced Intel to 2.
b- Reduced Intel to 1.

sterile gyro
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Ah

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Um

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What.

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I can't do um

sterile gyro
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Something like this i meant

gusty steppe
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but... then what would X be in this case

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amount of cards played?

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cost of the card played?

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first number of the code color of the artwork? (thats a bad taste joke lol)

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9- Buff;
When this unit takes damag, Intel equal to damage taken.

burn NationPL

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9/A- (following 9th option) Nerf;
Reduced Intel to X.
(variants)
a- Reduced Intel to 2.
b- Reduce Intel to 1.

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9/B- (following 9th option) Rework??
Removed Intel 3.

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10- Buff;
When an enemy unit moves into the frontline, get Intel equal to units there.

burn NationPL tank

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11- Buff;
Deployment: Get +1+1 equal to excess Intel.

[credits to @wet smelt]

burn NationPL

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11/A- (following 11th option)
Deployment: Get +1+1 equal to excess Intel you got this turn.

burn NationPL tank

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11/B- (following 11th option)
Deployment: Get +1+1 equal to excess Intel you got this battle.

burn NationPL burn NationPL burn

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12- Buff;
Deployment: Deal 1 damage to an enemy.

[lol KEKW]

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12/A- (following 12th option)
Deployment: Deal 1-2 damage to an enemy.

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13- Buff; (my favorite btw)
Deployment: Target enemy infantry must Retreat.

burn NationPL tank

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13/A- (following 13th option)
Deployment: Target enemy unit with cost 1 or less must Retreat.

burn NationPL tank

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13/II- (following 13th concept)
Deployment: Convert an enemy unit with cost 1 or less into ROUTED TROOPS.

[I know I know, it is a powercreeped ROUT]

sterile gyro
gusty steppe
sterile gyro
gusty steppe
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then it is done lol

sterile gyro
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And make it 2k

gusty steppe
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agh I don't wanna reupload it, I'll just leave a disclaimer lol

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13/II/A- (following 13/II option)
Deployment: Convert an enemy infantry with cost 1 or less into ROUTED TROOPS.

burn NationPL infantry

sterile gyro
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Hmmm

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Jaggro destroyer

gusty steppe
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13/II/B- (following 13/II/A option)
Deployment: Convert an enemy infantry unit with cost 2 or less into ROUTED TROOPS.

gusty steppe
sterile gyro
gusty steppe
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13/C- (following 13/B option)
Increased cost to 2k.

[shoutout/blame to @sterile gyro; see what you've done? now we have a more expensive tool against slopgroo, shame on you]

sterile gyro
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Jaggro destroyer as you wished

gusty steppe
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thats... a good one

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kinda bri'sh but as I always said, Poland is just a worse UK lol

sterile gyro
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Unknown card machenism

gusty steppe
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(goes running into the opposite direction)

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14- Buff;
When the enemy plays a known unit, deal 1 damage to it.

[clarification, it deals damage to the known unit, not the enemy HQ]

burn NationPL

sterile gyro
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Potential 3 damage or more

gusty steppe
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14/A- (following 14th option)
Incrased damage dealt to known unit to X.
(variants)
a- Deal 1-2 damage.
b- Deal 2 damage.

[I might just start increasing their costs to 2k isn't; damn]

burn NationPL

sterile gyro
gusty steppe
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14/B- (following 14/A option) Nerf;
Increased cost to 2k.

[shoutout to @sterile gyro]