#Ideas and suggestions for different cards

1 messages · Page 11 of 1

sterile gyro
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Tbh I should work with 1939

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Im such a good balancer

gusty steppe
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14/II- (following 14th concept)
When the enemy plays an unit, deal 1 damage to it.

burn NationPL

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14/II/A- (following 14/II option)
Increased damage dealt to 1-2.
(alternative variant)
a- Increased cost to 2k.

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14/III- (following 14th concept)
When the enemy plays an infantry unit, deal 1 damage to it.

burn NationPL

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14/III/A- (following 14/III option)
Increased damage dealt to X.
(variants)
a- Deals 1-2 damage.
b- Deal 2 damage.

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14/III/B- (following 14/III option)
Increased cost to 2k. Applies to both variants.

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15- Buff;
Increased cost to 2k;
Your Polish cards cost 1 less to play.

[it was originally going to keep its 1k, but after some logical reasoning by a bowl of vegetables, it makes sense if it had 2k instead]

agile coyoteBOT
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Cards found: 1

sterile gyro
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Like MUCH better than this

gusty steppe
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15/II- (following 15th concept)
Increased cost to 2k;
Your Polish units cost 1 less to deploy.

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15/II/A- (following 15/II option)
Increased cost to 3k;
Your Polish units cost 2 less to deploy.

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15/III- (following 15th concept)
The first Polish card you play each turn costs 1 less.

burn NationPL

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15/III/A- (following 15/III option)
The first Polish card you play each turn costs 2 less.

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15/IV- (following 15th concept)
The first Polish unit you eploy each turn costs 1 less.

burn NationPL

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15/IV/A- (following 15/IV option)
The first Polish unit you deploy each turn costs 2 less.

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16- Buff;
Deployment: Choose a card in hand. Give it +1 Intel.

[inspired by the SU 152 effect]

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16/A- (following 16th option)
Increased Intel given to choosen card in hand by X.
(variants)
a- Increased Intel given to +2.
b- Increased Intel given to +3

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17- Buff;
Cannot be damaged by infantry units.

[its show time]

burn NationPL tank NationPL burn

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17/II- (following 17th concept/a.k.a jaggro bullying)
Deals double damage against infantry.

burn NationPL tank

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17/II/A- (following 17/II concept)
Deals triple damage against infantry.

burn NationPL tank

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17/II/B- (following 17/II option)
Deals +3 damage against infantry.

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17/III- (following 17th and 17/II options) MERGE;
Cannot be damaged by infantry units. Deals double damage against infantry.

burn NationPL tank NationPL burn

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17/III/A- (following 17/III option)
Cannot be damaged by infantry units. Deals triple damage against infantry.

burn NationPL tank

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17/III/B- (following 17/III option)
Cannot be damaged by infantry units. Deals +3 damage against infantry.

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17/IV- (following 17th concept/a.k.a jaggro bullying)
When TKS deals combat damage to an infantry unit, destroy it.

[inspired by SISSI's effect]

burn NationPL tank NationPL burn

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17/V- (following 17th concept/a.k.a jaggro bullying)
Deployment: Deal 1 damage to an enemy. Deals double damage against infantry.

burn NationPL tank

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17/V/A- (following 17/V concept)
Now it deals triple damage against infantry instead.

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17/VI- (following 17th concept/a.k.a jaggro bullying)
Deals double damage against infantry and HQ.

burn NationPL tank NationPL burn

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17/VI/A- (following 17/VI option)
Deals +X damage against infantry and HQ.
(variants)
a- Deals +2 damage...
b- Deals +3 damage...

burn NationPL

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18- Buff;
At the start of your turn, deal 1 damage to a random enemy.

[tbh, it is a pretty simple effect compared to all the bs above lol]

burn NationPL

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18/A- (following 18th option)
Now it deals damage to a random enemy unit instead.

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18/II- (following 18th option)
At the end of your turn, deal damage to a random enemy.

[now you get a more inmediate value than before, technically as an everlasting deployment]

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18/II/A- (following 18/II option)
Now it deals damage to a random enemy unit instead.

[more consistensy might help it out to enable its Ambush and control the board]

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19- Buff; (honorable mention)
Has +X attack during the enemy turn, where X is the amount of known cards.

[credits to @sterile gyro]

sterile gyro
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Unknown*

gusty steppe
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unknown?

sterile gyro
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But this is also fine

sterile gyro
gusty steppe
sterile gyro
gusty steppe
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19/II- (following 19th concept)
Has +X attack during the enemy turn, where X is the amount of unkown cards.

[credits to @sterile gyro; lol I did fck it up the first time lol]

burn NationPL

sterile gyro
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Big brick wall

gusty steppe
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gets Shocked to oblivion

sterile gyro
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Its 1k to 4k trade

gusty steppe
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might be even more if the enemy just burns all of the known cards lol

sterile gyro
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Then your exess intel cards will come up

gusty steppe
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(if it is an idiot ofc, which most slopggro players are)

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I'm known as a slinger (always throw rocks, no matter if it lands or not)

sterile gyro
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David and Goliath (you got crushed thou)

gusty steppe
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tru

versed grove
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10.000 messages

gusty steppe
gusty steppe
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UNIT QUESTION: 7TP; DANUTA; 24th UŁAN
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:

  • 7TP: a really interesting tank that works amazingly well for a supportive Polish card, and while its latest buff made much more useful, I do belive it could another buff, but just a little one like... +1 defense, Shock/Ambush and/or 0op to help it survive a little longer and trade more efficiently.

  • DANUTA: another amazingly good tank that saddly, is pretty much obscured because Jintel/Legions, its effect is pretty a "weaker" version of my beloved PANZERZUG 61 BP42, in which not only it has a much lower cost and stats, but it also adds a cheap Blitz tank each turn; by itself it doesn't really need many changes, but maybe some here and there to help it have more power by itself, adjust its passive effect and/or change its adding unit if 4TP ends up being buffed to the point it is not good to keep it.

  • 24th UŁAN: a pretty good infantry unit that also has gotten a pretty good buff into it, which was only reducing its op cost to 0k, and while amazing I do believe it was not appropiate to leave it as it is for two main reasons; 1st is that it powercreeps an Elite card as a Standard card, which is 4th KUBAN COSSACKS, it has better stats and basically the same cost with no real downside besides 1 self inflicted damage each turn; and 2nd is that it can be added by 4th KUBAN COSSACKS by Convert, which is a pretty niche effect ofc to get value, but I insist it is not fair because its current power and powercreep. Imo, I'd say it should eithe have its defense reduced by 1 or 2 and/or increase its self damage to 2.

deft leaf
wet smelt
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7tp is decent as is
Maby a simple +1 defense

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Danuta is also fine

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Ulan could be a 4/3 in my opinion

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Would make for some interesting interactions

proper sierra
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Ambush on the 7tpshh

dim shadow
# gusty steppe UNIT QUESTION: 7TP; DANUTA; 24th UŁAN What do you think about this cards? Are (...

I've never used 7tp, but a Polish convert deck works really well with Danuta. I once had a funny game where I made a Danuta for units to cheaply convert, the enemy removed the Danuta so I got another Danuta through convert shenanigans, they removed it again so I got another, and then another, and then another, about 6 times they took it off the board and just as many times I put it right back where it was until I won.

I love 24 Ulan as a spawnable in convert decks. It is very fun to work with in combos.

The issue I see here is with Kuban being pitiful, not 24th being too powerful, and the generally weird balance of cards that are made by others. Why bring them if you can get them anyways?

gusty steppe
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7TP (buff & "rework" ideas)
As for this unit, I always found it pretty interesting given its concept (as with all Polish cards at this moment lol), and while it was pretty mediocre before its current version, now it works surprisingly well if you pair it up with other units to trigger its effect, and maybe it can trigger it on its own ofc.

And while it is a pretty straightforward effect that might be useful sometimes, the "sometimes" part is what bothers me tbh, given that its effect nature goes along with the "surviving" mechanic, it is pretty weak on its own to be able to trigger it, and yes ofc it is a support unit, but it wouldn't hurt (literally) if it was a little more though.

Another point to take while following the "survive" mechanic, is that while it kinda makes sense, why can't it just trigger whenever a friendly unit takes damage/combat damage one per turn, allowing it to be more consistent and useful all around.

And as always, while it has some uses here and there it kinda gets obscure by its Intel counterparts or other more consistent drawing tools than itself.

So, to make this unit a little more powerful and attractive to pick up, I've thought some ideas that might be good for the job:

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

[yup, just as simple as that, it could also be applied to any of the following options too]

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

[now it would be technically a powercreeped version of 4TP, although it is Special-ish]

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

[now it is even more efficient thant the (base) 4TP atm, if no buffs were applied into it ofc]

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2- (change to base card); Buff;
Increased stats to X.
(variants)
a- Increased defense to 4. (2/4)
b- Increased attack to 3. (3/3)

[this changes can also be applied to any of the following options to come ofc]

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2/A- (following 2nd option)
Increased both attack and defense by 1. (3/4)

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

[counter balance given its power]

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3- (changes to base card); Buff;
Added additional keywords:
(variants)
a- Now it has Ambush. (shoutout to @proper sierra)
b- Now it has Shock.
c- Now it has Fury.
d- Now it has Smokescreen. [this one is the nastiest of the 4]

[just like before, any of these changes could be applied to the following options too, but with some exceptions as you'll obviously notice]

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4- (changes to base card) Buff;
(insert base effect). Get +X defense.
(variants)
a- Get +1 defense.
b- Get +2 defense.

[to clarify, this unit would get the additional defense]; [this change can also be applied to any of the following options to come]

burn NationPL

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4/A- (following 4th option)
Now it only triggers if Polish. Applies to both variants.

[kinda redundant if it triggers it itself]

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4/II- (following 4th concept)
(insert base effect). Give your HQ +X defense.
(variants)
a- Give your HQ +1 defense.
b- Give your HQ +2 defense.

[pretty much the same concept, although now the target which benefits the most is your HQ]; [same case as before, it can also be applied to any following options]

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4/II/A- (following 4/II option)
Now it only triggers if Polish. Applies to both variants.

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5- (change to base card) Buff;
Fully repair this unit.

[a pretty simple yet very powerful effect given its nature, to clarify it repairs itself, ofc; it can also be applied to any of the following options]

burn NationPL

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6- Buff/"Rework";
Draw a card the first time a friendly unit takes damage and survives each turn.

[now it also triggers with any form of damage besides "combat", although it still needs to survive]

[do note it has a third sentence open for all of the previous changes possible]

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7- Buff/"Rework";
Draw a card the first time a friendly unit takes combat damage each turn.

[now it technically works like a ZAZA DIVISION for all friendly units, but it only triggers once per turn]

[just like before, it has a third blank sentence for additional changes, specifically the previous ones]

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8- Buff/"Rework";
Draw a card the first time a friendly unit or your HQ takes damage and survives each turn.

[the "survive" part with the HQ is kinda redundant, but stil relevant for units ofc];

[given its limitations, it cannot have additional sentences/effects]

burn NationPL

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9- Buff;
(insert base effect). Intel equal to damage this unit takes.

[inspired by 845th RIFLES's effect, but instead of HQ defense it gives you Intel instead]

[in contrast with the previous options and some of the following ones, its effect could also be applied to those if possible]

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9/II- (following 9th concept)
Draw a card and Intel the first time a friendly unit survives a combat each turn.

[it explains itself]

burn NationPL

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9/II/A- (following 9/II option)
Draw a card and Intel the first time a friendly unit takes damage and survives each turn.

gusty steppe
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9/II/B- (following 9/II/A concept)
Draw a card and Intel the first ime a friendly unit or your HQ takes damage and survives each turn.

[same deal as with the 8th option, where "survive" is redundant with the HQ but its useful for the unit part]

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9/II/C- (following 9/II concept)
Draw a card and Intel the first time a friendly unit takes damage each turn.

[now it triggers no matter if it survives or not]

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9/II/D- (following 9/II concept)
Draw a card and Intel the first time a friendly unit or your HQ takes damage each turn.

[same deal as before but now it triggers no matter if your unit survives or not, although now the HQ part makes sense actually]

proper sierra
gusty steppe
proper sierra
deft yarrow
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best card

sterile gyro
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Hmmm

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Now its the tarnow shh

gusty steppe
sterile gyro
gusty steppe
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thats the easiest to adjust (and most popular)

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there is no fun in doing that so early

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I'll prefer to follow it (after the following two cards) with bad orders or Exile cards

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(which btw, I'll be doing both of DANUTA and 24th UŁAN ideas while drinking a mate 🧉)

If anyone has an additional idea for both of these cards, now it is a good time to share them.

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would it be to bizarre if DANUTA added a British or French unit rather than 4TP?

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or what if... it was a 7TP instead?

gusty steppe
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DANUTA (buff ideas)
As for this unit, it is one of the few Polish units that truly works pretty well on its own, while ironically its effect is nothing too "Special" per se, given that it is a pretty cheap and though Guard with Heavy armor 1, it can truly provide a good tool for a defensive unit, plus its additional effect can allow you to trade "for free" with cheap unexpensive to operate tanks with a short expiring date.

But I do feel like there could be some tweaks here and there for it to make it truly exceptional, with some being just... personal nitpicks as most of the time as you'll see right now.

So, while considering its pretty solid design, I've thought some ideas to push it a little further:

fresh copper
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we hit 10 thousand messages

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this could be a server atp

gusty steppe
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1- (change to base card) Buff;
Increased attack to 4.

[I have two reasons for this change, 1st is allows it to trade/deal damage with more powerful blows, and 2nd and most important, it counters both COMMAND FAILURE and AMPHIBIOUS ATTACK from Japan, I know it is kinda nitpicky and salty, but it would be good for Poland]

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1/A- (following 1st concept) Nerf??
Reduced defense to 3.

[same point as for the COMMAND FAILURE, although now it is still "vulnerable" to AMPHIBIOUS ATTACK, that order is not as commonly used right now, but... it might be counterproductive]

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1/II- (following 1st concept)
Increased defense to 5.

[purely stat value for defense]

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1/II/A- (following 1/II option)
Increased attack to 4.

[this is kinda getting out of hand, but be assured I thought of something else]

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1/II/B- (following 1/II concept)
Increased attack to 5. (5/4)

[same deal, it gives it more power to attack/counterattack but also allows it to not be targeted by COMMAND FAILURE]

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1/II/C- (following 1/II option)
Increased both attack and defense to 5. (5/5)

[basically the same deal as with the 1st option, but now it is even more powerul, although it still has the same op cost... for now]

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1/III- (following 1/II/A, 1/II/B and 1/II/C options)
Increased operation cost to 4k. Applies to all variants.

[given its increased stats, it seems like the most appropiate approach to balance it]

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1/III/A- (following 1/III option)
Increased operation cost to 5k. Applies to all variants.

[it might be overkill, but considering its increased stats and passive effect its only fair]

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1/IV- (following 1/II option/concept)
Increased defense to 6. (3/6)

[it might not have the most amazing attack, but sure as hell it is though to destroy with 6 defense]

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1/IV/A- (following 1/IV option)
Increased cost to 4k.

[now it might be a little harded to deploy it, but it can still soak a lot of damage, unless your opponent is soviet ofc]

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2- (change to base card) Buff;
Now it has Heavy armor 2.

[pretty simple change, it can be applied to any following/previous option too]

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3- Buff;
At the end of your turn, add a 4TP to your support line. Destroy it end of next turn.

