#Ideas and suggestions for different cards

1 messages · Page 12 of 1

gusty steppe
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4/II/A- (following 4/II option)
Now it is destroyed in 3 turns instead.

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4/III- (following 4th concept)
Give target unit +2+2 and Blitz. If not Exile, destroy it in 2 turns.

[same deal as within 3rd option, but now it has Exile (with France if possible)]

burn EmblemPL order

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4/III/A- (following 4/III option)
Now it is destroyed in 3 turns instead.

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5- (following 5th option)
Give target unit +2+2 and Blitz. If a ground unit, it operates for 1 less. Destroy it in 2 turns.

[don't come with something dramatic as "it is too op!" as it is not, even if it was a tank it is hella expensive]

burn NationPL order

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5/A- (following 5th option)
Now it operates for 2 less (if a ground unit).

[now this on the other hand, might be pretty powerful, but still not a big deal as it is destroyed pretty quickly]

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5/II- (following 5th concept)
Give target unit +2+2 and Blitz. If Polish, it operates for 1 less. Destroy it in 2 turns.

[now this card can affect SOME air units, which are a pretty small amount tbh]

burn NationPL order

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5/II/A- (following 5/II option)
Now it operates for 2 less (if a Polish unit).

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5/III- (following 5th concept)
Give target unit +2+2 and Blitz. If Exile, it operates for 1 less. Destroy it in 2 turns.

[now as for this option, you can kinda consider it a much smaller and flexible version of HAMMER HOME]

burn EmblemPL order

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5/III/A- (following 5/III option)
Now it operates for 2 less instead (if an Exile unit).

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5/IV- (following both 5/II and 5/III options) MERGE;
Give target unit +2+2 and Blitz. If Exile or Polish, it operates for 1 less. Destroy it in 2 turns.

[same deal as with the 2 (main) options, but now it can benefit from a wide range of units instead]

burn NationPL EmblemPL NationPL burn

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5/IV/A- (following 5/IV option)
Now it operates for 2 less instead (if an Exile or Polish unit).

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6- Buff/Shuffled wording;
Target an unit. Destroy it after 2 turns. If friendly, give it +2+2 and Blitz.

[shoutout to @lost hawk; its not like he made an idea or smth, but pointed out a possible use you can make with this order, so I've "reworked" its wording for it to be more efficient]

burn NationPL order

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7- "Nerf";
Give an unit +1+1 and Blitz. If a ground unit, repeat this effect. Destroy it in 2 turns.

[to clarify, if it is a ground unit it would still get Blitz, and yes it is intended as a indirect nerf to air and artilleries decks]

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7/A- (following 7th and 2nd options) MERGE;
Now it is destroyed in 3 turns instead,

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7/II- (following 7th concept)
Now it gives it +2+2 if a ground unit.

[alternative wording/balance for cards like Sd Kfz 10 PAK 38 which might benefit from it a lot]

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8- Rework;
Choose an unit in hand. When it is deployed, it gets +2+2 and Blitz. Destroy it in 2 turns.

[pretty much inspired from HULL DOWN's effect]

burn NationPL NationUSSR

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

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8/II- (following 8th option)
Now it gives +1+1 instead.

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

[now it might not be necessary, but who knows]

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9- Rework;
Choose one - Target an unit OR add a 4TP to your support line. Give it +2+2 and Blitz. Destroy it in 2 turns.

[I know, it is a pretty convoluted wording and unusual, but it is simpler than it looks like, it is basically the same effect as before, but now you can have the option to add a 4TP with those buffs instead, thats it]

burn NationPL order

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9/A- (following 9th option)
Increased cost to 3k.

[considering you can get a 4/5 1 op Blitz tank with this, it is a reasonable change]

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10- Buff; (similar line of thought as 6th option)
Give targt unit +2+2 and Blitz. Pin it if an enemy. Destroy it in 2 turns.

[shoutout to @lost hawk; again it is not like he gave me a direct idea but pointed out an use you can make with it, so I've thought again something around that]

burn NationPL order

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10/A- (following 10th concept)
Give target unit +2+2 and Blitz. If an enemy, Pin it instead. Destroy it in 2 turns.

[same deal as before, but now the target will not get any buff but just the Pin and the death countdown]

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10/II- (following 10th concept)
Give target unit +2+2 and Blitz. Suppress it if an enemy. Destroy it in 2 turns.

[same deal as before, but now it Suppressed the enemy unit (and again, it applies the death countdown)]

burn NationPL order

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10/II/A- (following 10/II option)
Now it Suppress it instead (if an enemy).

[technically the same card, but this one works as an alternative wording to save up a few steps]

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11- Buff/"Rework";
Give target unit +2+2 and Blitz. Return it to hand end of turn.

[now not only you do not lose your unit, but you can also retrieve anything that you had and you want to repair or reuse, plus it can also be targeted to enemy units for the same outcome, basically the same deal as with NIGHT ATTACK]

burn NationPL NationGR

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11/A- (following 11th option)
Reduced cost to Xk.
(variants)
a- Reduced cost to 1k. (dangerous, but... reasonable?)
b- Reduced cost to 0k. (dunno what was I thinking, but hey! a 0k +2+2 Blitz order!)

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11/II- (following 11th option) Nerf;
Give target unit +1+1 and Blitz. Return it to hand end of turn.

[same deal as before, but now it gives a lower buff]

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11/II/A- (following 11/II option)
Reduced cost to 0k.
(variants)
a- Reduced cost to 1k. (I think it is reasonable given the buff reduce)
b- Reduced cost to 0k. (still fked up, but not THAT horrible)

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12- Nerf;
Give target unit +2+2 and Blitz. If an enemy, destroy it in 2 turns. Otherwise, destroy it end of turn.

[why? I dunno, it just appeared out of nowhere]

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12/A- (following 12th option)
Reduced cost to Xk.
(variants)
a- Reduced cost to 1k.
b- Reduced cost to 0k.

[now that it is downside is even more heavy than before, a cost reduction seems much more fair now]

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13- Buff;
Give target unit +2+2 and Blitz. If friendly, it counts as a tank. Destroy it in 2 turns.

[I know what you'll be thinking, you are in all your right to hate me for it, as I do that already]

burn NationPL NationUK

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

[given how fked up it can be it is... logical to do so]

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13/II- (following 13th option)
Give target unit +1+1 and Blitz. If friendly, it also counts as a tank. Destroy it in 2 turns.

[same deal as before but with a lower buff effect, as of this variant it might not need a cost increase]

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13/III- (following 13th concept)
Give target unit +2+2 and Blitz. If Polish, it also counts as a tank. Destroy it in 2 turns.

[although it might be kinda "safe" in this form, it can still be dangerous if paired with some Polish units right now]

burn NationPL order

versed grove
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I think that the only chance of you stopping posting is if you run out of Metal Slug gifs

gusty steppe
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Ima just gonna use the riflemen gif lol

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if that was the case

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I also have a native French officer!

silver path
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You could use it on a powerfl unit to trap it with No. 3 COMMANDO
or the enemy cntrol it

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Hel isn't great at all to be honest

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1/ single targetk
2. legion is a 2 cost unitwhich can be converted or suprpress easyily and maybe more issues

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If it was the old hel than I agree it's fine

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!hel

agile coyoteBOT
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Cards found: 1

silver path
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Only deck I could see current hel fitting into is a chain home deck

silver path
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Which isn't a tier 1 or 2 or 3 or never seen one at all matter of fact so yea \

dim shadow
gusty steppe
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how many times for it to be truly relevant

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thats like saying: "yeah, I saw 37mm BOFORS GUN, it is truly a card, so it means it doesn't need any change"

dim shadow
gusty steppe
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I... I guess you could say that once in a blue moon can be considered some play

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it is a truly good concept, but it is terrible as a LEGIONS exclusive card, as it is also an ally card it unironically counters that deck

silver path
lost hawk
silver path
lost hawk
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I found it to be alright

silver path
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But it's not great

gusty steppe
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(finished making up ideas for HEL, if anyone has any additional one to share, now it is a good time to do so)

gusty steppe
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HEL (buff & rework ideas)
As for this order, I have to say that I pretty much like the concept of this card, as a whole it is basically a direct upgrade of the Soviet 15th MOTOR RIFLES, but instead of being an unit it give a big defense buff plus its characteristic passive effect at all times, but here is the issue: it is limited to a certain unit.

While you could argue that it is not really a big issue given that one of Poland's main archetypes are Intel/LEGIONS, you could say that it is a good for it right? well... In my humble opinion I do sincerely believe that not only it is a terrible target (for a restricted wording) but also it does no good thing to that deck given the nature of Legions or Ally nations as a whole, and that is its limited amount of cards to equip, as you pretty much would want 1 of 3 (if not all) of these options in it:

cards that add LEGIONS;
Intel cards;
and (optionally) a niche control card in the Poland package.

but this one only fits as a "fine" card, given that it not only requires you to have that specific unit in battle, but it also is pretty vulnerable to any type of control effect, Removal, Suppress, Convert, you name it.

[yes, I had to redo the whole thing as for a damned misspell]

I do sincerely believe this card has a lot of potential to be a pretty good card in the Polish package, but again it has a lot of unnecesary limits imo, so while taking this points into account, I've thought some ideas for it to make it a truly formidable card to consider picking:

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

[yet again, a pretty simple but very effective change as always, it can be applied to many of the following options too, but it might not be a good idea]

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

[same deal as before, but in contrast this one change should only be considered for the base card, not the other options]

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2- Buff;
(insert base effect). It cannot be targeted by orders.

[a pretty simple yet very powerful addition, besides the HQ passive immunity, now it also prevents target unit to be... a target, but for both players]

burn NationPL order

sterile gyro
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Give a legion unit fury and: 'When this unit survive combat, intel 1.'

gusty steppe
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2/A- (following 2nd option)
Reduced defense given to target LEGIONS to +X instead.
(variants)
a- Now it gives +5 defense.
b- Now it gives +4 defense.
c- Now it gives +3 defense.

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2/II- (following 2/II oncept)
(insert base effect). It cannot be targeted by the enemy.

[pretty much the same concept, though now not only you can now target it again, but also it cannot be targeted by enemy orders or deployment effects]

burn NationPL order

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2/II/A- (following 2/II option)
Reduced buff to target LEGIONS to +X instead.
(variants)
a- Now it gives +5 defense.
b- Now it gives +4 defense.
c- Now it gives +3 defense.

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3- Buff;
Give a LEGIONS unit +3+3 and: "Your HQ is immune to damage."

[now instead of giving a huge amount of defense, it now gives a much more spreaded stat line to target, for more power ofc]

burn NationPL order

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3/A- (following 3rd option)
Reduced buff given to LEGIONS to +X+X instead.
(variants)
a- Now it gives +2+3.
b- Now it gives +2+2.

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3/B- (following 3rd option)
Increased/Reduced stats given to target LEGIONS to +X+X.
(variants)
a- Now it gives +3+4.
b- Now it gives +2+4.

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4- Buff;
Give a Polish unit +6 defense and: "Your HQ is immune to damage".

[now you can basically use this outside of LEGIONS deck, but still withing Polish boundaries]

[as an additional note, this change as a concept, can be applied to any of the previous or following options with a similar wording if possible]

burn NationPL order

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4/A- (following 4th option)
Reduced buff given to target Polish unit to +X instead.
(variants)
a- Now it gives +5.
b- Now it gives +4.
c- Now it gives +3.