[now your 4TP won't just expire right away but last atleast one turn]

burn NationPL tank

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4- Buff;
At the end of your turn, add a 4TP to your support line. Destroy it end of turn.

[now it basically works right away if not Suppressed or destroyed by countermeasures]

burn NationPL tank

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5- Buff;
At the start of your turn, add a 7TP to your supportline with Blitz. Destroy it end of turn.

[now you can basically have the chance to not only operate an identical unit as before, but also draw a card each turn]

burn NationPL tank

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5/A- (following 5th option and 3rd concept) MERGE;
Now 7TP lasts until end of next turn instead.

[it got even worse, now you could teoretically draw 2 cards each turn]

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5/B- (following 5th option and 4th concept)
Now 7TP is added end of turn and destroyed end of next turn instead.

[simple tweak, now it can basically give you instant draw value by sticking for one turn]

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(loading up 24th UŁAN post)

gusty steppe
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24th UŁAN (nerf & "rework" ideas)
As for this unit, I do not have much to say about it but maybe a few things, when it came up it was pretty much a terrible card to play, not only considering the total power of Poland as a whole but its concept didn't really help it out to go much further even with 3rd CARPATHIAN (which sucked terribly), but that was until its latest update.

For both related units it was a pretty simple change, 3rd CARPATHIAN got -1 attack, but in exchange it got +1 defense making it not as mediocre as originally; as for 24th UŁAN, while it got -1 defense, it has gotten its passive effect reworked into only dealing damage rather than destroying it, pushing its power to a much greater level.

And while it is relatively fine-ish (ish not because it is weak) and I support that change from the horrendous effect it had, I do believe it is a little too powerful for my own taste, let me explain.

On one hand we can clearly say it is a powercreeped version of 4th KUBAN COSSACKS, and while as I was pointed out, it is not the fault of the card per se but the incompetent design choice to make the Soviet unit terrible, I do not find it fair that a STANDARD unit does have (arguably) the exact same design as an Elite card, it would be fine-ish if it was an Special card, but it is not.

And technically its passive effect should technically balance it out by making it weaker/killing it over time, I do firmly think that the 1 damage value is not enough to justify its existance. And last, it has even better stats to endure more punishment thant 4th KUBAN COSSACKS.

So taking this points into account, I've thought some ideas to adjust this interesting but inherently broken unit:

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1- (change to base card) Nerf;
Increased operation cost to 1k.

[the simplest yet most effective change to make, but this time it is a nerf, it can also be applied to any of the following options to come ofc]

[and before anyone does cry me (polish) river, be objective about it, even if an Ally (polish) card]

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1/II- (following 1st concept); (change to base card) Nerf;
Reduced defense to 3.

[now it matches the 4th KUBAN COSSACKS power level, but it doesn't end here]

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

[now it technically kills it if tried to used by itself, but not really with 3rd CARPATHIAN effect]

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1/III- (following 1st option)
Reduced cost to 2k.

[another (unnecesary) counterbalance to give it more power]

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1/III/A- (following 1/III or 1/II/A option)
Reduced defense to 3. // Reduced cost to 2k.

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1/IV- (following 1st concept)
Increased attack to 4. (4/4)

[given that it is more expensive to play with Blitz in total, 1 extra damage should compensate it]

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1/IV/A- (following 1/IV or 1/II/A option)
Reduced defense to 3. (4/3)

[less defensive power, but it can still deliver a good punch]

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2- Nerf;
Now it has Bond.

[yup, just a simple as that, but the 3rd CARPATHIAN effect kinda makes this change redundant]

[it can also be applied to any of the following options too]

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2/A- (following 2nd option)
Increased self damage to 2.

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3- Nerf;
Increased self damage inflicted to 2.

[kinda bizarre as it was displayed as an alternative for the 2nd option, but oh well]

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4- Nerf?;
Is dealt 1 damage at the end of your turn unless an enemy unit was destroyed.

[now you need to destroy an enemy unit, your own units doesn't count anymore to cancel it]

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4/A- Nerf;
Increased self damage inflicted to 2.

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4/II- (following 4th concept) Nerf;
Is dealt 1 damage at the end of your turn unless it attacked an unit.

[not sure if it more or less punishing than the previous effect, but now you need to attack an unit with it to cancel its effect]

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4/II/A- (following 4/II option)
Increased self damage inflicted to 2.

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5- Buff?/Nerf/"Rework"?;
Deployment: Draw a TKS from your deck.
Is dealt 1 damage end of your turn.

[while now the self damage is guaranteed, now you can get some additional effects with it, but now its effect slightly counters 3rd CARPATHIAN effect]

[the font size might look a little off as I used pre assets to make it, lazyness struck when I thought about adjusting it, lol]

burn NationPL infantry

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5/A- (following 5th option)
Increased self damage inflicted to 2.

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5/B- (following 5th concept)
Deployment: Add a TKS to your hand. Is dealt X damage end of your turn.
(variants)
a- Is dealt 1 damage end of your turn.
b- Is dealt 2 damage end of your turn.

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5/C- (following 5th concept)
Deployment: Add a TKS next to it. Is dealt X damage end of your turn.
(variants)
a- Is dealt 1 damage end of your turn.
b- Is dealt 2 damage end of your turn.

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5/II- (following 5th concept)
Destruction: Draw a TKS from your deck. Is dealt 1 damage end of your turn.

[now its effect can work alongisde 3rd CARPATHIAN]

burn NationPL infantry

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5/II/A- (following 5/II option)
Increased self damage inflicted to 2.

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5/II/B- (following 5/II concept)
Destruction: Add a TKS to your hand. Is dealt X damage end of your turn.
(variants)
a- Is dealt 1 damage end of your turn.
b- Is dealt 2 damage end of your turn.

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5/II/C- (following 5/II concept)
Destruction: Add a TKS next to your HQ.
(variants)
a- Is dealt 1 damage end of your turn.
b- Is dealt 2 damage end of your turn.

[had to work around a little with the wording for it to be able to fit]

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6- Nerf/Rework;
Gets -1-1 at the end of your turn unless an unit was destroyed.

[technically the same effect as before, but now its attack is also lowered too]

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6/A- (following 6th option)
Now it gets -1-2 instead.

[just like before, as if it was getting 2 damage]

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6/II- (following 6/II option)
Gets -1-1 at the end of your turn unless an enemy unit was destroyed.

[same deal just like before, as you won't be able to cancel it by sacrificing your units]

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6/II/A- (following 6/II/A option)
Now it gets -1-2 instead.

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6/III- (following 6th concept)
Gets -1-1 at the end of your turn unless it attacked an unit.

[a less punishing effect than before... technically]

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6/III/A- (following 6/III option)
Now it gets -1-2 instead.

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(proceeds to listen to a loop of OUR HOUSE for 9 minutes)

sterile gyro
gusty steppe
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CARD QUESTION:
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:

  • FRONTAL DEFENSE: never really used it, and also didn't saw it that much so I could technically say that it is not used very much (as any Polish card besides Intel), which is slightly unfortunate as its concept is pretty curious, its the cheapest option of all orders that can deal 1 damage to all (insert target) in the game, but at the same time unironically I believe it is the worst one.
    I believe it is pretty expensive for an order not only it cannot be played without units, but also damages them, and while technically it could benefit from some damage modifiers here and there, I don't really see the point in using it as it is. Imo it should either cost 0k and/or deal damage to other units (not itself) and even the enemy HQ.

  • DARING STRIKE: no idea about it, never used nor knew about its existence lol; a pretty curious concept, but as it is Exile I can imagine why it was rotated, it was either hot garbage or a pretty busted card (at the Kards stone age), which as of right now I believe it just pales in comparison with other cards. I think it could either have more damage, between 3-4 or just a complete rework while following Exile archetype if possible.

  • ZAMOŚĆ UPRISING: a pretty interesting order which surprisingly does in fact enters into the "useful Polish cards", and while it is really fine as it is, I believe it could be slightly better considering what it does in comparison with other orders (yeah I know it is taboo to compare in this game) like U-16. Imo it should be slightly cheaper at 1k, as the Intel 2 is not really an excuse for a 2k Retreat order, and also it should probably draw a card, either conditionally or not.

proper sierra
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Daring strike: give a polish unit immune destroy it in 2 turnsinfantry

gusty steppe
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oh damn

wet smelt
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Frontal defence is fine, it just has barely any benefits, could be 0k honestly

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Daring strike just give it exile to soviets or britain

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And draw a card if costs 0k

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Zamość is perfectly fine

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But could be spiced up by "retreat target unit and give it +1 operation cost"

dim shadow
wet smelt
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(And routed troops if not possibleburn burn burn burn )

gusty steppe
#

evil URAL FACTORIES

deft leaf
#

Frontal defense should deal 1dmg to all units and "give a friendly unit: 'deal 1dmg to all units at the start of your turn'."

#

At least then you would be able to use it to set up a board wipe

#

Daring Strike just needs a complete overhaul. I would make it a weaker version of Hammer Home: "create a copy of a friendly exile unit. It fights a random enemy unit"

lost hawk
#

I personally like Frontal Defense, used it here and there

#

Zamość is really good

#

Daring is sadly meh, maybe rework it into "Deal 2 damage to unit per each Exile unit you control", and maybe add "distribute excess between random enemies?"

#

or just simply up the cost to like 6 and damage to like 5 or so, maybe with distributing excess damage

wet smelt
#

Or 6k
Costs 1 less for each exile unit you have
deal 4 damage to any unit.
Deal excess damage to all enymies

#

It would synergize with wolves

#

Bc routed troops would be an excelent target (and i hate aggro)

gusty steppe
#

I do not

dim shadow
# gusty steppe I do not

Order: 0k (Kill all units with 0 operation cost. Destruction effects are not triggered. Return this card to hand. Enemy cannot damage your HQ next turn.)

#

And I can guarantee you that you will only draw the most expensive cards in your deck and this card will remain sitting on the bottom.

gusty steppe
#

you got me on the first part

#

maybe not straight up destroying them but dealing additional damage....

#

I do say that I "hate" it, but I always aimed towards more diverse decks, and for better or worse (Ja)ggro is a necessary archetype in the game

gusty steppe
#

(wait, now I've noticed something funny on FRONTAL DEFENSE artwork lol)

#

FRONTAL DEFENSE (buff ideas & 1 rework)
As for this order, while a pretty interesting concept as whole, I cannot find a way to view it as something... useful and practical. While it is a pretty cheap order that can stack on a single unit and allow for early board wipes, I cannot really find any value in it as it not only does damage to all enemy units, but your own too including its source/main target, which kinda kills the purpose of a reliable AoE card.

It reminds me of the now reserved ENEMY AT THE GATES, which in theory is a pretty useful AoE card to get rid of units with low defense and buff your own too, but in reality it ends up counterproductive. Same deal with this concept, but now not only you need to sacrifice a friendly unit, but also cannot get it to be useful since it'll always damage your own unless the target is destroyed.

And not to mention how incredible mediocre ends up being for an ally card.

So, to make this interesting card into an actually powerful and practical order, I've thought some ideas for it:

#

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

[the simplest yet most effective change you could make, as always it could also be possibly be applied to any of the following options too]

[shoutout to @wet smelt]

#

2- Buff;
Increased damage dealt to all units to 1-2.

[might kill your own units more faster than before, but could be more effective to deal with the enemy ones]

#

2/A- (following 2th option)
Increased damage dealt to all units to 2.

[pretty much a DESPERATE MEASURES but cheaper]

#

3- Buff;
Give a friendly unit: "At the end of your turn, deal 1 damage to all other units".

[now the friendly target won't damage itself]

burn NationPL order

#

3/A- (following 3rd option)
Reduced damage dealt to all other units to 0-1.

#

3/B- (following 3rd option)
Increased damage dealt to all other units to 1-2.

burn NationPL

#

4- Buff;
Give a friendly unit: At the end of your turn, deal 1 damage to all enemy units".

[now it won't damage your own units anymore]

burn NationPL order

#

4/A- (following 4th option)
Reduced damage dealt to all enemy units to 0-1 instead.

#

4/B- (following 4th option)
Increased damage dealt to all enemy units to 1-2 instead.

burn NationPL

#

4/C- (following 4th option)
Increased (?) damage dealt to all enemy units to 0-2 instead.

#

4/II- (following 4th option) Nerf;
Increased cost to 2k.

[now it its technically equivalent to TORA TORA TORA]

#

4/II/A- (following 4/II option)
Increased damage dealt to all enemy units to X.
(variants)
a- Increased damage dealt to 1-2.
b- Increased (?) damage dealt to 0-2.

#

5- Buff;
Give a friendly unit: At the end of your turn, deal 1 damage to itself and all enemy units".

[pretty much a middleground from previous concepts, target unit still does damage itself but now your other units]

burn NationPL order

#

5/A- (following 5th option)
Reduced damage dealt to 0-1 instead.

#

5/B- (following 5th option)
Increased damage dealt to 1-2 instead.

burn NationPL

#

5/C- (following 5th option)
Increased damage dealt to 2.

burn NationPL

#

5/II- (following 5th concept)
Give a friendly unit: "At the end of your turn, deal 1 damage to itself and 1-2 to all enemy units".

[pretty much the same concept but with a little twist, as with this one the enemy units can get more damage than your unit]

burn NationPL order

#

5/II/A- (following 5th option)
Increased damage dealt to your unit to 1-2;
Increased damage dealt to the enemy units to 2 instead.

[increased damage dealt, although your unit can get lower damage than the enemy]

#

6- Buff;
Give a friendly unit: "At the end of your turn, deal 1 damage to all enemies".

[yes, now not only it does not damage your own units and itself, but it can damage the enemy HQ too]

burn NationPL

#

6/A- (following 6th option)
Reduced damage dealt to 0-1 instead.

#

6/B- (following 6th option)
"Increased" damage dealt to 0-2 instead.

burn NationPL

#

6/II- (following 6th, 6/A and 6/B options)
Increased cost to 2k.

#

7- Buff;
(insert base effect). Draw a card.

[yeah, a more simple addition than before]

#

7/A- (following 7th concept)
Draw a FRONTAL DEFENSE.

[it would draw it instantly, and also it is not tied to the passive effect.... yet burn]

#

7/B- (following 7th concept)
(insert base effect). Draw an order with cost 1.

[it could draw another FRONTAL DEFENSE or another 1k order you might have]

#

7/C- (following 7th concept)
(insert base effect). Draw a Polish order with cost 1.

[it can basically draw another FRONTAL DEFENSE or maybe an ORP ORZEŁ, excluding any future cards ofc]

#

7/II- (following 7th concept)
Give a friendly unit: "At the end of your turn, deal 1 damage to all units. Draw a card".

[in contrast with 7th option, this one does actually draw a card each turn, basically turning target unit into a more menacing IRON DIVISION]

burn NationPL cards

#

7/II/A- (following 7/II option)
Now it draws a FRONTAL DEFENSE instead.

[if you happen to have all three copies, that sentence would only be relevant 1-2 times]

#

7/II/B- (following 7/II option)
Now it draws a (see variants) with cost 1.
(variants)
a- Now it draws an order with cost 1.
b- Now it draws a Polish order with cost 1.

#

8- Buff;
(insert base effect). Deal 1 damage to all units.

[the third sentence/additional effect only triggers once played]

[credits to @deft leaf; although it is not the same effect... yet]

burn NationPL order

#

8/A- (following 8th concept)
(insert base effect). Deal 1 damage to all other units.

[basically it doesn't damage target unit]

#

8/B- (following 8th concept)
(insert base effect). Deal 1 damage to all enemy units.

[now it cannot damage your own units]

#

8/C- (following 8th option)
(insert base effect). Deal 1 damage to all enemies.

[now it deals damage to all enemies, including the HQ]

burn

#

8/II- (following 8th concept)
Give a friendly unit: "At the start of your turn, deal 1 damage to all units". Deal 1 damage to all units.

[credits to @deft leaf; now not only it can deal the same damage as before, but also it has a delayed effect which can be countered by the enemy, if not it basically counts as a "deal 2 damage to all units"]

burn NationPL order

#

8/II/A- (following 8/II concept)
Now it deals 1 damage to all other units.

[just like before, it doesn't damage the target unit]

#

8/II/B- (following (8/II concept)
Now it only deals damage to all enemy units.

[again, it won't damage your own units as the original]

#

8/II/C- (following 8/II concept)
Now it deals damage to all enemies.

[not only it doesn't deal damage to your units, but it can damage the enemy HQ too]

burn NationPL

#

9- Buff;
(insert base effect). Deal 2 if it has 0 operation cost.

[shoutout to @dim shadow]

burn NationPL order

#

9/A- (following 9th concept)
(insert base effect). Deal 2 if in the frontline.

burn NationPL order

#

10- Buff;
Give a friendly unit +1 defense and: "At the end of your turn, deal 1 damage to all units".

[theoretically, it can be applied to any of the previous options too, this one should have been of the first ones to come but oh well]

#

10/A- (following 10th option)
Now it gives +X defense instead.
(variants)
a- Now it gives +2 defense.
b- Now it gives +3 defense.

[so not only it can withstand its passive effect, but any incoming enemy attacks/targeted orders]

#

11- Rework; (and the only one)
Deal 1 damage to all enemy units. Deal 2 damage to each in the frontline.

burn NationPL

#

11/A- (following 11th concept)
Deal 1 damage to all enemy units. Deal 2 damage to each with 0 operation cost.

burn NationPL

#

11/B- (following 11th concept)
Deal 1 damage to all enemy units. Deal 2 damage to each with 0 operation cost in the frontline.

[screw (Ja)ggro]

burn NationPL order

sterile gyro
gusty steppe
#

seems someone just read the last option and left it there lol

deft yarrow
#

make it give a unit deal damage to all units at end of tuen except itself

gusty steppe
#

lol

agile coyoteBOT
#

Cards found: 9, showing 1 - 5

gusty steppe
#

only Britain would work with that

deft yarrow
#

hm !when destroy, draw

#

!when destroy draw

agile coyoteBOT
#

Cards found: 6, showing 1 - 5

gusty steppe
#

Ive got a better one for ya %stuka 87g%

agile coyoteBOT
#

Cards found: 2

gusty steppe
#

or

#

!against

agile coyoteBOT
#

Cards found: 21, refusing to show anything, please make a more precise search request.

gusty steppe
#

!against tanks

agile coyoteBOT
#

Cards found: 7, showing 1 - 5

sterile gyro
gusty steppe
dim shadow
lost hawk
dim shadow
lost hawk
#

Bros overcomplicating game mechanic lol

dim shadow
gusty steppe
#

even if it was with something like German (ehem, SECOND FRONT + B26 GROUPE BRETAGNE) that'll be a big no for me

#

and aggro (and most specifically any variant with Japan is pretty much an unbalanced mess that forces any deck to mold into it

#

while no other deck/archetype in the game can do that (nor will)

dim shadow
#

Everyone has to plan for aggro, which isn't entirely unreasonable, but you don't see people planning against covert, ramp, T-34s, etc. They plan in general against enemy offenses, but when it comes to aggro you specifically plan for dealing with Korchins and any other of the few cheap blitz cards that are ubiquitous in every single Japan or even just frontline decks.

lost hawk
#

Ramp is technically one as well ig

#

but Covert and T-34s are definitely not

#

plus, these two are pretty mid archetypes

dim shadow
# lost hawk Aggro is like one of main archetypes

You missed the point. Its predominancy is the problem and there is a very limited set of cards that are extremely commonly used as lynchpins of aggro. Just having it around isn't really an issue, but it is so predominant that it shapes the entire game and because it is an inherently short strategy, it pushes out the majority of strategies because you can get a lot more creative when you have more time to play with.

It is so common that if you don't plan for aggro step one in making a deck, it is a guarantee to be a bad deck. And this wouldn't be a bad thing if there was some counterbalance or aggro decks didn't keep getting stronger with each update. Stuff like covert and T-34s are bad specifically because they are just a little too slow for aggro, covert can murder anything that is slower than it, and T-34 has durability that allows it to outcompete other midrange decks. But neither of their ideal opponents are likely opponents. The majority of what is faced is aggro.

lost hawk
#

now, answer me the question, how would game look like without Aggro?
(spoiler: ||greedy ramp all over the place||)

dim shadow
lost hawk
#

Aggro is technically tempo to play game as well, not just "archetype", thus it comes in many different forms
and it's fine for deck like that to take 40% of all decks, since 60% will be like midrange/control/ramp/combo, and take to account that Aggro is cheapest and easiest to play, thus many newer players being recommended it and therefore, kinda inflating that %

#

I get if someone claims hyper aggro is unhealthy to the game (and by hyper I mean kill T3/4 or lose) but non-hyper is fine

dim shadow
lost hawk
gusty steppe
#

its the same thing with aggro right now but as it is the "newby friendly" archetype and most popular nobody wants to touch it

#

to be precise, I'm pretty sure people wants to buff it even more and screw other players that want to try out anything different

gusty steppe
#

(I took my sweet time from uploads uh, well not anymore, now I'll be doing some ZAMOŚĆ UPRISING ideas while drinking my usual 🧉)

If you happen to have any additional idea for it, now it is a good time to share it.

[if it ends up being too short, I might follow it with DARING STRIKE ideas too]

sterile gyro
#

!daring stri

agile coyoteBOT
#

Cards found: 1

sterile gyro
#

Make it 'Deal 2 damage to an enemy'-

sterile gyro
sterile gyro
gusty steppe
sterile gyro
gusty steppe
#

ah, then yeah it would be good

sterile gyro
#

4k
Drawn from your deck when you control 4 Exile unit. Give your exile units 2/3

sterile gyro
gusty steppe
#

ZAMOŚĆ UPRISING (buff & rework ideas)
As for this order, this one is one of those funny cases where the card is not really bad, but it lacks a lot of power given it is an Ally card, it reminds me a lot of the now reworked U-16, but without any type of draw, but instead some Intel slaped into it, which imo, besides LEGIONS and some situational synergies here and there it is not really useful.

While an interesting card, it cost cannot really match its whole effect tbh, it might buy you some time (if in the frontline) or maybe even return it to the enemy hand (or yours) if necessary, although to be fair, there is already a much better option in Poland called UNDERGROUND STATE, which while it has double the cost, it does the same but better (although funnily enough, I also think it could have a buff).

Without anything else to say, here are my ideas for this order, so it can become a little more attractive and useful overall:

#

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

[the simplest yet most effective of changes, it could be applied to any of the following options too, but I don't think thats a good idea as you'll see why]

#

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

[same deal but now more powerful as it is free, it could be busted... but it might not be that amazing]

#

2- Buff;
Retreat target unit. Draw a card.

[a simple change to allow it to become a cycling tool, although this might be best paired with SECTION II buffs given it technically powercreeps it in this form]

burn NationPL cards

#

2/A- (following 2nd option)
Now it draws a Polish card instead.

#

2/II- (following 2nd option)
Retreat target unit. Draw an unit from your deck.

[slightly different than before, although it can still be counted as a powercreeped version of SECTION II]

burn NationPL cards

#

2/II/A- (following 2/II option)
Now it draws a Polish unit instead.

#

2/III- (following 2th concept)
Retreat target unit. If friendly, draw a card.

[now it has a different approach than before, given that now it has a more conditional effect, similar to 15th WOLVES REGIMENT double effect]

#

2/III/A- (following 2/III option)
Now it draws a Polish unit instead.

#

2/IV- (following 2/III concept)
Retreat target unit. If friendly, draw an unit from your deck.
(alternative variant)
a- ...draw a Polish unit from your deck.

#

2/V- (following 2nd concept) Re-Rework;
Retreat target unit. At the end of your turn, draw a copy of this card.

[inspired by IJN MIKURA's effect, although I had to adjust it a little bit given the text limitations]

burn NationPL order cards

#

2/VI- (following 2nd concept)
Retreat an unit. Draw a card if there is a Polish card on top of your deck.

[as you might notice, it is basically the exact same effect from U-16, but instead of Navy cards it triggers with Polish ones]

burn NationPL cards

#

2/VI/A- (following 2/VI option)
Now it draws 2 cards instead.

#

2/VI/B- (following 2/VI and 2/VI concepts) MERGE;
Retreat an unit. Draw a card. Draw 2 if the top card of your deck is Polish.

[to clarify, if there is actually a Polish card on top of your deck, it would only draw 2 cards, not 3]

sterile gyro
gusty steppe
sterile gyro
#

😭 😭

gusty steppe
#

2/VI/C- (following 2/VI concept)
Retreat an unit. Draw a card if the top card of your deck has Intel.

[same deal as before but instead of either Navy or Polish, now it triggers with the emblematic mechanic from Poland, Intel!]

burn NationPL 🪬

#

2/VI/D- (following 2/VI/C concept)
Now it draws 2 cards instead.

#

2/VI/E- (following 2/VI/C concept)
Retreat an unit. Draw a card. Draw 2 if the top card of your deck has Intel.

[same deal as before, it normally draws a card, but if conditions are met, it'll only draw 2]

#

3- Buff;
Retreat an unit. If an enemy, deal 1 damage to it.

burn NationPL order

#

3/A- (following 3rd option)
Increased damage dealt if an enemy unit to X.
(variants)
a- Deal 2 damage.
b- Deal 1-2 damage.

sterile gyro
gusty steppe
#

3/B- (following 3rd option)
Increased damage dealt if an enemy to X.
(variants)
a- Deal 1-3 damage.
b- Deal 2-3 damage.

sterile gyro
#

You love rng-

gusty steppe
#

whats a cards game without it then burn

#

4- Buff;
Retreat target unit. Then pin it if an enemy.

[credits to @sterile gyro; I was a little reluctant to this idea when I though of it as it is pretty similar to FORTIFIED POSITION, but why not, we ball]

burn NationPL order

#

4/A- (following 4th option)
Increased cost to 3k.

#

5- Rework;
Send target unit to hand.

[just as simple as it is, while also following the new form of wording for this same effect as saw in Germany]

burn NationPL order

#

5/A- (following 5th option)
Send target unit to hand. Gain X kredits if it is friendly.
(variants)
a- Gain 1 kredit if it is friendly.
b- Gain 1-2 kredits if it is friendly.

#

5/B- (following 5th option)
Send target unit to hand. Gain X kredits if it is friendly.
(variants)
a- Gain 2 kredits if it is friendly.
b- Gain 3 kredits if it is friendly.

[as my good friend @deft leaf might say, we doing kredit NTR burn]

#

5/II- (following 5th concept)
Send target unit to hand. Draw a card if it is friendly.

burn NationPL cards

#

5/II/A- (following 5/II option)
Now it draws 2 cards instead.

#

5/II/B- (following 5/II concept)
Send target unit to hand. Draw a card if it is Polish.

[a more conditional effect, but that can still be useful if the situation requires it]

burn NationPL cards

#

5/II/C- (following 5/II/B option)
Now it draws 2 cards instead.

#

5/III- (following 5th concept)
Send target unit to hand. Remove the top card of the enemy deck.

[I was thinking of making it a discard effect, although not only it would be kinda Finnish, but also lame, so I've done this instead!]

burn NationPL

sterile gyro
gusty steppe
#

so... a STUBBORN DEFENSE with extra steps

sterile gyro
#

Yes

gusty steppe
#

mh...

#

5/III/A- (following 5/III option)
Now it removes the top 2 cards of the enemy deck instead.

sterile gyro
#

!costly vic

agile coyoteBOT
#

Cards found: 1

sterile gyro
gusty steppe
#

yes, but it affects the enemy deck instead

#

(didn't knew/remember that Japan (slop) card)

#

5/IV- (following 5th concept)
Send target unit to hand. Convert it into ROUTED TROOPS if it costs 1 or less.

[inspired by 108. PANZERGRENADIER's effect; keep in mind it can also affect your own units]

burn NationPL order

#

5/IV/A- (following 5/IV option)
Now it can Convert units with cost 2 or less too.

#

5/IV/B- (following 5/IV and 5/IV/A options)
Now it Converts it into a PLAN instead. Applies to both variants.

burn NationPL

sterile gyro
#

Reversed us buff unit

gusty steppe
#

5/V- (following 5th concept)
Send target unit to hand. If an enemy, give it -1-1.

[credits to @sterile gyro]

burn NationPL order

#

5/V/A- (following 5/V option)
Increased debuff effect given to an enemy to X.
(variants)
a- ...give it -2-1.
b- ...give it -2-2.
c- ...give it -3-1.

burn NationPL order

sterile gyro
#

I do think 3k is more balan-

gusty steppe
#

fuck them jaggro heads burn

#

6- Rework;
Deal damage to target unit equal to known cards in the enemy hand.

[keep in mind it cannot target the enemy HQ, only units, and base damage is 2 at minimum]

burn NationPL

#

6/A- (following 6th option)
Increased cost to 3k.

#

6/II- (following 6th concept)
Distribute damage between all enemy units equal to kown cards.

[you know the deal, limited text space makes up weird shortened versions, but it means the same as before]

burn NationPL order

#

7- Buff;
Retreat target unit. Enemy cards next turn deal 1 less damage.

[basically a temporary SEAHAWK is summoned to aid you for one turn]

burn NationPL order

#

7/A- (following 7th option)
Increased damage reduction to 2.

[now imagine it is adding two temporary SEAHAWKS to aid you instead]

burn NationPL order

agile coyoteBOT
#

Cards found: 1

sterile gyro
gusty steppe
#

8- Buff;
Retreat an unit. Both players do not draw a card at the start of the next turn.

[inspired by KM ADMIRAL HIPPER, although it affects you too as a counterbalance, it is more of a stalling tool]

burn NationPL NationGR order

#

8/A- (following 8th option)
Retreat target unit. Both players cannot draw cards until end of your next turn.

[same deal but now it locks up any form of card draw, it still affects you too though]

burn NationPL NationGR order

#

9- Buff;
Retreat target unit. If an enemy, it operates for 1 more until your next turn.

[shoutout/credits to @wet smelt; I forgot to add this lol and just realized that after checking previous comments]

[inspired by SNOW STORM's effect, although this one only affects one targeted unit]

sterile gyro
#

Ultimate excess intel maker

gusty steppe
#

9/A- (following 9th option)
Now target unit operates for X more until your next turn.
(variants)
a- ...operates for 2 more.
b- ...operates for 3 more.

#

10- Buff;
Retreat target unit. If an enemy, give it: "At the start of your turn, get -1-0".

burn NationPL

#

10/A- (following 10th option)
Now target unit gets at the start of its turn X instead.
(variants)
a- ...get -1-1.
b- ...get -2-0.
c- ...get -2-1.

agile coyoteBOT
#

Cards found: 1

gusty steppe
#

forgot about that patch, good point

#

11- Rework;
Give an unit: "When this unit attacks, deal 1 damage to your HQ".