[given that now it is slightly more flexible than before, it is logical to tone down its power a little bit]

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4/II- (following 4th concept)
Give a friendly unit +6 defense and: "Your is immune to damage."

[now we finally break the finally limiting barrier which was to only target Polish units, as of right now you can use it with any (friendly) unit]

burn NationPL order

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4/II/A- (following 4/II option)
Reduced buff given to target friendly unit to +X instead.
(variants)
a- Now it gives +5 defense.
b- Now it gives +4 defense.
c- Now it gives +3 defense.

[same reasoning as before, but now it is even more evident that it needs an adjustment, maybe even more than this]

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5- Dework;
Give your LEGIONS units +3 defense and: "Your HQ is immune to damage."

[shoutout to @silver path for pointing out the old version of this card, as it inspired me into this version in particular, it basically combines both the old and the current effect into one]

burn NationPL order

prime iron
gusty steppe
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5/A- (following 5th option)
Increased cost to Xk.
(variants)
a- Increased cost to 3k.
b- Increased cost to 4k.

[given that this new option is pretty powerful, it is obvious that it needs a cost increase, but not that big tbh, it should be a good way to punish those pesky burn decks]

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5/II- (following 5th option) Nerf;
Reduced buff given to all LEGIONS to +2 instead.

[same deal, same applied passive but with less defense buff overal]

burn NationPL order

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

[given that it is still withing a range of a pretty powerful effect, it having a cost increase its not crazy, but not that high]

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5/III- (following 5/III option) Nerf;
Reduced buff given to your LEGIONS to +1.

[again, same deal as before, it might give your units a pretty useful passive effect, though its overall defense buff is much lower now]

burn NationPL order

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5/III/A- (following 5/III option)
Increased cost to 3k.

[same reasoning as before, but anything beyond 3k is an overkill imo]

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5/IV- (following 5th concept) Big Nerf;
Give your LEGIONS units: "Your HQ is immune to damage."

[now this card lacks any type of buff effect to your units, thought they will protect you from any direct damage]

burn NationPL order

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5/IV/A- (following 5/IV option)
Increased cost to 3k.

[same reasoning as before, though this is pretty much the reasonable limit for it to be playable imo]

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6- Rework;
Your Polish units everywhere get +1+1. Your HQ is immune to damage for 2 turns.

[now not only it doesn't need a target for it to protect your HQ, but it also buffs all your Polish units with the most recent mechanic, plus its immunity lasts a good amount of time]

burn NationPL order

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6/A- (following 6th option)
Your Polish units everywhere get +1+1. Your HQ is immune to dmage until start of your next turn.

[now it would only for... half a turn, to be specific it'll be at the played turn, and at the enemy one]

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6/B- (following 6th option)
Your Polish units everywhere get +1+1. Your HQ is immune to damage until end of your next turn.

[now it roughly lasta a whole turn, and a half if I'm not mistaken]

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6/II- (following 6th concept)
Your Polish cards everywhere cost 1 less. Your HQ is immune to damage for 2 turns.

[pretty much the same concept as before, but now it gives a general kredit discount... as my good friend @deft leaf 👈 burn might say]

burn NationPL order

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6/II/A- (following 6/II option)
Your Polish cards everywhere cost 1 less. Your HQ is immune to damage until (see variants)
(variants)
a- Your HQ is immune to damage until start of your next turn.
b- Your HQ is immune to damage until end of your next turn.

[same deal, but less immunity time in total... more or less]

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6/III- (following 6/II concept)
Your Polish units everywhere cost 1 less. Your HQ is immune to damage for 2 turns.

[pretty much the same concept, thought now it would only affect Polish units specifically]

burn NationPL order

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6/III/A- (following 6/III option)
Your Polish units everywhere cost 1 less. Your HQ is immune to damage unitl (see variants).
(variants)
a- Your HQ is immune to damage until start of your next turn.
b- Your HQ is immune to damage until end of your next turn.

[same deal, but less effective immunity time if compared to the original one]

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7- Rework;
Your HQ gains +1 defense for each LEGIONS unit you aded or deployed this battle.

[yes, it can end up being a pretty big healing order, but it needs to be built up]

burn NationPL order

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7/A- (following 7th option)
Increased cost to Xk.
(variants)
a- Increased cost to 3k.
b- Increased cost to 4k.

[given the ease of adding multiple LEGIONS, it is pretty much reasonable to increase its cost a little bit]

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7/II- (following 7th concept)
Your HQ gains +1 defense for each Polish unit you added or deployed this battle.

[well, now besides LEGIONS, it might count any other Polish unit you can play in between, which can be handy even outside of a LEGIONS deck]

burn NationPL order

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7/II/A- (following 7/II option)
Increased cost to Xk.
(variants)
a- Increased cost to 3k.
b- Increased cost to 4k.

[but ofc, given that now it has a lot of flexibility it cannot be an exception for a cost increase]

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8- TOXIC Rework;
Increased cost to 5k;
Your HQ is immune to damage for 1 turn, plus the amount of LEGIONS units you added or deployed this battle.

[yeah, I'm guilty for thinking something like this, it is truly horrible]

burn NationPL order NationPL burn

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8/A- (following 8th option)
Increased cost to Xk.
(variants)
a- Increased cost to 6k.
b- Increased cost to 7k.

[and I might still be short on its cost increase, but anything beyond that might be impractical... mh]

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8/II- (following 8th concept) ALTERNATIVE TOXICITY;
Increased cost to 5k;
Your HQ is immune to damage for 1 turn, plus the amount of Polish units you deployed this battle.

[in contrast with the previous idea, this one might not be that terrible to play against, big maybe here ofc]

burn NationPL order

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8/II/A- (following 8/II option)
Increased cost to 6k.