[shoutout to @sterile gyro for pointing out the flaw in the wording as it would not work as intended]

#

11/A- (following 11th option)
Increased damage dealt to "your" HQ to X.
(variants)
a- ...deal 2 damage.
b- ...deal 3 damage.

[screw them (ja)ggro units]

burn NationPL order

#

11/II- (following 11th concept)
Give an unit: "When this unit deals damage, deal 1 damage to your HQ".

[now it also counts any form of passive damage it might to like non-combat or such]

burn NationPL order

#

11/II/A- (following 11/II option)
Increased damage dealt to "your" HQ to X.
(variants)
a- ...deals 2 damage.
b- ...deals 3 damage.

sterile gyro
#

4k also looks fine

gusty steppe
sterile gyro
sterile gyro
gusty steppe
#

would've done that anyways given the need of the third sentence (the Intel)

#

11/III- (following 11th concept)
Removed Intel 2;
Give an unit: "When this unit deals damage, deal equal damage to your HQ".

[credits to @sterile gyro; a clear inspiration from RECKLESS ASSAULT, although this time, it is far more simple to pull off]

burn NationPL NationUSSR order

#

11/III/A- (following 11/III option)
Increased cost to Xk.
(variants)
a- Increased cost to 3k.
b- Increased cost to 4k.

#

12- Rework;
Convert target enemy unit with cost 2 or less into ROUTED TROOPS, then Retreat it.

[basically, the very same effect from 108. PANZERGRENADIER, although it is weaker ofc]

burn NationPL order

#

13- Buff;
Retreat target unit; If an enemy, also Retreat adjacent units.

[credits to @sterile gyro; a pretty clear inspiration from USS MISSOURI, yet still very cool]

burn NationPL NationUS order

#

13/A- (following 13th option)
Increase cost to Xk.
(variants)
a- Increased cost to 3k.
b- Increased cost to 4k.

#

13/II- (following 13th concept)
Retreat an unit. If an enemy, also Retreat a random adjacent unit.

[a slightly weaker version]

burn NationPL order

#

13/II/A- (following 13/II option)
Increased cost to 3k.

#

13/III- (following 13th option)
Retreat an unit. Then Retreat a random enemy unit.

[basically the base card but with an additional guaranteed enemy Retreat, works both if you use it for your own units or the enemy ones]

burn NationPL order

#

14- Buff;
Retreat an unit. Your units operate for 1 less this turn.

[an straight upgrade of my beloved but gone PURSUIT]

burn NationPL NationGR order

#

14/A- (following 14th option)
Increased cost to 3k.

#

14/B- (following 14th concept)
Retreat an unit. Your Polish unit operate for 1 less this turn.

#

14/II- (following 14th concept)
Retreat an unit. Your cards cost 1 less to play this turn.

[this is basically a turbo (ja)ggro engine, oh boy]

#

14/II/A- (following 14/II option)
Now your Polish cards cost 1 less to play.

#

14/III- (following 14th concept)
Retreat target unit. Next card you play costs 1 less.

[just as my good old friend @deft leaf, this is straight up kredit NTR]

burn NationPL

#

14/III/A- (following 14/III option)
Now the next card you play costs 2 less instead.

#

14/IV- (following 14/III concept)
Retreat target unit. Next Polish card you play costs 1 less.

burn NationPL order

#

14/IV/A- (following 14/IV option)
Now your next Polish card costs X less instead.
(variants)
a- ...costs 2 less.
b- ...costs 3 less.

silver path
#

@gusty steppe Have you done any reworks for 2nd INFANTRY REGIMENT at all?

gusty steppe
#

not yet

#

but I have some ideas for it

silver path
#

Same thing with 5th WILNO BRIGADE

#

Do you know how UPRISING works right JhonathanDj?

#

Deal damage to a unit equal to Polish units destroyed this battle. for 2nd INFANTRY REGIMENT

#

5th WILNO BRIGADE make it a take control card but weird

#

"Deployment: targeted a enemy unit and take control of it and enemy gain 5th WILNO BRIGADE."

#

So make 2nd INFANTRY REGIMENT single targeted uprising

#

That can't hit the enemy HQ

#

So it's a card that is bad in early game but really good in late game as in control

#

Poland doesn't have 2 keywords stuff at all

gusty steppe
#

5th wilno brigade is another whole topic

silver path
#

Only few is ZAZA DIVISION, T-34 76 PL, DANUTA, and well yes but it fit into a deck that only works in soviet

#

Or could be Deal damage to a unit equal to Polish/soviet units destroyed this battle.?

#

Than it a card you would look at more in a control deck or a midrange deck

#

If it has anything over 9 destroy soviet/polish than it becomes a deathtouch card but in early game it's not great

#

What do you think about it?

#

it's only units not HQ

#

Could make it 5k or something

#

6k I would agree with

gusty steppe
#

ok, lets make a quick deal (both of you) delete all of these messages and I'll copy all of this ideas for later

#

and then keep discussing about it, I'm not finished with the previous card yet

#

🙏

silver path
#

I was thinking for ORP GENERAL HALLER stays 8k and does "Converts enemy units to routed troops equal to known cards in the enemy hand."?

gusty steppe
#

😮‍💨

#

15- Buff;
Removed Intel 2;
Intel equal to its attack.

[credits to @sterile gyro; although the first effect was not the original one]

#

15/A- (following 15th concept)
Removed Intel 2;
Sent target unit to hand. Intel equal to its attack.

#

16- Buff;
Retreat target unit. If you know 4 or more enemy cards, send it to hand.

[credits to @sterile gyro]

#

17- Rework;
Deal damage to target unit equal to Polish units you added or deployed last turn.

[credits to @sterile gyro]

burn NationPL order

#

17/A- (following 17th concept)
Deal damage to target unit equal to Polish cards you added or deployed last turn.

[credits to @sterile gyro (forgot to put this lol); same deal but now it counts everything you can play with Poland besides units]

burn NationPL order

#

ah and btw, would

#

or as I'll say in my native langurage: TODA, TODISIMA

versed grove
#

Stop cooking

#

You burned the sun

gusty steppe
#

(now I'll be doing the DARING STRIKE ideas with my usual mate 🧉)

If you happen to have any idea for it, now it is a good time to share, anything is be welcomed.

gusty steppe
#

(Imma try and cook a real good meal with this card as it is the beggining of my personal suggestion towards Exile archetype)

deft leaf
#

I built an exile deck recently, so anything that fits it is a welcome sight

gusty steppe
#

but thanks for the cheers

gusty steppe
#

phew, that took longer than anticipated (not really, I got distracted lmao)

gusty steppe
#

DARING STRIKE (buff & rework ideas)
As for this order, I literally never used this particular card, but given the general response and my assumptions about it, I could say it sucks. While its concept and intention is pretty interesting and obvious, it is not really... practical at all to play around it. Its cost is abissmally big for how little it does, and its requirements are too specific for it to be practical at all, given that not only Exile lacks a lot of support, but its current pools lacks a lot of flexibility and diversity for it to be powerful enough to pick.

Exile as a whole mechanic, doesn't really feel like a possible archetype you could plan on to build a real deck, but just as a subtle way to add more cards into other Nations to make it more playable as a whole, which kinda works for that purpose but not as a sole thing.

With this card I intend to start making ideas to support Exile as a whole real archetype rather than an obscure impractical thing.

So taking this points into account, here are my ideas to make this card into a truly useful and powerful "Daring strike":

#

1- (changes to base card) Buff;
Reduced cost to 3k.

[the simplest yet most effective change possible, it still sucks, however this change can be applied to any of the following options if necessary]

#

1/A- (following 1st option)
Reduced cost to 2k.

#

1/II- (following 1st concept); (change to base card) Buff?;
Now it has Exile. (either British, Soviet or French if possible)

[credits to @wet smelt]

#

@silver path if you have any ideas right now, I ask you to send me those through DM, not here (right now).

[or don't, as you please]

#

2- Buff;
Increased damage dealt to 4.

#

2/A- (following 2nd option)
(insert idea effect). Distribute excess damage to all enemies.

[credits to @lost hawk; I woul've prefered to add "between all enemies" but as always, text space is a beach]

burn NationPL

#

2/B- (following 2/A option)
Increased damage dealt to 5.

#

3- Buff;
(insert base effect). Draw a card.

[another simple, yet very effective change to add]

burn NationPL cards

#

3/A- (following 3rd option)
Now it draws a Polish card instead.

#

3/B- (following 3rd option)
Now it draws an Exile card instead.

[that also includes anything that is not an unit, although those are scarse]

#

3/II- (following 3rd concept)
(insert base effect). Draw a card. Give it Exile.

[small clarification, drawn card now counts as Exile, thats it]

burn NationPL cards

#

3/II/A- (following 3/II option)
Now it draws a Polish card instead.

#

3/III- (following 3rd concept)
(insert base effect). Draw 2 cards.

[additional effect inspired from ONE (hay) ROOF]

burn NationPL NationJP

#

3/III/A- (following 3/III concept)
Now it draws 2 Polish cards instead.

#

3/III/B- (following 3/III concept)
Now it draws 2 Exile cards instead.

#

3/IV- (following 3rd concept)
(insert base effect). Draw a Polish and non-Polish card.

[the workarounds I have to make to achieve such wording lol]

burn NationPL cards

#

3/IV/A- (following 3/IV concept)
Now it draws a card and an Exile card.

#

3/IV/B- (following 3/IV concept)
Now it draws a Polish and Exile card.

#

3/V- (following 3rd and 2nd concept) MERGE;
Costs 1 less for each Exile unit you control, deal 3 damage to any target. Draw a card for each excess damage.

burn NationPL cards order

#

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

#

4- Buff;
(insert base effect). The enemy loses a kredit slot.

[might not be enough to make the original card good... or is it?]

burn NationPL NationUS

#

4/A- (following 4th option)
Now the enemy loses 1-2 kredit slots instead.

burn NationPL NationUS

#

4/B- (following 4th option)
Now the enemy loses 0-2 kredit slots instead.

[slightly toned down effect]

#

4/C- (following 4/A option)
Increased cost to Xk,
(variants)
a- Increased cost to 5k.
b- Increased cost to 6k.
c- Increased cost to 7k. [might be overkill]

#

5- Buff;
(insert base effect). The enemy discards a card.

[non ironically this idea was by itself a discard from the brain storm lol]

burn NationPL NationFIN

#

6- Buff;
(insert base effect). Deals double damage against units.

[while it would still suck as a burn tool, now it might be good as a removal one]

burn NationPL order

#

6/A- (following 6th concept)
Now it deals triple damage against units.

burn NationPL order

#

6/B- (following 6th concept)
Now it deals +3 damage against units instead.

[slightly toned down version of 6/A option]

#

7- Rework;
Reduced cost to 0k;
Select any target. Costs 1 more and deals 1-2 damage for each Exile unit you control.

[pretty much an alternative vision of the original card, with a little spice of RNG for flavour]

burn NationPL order

#

7/A- (following 7th option)
Increased cost to Xk.
(variants)
a- Increased cost to 1k.
b- Increased cost to 2k.

#

7/II- (following 7th option)
Now it deals 1 damage to selected target.

[thus, increasing the total damage]

#

7/II/A- (following 7/II option)
Increased cost to Xk.
(variants)
a- Increased cost to 1k.
b- Increased cost to 2k.

#

7/III- (following 7th concept)
Now it deals 2 damage to selected target.

[thus again, increasing total damage, and even better as it can work on its own flawlessly]

#

7/III/A- (following 7/III option)
Increased cost to Xk.
(varianst)
a- Increased cost to 1k.
b- Increased csot to 2k.

[in this case it ends up being a more fair change given the damage it can do, as it can still go to the HQ]

#

8- Rework;
Deal 2 damage to an unit, plus 2 for each Exile unit you control. Distribute excess damage between all enemies.

[credits to @lost hawk; I've decided to not make it 6k as the "target unit" is already a good restriction]

#

8/A- (following 8th option)
Increased base damage dealt to an unit to 3.

#

8/II- (kinda following 8th concept)
Deal 2 damage to an unit, plus 2 for each Exile unit you control. If friendly, deal equal damage to the enemy HQ.

[now it is truly a DARING STRIKE isn't?]

burn NationPL order

#

8/II/A- (following 8/II option)
Increased base damage dealt to 3.

#

8/III- (following 8/II concept)
Deal 2 damage to an unit, plus 2 for each Exile unit you control. If friendly, deal equal damage to a random HQ.

[yes, you've read it right; no, it was not a misspell, It says a random HQ, so it can hit your own]

burn NationPL order

#

8/III/A- (following 8/III option)
Increased base damage dealt to 3.

#

8/IV- (following 8th concept)
Deal 2 damage to an unit, plus 2 for each Exile unit you control. Deal excess damage to the enemy HQ.

[same deal as before, but now it is slightly better as you don't need to sacrifice your own units]

#

8/IV/A- (following 8/IV option)
Increased base damage dealt to 3.

#

9- Rework;
Deal 2 damage to all units. Cards in your hand get Exile. If they already have, reduce their cost by 1.

[inspired by KING'S AFRICAN RIFLES conditional effect]

#

10- Buff;
Draw from your deck when you play Exile. Costs 1 less for each Exile unit you control. Deal 4 damage to any target.

[shoutout to @sterile gyro; although it is not the same effect it follows the same concept, technically]

[as it is, it would draw all copies of it once you play an Exile card]

#

10/A- (following 10th concept)
Draw once from deck when you play Exile. (insert idea effect)

[ignoring the horrible wording, now it would only draw 1 copy of this card when you play an Exile card]

#

10/B- (following 10th concept)
Draw one from deck when you play Exile.

[same deal as with 10/A option, but now it is an alternative wording which means the same]

#

10/II- (following 10th and 10/B concepts)
Draw one from deck if you play Exile. Deal 3 damage to any target, plus 1 for each Exile unit you control.

[to make it simpler, I'm following the first sentence from 10/B option, while also following it with an interesting effect for it]

burn NationPL order

#

10/II/A- (following 10/II option)
Increased base damage dealt to 4.

#

10/II/C- (following 10/II option)
Now it increases its damage by 2 for each Exile unit.

burn NationPL order

#

10/II/D- (following 10/II/C option)
Increased base damage dealt to 4. (alongside the 2 damage bonus)

#

11- Rework; (kinda following 3rd concept)
Costs 1 less for each Polish unit you control or 2 for each Exile one. Draw 2 cards.

[pretty similar to 3/III option, but now it sacrifices damage for its cost reduction chances]

burn NationPL cards

#

11/A- (following 11th concept)
Now it draws 2 Polish cards instead.

#

11/C- (following 11th concept)
Now it draws 2 Exile cards instead.

#

12- Rework;
If in your hand, increase its damage by 2 each time you play an Exile card. Deal 0 damage to any target.

burn NationPL order

#

12/A- (following 12th option)
Increased base damage dealt to X.
(variants)
a- Increased damage to 1.
b- Increased damage to 2.

#

13- Rework;
Target an enemy unit. Destroy it if it costs X or less, where X equals the amount of Exile units you control.

burn NationPL order

#

13/A- (following 13th option)
Reduced cost to Xk.
(variants)
a- Reduced cost to 3k.
b- Reduced cost to 2k.

[only if it deems necessary, given that Exile units are quite rare, let alone having a bunch of them]

#

13/II- (following 13th concept)
Target an enemy unit. Destroy it if it costs X or less, where X equals the total attack of your Exile units.

[shoutout/credits to @sterile gyro; a more flexible an powerful variant than mine indeed, although I think it is much more fair if it still costs 4k as it is a hard conditional]

burn NationPL order

#

14- Rework;
Give an Exile or Polish unit Immune. Destroy it in 2 turns.

[credits to @proper sierra; and shoutout to @lost hawk for poiting out the MASSIVE flaw lol]

burn NationPL order

#

14/A- (following 14th concept)
Give an Exile or Polish unit Immune. Then give it: "Cannot be targeted by the enemy". Destroy it in 2 turns.

[Polish immovable object]

burn NationPL order

#

15- Rework;
Deal 2 damage to all enemies and units.

[just as simple as that]

burn NationPL order

#

15/A- (following 15th concept)
Deal 2 damage to all enemies an units without Exile.

[Polish mini MAELSTROM]

burn NationPL :order

#

15/II- (following 15th concept)
Deal X damage to all enemies and units, where X equals the amount of Exile units you control.

[to clarify, it'll only hit the enemies once, now twice as the wording might suggets, my bad]

burn NationPL order

#

15/II/A- (following 15/A concept)
Deal X damage to all enemies and units without Exile, where X equals the amount of Exile units you control.

[same deal as before, a mini MAELSTROM but that can escalate]

burn NationPL order

wet smelt
gusty steppe
#

no it would only hit them once (I dunno why I didn't put "units and the enemy HQ")

#

but I'm not going to fix that, it sounds cooler that way

#

16- Rework;
Reduced cost to 2k;
Target a friendly Exile unit, then duplicate it. It Fights a random enemy unit.

[credits to @deft leaf]

burn NationPL order

#

16/A- (following 16th option)
Increased cost to Xk.
(variants)
a- Increased cost to 3k.
b- Increased cost to 4k. (technically restored lmao)

prime iron
#

I'll put my hat into the ring with this:

6K

Cost 2 less for each Exile unit you control. Choose One - Deal 3 damage to all cards in the frontline OR enemy support line.

gusty steppe
#

16/II- (following 16th concept)
Increased/Reduced? cost to 3k;
Target a friendly Exile unit, then fully repair it and duplicate it. It Fights a random enemy unit.

gusty steppe
prime iron
#

Edited

gusty steppe
prime iron
#

Anyways Poland now has a fuck you AOE card apart from Uprising

gusty steppe
#

17- Rework;
Reduced cost to 1k;
Your Exile unit with the highest attack gets +1+1, then Fights target enemy unit.

[clearly inspired/copied from CLAIM THE SKIES]

burn NationPL NationUSSR

#

17/A- (following 17th option)
Now your Exile unit gets +X+X instead.
(variants)
a- ...gets +1+2.
b- ...gets +2+1.
c- ...gets +2+2.

burn NationPL NationUSSR

silver path
gusty steppe
#

17/II- (following 17th concept)
Your unit with the highest attack Fights a random enemy. Then fully repair it if Exile.

[while it might not get additional stats, if it survives you get profit from it]

gusty steppe
silver path
#

Because you getting info from the unit because of the strike which make sense to me

gusty steppe
#

18- Rework;
Deal 3 damage to a random enemy. Develop an Exile unit, reduce its cost by 1.

[it cannot be a post of mine without Develop burn]

burn EmblemPL NationPL EmblemPL burn

#

18/A- (following 18th option)
Now it reduces the cost of choosen Exile unit by 2.

#

18/II- (following 18th concept)
Deal 3 damage to an random enemy. Develop an Exile unit, give it Blitz and reduce its cost by 1.

[in short, more power for the Exile unit, as most right now suck lol]

burn EmblemPL NationPL EmblemPL burn

#

18/II/A- (following 18/II option)
Now the choosen Exile unit has its cost reduced by 2.

#

[changed my mind, imma make that one cheaper]

#

19- Rework;
Reduced cost to 1k;
Your units operate for 1 less this turn. If Exile, reduce their operation cost by 1.

[to clarify, Exile units would operate with a total discount of 2 for that turn, but still keep the -1 after that; basically a LOTTA SVARD ripoff]

burn NationPL NationFIN

#

19/A- (following 19th option)
Reduced cost to 0k.

#

19/II- (following 19th concept)
Your units operate for 1 less this turn. If Exile, give them Shock.

burn NationPL order

#

19/II/A- (following 19/II option)
Reduced cost to 0k.

#

19/III- (following both 19th and 19/A concepts)
Your units operate for 1 less this turn. If Exile, give them Shock and -1 operation cost.

burn NationPL order

#

20- Rework;
Put an Exile unit into play with Blitz and -1 operation cost. Return it to hand at the end of the turn.

[clearly inspired by EAGLE DAY's effect]

burn NationPL NationGR

#

20/A- (following 20th option)
Increased operation cost reduction by -2.

#

21- Rework;
Reduced cost to 1k;
Reduce the operation cost of target unit to 0 and give it Blitz.

[inspired by LAND OF THE FREE's effect]

burn NationPL NationUS

#

21/A- (following 21th option)
(insert idea effect). Give it +1+2 if Exile.

gusty steppe
#

22- Rework;
Increased cost to 6k;
Costs 2 less for each Exile unit you control. Deal 2 damage to all enemies.

[credits to @sterile gyro]

burn NationPL order

#

22/II- (following 22nd option)
Increased cost to 7k;
Increased damage dealt to all enemies to 3.

burn NationPL order

#

22/II/A- (following 22/II option)
Increased cost to 8k.

#

22/III- (following 22th concept)
Choose one - Deal 2 damage to all enemies in the frontline OR support line. Costs 2 less for each Exile you control.

[credits to @prime iron; due to space limitations, I couldn't add "for each Exile unit you control", but it is clear enough I suppose]

burn NationPL order

#

22/III/A- (following 22/III option)
Increased damage dealt to all enemies (in a row) to 3.

#

23- Rework;
Reduced cost to 2k;
Deal 2 damage to any target. If you control an Exile unit, your units get +1+1.

[credits to @silver path; inspirated from AIR CORPS FERRYING, but clearly better]

burn NationPL NationUS

#

23/A- (following 23th option)
Reduced cost to 1k.

#

24- Rework;
Deal 2 damage to an unit. If you control an Exile unit, destroy it instead.

[credits/blame to @silver path]

burn NationPL order

silver path
#

Hey don't blame me

gusty steppe
#

24/A- (following 24th option)
Deal 2 damage to an unit. If you control two or more Exile units, destroy it instead.

[slightly toned down version]

#

24/B- (following 24/A option)
Increased damage dealt to 3.

#

25- Rework;
Reduced cost to 2k;
Give an Exile unit: "When this unit attacks, your HQ gains +4 defense".

[shoutout/credits to @silver path, although it is not the full version... yet]

burn NationPL

#

25/II- (following 25th concept)
Give an Exile unit: " When this unit attacks, your HQ gains +4 defense. Intel if it destroyed an unit".

[credits to @silver path; to clarify, it would only be Intel 1, ofc]

burn NationPL

#

25/II/A- (following 25/II option)
Reduced defense given to your HQ to +3.

#

(imma go to sleep bye)

silver path
#

or 6k

lost hawk
#

1K just to give a unit Blitz is good imo

#

And this comes in with free operation cost and can save you kreds

gusty steppe
#

Blitz Question without making a Poll:
Do you prefer the next three cards to be some of the newest Polish cards or three of the older ones?

Put EmblemPL if you want three of the older ones.

Put NationPL if you want three of the newest ones instead.

Put RoundelPL if you want me to decide lol.

EmblemPL NationPL burn NationPL EmblemPL

sterile gyro
#

Time to WORK

gusty steppe
#

only four votes lol

#

yeah, I already have in mind three cards for the question

gusty steppe
#

(damn, people do really want to pick the next cards uh, thats interesting)

wet smelt
#

Make the homefront ones. They suck but they have some good ideas in them. I tried them out in a ger/pol control and they kinda work. Definietly could use a buff

gusty steppe
#

you won't believe me if I told ya

gusty steppe
#

CARD QUESTION: 2nd INFATRY REGIMENT; EXILED FORCES; 5th WILNO BRIGADE
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:

  • 2nd INFANTRY REGIMENT: (never tried nor I will); what can I say... I find it terrible to say the least, while the combat keyword mechanic copy concept is pretty cool, it is not really a practical unit you can use around as it is pretty much mid at best, needing of other units with combat keywords for it to get true value, thus hindering its flexibility. And to be honest, it could serve a little buff, maybe even making it truly steal target keywords if an enemy (thus, a pseduo Suppression).

  • EXILED FORCES: (also never tried it lol); not gonna lie, believe me or not I like this concept, besides the unrelated name and artwork displaying a Navy vessel, it can be a truly formidable card, but I belive its cost its too expensive for it to be worth running. From something simple, I'd say it should have a lower cost, maybe even having some synergies with Navy or Exile and/or have an extended timer if a friendly target or such.

  • 5th WILNO BRIGADE: (also did not use); what can I say, I pretty much find it as the most wasted card in all of cards, not only its artwork is only saw while in your hand and collection, but it also sucks pretty bad, while in theory copying any target of your choice (in battle) sounds neat, it doesn't offer any kind of upside for its huge cost, which ends up being terrible if you try and copy an unit with lower cost, thus killing its flexibility. Imo it could either have a cost reduction, choice effect or a complete or partial rework on it.

sterile gyro
#

2nd inf
Make it 6k then
Deployment: Target a unit. Gain its combat keyword and +X +X where X is combat keyword gained.

wet smelt
#

2nd inf 4k0op
5/5
Deployment: Get the combat keywords from target unit. Steal if enemy.

#

(So it removes it from target unit)

#

Or (base card) Get X random combat keywords where X is number of (instert effect)

#
  • number of your units with 2 or more combat keywords
#
  • number of combat kaywords gotten
#
  • amount of keywords on your units
silver path
wet smelt
#

Exiled forces:
4k (base effect) but destroy in 5 turns

4k (base effect ) give it blitz

silver path
#

Exiled forces "Give a friend unit Exiled if it has exiled on it than give it ambush and fury but destroy it in 2 turns." and 5k

wet smelt
#

Wilno:
Deployment: Convert this unit into target unit. Convert that unit into routed troops if enemy.
Cost could be increased to 7, but i don't think its necessary

silver path
#

somewhat diff

wet smelt
#

Exiled forces: 4k
Give your exile units everywhere +1+1 and a random combat keyword.
give your units in deck exile to poland.

wet smelt
#

Its diffrent

silver path
#

Fair but same idea I think

wet smelt
#

Pls @silver path poland needs this. Our cards are kinda bad

gusty steppe
formal sundial
#

WE'RE STILL GOING????

#

it's been like a year on this thread 😭

wet smelt
#

We have 7 more nations to go through🪬

silver path
#

nations

formal sundial
#

6 or 7...?

wet smelt
#

🤫 🪬 🤞

formal sundial
#

pls don't mod swat me 🙏🥺

silver path
wet smelt
#

So its just 6 for now

#

I forgor france

silver path
#

4+5=9-2=7 so 7

wet smelt
#

I didn't count poland

silver path
#

That are done

wet smelt
#

So 6,5

silver path
#

No it's 7

wet smelt
#

Because poland is half done

silver path
#

Yea

gusty steppe
#

or until I die I dunno lol

deft leaf
proper sierra
gusty steppe
deft leaf
prime iron
#

Deployment: Convert this unit into target unit and then Convert target unit to 5th WILNO BRIGADE if enemy

#

@deft leaf

gusty steppe
#

thats an interesting twist

prime iron
prime iron
gusty steppe
#

only downside to that is if it can return it to its hand and use it against you

#

which would be pretty specific to make that effect bad

deft leaf
#

Like, if you're burning Kredits and cards to reverse switcheroo, that's just more interaction and more fun

gusty steppe
#

it is, and we can technically say it is a "powercreeped" or upgraded version of MINORITY RECRUITS

#

(pls devs use something from this post, atleast from Poland which needs it so bad)

silver path
gusty steppe
#

thats why I've said it is an upgraded version

silver path
#

It's like one of those kids that nobody likes in school

silver path
#

There are only 4 and two units and two orders

#

!39. PANZERGRENADIER

agile coyoteBOT
#

Cards found: 1

silver path
#

So "Deployment swap a position with a enemy unit."

gusty steppe
#

and how would that work

silver path
#

So it could fit into a swap archatype

gusty steppe
#

and where would the enemy unit end up

silver path
#

if it comes a thing

silver path
#

But you lose 5th willno

gusty steppe
#

so basically the same thing as with sgt major's idea

gusty steppe
#

not saying you copied, I'm saying that it is the same principle

silver path
gusty steppe
#

well in that case I'll give you the point in that, but the Convert mechanic is more plausible than swapping

#

as there is also the chance of the controlled unit to return to its original owners hand

silver path
gusty steppe
#

I doubt it tbh, maybe in a future but not like that

silver path
#

You never know to be honest

gusty steppe
#

thats why I doubt, not negate it for certain

silver path
#

Fair but you could do one for convert and swap

#

Because %swap%

agile coyoteBOT
silver path
#

There are only 4 cards with "Swap."

gusty steppe
#

imma start using a dead mechanic too

gusty steppe
#

someone remembers which German (nontank) unit I really liked the most? well... lets say I've thought an idea like that
burn
👉 👈

silver path
#

"When enemy unit is destroyed, gain 1 intel and the excess Intel you get will heal your HQ."?

gusty steppe
#

no... not that one but... now I feel dumb for not thinking something like that lol

silver path
#

It could work for 5th willno

gusty steppe
#

that is a terrible effect for an 6k Special unit

prime iron
#

!partisans

agile coyoteBOT
#

Cards found: 1

prime iron
#

A Polish version convert of Partisans

gusty steppe
#

I.... wh.. why do you think I was talking about the Convert idea

#

oh I got it, yeah it would make it much better

silver path
gusty steppe
#

eh... still, the healing could be better

#

like +2 or +3 defense plus Intel

#

that would make it useful

silver path
gusty steppe
#

but you are not getting any excess besides 1

#

thats mediocre at best

gusty steppe
#

2nd INFANTRY REGIMENT (buff & rework ideas)
As for this unit, even though it is one the newest units that was added into the game, saddly as always, Poland got another mediocre unit at best, I'm not going to lie, its effect is pretty interesting in concept, but it as it is right now is not useful.

First because it is tied to whatever is in battle at the moment, killing any type of "flexibility" it is supposed to have, sure it might copy some Blitz or Guard effects, but not only the chances for that to happen are thin, it is pretty expensive to use it as a whole, needing 5k to deploy it with that (possible) addition, making it pretty slow if you need inmediate answers.

Given this lack of consistent power, you might just try to play anything else within the Polish kit that might have a more inmediate and guaranteed effect, hell maybe you just decide to use a Main nation card instead.