[thought this version is less powerful than... the original, it can still be pretty though]

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8/III- (following 8th concept)
Increased cost to 5k;
Your HQ is immune for 1 turn, plus the amount of Exile units you added or deployed this battle.

[now this variant can be considered the worst one, but funnily enough it might push the Exile archetype in an odd way]

burn EmblemPL order

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8/III/A- (following 8/III option)
Increased cost to 6k.

[same reasoning as before, even if it has an akward conditional effect, it is powerful]

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9- Rework;
Deal 3 damage to an enemy unit. Deals double damage against main nation units.

[shoutout to @trail lagoon; srry to pin you buddy, but your ONE BULLET concept inspired me into this]

burn NationPL order

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9/A- (following 9th option)
Increased cost to 3k.

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9/II- (following 9th option)
Reduced cost to 1k;
Deal 2 damage to an enemy unit. Deals double damage against main nation units.

[same deal, but more affordable and cheaper to use]

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

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9/III- (following 9th concept)
Increased cost to 4k;
Deal 3 damage to an enemy unit. Destroy it if it is a main nation unit.

[credits to @trail lagoon; srry to pin you again, but this one is basically the same effect, if I do recall correctly, a pretty cool one indeed]

burn NationPL order

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9/III/A- (following 9/III option)
Increased damage dealt to 4.

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9/II/B- (following both 9th and 9/A options)
Increased cost to 5k. Applies to both variants.

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10- Toxic Rework v2;
Convert target unit into LEGIONS. Draw 2 cards if friendly.

[pretty much the same powercreeped bs as 15th WOLVES REGIMENT, but with both the WOLVES or the REGIMENT]

burn NationPL order

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10/A- (following 10th option)
Increased cost to Xk.
(variants)
a- Increased cost to 3k.
b- Increased cost to 4k.

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10/II- (following 11th concept)
Convert target unit into LEGIONS. If friendly, your HQ is immune to damage for 2 turns.

[pretty much the same deal as before, but now instead of drawing 2 cards, you now get a 2 turn damage immunity]

burn NationPL order

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10/II/A- (following 10/II option)
Increased cost to Xk.
(variants)
a- Increased cost to 3k.
b- Increased cost to 4k.

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11- Rework;
Changed its card class from an order to a countermeasure;
Before a LEGIONS unit is attacked, give it +6 defense. If it survived combat, add a LEGIONS to your support line.

[credits to @wet smelt]

burn NationPL countermeasure

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11/A- (following 11th option)
Before a friendly LEGIONS is damaged, give it +6 defense. If it survives, add a LEGIONS to your support line.

[pretty much the same deal, but now it triggers with any type of incoming damage]

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11/II- (following 11th concept)
Before a friendly target is attacked, give it +6 defense.

[yes, it also counts your HQ (or atleast it should); that way we could easily say it is an upgraded version of HMS CRAPBOT]

burn NationPL countermeasure

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11/II/A- (following 11/II option)
Before a friendly target is attacked, give it +6 defense. If the HQ, it is immune to damage until end of turn.

[now it is pretty much a way over powercreeped version of HMS TALBOT.... though that card sucks]

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11/II/B- (following 11/II option)
(insert idea effect). If the HQ, it is immune to damage until end of your turn.

[now the immunity effect lasts a little longer]

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11/III- (following 11/II concept)
Before a friendly target is damaged, give it +6 defense.

[pretty much the same deal as with 11/II option, as it should also trigger if your HQ is going to be damaged as well]

burn NationPL countermeasure

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11/III/A- (following 11/III option)
(insert idea effect). If the HQ, it is immune to dmage until end of turn.

[as a small clarification that I forgot to mention, the immunity here would wear off specifically at the end of the enemy turn]

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11/III/B- (following 11/III option)
(insert idea effect). If the HQ, it is immune to damage until end of your turn.

[same deal, but now the immunity lasts a little longer now]

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12- Rework;
Your HQ gets: "At the start of your turn, deal 1 damage to a random enemy. If the HQ, your HQ takes 1 damage."

[not much to say here, it is just a damage overtime that might either help you or kill you faster]

burn NationPL order

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12/A- (following 12th option)
Increased cost to Xk.
(variants)
a- Increased cost to 3k.
b- Increased cost to 4k.

[not really sure if this needed a cost increase, thogh nevertheless, here it is]

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12/II- (following 12th concept)
Your HQ gets: "At the start of your turn, deal 1 damage to a random target".

[now it can basically damage anything, both HQs and all units included]

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12/II/A- (following 12/II option)
(insert "idea effect). If your HQ, draw a card."

[just as simple as that, but now it might draw a card if it hits your own HQ]

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12/II/B- (following 12/II/A option)
Increased cost to 3k.

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13- Buff/"Rework";
Add a LEGIONS to your support line. Give it +6 defense and: "Your HQ is immune to damage."

[yeaaah... I've though almost at the end a pretty simple tweak to the base card, this is a funny contrast in comparison to previous options lmao]

burn NationPL order

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13/II- (following 13th concept)
Choose a Polish unit in your hand. Upon deployment it gets +6 defense and: "Your HQ is immune to damage."

[yeah, just as "usual", I got again inspired by the HULL DOWN effect, I like it a lot]

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13/II/A- (following 13/II option)
Now you can choose any unit in your hand instead.

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14- Rework;
Give a LEGIONS unit Fury and: "Before this unit takes damage, Intel equal to incoming damage."

[shoutout/credits to @sterile gyro; srry buddy but... I didn't like your original idea at all it was... too basic imo, but.... it inspired me into a new upgraded one!]

burn NationPL 🪬

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14/A- (following 14th option)
Increased cost to Xk.
(variants)
a- Increased cost to 3k.
b- Increased cost to 4k.