So, while taking this points into account, I've thought some ideas that could be used to make this card into a truly formidable card, as it should always have to be:

#

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

[shoutout to @wet smelt; although a pretty simple change, it reduces its total cost to operate for that so desired Blitz; it can also be applied to any of the following options too]

#

1/II- (following 1st concept)
Increased defense to 5. (5/5)

[shoutout to @wet smelt; another pretty simple yet very effective change for this unit]

#

1/III- (following both 1st and 1/II options) MERGE;
Reduced operation cost to 0k; Increased defense to 5. (5/5)

[now it is a truly formidable unit, or atleast a base change for any of the following options too]

burn NationPL infantry

#

2- Buff;
(insert base effect). Remove if an enemy.

[to clarify, it would technically work as a Suppression against an enemy, but only for combat keywords, and most importantly, it'll only affect enemies]

[shoutout to @wet smelt; I also thought of this... and I wonder why it wasn't like this from the start]

burn NationPL infantry

#

3- Buff/"Rework";
Deployment: Get the combat keywords of all units in battle.

[basically the same effect as before, but now it copies ALL available combat keywords in battle]

burn NationPL infantry

#

3/A- (following 3rd option)
Increased cost to Xk.
(variants)
a- Increased cost to 5k.
b- Increased cost to 6k.

#

3/II- (followingn 3rd option and 2nd concept) MERGE;
(insert base effect). Remove if an enemy.

[pretty much follows the same concept as before, but now it affects all enemy units too]

burn NationPL infantry

#

3/II/A- (following 3/II option)
Increased cost to Xk.
(variants)
a- Increased cost to 5k.
b- Increased cost to 6k.

gusty steppe
#

3/III- (not really following 3th concept but meh) Rework;
Deployment: Get the text and effects from a target unit.

[credits to @sterile gyro]

burn NationPL infantry

#

3/III/A- (following 3/III option)
Increased cost to Xk.
(variants)
a- Increased cost to 5k.
b- Increased cost to 6k.

#

3/IV- (following 3/III concept)
(insert idea effect). Remove if an enemy.

[basically the same principle as with 2nd concept, but now we could technically say it is a pseudo Suppress]

burn NationPL infantry

#

3/IV/A- (following 3/IV option)
Increased cost to Xk.
(variants)
a- Increased cost to 5k.
b- Increased cost to 6k.

#

4- Buff;
Deployment: Get the combat keywords from each target unit and +1+1 for each.

[credits to @sterile gyro; to clarify, it would get +1+1 for each combat keyword it copies from target]

burn NationPL infantry

#

4/A- (following 4th option)
Reduced attack to X.
(variants)
a- Reduced attack to 5. (4/4)
b- Reduced attack to 3. (3/4)

#

5- Buff; (similar to 2nd concept)
Deployment: Get the combat keywords of a target enemy unit. Suppress it.

[now it can only target enemy units, but in exchange it can also Suppress it while copying its combat keywords]

burn NationPL infantry

#

6- Rework;
Deployment: Target a friendly unit. Both get 2 random combat keywords.

#

6/II- (following 6th concept)
Pincer: Get 2 random combat keywords.

burn NationPL infantry

#

6/II/A- (following 6th option)
Pincer: Get 2 random combat keywords.

#

6/III- (following 6/II concept)
Pincer: Get 2 random combat keywords. Get 3 if Polish.

burn NationPL infantry

#

6/III/A- (following 6/III option)
Pincer: Get 2 random combat keywords. Get 3 if Exile.

burn EmblemPL infantry

#

7- Rework;
Deployment: Get X random combat keywords, where X are units in battle.

[pseudo clarification; it is intended that it only gets keywords from other units... but it could be more useful if it also counted itself for it]

burn NationPL infantry

wet smelt
#

Exiled forces:
2k add an exile unit from hand to your supportline. Destroy it in 5 turns.

gusty steppe
#

7/II- (following 7th concept)
Deployment: Get X random combat keywords, where X are unspent kredits.

burn NationPL NationUS

#

7/III- (following 7th concept)
Deployment: Get X random combat keywords, where X is Intel you have.

[to clarify, "Intel you have" means known cards in the enemy hand]

burn NationPL 🪬

#

8- Rework;
(Exile could be changed to Germany lol)
Deployment: Send target unit to hand. Get combat keywords equal to its cost.

burn NationPL NationGR

#

8/A- (following 8th option)
Removed Exile.

#

9- Rework;
Add a copy to your support line if removed or returned to hand.

[inspired from IOSEF STALIN II's effect; to clarify, when I mean "removed" I mean removed from battle, although it could be quite interesting if it was also affected with "remove from deck"]

burn NationPL NationUSSR

#

9/A- (following 9th option)
Now it has Shock.

[why? I dunno, it could give it more value and make it meaningful]

#

10- Rework;
Removed Exile;
Deployment: Target an enemy unit. Deal 2 damage for each combat keyword it has.

burn NationPL infantry

#

10/A- (following 10th option)
(insert idea effect). Then get them.

[same concept as within 2nd option, besides the damage now it also copies its keywords]

#

10/II- (kinda following 10th concept)
Deployment: Dal damage to a target enemy unit equal to Polish units destroyed this battle.

[credits to @silver path; do not give ideas here now, share them through DM]

#

11- RHODOS Rework;
Increased cost to 7k;
Increased stats to 6/6;
If in your hand, this unit costs 2 less each time you play a Polish card. Deployment: Fight target enemy unit.

[I dunno you, but I find this idea completely original, its not like I copied it from RHODOS GIANT or smth]

burn NationPL NationGR

#

11/A- (following 11th concept)
Increased stats to X/X.
(variants)
a- Increased to 7/7.
b- Increased to 8/8.

#

11/II- (following 11th concept)
If in your hand, this unit costs 2 less each time you Intel or play a Polish card. Deployment: Fight target enemy unit.

burn NationPL NationGR 🪬

#

11/II/A- (following 11/II option)
Increased stats to X/X.
(variants)
a- Increased stats to 7/7.
b- Increased stats to 8/8.

#

12- Rework;
Removed Exile; Replaced it with Shock;
Your HQ gains +2 defense when you Intel.

[shoutout to @silver path; although it is not even remotely similar to hers, it inspired me; although I also got inspired from 2. MARINE DIVISION]

burn NationPL infantry

#

12/A- (following 12th option)
(insert idea effect). Get a random combat keyword.

[just as simple as it sounds]

#

12/B- (following 12/A option)
Removed Shock.

[due to it having the chance of obtaining it with Intel already]

#

13- Rework;
When the enemy Converts a friendly unit, Convert it into LEGIONS.

[basically, it sorta counters any type of Convert the enemy throws at you, it could potentially counter CAPITULATION lmao]

burn NationPL infantry

#

13/II- (following 13th concept)
The first time a friendly unit is Converted, Convert it into LEGIONS.

[might not be as powerful as the first one, but if for whatever reason you convert your own units as well, say... 15th WOLVES REGIMENT, you won't get a garbage unit]

#

14- Rework;
Removed Exile;
When an unit is Converted, distribute damage between all enemies equal to its cost.

[close your eyes... wait no you won't be able to read this, buuut imagine a CAPITULATION or ORP GENERAL HALLER]

burn NationPL infantry

#

14/II- (following 14th concept)
When an unit is Converted, distribute damage between all enemies equal to its attack.

[might not be as busted as the previous one.... or is it?]

burn NationPL infantry

sterile gyro
#

As you'll most likely to disturb 1 damage

gusty steppe
#

you are right, though I'll keep those as they are because there some kinda bizarre combos you can pull off without Converts to ROUTED TROOPS.

#

14/III- (following 14th concept)
When an unit is Converted, distribute damage between all enemies equal to its previous cost.

[shoutout to @sterile gyro for pointing out the small flaw in the original idea, though it can be interesting if paired with Germany or USSR convert effects]

burn NationPL infantry

#

14/III/A- (following 14/A option)
When an enemy unit is Converted, distribute damage between all enemies equal to its previous attack.

[shoutout to @sterile gyro; basically the same deal, this one being the "fixed" version]

#

14/IV- (following 14/IV option)
When an unit is Converted, deal damage to all enemies equal to its attack.

[you might be thinking "yeah, 1 damage isn't a big deal", well... let me picture you this, soviet Convert, now you retrieve any previous destroyed unit by converting your own, it has I dunno... 8 attack?]

burn NationPL NationUSSR NationGR

#

15- Rework;
Removed Exile;
Before this unit attacks an unit, Convert the defender into ROUTED TROOPS if it costs 2 or less.

[did I ever state how much I DESPISE (ja)ggro?]

burn NationPL infantry

#

15/A- (following 15th option)
Increased minimun cost to trigger the effect to 3 or less.

burn NationPL infantry

#

15/II- (following 15/II option)
Before this unit damages another unit, Convert the unit into ROUTED TROOPS if it costs 2 or less.

[do I need to comment something else burn]

burn NationPL infantry

#

15/II/A- (following 15/II option)
Increased minimum cost to trigger its effect to 3 or less.

burn NationPL infantry

gusty steppe
#

16- Rework;
When you play an Intel card, your LEGIONS get +1+1.

[credits/blame to @sterile gyro lmao]

burn NationPL 🪬

#

16/A- (following 16th option)
Removed Exile; Replaced it with Guard.

#

16/B- (following 16th option)
Now it has both Exile and Guard.

#

16/II- (following 16th concept)
When you play an Intel card, this unit and your LEGIONS get +1+1.

[as for this one you can blame me lol]

burn NationPL 🪬

#

16/II/A- (following 16/II option)
Removed Exile; Replaced it with Guard.

#

16/II/B- (following 16/II option)
Now it has both Exile and Guard.

#

16/III- (following 16th concept)
When you play an Intel card, your other Polish unit get +1+1.

[against my lawyer's advice (@sterile gyro), and against his will, I've also made this version]

burn NationPL 🪬

#

16/III/A- (following 16/III option)
Removed Exile; Replaced it with Guard.

#

16/III/B- (following 16/III option)
Now it has both Exile and Guard.

#

17- Rework;
Deployment: Gets Blitz and Shock if you control other Soviet or Exile unit.

[shoutout to @silver path; although to be honest it almost has nothing to do with her idea XD]

[inspired by 199th RIFLE REGIMENT effect]

burn NationPL NationUSSR

#

17/II- (following 17th concept) True Rework;
Reduced defense to 3;
Deployment: Gets Blitz and Shock if USSR is your main nation. Otherwise get +2+2 and Ambush.

[credits to @silver path; had to nerf it a little bit, and much more to come]

burn NationPL NationUSSR

#

17/II/A- (following 17/II option)
Reduced defense to 2.

#

17/II/B- (following 17/II option)
Reduced defense to 1.

#

17/II/C- (following 17/II/B option)
Now it gets +2+3 if first conditions unmet.

#

18- Rework;
Costs 2 less to play if USSR is your main nation. Otherwise it has Blitz and Shock upon deployment.

[shoutout/credits to @sterile gyro]

burn NationPL NationUSSR

wet smelt
gusty steppe
#

11/III/A- (following 11/III option)
Increased stats to X/X.
(variants)
a- Increased stats to 7/7.
b- Increased stas to 8/8.

gusty steppe
#

thats the idea hehehe

silver path
#

Oh god why I thought of that

#

Make it a 1/1 and cost 6k but gets +1 +1 for each destroy polish/soviet this battle

#

And have ambush and bond

gusty steppe
#

no main nation unit lmao

silver path
#

Could be polish units only

gusty steppe
#

now we are talking

silver path
#

Yup

silver path
#

A other idea is "Give all units from main nation +1 +1 but if they're from side nation give them +2 +2."?

silver path
#

Other one is "If your first unit you deploy from your main nation give it +2 +2 and ambush if it not from your main nation than give it +5 -2 ."

agile coyoteBOT
#

Cards found: 1

gusty steppe
gusty steppe
#

EXILED FORCES (buff & rework ideas)
As for this order, I have to say that I pretty much like the concept the dev team went with this card in particular, as it is a pretty similar concept of the Finnish card DEPOT RAID, but instead of sending target to your enemy hand and getting a Salvaged/"Weaker" copy of it, you know can duplicate it.

Depending on the context, it can be a pretty flexible tool, providing you of a powerful unit to counter the enemy, a Guard or an Specialist (unit with special effects), from which it can be either an enemy copy or friendly.

But the catch comes that this duplicated or "stolen" power comes with a prize, which is a date of expiration to this unit (or death count), making it effectively a temporal reinforcemet.

But tbh, besides the obvious negative effect from which "limits" its usage, I do not find it "bad", but instead its cost, which basically kills any type of flexibility for early or mid turns if you plan on getting value as fast as possible, and not to mention the most/less? obvious aspect from it, its lack of either Exile in a card with Exile on its name.

So, while taking this points into account, I've thought some ideas to make this card a truly formidable EXILE FORCE (though now that I'm saying it like that, it reminds me of the Ginyu force lmao):

#

1- (change to base card) Buff;
Reduced cost to 4k.

[as always, the simplest of all changes you can make, and also it can be applied to any of the following options too]

#

1/A- (following 1st concept)
Reduced cost to Xk.
(variant)
a- Reduced cost to 3k.
b- Reduced cost to 2k.

[though a much lower cost might seem too powerful, take into account it is destroyed for certain after 3 turns]

#

2- (change to base card) Buff;
Now the duplicated unit is destroyed in 5 turns instead.

[basically, it now has some salt to extend its expiration date fr fr]

[credits to @wet smelt; I'll be using this concept for some of the following options too]

burn NationPL order

#

3- Buff;
Add a copy of target unit to your supportline with Blitz. Destroy it in 3 turns.

[now you might get additional value if target didn't have already Blitz]

burn NationPL order

#

3/A- (following 3rd option and 2nd concept) MERGE;
Increased turns it can be active to X. (or expiration date)
(variants)
a- Now it is destroyed in 4 turns instead.
b- Now it is destroyed in 5 turns instead.

#

3/II- (following 3rd concept)
Add a copy of target unit to your support line, then give it Blitz. Destroy it in 3 turns.

[might not be that useful, but there is the chance you can get some synergies with Exile with it, either in active action or as a enabler]

burn EmblemPL order

#

3/II/A- (following 3/II option)
Now it is destroyed in X turns instead. (stretched expiration date)
(variants)
a- Now it is destroyed in 4 turns instead.
b- Now it is destroyed in 5 turns instead.

#

3/III- (following both 3rd and 3/II options) MERGE;
Add a copy of target unit to your supportline with Blitz and Exile. Destroy it in 3 turns.

[now not only you can get additional/inmediate value from it, but also it can get or allow you for some Exile synergies as well]

burn NationPL EmblemPL NationPL burn

#

3/III/A- (following 3/III option)
Now it is destroyed in X turns instead. (or basically, now it doesn't expire as early)
(variants)
a- Destroy it in 4 turns.
b- Destroy it in 5 turns.

#

4- Buff;
Add a copy of target unit to your support line. If friendly, destroy it in 3 turns.

[basically, if you target an enemy unit you'll just get a copy of it without downsides, but it'll be applied if friendly]

burn NationPL order

#

4/A- (following 4th option)
Now (if friendly target) it is destroyed in X turns instead. (longer period for its expiration date)
(variants)
a- Now it is destroyed in 4 turns.
b- Now it is destroyed in 5 turns.

[didn't felt satisfied with our product if you target a friendly unit? here, now it last a little longer!]

#

4/II- (following 4th concept)
Add a copy of target unit to your supportline. If an enemy, destroy it in 3 turns.

[same deal as before, but now it works the other way around]

burn NationPL order

#

4/II/A- (following 4/II option)
Now it is destroyed in X turns instead. (longer expiration date)
(variants)
a- Now it is destroyed in 4 turns.
b- Now it is destroyed in 5 turns.

[didn't felt satisfied with the idea of having a permanent friendly copy but not an enemy one? well, we cannot make it for both so we'll just extend its lifespan!]

gusty steppe
#

5- Rework;
Put an unit from your hand into play. Return it to hand end of your second turn.

[credits to @sterile gyro; clearly inspired from EAGLE DAY, but while it might not get Blitz, it can however stay for 2 turns until it returns to your hand, plus you can choose anything]

burn NationPL NationGR order

#

5/A- (following 5th option)
(insert base effect). If Exile, it gets Blitz.

#

5/B- (following 5th option)
(insert idea effect). If Exile, it operates for free.

#

5/C- (following both 5/A and 5/B concepts) MERGE;
(insert idea effect). If Exile, it gets Blitz and 0 operation cost.

burn EmblemPL order

#

5/II- (following 5th concept)
Now it lasts until its third turn instead.

burn NationPL order

#

5/II/A- (following 5/II option)
(insert idea effect). If Exile, it gets Blitz.

#

5/II/B- (following 5/II option)
(insert idea effect). If Exile, it operates for free.

#

5/II/C- (following both 5/II/A and 5/II/B concepts)
(insert idea effect). If Exile, it gets Blitz and 0 operation cost.

burn EmblemPL order

#

6- Buff;
Add a copy of target unit to your supportline. If not Exile, destroy it in 3 turns.

[technically a weaker but more versatile version of HAMMER HOME, as it can also target enemy units, which can also be Exile if the enemy uses them]

burn EmblemPL order

#

6/A- (following 6th option and 2nd concept) MERGE;
Now it is destroyed in X turns instead. (increased expiration date)
(variants)
a- Now it is destroyed in 4 turns.
b- Now it is destroyed in 5 turns.

#

6/II- (following 6th concept)
Add a copy of target unit to your support line. Destroy it in 3 turns if you do not control an Exile unit.

[pretty similar idea but now its conditional withdraw is tied to the chance of you controlling Exile units]

burn EmblemPL order

#

6/II/A- (following 6/II option and 2nd concept) MERGE;
Now it is destroyed in X turns instead. (increased its expiration date)
(variants)
a- Now it is destroyed in 4 turns.
b- Now it is destroyed in 5 turns.

#

7- Buff; (kinda similar to 6th concept)
Add a copy of target unit to your support line. Destroy it in 3 turns, plus 1 for each Exile unit you control.

[similar idea as the previous one, but now its countdownd (expiration ate) can be increased if conditions are met]

burn EmblemPL order

#

7/A- (following 7th option and 2nd concept) MERGE;
Now it is destroyed in X turns instead. (increased base expiration date)
(variants)
a- Now it is destroyed in 4 turns.
b- Now it is destroyed in 5 turns.

[obviously, the additional bonus is still applied if met]

#

8- Buff;
Add a copy of target unit to your support line. Give it +1+1 for each Exile unit you control. Destroy it in 3 turns.

burn EmblemPL order

#

8/A- (following 8th option and 2nd concept) MERGE;
Now it is destroyed in X turns instead. (increased expiration date)
(variants)
a- Now it is destroyed in 4 turns.
b- Now it is destroyed in 5 turns.

#

9- TOXIC Buff;
Add a copy of target unit to your supportline. Destroy it in 3 turns. If target is an enemy, destroy it in 3 turns.

[basically, not only it duplicates target unit, but also sets a delayed removal if an enemy]

burn NationPL order

#

10- Buff;
Add a copy of target unit to your supportline. Destroy it in 3 turns. If target is an enemy, Fight it.

[edited it given I've just made a busted version before]

burn NationPL order

#

11- Buff;
Reduced cost to 2k;
Add a copy of target unit to your supportline. +2 cost if target costs 3 or more. Destroy it in 3 turns.

[now it can more effectivelly duplicate cheaper units without making it busted]

burn NationPL order

#

11/A- (following 11th option)
Now it increases its cost to +3 instead.

#

11/B- (following 11th option)
Now it increases its cost target costs 4 or more instead.

#

11/C- (following both 11/A and 11/B options( MERGE;
Now it costs +3 if target costs 4 or more instead.

#

11/II- (following 11th concept)
Reduced cost to 0k;
Add a copy of target unit to your supportline. +2 cost if it is not Exile. Destroy it in 3 turns.

[before you comment anything stupid because of the cost, read the damned card description]

burn EmblemPL order

#

11/II/A- (following 11/II option)
Increased cost to Xk.
(variants)
a- Increased cost to 1k.
b- Increased cost to 2k.

[for anyone that feels like a (false) 0k ends up being too "cheap"]

#

12- Based Rework;
Add 3 random Exile units to your suppor line.

[credits to @proper sierra; it is an amazing idea, clearly inspired (and stated) from MOUNTAIN OFFENSIVE; problem is that almost 50-65% of Exile units cost 4k and can be really powerful if you can get them from something like this]

burn NationPL EmblemPL NationPL burn

#

12/A- (following 12th option)
Increased cost to Xk;
(variants)
a- Increased cost to 6k.
b- Increased cost to 7k.

[while the previous card is really good, it can be pretty busted so it might need a slightly cost increase to balance it out]

#

12/II- (following 12th option)
Add 3 random Exile units to your supportline. Destroy them in 3 turns.

[it still has the same risk of adding really powerful units, but now they have an expiration date]

burn EmblemPL order

#

12/II/A- (following 12/II option)
Increased cost to Xk.
(variants)
a- Increased cost to 6k.
b- Increased cost to 7k.

[same reasons as before, but now it might not be necessary given the death count (or expiration date)]

gusty steppe
#

(I'll now be doing idea for 5th WILNO BRIGADE while drinking the (un)usual sweet mate 🧉)

If you have any additional ideas for it, you can share it now.

proper sierra
#

Kill all

gusty steppe
#

and what about the ideas?

gusty steppe
#

5th WILNO BRIGADE (buff & rework ideas)
As for this unit, what can I say but that I feel pity for it, not only because its whole (effect) design is terrible as a whole, but even if its effect was more functionally useful, its artwork which is beautiful no matter how you put it, is wasted given that it is not really displayed in battle, but only in your hand and collection, which is sad.

Skipping that "pointless" detail and going to the practical stuff, this unit imo is terrible, for starters its cost completely kills any form of flexibility you could want with it, which somehow is even worse than in 2nd INFANTRY REGIMENT, sure you can copy an enemy unit with high cost/value but... it is only worth it if it costs 6k or more, anything below that is a terrible target, making it effectively slow.

And not only that, it has no additional effects against enemies or to benefit from friendly units if "duplicated", making it terrible altogether as it is just a plain copy without nothing special besides its rarity.

So to make this card a genuinely good card for Poland, and worthy to be called like that, I've thought some ideas for it:

#

1- (change to base card) Buff;
Reduced cost to 5k.

[as always, a good cost reduction might end up being the most optimal way to balance a card, and as I always imply, this can also be applied to any of the following options]

#

1/A- (following 1st concept)
Reduced cost to 4k.

#

1/B- (following 1st concept)
Reduced cost to 3k.

#

1/C- (following 1st concept)
Reduced cost to 2k.

[this is pretty unusual from me to put thise three variants apart from each other, but you'll see why]

#

1/II- (following 1/B option)
Deployment: Convert this unit into target unit. +3 cost if an enemy.

[while following the low cost of the previous option, you can now target your units for a cheaper cost, but still pay the same for the enemy units]

#

1/III- (following 1/C option)
Deployment: Convert this unit into target unit. +3 cost if target is an enemy.

[same deal as with 1/II, but now it has an even lower cost]

#

1/III/A- (following 1/III option)
Now it costs +4 if target is an enemy.

#

2- Buff;
Deployment: Convert this unit into target unit. Deal 3 damage to target if an enemy

[now it has the chance to deal additional damage to target its shape shifting into]

burn NationPL infantry

#

2/A- (following 2nd option)
Increased damage dealt to X.
(variants)
a- Increased damage dealt to 4.
b- Increased damage dealt to 3-4.

#

2/B- (following 2/B variants)
Increased damage dealt to X-X.
(variants)
c- Increased damage dealt to 3-5.
d- Increased damage dealt to 4-5.

[you don't like RNG? then what the hell are you doing playing a cards game KEKW cards ]

#

3- Buff; (kinda following same concept as 2nd option)
Deployment: Convert this unit into target unit. Give target -2-1 if an enemy.

[now not only you are "doing damage" to target unit (if an enemy), but also you are reducing its total power!]

burn NationPL order

#

3/A- (following 3rd option)
Increased status debuff given to target to -X-X.
(variants)
a- Now it gives -1-2.
b- Now it gives -2-2.

#

3/B- (following 3rd option)
Increased status debuff given to an unit to -X-X.
(variants)
a- Now it gives -2-3.
b- Now it gives -3-2.
c- Now it gives -3-3. [burn]

#

4- Based Rework;
Deployment: Conver this unit into target unit. Then Convert target unit into 5th WILNO BRIGADE.

[credits to @prime iron; not gonna lie this is a pretty cool idea while following the Convert mechanic]

burn NationPL infantry NationPL burn

#

4/II- (following 4th concept; though a different line of though)
Deployment: Swap this unit position and owner with target unit.

[credits to @silver path; though labeled as a "variant" it is a pretty original take into its effect, and while I had to make some wording adjustments, it is still a pretty amazing concept if applied]

[btw, If you are going to give me some last moment ideas, send them to me through DM]

burn NationPL infantry NationPL burn

#

4/II/A- (following 4/II option)
Deployment: Swap this unit position and owner with target unit. Convert this unit into target if friendly.

[same deal as before, but now it also has the original effect if target unit is friendly]

burn NationPL infantry NationPL burn

#

5- Buff;
Deployment: Convert this unit into target unit. Return target to hand if an enemy.

[kinda redundant, but if an enemy it would return to the enemy hand ofc]

burn NationPL NationGR

#

5/II- (following 5th concept)
(insert base effect). Put target into its owners deck if an enemy.

burn NationPL NationUK

#

5/II/A- (following 5/II option/concept)
(insert base effect). Put target on top of its owners deck if an enemy.

[now not only you are getting rid of the target enemy, but also you are gaining tempo]

burn NationPL NationUK

#

6- Buff;
(insert base effect). If an enemy, Convert target into a random unit that costs 1 or less.

[shoutout to @wet smelt; though your idea is pretty cool, I didn't point it out earlier as I didn't thought much of it, but it is just a 15th WOLVES BRIGADE but busted over 5 times, here is an alternative to that]

burn NationPL infantry

#

6/A- (following 6th option)
Now it Converts target enemy unit into a random unit with cost X or less instead.
(variants)
a- Converts into an unit with cost 2 or less.
b- Converts into an unit with cost 3 or less.

#

7- Buff;
(insert base effect). If an enemy, destroy it if it costs 4 or less.

[shoutout/credits to @sterile gyro; though its original idea was horribly unbalanced as it was a LA DECIMA but more fcked up, I've toned it down a little 🤏 bit]

burn NationPL NationGR

#

7/A- (following 7th option) Nerf;
Reduced minimun cost to destroy target to 3 or less.

sterile gyro
#

Isn't that mine but nerfed-

gusty steppe
#

forgot to mention that lol

#

8- Buff;
Costs 1 less each time you Convert.
Deployment: Convert this unit into target unit.

[to clarify (though kinda redundant), it doesn't need to be in your hand, it would be good if it was like that but there is not enough text space to say that]

#

8/A- (following 8th option)
Increased cost to 7k.

[no more cost besides that given it is only 1k discount... for now burn]

#

8/II- (following 8th option)
Now it costs 2 less each time you Convert. (insert base effect).

[same deal, but now it can get more cheaper than before]

#

8/II/A- (following 8/II option)
Increased cost to Xk.
(variants)
a- Increased cost to 7k.
b- Increased cost to 8k.
c- Increased cost to 9k.

#

8/II/B- (following 8/II/A variants)
d- Increased cost to 10k.

[yeah, I was pretty lazy while editing the operation cost]

#

8/III- (following 8/III concept)
Costs 1 less each time you Intel. (insert base effect).

[same deal as before, but now it triggers with Intel instead]

#

8/III/A- (following 8/III option)
Increased cost to 7k.

[same reasons as before, it 1k discount only so... it is not a big deal]

#

8/IV- (following 8/III option)
Costs 2 less each time you Intel. (insert base effect).

[again, same deal as before as it can get even more cheaper, but it is triggered with Intel]

#

8/IV/A- (following 8/IV option)
Increased cost to Xk.
(variants)
a- Increased cost to 7k.
b- Increased cost to 8k.
c- Increased cost to 9k.

#

8/IV/B- (following 8/IV/A variants)
d- Now it costs 10k.

[the operation cost also looks ugly here as I just copy/pasted it lmao]

#

9- Buff;
Deployment: Convert this unit into target unit. If no units, it costs 2 kredits to play, then add a copy to hand.

[I know it might sound kinda busted, but read carefully its wording as it is not that OP as it might seem at first]

[as an additional note to clarify, no it won't add an additional copy of it if Converts]

burn NationPL infantry

#

9/A- (following 9th option)
Now it costs 1 kredit to play if no units available.

#

9/B- (following 9th option)
Now it costs 0 kredits to play if no units available.

gusty steppe
#

10- Rework;
Now it has Blitz;
Deployment: Gets +1+1 for each Polish unit destroyed this battle.

burn NationPL infantry

#

10/A- (following 10th option)
Deployment: Gets +1+1 for each Polish and Exile unit destroyed this battle.

burn EmblemPL infantry

#

10/II- (following 10th and 10/A options)
Removed Blitz; Now it has Guard instead. Applies to both variants.

[now instead of an aggresive big unit, you now get a more defensive option which grows overtime before being deployed]

burn NationPL infantry

#

10/II/A- (following 10/II option)
Now it has both Blitz and Guard. Applies to both variants.

[now you'll get a swift and powerful unit boosted by the fall of its comrades]

burn NationPL infantry

#

10/III- (following 10th concept)
Now it has Blitz (again);
Deployment: Gets +1+1 for each Polish unit played this battle.

[this might open up for really funny shenanigans if two Polish players fight each other]

[as a clarification, it would only give +1+1 for each unit deployed (and probably added) in total, not operated]

#

10/III/A- (following 10/III option)
Now it also gets +1+1 from Exile units played this battle.

[same deal again but now with Exile in the soup]

#

10/IV- (following 10/III and 10/III options)
Removed Blitz; Now it has Guard. Applies to both variants.

[same deal as with 10/II option, now it focuses more in a defensive manner than attacks]

#

10/IV/A- (following 10/IV option)
Now it has both Blitz and Guard. Applies to both variants.

[just like with 10/II option, now you have both offensive and defense options with this big unit]

#

10/V- (following 1'th option and 10/III concept)
Now it has Blitz (again lmao);
Deployment: Gets +1+1 for each Polish unit you played this battle.

[same deal as before, big unit which increases its power over time, but now it is only affected by what you do, not the enemy]

#

10/V/A- (following 10/V option)
Now it also gets +1+1 for each Exile unit you play.

#

10/VI- (following 10/V concept)
Removed Blitz; Now it has Guard instead. Applies to both variants.

[kinda redundant to repeat the same note, it is just the defensive variant of the previous option]

#

10/VI/A- (following 10/VI option)
Now it has both Blitz and Guard.