[not sure if it is necessary, but given how fast can a LEGIONS grow, now that it can potentially have Fury and explosive damage, it might be the wisest choice]

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14/II- (following 14th concept)
Give a LEGIONS unit Fury and: "Once per turn, before this unit takes damage, Intel equal to damage".

[it is very much the same deal as before, but now it only triggers once per turn, to avoid a massive amount of Intel and buffs to LEGIONS... even if it would still kinda do it]

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

silver path
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Only reason I know old hel is better than curret is because of Jking

lost hawk
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not only saves kredits but gives long time of Immune

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for 2 kreds

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comparable to %spearhead% tbh

agile coyoteBOT
#

Cards found: 1

gusty steppe
gusty steppe
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FIRST TO FIGHT (buff & rework ideas)
As for this order, I have to say that I (also) find it pretty interesting in its whole concept, being able to give an unit the capacity of adding/generating a (semi) infinite amount of units sounds pretty useful, specially if these are Guards with a natural trait to grow with Intel, but... it is not that useful tbh, and here is why.

First is that for it trigger correctly, it needs to survive combat, which obviously doesn't happen if it gets enough or excess combat damage on one attack, as it ends up being shut down;

2nd is that while following the first point, you'll probably want to use this order into an unit with a high amount of defense for better chances to trigger it, which makes it effectively slow;

this leads to the 3rd point, where as a LEGIONS type of card, you'll want to get as many of them as fast as possible to then buff them, which this card doesn't really help to;

as for the 4th and last but not least, it effectively needs to engange in combat for it to trigger, it doesn't count any other damage of any kind, which kinda kills its flexibility given how common are orders or deployment effects that deal damage, even if it doesn't destroy it.

Not to mention that the sole concept of a card that adds a passive effect makes it prone to all kinda of control effects like Removal or Suppression.

So, while taking this points into account, I've thought some ideas to make this card a truly formidable card and worth of its name:

#

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

[yet again the simplest but most simple to apply change in a card, though... it is still quite unplayable, but it could be applied to any of the following options if necessary]

#

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

[this one looks more promising, thought I bet it is not a good idea to apply this change into the following options ofc]

#

2- (changes to base card)
Now it also adds a 4TP when target unit survives combat.

[it adds more value, though it still runs the same issues I've mentioned before]

burn NationPL tank

#

2/II- (following 2nd concept) Buff?;
Give a friendly unit: " When this unit survives a combat, add a random Polish unit with cost 2 or less to the battle."

[wording might be a little off but it means the same (I suppose), now you are tied to mother RNG]

burn NationPL order

#

2/II/A- (following 2/II option)
Now it adds 2 random Polish units with cost 2 or less instead.

[this might give you better value and odds]

#

3- Buff;
Give a friendly unit: "When this unit takes damage, add a LEGIONS to your support line."

[now it does what it should have done from the start, trigger with any type of damage]

burn NationPL order

#

3/II- (following 3rd and 2/II concepts) MERGE;
Give a friendly unit: " When this unit takes damage, add a random Polish unit with cost 2 or less to the battle."

[same wording thing, but same meaning as before, but now we add some G A M B L I N G ehem.. I mean RNG]

burn NationPL order

#

3/II/A- (following 3/II option)
Now it adds 2 random Polish units with 2 cost or less instead.

[more units, more value and better odds]

#

4- Buff/"Rework";
Give a friendly unit: "When this unit takes damage, draw a card."

[now you are basically turning any unit into a ZAZA DIVISION, minus its combat keywords ofc]

burn NationPL order

#

4/A- (following 4th option)
Now it also gives target unit +1+1.

#

4/II- (following 4th option)
Now it has Intel. (insert idea effect).

[besides the semi niche effect from Intel, now it has some synergies with that deck]

burn NationPL 🪬

#

4/II/A- (following 4/II and 4/A option)
Now it also has Intel. (basically, its the previous version but it gives +1+1 to target)

#

5- Rework;
Give a friendly unit +1+1 and Guard. If Polish, repeat this effect.

[this is a pretty simple effect, too simple tbh but... it is not half bad]

#

5/A- (following 5th option)
Now it gives target unit +X+X instead. (plus Guard ofc)
(variants)
a- Give a friendly unit +1+2.
b- Give a friendly unit +2+1.
c- Give a friendly unit +2+2.

[small clarification, while redundant, it also doubles the stat buff it receives, which would be +2+4, +4+2 and +4+4 respectively]

#

5/II- (following 5th concept)
Give a friendly unit +1+1 and Guard. If Polish, give it -1 operation cost.

[now, instead of doubling the stat buff it now gets an operation cost discount, pretty useful for tempo]

#

5/II/A- (following 5/II option)
Now it gives target unit +X+X instead. (plus Guard ofc)
(variants)
a- Give target unit +1+2.
b- Give target unit +2+1.
c- Give target unit +2+2.

#

5/III- (following 5/II concept)
Give a friendly unit +1+1 and Guard. If Polish, give it -2 operation cost.

[same deal as before, but now it decreases its operation cost even further]

#

5/III/A- (following 5/III option)
Now it gives target unit +X+X. (again, alongside Guard)
(variants)
a- Give target unit +1+2.
b- Give target unit +2+1.
c- Give target unit +2+2.

#

6- Rework;
Give a Polish unit +1+1 and: "Destruction: Destroy a random enemy unit with equal cost or less".

[another pretty simple effect, its power/value is tied to target cost]

burn NationPL order

#

6/A- (following 6th option)
Now it gives target unit +X+X instead.
(variants)
a- Give target unit +1+2.
b- Give target uni +2+1.
c- Give target unit +2+2.