[just like before, but now it has the raw power and agility to be a terrible threat if you let it grow enough]

#

11- Rework;
Reduced cost to 4k;
Deployment: Your Exile units everywhere get +1+1 and a random combat keyword.

[credits to @wet smelt; pretty interesting concept tbh, though I could not fit the original wording as it was]

burn EmblemPL infantry EmblemPL burn

#

11/II- (following 11th concept)
Destruction: Your Exile units everywhere get +1+1 and a random combat keyword.

burn NationPL EmblemPL NationPL burn

#

11/II/A- (following 11th option)
Destruction: Your Polish and Exile units everywhere get +1+1 and a random combat keyword.

[given it is a destruction effect, it is prone to be countered so I gave it a little more of powah]

#

11/III- (following 11th concept)
Deployment: Your units everywhere get Exile. Give +1+1 and a random combat keyword if already Exile.

[shoutout/credits to @wet smelt; I do belive this was the original approach you were aiming for, I adjusted it following the KING'S AFRICAN RIFLES wording/effect]

burn NationPL NationUK

#

12- Rework;
Deployment: Convert target unit into a random unit from the same nation with 2 more cost. If an enemy 2 less cost.
[credits to @sterile gyro; the last part is a personal addition to give it more power/flexibility against enemies, though its wording might be a little clunky]

burn NationPL infantry

wet smelt
#

I thought to give exile afterwards

#

So the 2nd one would hit all units

gusty steppe
#

thats what I've wrotten in the 11/III option (or well, what I intended)

gusty steppe
#

which also opens up for Exile synergies (oh god)

#

13- Rework;
Reduced cost to 4k;
Deployment: Convert target friendly unit into T-34 76 PL. It operates for free this turn.

[credits to @silver path; though the operation cost part was a little nerf from my part as it was intended to be permanent, though the idea was of hers]

[a pretty dope version of 3rd CARPATHIAN if you ask me]

burn EmblemPL infantry tank EmblemPL burn

#

13/A- (following 13th option)
Increased cost to 5k.

#

13/B- (following 13th and 13/A options)
Increased both attack and defense to 4. (4/4). Applies to both variants.

[as it doesn't have Guard, it is not really crazy to give it a little more of power, at least imo]

#

13/C- (following both 13th and 13/A options)
Increased both attack and defense to 5 (5/5). Applies to both variants.

[same reasoning as bofore, also it is Special]

agile coyoteBOT
#

Cards found: 1

gusty steppe
#

13/II- (following 13th concept)
Now it has Exile; (to who you may ask? well, it can be either USA or UK)
Deployment: Convert target friendly unit into M4 SHERMAN PL.

[I bet no one remembers this card, its so ass but it can be useful like this as for its nature]

burn EmblemPL NationUS EmblemPL burn

#

13/II/A- (following 13/II option)
Increased cost to 5k.

[it might not be necessary lmao]

#

nope

agile coyoteBOT
#

Cards found: 1

gusty steppe
#

%m4 sherman pl%

agile coyoteBOT
#

Cards found: 1

gusty steppe
#

no additional variants will add FIREFLY given how powerful and valuable it is

#

(Deltarune Chapter 3 - Need a Hand?! starts playing)

#

not tha terrible tbh (also, that card should be adjusted imo)

#

13/II/A- (following 13/II option)
Incrased both attack and defense to 4. (4/4). Applies to both variants.

[given that it lacks any type of additional keywords besides Exile, it is not really crazy]

#

13/II/B- (following 13/II option)
Increased both attack and defense to 5. (5/5). Applies to both variants.

[same reasoning as before]

#

13/III- (following 13th concept)
Deployment: Convert target friendly unit into a random Exile unit with cost 3 or more.

[I've kept the 4k cost the same due to two reasons: 1st is that I am lazy to edit it; 2nd I'm

#

13/III/A- (following 13th option)
Increased cost to 5k.

#

13/III/B- (following 13th option)
Increased cost to 6k.

[trolololololo]

#

are you sure

#

(insert onmiman gif)

agile coyoteBOT
#

Cards found: 1

gusty steppe
#

14- Rework;
Increased attack to 5; Increased defense to 6. (5/6)
Deployment: Add a T-34 76 PL to your support line.

[directly inspired from 6th AIRBORNE card, or should I say... a Polish ripoff]

burn NationPL NationUSSR tank NationUSSR NationPL burn

#

14/A- (following 14th option)
Increased cost to Xk.
(variants)
a- Increased cost to 7k.
b- Increased cost to 8k.

[it might not be necessary, though I'll just leave this here just in case]

agile coyoteBOT
#

Cards found: 1

gusty steppe
#

14/II- (following 14th option)
Now it has Exile; (specifically and obviously, Soviet Exile).

burn NationPL NationUSSR

#

14/II/A- (following 14/II option)
Increased cost to Xk.
(variants)
a- Increased cost to 7k.
b- Increased cost to 8k.

[as for this time, this might be a reasonable change]

#

14/III- (following 14th concept)
Deployment: Add a M4 SHERMAN PL to your supportline.

[pretty solid even if you do not trigger its effect]

burn NationPL NationUS

#

14/III/A- (following 14/III option)
Now it has Exile; (most specifically USA or UK Exile)
(alternative variant)
a- Increased cost to 7k.

#

14/IV- (following 14th concept)
Deployment: Add a IL-2M PL to your supportline.

[this one is nasty asf]

burn NationPL NationUSSR

#

14/IV/A- (following 14/IV option)
Increased cost to Xk.
(variants)
a- Increased cost to 7k.
b- Increased cost to 8k.

[given how annoying asf that bomber is, this is pretty generous]

#

14/V- (following 14/IV option)
Now it has Exile; (yup, pretty much Soviet Exile it is).

burn NationPL NationUSSR

#

14/V/A- (following 14/V option)
Increased cost to Xk.
(variants)
a- Increased cost to 7k.
b- Increased cost to 8k.

#

14/VI- (following 14th concept)
Deployment: Add a random Exile unit with cost 3 or more to your support line.

[lets go gambling!]

burn EmblemPL infantry

#

14/VI/A- (following 14/VI option)
Increased cost to Xk.
(variants)
a- Increased cost to 7k.
b- Increased cost to 8k.

[given how powerful its effect can be alongisde its stats its a pretty reasonable change too]

#

14/VII- (following 14/VI option)
Deployment: Add a random Exile unit with cost 4 or more to your support line.

burn EmblemPL infantry

#

14/VII/A- (following 14/VII option)
Increased cost to Xk.
(variants)
a- Increased cost to 7k.
b- Increased cost to 8k.

#

15- Buff; (yes, a buff, after all that bs)
Deployment: Convert this unit into target unit. Get Blitz and -1 operation cost.

burn NationPL infantry

#

15/A- (following 15th option)
Now it operates for 2 less instead.

#

15/B- (following 15th option)
Now it operates for 0 instead.

#

16- Buff/"Rework";
Deployment: Convert into target unit. Then get: "Destruction: Add a 15th WILNO BRIGADE to the battlefield".

[shoutout to @sterile gyro for helping me out with the wording adjustments]

burn NationPL infantry

#

17- ☣️ Rework ☣️
Destruction: If it is your turn, Convert two random units into 5th WILNO BRIGADE.

[credits to @sterile gyro]

burn NationPL manhattan NationPL burn

#

17/II- (following 17th option)
Now it has Blitz. burn

[wording is slightly different, though it works the same way]

burn NationPL manhattan NationPL burn

#

17/II/A- (following 17th option)
Increased cost to 7k.

#

(I'm done, now I'll sleep)

gusty steppe
#

CARD QUESTION: ROMANIAN BRIDGEHEAD; HEL; FIRST TO FIGHT
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:

  • ROMANIAN BRIDGEHEAD: (never used it), this might be a controversial take about it, but I do not find it good in its current from as for two reasons only: 1st is that it is basically a worse version of FINEST HOUR, while it is true it gives a bigger buff for the same cost, it is not really flexible as the other one given that it destroys the unit itself in a pretty short time, which kinda kills flexibility; and 2nd is that as it is an ally (Polish) card, you might expect something truly special with it as synergies with Polish units, Exile, etc. which is not the case here. Imo it is a mediocre card at best with its current form and cost, I'd say it could be better.

  • HEL; (also never used it if I recall correctly), a pretty darn cool card concept if you ask me, but to me it suffers the same problem as with a similar card from Italy, which is VANGUARD, what would be the issue? it is hardly tied to an specific unit/class which limits a lot its usefulness. Its effect is pretty powerful ofc, it reminds me a lot of the Soviet 15th MOTOR RIFLES effect, but as for this one I do not find it useful in its current form too. I'd say it should either add a LEGIONS with that buffs, or be able to target any friendly unit (or only ground/infantry), maybe for a higher cost.

  • FIRST TO FIGHT; (used it here and there, never liked it), as for this order, I also find its concept pretty interesting for itself, though it is a pretty terrible card to use at early game given how prone to removal or Suppression are units at that point, let alone trying it on units like Bombers or such as they might die fast. given that on average it might add 0-2 units, it is better to use other similar cards.

sterile gyro
#

Bridge head is great in air deck
Hel is hell if you dont have removal or suppression
First to fight is just goofy tarnow

prime iron
#

Sea Embargo for Poles

sterile gyro
prime iron
#

Yes

sterile gyro
#

😭

silver path
wet smelt
#

Hel 2k countermeasure
When your legions are attacked, give them +6 defense first. When they survive combat, add legions to your support line.

lost hawk
gusty steppe
lost hawk
#

Blitz is one of best keywords in the game, this card comboes it with significant stat buff

#

And its not like enemy will ignore your unit

gusty steppe
#

yes but I see two issues with this kind of order, first is that it selfs destructs itself (so it might be irrelevant if compared to FINEST HOUR) as you'll probably prioritize it with air units, and by that point you'll probably be using that with other ally nation with more air synergies. 2nd is that while the big buff is good, the Blitz part is what makes it obviously attractive, but here is the issue, it technically adds additional cost in total for an unit you deploy, making it effectively more of a mid/late card you can play (as you'll need around 7-12k) for it to happen.

#

and thats just if we consider air units, if we consider ground units it just gets worse

#

(not artilleries, although those are not widely used)

#

and as it is a compound card and cannot do anything by itself, I do sincerely think the Blitz addition is overated for its cost (given that not only it is an Ally card but again, it expires after effectively 1 turn)

silver path
#

!FINEST HOUR

agile coyoteBOT
#

Cards found: 1

silver path
#

Same cost but that one give give +2 +2 but destroy it but it can be used to get a unit blitz and than destroy it in 2 turs which trigger single guy or perverts

#

or destroy efffects

silver path
#

MATILDA Mk IV, OT-34, PANTHER A, PANTHER D, IOSEF STALIN II? and maybe more can be buffed or get be turned into a otk or be useful

lost hawk
#

you can use it as a delayed removal

#

since it targets enemy units as well

lost hawk
silver path
#

10th ENGINEERS BATTALION, Put that card on a enemy unit to trigger 1097. VOLKSGRENADIER, 40th CAVALRY REGIMENT, 204th GUARDS, 66th INDEPENDENT, SYKES REGULARS, 179th TOMAHAWKS, 756th REGIMENT, all of those can worked oh wait i forgot one more %German guard frontline%

agile coyoteBOT
#

Cards found: 1

silver path
#

in Germany

lost hawk
silver path
lost hawk
#

ye

#

I personally like using Romanian with %zaza%

agile coyoteBOT
#

Cards found: 1

silver path
#

Thaat card give Germany a way to get guards so easy

#

You can use it on Ki-49 STORM DRAGON
for a delay board clear lol

#

Remember people were running %ZiS-2% to be honest

agile coyoteBOT
#

Cards found: 1

gusty steppe
gusty steppe
#

(welp, I'm almost done with the ROMANINA BRIDGEHEAD ideas, if anyone has an additional idea for it, now it is a good time to share them)

deft leaf
gusty steppe
#

ROMANIAN BRIDGEHEAD (buff & rework ideas)
As for this order, while against any odds possible I'll still die on that hill, as I still find it... mediocre at best. To be fair if we analize this card as it is, it is fine (ish), we can technically say it is an straight upgrade of FINEST HOUR by a considerable amount of power sure, it can target any unit without it being restricted to an unit type, it gives double the amount of buffs while also giving Blitz, only downside to counter balance it is the destruction countdown.

While technically good, I'll still keep my point that as an ally card, it doesn't differ that much from the British counterpart (all of this while taking into account the Blitz effect, not just the buff) as you most probably want to use it with air units or artilleries for most kredit efficiency, either for unit trading, as a burn card or a finisher.

On that side, sure it is good, but what bothers me is that besides that it is highly unneficient with anything else you can throw in (infantry and tanks) as you are just increasing the total cost for that action to happen, which makes it expensive, slow and terrible, and not only that but it would just destroy in your next turn which makes it even worse at its job (considering its name, it is quite ironic).

I do not mean to make this card a meta breaker which ends up being a must pick in every Polish deck ever, but to make it more usable altogether while also making sense, so here are my ideas for it:

#

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

[this might not be the best start for it, but hey! it is atoned with it being an Ally card]

burn NationPL order

#

2- (change to base card)
Now it is destroyed in 3 turns instead.

[instead of having such a short life span, now it might stand for a little while in battle]

burn NationPL order

#

3- Buff;
Give target unit +2+2 and Blitz. If it is not Polish, destroy it in 2 turns.

[now it synergizes with Polish units, as it would probably be more historically accurate given its context, imo]

burn NationPL order

#

3/A- (following 3rd and 2nd options) MERGE;
Now it is destroyed in 3 turns instead.

#

3/II- (following 3rd concept)
Give target unit +2+2 and Blitz. If it is not Exile, destroy it in 2 turns.

[now, instead of a Polish synergy, now it has the most benefits with Exile units]

burn EmblemPL order

#

3/II/A- (following 3/II and 2nd options) MERGE;
Now it is destroyed in 3 turns instead.

#

3/III- (following both 3rd and 3/II concepts) MERGE
Give target unit +2+2 and Blitz. If it is not Exile or Polish, destroy it in 2 turns.

[same deal as before, but now it is applied to any Exile or Polish unit too, though it is kinda redundant atm]

burn NationPL EmblemPL NationPL burn

#

3/III/A- (following 3/III and 2nd options) MERGE;
Now it is destroyed in 3 turns instead.

#

3/IV- (following 3rd concept)
Give target unit +2+2 and Blitz. If it is not a ground unit, destroy it in 2 turns.

[before making a search about what was implying its name, I've though it was something like the PONTOON BRIDGE, but I'll still keep this idea as I believe it is still a pretty decent change]

burn NationPL order

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3/IV/A- (following 3/IV and 2nd options) MERGE;
Now it is destroyed in 3 turns instead.

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4- (change to base card)
Now it has Exile (for which nation could it be? well... I was thinking about France)

[why the hell France? well, it was a loose idea it just came to my mind, and given some of its historical background it might make sense or be horribly innacurate, your call]

burn NationPL NationFR

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4/A- (following 4th option)
Now it is destroyed in 3 turns instead.

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4/II- (following 4th concept; while also resembling the 3rd concept aswell)
Give target unit +2+2 and Blitz. If not an ally card, destroy it in 2 turns.

[well, I'm not sure why did I write "card" instead of "unit", but it looks cool]

burn NationPL order