#

6/II- (following 6th option)
Now it can target any friendly unit. (+1+1 and Destruction effect)

burn NationPL order

#

6/II/A- (following 6th option)
Now it gives target unit +X+X instead.
(variants)
a- Give target unit +1+2.
b- Give target unit +2+1.
c- Give target unit +2+2.

#

7- Buff;
Give a friendly unit +1+1. Then it Fights a random enemy unit.

#

7/A- (following 7th option)
Now it gives target unit +X+X instead.
(variants)
a- Give target unit +1+2.
b- Give target unit +2+1.
c- Give target unit +2+2.

#

8- Rework;
Give a friendly unit: "At the end of your turn, add a LEGIONS to your support line if you control none."

[to clarify (though it is redundant), it would only add LEGIONS if you do not have any of those units in battle, effectively guaranteeing you atleast one of them]

burn NationPL order

#

8/II- (following 8th concept)
Give a friendly unit: "Add a LEGIONS to your support line if you do not control any".

[slightly different wording (my bad), but as for this effect it would be the same concept, though it wouldn't "trigger" at a certain time, but you'll ALWAYS have a LEGIONS in battle no matter what (if active)]

burn NationPL order

#

8/III- (kinda following 8th concept)
Give a friendly unit: "At the end of your turn, add a 4TP to your support line, destroy it end of next turn".

[now you are basically turning target unit into a much slower DANUTA]

burn NationPL order

#

8/III/A- (following 8/III option)
Now it adds a 4TP instead.

[effectively turning target unit into a more resembling copy of DANUTA]

burn NationPL tank

#

9- Rework;
Give a friendly unit: "The first time each turn this unit is attacked, add a LEGIONS defending it."

[pretty much inspired on DECISIVE DEFENSE's effect, but now it works only on units]

burn NationPL countermeasure

#

10- Rework;
Destroy target unit with cost 2 or less. Add a LEGIONS to your support line.

[clearly inspired from SUDDEN STRIKE, but also thought as an "alternative" for all the LEGIONS related orders]

burn NationPL order

#

10/II- (following 10th concept)
Destroy target enemy unit with cost 2 or less. Develop a random Exile unit.

burn EmblemPL order

#

10/III- (following 10th concept)
Destroy target unit with cost 2 or less. Add a copy of it to your support line. Destroy it end of your next turn.

[pretty useful to regain tempo or with units that have Destruction effects]

#

11- Rework;
Add a LEGIONS to your support line. Deal damage to target unit equal to LEGIONS units you control.

[a pretty simple and straighforward effect]

#

11/A- (following 11th option)
Now it deals damage to any target enemy.

[this means you can target the enemy HQ, now it is a burn card]

burn NationPL order

#

11/II- (following 11th option)
Add a LEGIONS to your support line. Deal damage to target unit equal to Polish units you control.

[same deal as before, but now you are not tied to controlling (only) LEGIONS but any Polish unit]

#

11/II/A- (following 11/II option)
Now it deals damage to any target enemy.

[just like before, now it can BURN]

burn NationPL order

#

12- Rework;
Give a friendly unit +1+1. If it is Polish, Develop an Exile unit. If it is Exile, Develop a Polish unit.

[credits to @prime iron; and just like he clarified, yes it would effectively Develop two times if you target (almost) any Exile unit]

burn NationPL order NationPL burn

#

12/A- (following 12th option)
Now it gives target unit +X+X instead. (plus Develop)
(variants)
a- Give target unit +1+2.
b- Give target unit +2+1.

#

13- Rework;
Add a LEGIONS to your support line. Develop RAPID RESPONSE, PLAN WEST or STRETCH THE LINE.

[I'm not really a fan of STRETCH THE LINE in this format, not because it is bad but the opposite, it is too good, borderline OP]

burn NationPL order

#

13/A- (following 13th option)
Now instead of Developing a STRETCH THE LINE it'll Develop a ZAMOŚĆ UPRISING instead.

[a much balanced option imo]

#

13/II- (following 13th concept)
Give target unit +1+1. Develop RAPID RESPONSE, PLAN WEST or STRETCH THE LINE.

[now instead of adding a LEGIONS, you now will'll buff an unit, the catch is that it not only needs an unit to be triggered, but it can also be an enemy]

burn NationPL order

#

13/II/A- (following 13/II option)
Now it gives target unit +X+X instead.
(variants)
a- Give target unit +1+2.
b- Give target unit +2+1.

#

13/III- (following 13/II concept)
Now instead of Developing a STRETCH THE LINE, it'll now Develop a ZAMOŚĆ UPRISING instead.

[even with the unit restriction it can be pretty busted to have STRETCH THE LINE there]

#

13/III/A- (following 13/III option)
Now it gives target unit +X+X instead.
(variants)
a- Give target unit +1+2.
b- Give target unit +2+1.

#

14- Rework;
Develop a copy of a Polish card in your deck. Then reduce its cost by 2.

[yeah it is just a lame inspiration of another lame card, which is AIR, LAND & SEA]

#

14/A- (following 14th option)
Now it has Bond.

#

15- Rework;
Reduced cost to 0k;
Add a copy of target unit to your support line. Destroy it end of turn.

[it has 2 basic uses (or 3), 1st as an early (Ja)ggro(pan) counter; 2nd as an "counter" value against units with destruction, (and 3 being any unit with a niche passive effect)]

burn NationPL order

#

15/A- (following 15th option)
Increased cost to 1k.

[for anyone that feels that it is "too cheap"]

#

15/II- (following 15th concept)
Reduced cost to 0k;
Add a copy of target unit to your support line. Destroy it at the start of your next turn.

[pretty much the same deal as before, but now it'll still be around through the enemy turn]

burn NationPL order

#

15/II/A- (following 15/II option)
Increased cost to 1k.

[same reasoning as before, this is only here for anyone that might say it is "too cheap"]

#

15/III- (following 15th option)
Reduced cost to 0k;
Add a copy of target unit to your support line, the give it +1+1. Destroy it end of turn.

[pretty much the same effect with a plus]

burn NationPL order

#

15/III/A- (following 15/III option)
Increased cost to 1k.

#

15/IV- (following 15/IV concept)
(insert idea effect). Destroy it at the start of your next turn.

[same deal, though now it'll be still around through the enemy turn]

#

15/IV/A- (following 15th option)
Increased cost to 1k.

#

16- Rework;
Develop a ground unit from your main nation. It costs 1 less to deploy and operate.

[this is basically PILOT ESCAPE but with ground units instead lmao]

burn NationPL order

#

16/A- (following 16th concept)
Develop a ground unit from Poland or your main nation. It costs 1 less to deploy or operate.

[same deal but technically less powerful... I guess]

#

17- Rework;
Develop an Exile unit. Repeat this effect if you control an Exile unit.

[pretty simple but straightforward effect]

#

17/II- (following 17th concept)
Develop an Exile unit. Then add an additional copy of it to your hand.

[pretty simple, Develop unit gets duplicated, thats it]

#

17/III- (following 17th concept)
Develop an Exile unit. Then add a copy of it to your support line if you have 4 or more unspent kredits.

[this is pretty much a US caveat]

burn NationPL NationUS

#

18- Rework;
Add a 24th UŁAN to your support line. Destroy it at the start of your next turn if it did not destroy an unit.

[now you'll basically get the old version of 24th UŁAN, but with the plus that it is cheaper and it might delay any frontline attacks from the enemy atleast one turn]

burn NationPL order

#

18/II- (kinda following 18th concept) Rework;
Add an IRON DIVISION to your support line. Destroy it if you move it or deploy an unit.

[before anyone says it is busted, read the card and analize it, you'll see it "cannot" move, but still attack, it just does what the card name says, a first line of defense]

[also, it is inspired from the 190th GUARD RIFLES's effect and 96. INFANTRY REGIMENT]

burn NationPL order

#

18/II/A- (following 18th option)
Now it also is destroyed if you add an unit. (you should not move it, add or deploy and unit)

#

19- Rework;
Give an unit: "Destruction: If it's the enemy turn, add a random Exile unit to your support line, give it this effect."

[yes, it is inspired from both KOKURA'S SWORD's and 442nd INFANTRY REGIMENT's effects]

burn NationPL order

#

19/A- (following 19th option)
Increased cost to Xk.
(variants)
a- Increased cost to 3k.
b- Increased cost to 4k.

[as the original cost might make it a pretty OP card, I might as well make more expensive variants isn't?]

gusty steppe
#

20- Rework;
Changes card type from Order order to Countermeasure countermeasure;
When an unit attacks, add a LEGIONS to your support line. Give it +X+0, where X is damage it dealt.

[credits to @sterile gyro, though it was not not possible to make its original idea, I've made it so it also was similar to HEARTLAND DEFENSE]

burn NationPL NationFIN

gusty steppe
#

21- Rework;
Give a friendly unit +3 defense and: "When this unit is dealt damage, your HQ gets equal amount of defense."

[shoutout to @silver path; though it is not the same idea it inspired me into this effect, which is the same from 845th RIFLES's effect]

burn NationPL order

#

21/II- (following 21th concept)
Give a friendly unit: "When this unit takes damage, Intel equal to damage taken."

[credits to @sterile gyro; pretty similar concept, though now instead of giving your HQ defense, it now Intels]

burn NationPL 🪬

#

22- Rework;
Changed card type from Order order to Countermeasure countermeasure;
When an enemy unit attacks, deal 2 damage to it. Deal 4 damage if you control 1 or less units.

[pretty similar concept as with AIR DEFENSE or COUNTERSTRIKE if you want, the catch is that the enemy still can land its attack]

burn NationPL countermeasure

#

22/II- (following 22nd concept)
Before an enemy unit attacks, deal 2 damage to it. Deal 4 damage if you control 1 or less units.

[same deal as before, but now it behaves exactly like AIR DEFENSE or COUNTERSTRIKE]

burn NationPL countermeasure

lofty zephyr
#

Op :)))

silver path
#

than here - #1350635388666122300 message

gusty steppe
#

not to mention that it deal a laughable amount of damage for the same cost

gusty steppe
#

yeah, until now I wasn't really used to use the word "immune", and I subcounsciouly put the spanish one instead

#

btw you pointed that out a year later, so fuck you

proper sierra
#

Calm your horses

gusty steppe
#

nu uh

sterile gyro
gusty steppe
#

you are always mocking me because of the spelling, I want to see you doing this card editing crap (I do not regret it)

proper sierra
#

Nah

gusty steppe
#

CARD QUESTION: AGENCY AFRICA; UPRISING; PILOT ESCAPE
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:

  • AGENCY AFRICA: (used it here and there), as for this order this is one of those Polish cards that is pretty much in a fine spot, it doesn't really need any changes whatosever given how nicely designed it is, though the only change I could think for it (as a buff) is to make it able to choose 1 of 3 known cards in the enemy hand instead of leaving it at random, thats it.

  • UPRISING: (also used it here and there), a pretty interesting order that has a lot of potential for an AoE card, from which for a reasonable cheap cost, you can adjust its total damage overtime through the match, which is pretty nice but.... I never liked its downside from which it could damage your own units as well, it kinda makes sense given its context but it is not really that good, while it has a pretty nice cost, both its conditional buildup and self unit damage makes it not really an ideal card imo. I'd say it should only deal damage to enemy units or all enemies.

  • PILOT ESCAPE: (didn't use it), another curious card from the latest expansions, while a Develop order that can cheap the choosen unit costs in total is pretty amazing, I do feel that it needs a little more of power behind it, as we can compare to the Italian conterpart BETASOM, which does not only Develop any Navy card but also enables Navy triggers until next turn, this card could use something equivalent.

lost hawk
#

Pilot is really good

#

it's versatile and allows for more threatening units

#

like imagine 3K RAF Mustang w 1op

proper sierra
#

2k little cobra with 1 op

lost hawk
#

that too

#

or 4K Henschel w 1op

gusty steppe
gusty steppe
gusty steppe
silver path
#

Uprising is fine

gusty steppe
#

through Paint.net, as with all cards here lmao

sterile gyro
#

You taking break today?

gusty steppe
#

but right now I don't feel like sharing 3 cards ideas at once

#

even if they are relatively short (I still have to add descriptions, thoughts and small explanations)

sterile gyro
#

Im deeply disappointed son.

wet smelt
#

Africa
3k
Bond, Exile, intel 3
Deal damage to all enymies equal to excess intel

#

Uprising
5k
Deal 1 damage to all units and (insert effect) for each polish unit destroyed this battle

#
  • give your HQ +1 defense
#
  • deal 1 damage to enemy hq
#
  • deal 1 damage
#

(To any target)

#
  • draw a card
  • add an exile card to hand
#
  • add a 4tp to hanf
#
  • add a 4tp to the frontline
#
  • add a 4tp to the support line
#

(3 above but for 24th UŁAN)

#
  • intel 1
#

This might increase its cost

#
  • add plan to enemy deck
#
  • add production to enemy deck
#
  • convert a card in enemy deck/hand into plan/production
#

Pilot escape is fine

#

Maby 1k

gusty steppe
#

AGENCY AFRICA (buff & rework ideas)
As for this order, I don't really have much to say about, it is one of those rare cases where Poland truly has a pretty solid card that has almost anything you might ask for it, it has a lot of Intel, has British Exile and can add a copy of a known enemy card to your hand, which can be semi consistent if the enemy has few cards in hand.

Only issue I encounter with this hand is that it is essentially "worse" than ORP BŁYSKAWICA, and what I mean by that is its lack of consistency on average (besides what I've mentioned before) and lack of additional effects, as that card can provide you decent healing and a specific card copy (being this orders).
While it is true AGENCY AFRICA does in fact costs 1 kredit less and have 1 additional Intel, I bet that many people would prefer the other option over this, even if it can copy other cards besides orders.

I might be a little nitpicky, so it is possible that this card might not need any changes whatosever, although I've thought a couple of ideas that could make it slightly better:

#

1- "Rework";
Choose 1 of 3 known cards in the enemy hand. Add a copy of it to your hand.

[basically, now this card works like SABOTAGE, minus the discard effect ofc]

burn NationPL 🪬

#

1/A- (following 1st option)
Increased cost to 3k.

#

2- Rework;
Deal damage to all enemy units equal to excess Intel.

[credits to @wet smelt; though it is not the full original idea... yet]

burn NationPL order

#

2/A- (following 2nd option)
Increased cost to 3k.

#

2/II- (following 2nd concept)
Deal damage to all enemies equal to excess Intel.

[almost there burn]

burn NationPL order

#

2/II/A- (following 2/II option)
Increased cost to 3k.

#

2/III- (following 2nd and 2/A options)
Now it has Bond;
Deal damage to all enemy units equal to excess Intel.
(alternative variant)
a- Increased cost to 3k.

[the original idea is almost complete, but there's still one missing detail yet]

burn NationPL order

#

2/III/A- (following 2/II and 2/IIA options)
Now it has Bond;
Deal damage to all enemies equal to excess Intel.
(alternative variant)
a- Increased cost to 3k.

#

3- Buff/Rework;
Known cards in the enemy hand have Bond. Add a copy of one to your hand.

[it would basically work exatly the same as with the original version, but now besides that you'll give Bond to all known cards in the enemy hand]

burn NationPL 🪬 NationPL burn

#

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

[due to it potentially be able to finish the match on its own, now it gets a cost increase]

#

4- Rework;
Give 2 random cards in the enemy deck: "Show when drawn: Discard this card."

[shoutout to @sterile gyro; though its original effect had a different kinda of effect, but saddly it could not fit properly without removing the keywords]

burn NationPL order

#

4/A- (following 4th option)
Now it affects 3 random enemy cards instead.

#

4/II- (following 4th concept)
Give 2 random cards in the enemy deck: "Show when drawn: Discard a card."

[now instead of discarding the drawn card, it'll discard a random one instead]

burn NationPL order

#

4/II/A- (following 4/II option)
Now it affects 3 random enemy cards instead.

#

4/III- (following 4th concept)
Give the top card of the enemy deck: "Show when drawn: Discard this card."

[now you have a guaranteed hand lock/discard for the enemy for 1 turn]

burn NationPL order

sterile gyro
gusty steppe
#

4/III/A- (following 4/III option)
Now it gives the top card: "Show when drawn: Discard a card."

[pretty much the same deal as before, but now it discard a random card instead]

#

4/IV- (following 4/III concept)
Increased cost to 4k;
Give top 2 cards of th enemy deck: "Show when drawn: Discard this card."

[now the handlock/discard lasts 2 turns; costs could probably be higher]

burn NationPL order

#

4/IV/A- (following 4/IV option)
Now it gives the top 2 enemy cards: "Show when drawn: Discard a card."

[same deal again, but now it discard a random card instead]

#

(this is not over yet)

gusty steppe
#

PILOT ESCAPE (buff ideas)
As for this order, this is again another order which might be one of the few cases where Poland actually got functionally useful cards outside of LEGIONS deck, for 2k you are able to access any air unit from your main nation through Development, and on top of that you reduces its overal cost by 2k, which is a pretty good deal.

Though it might just be me, who has a slightly anti bias towards Poland, so while I kinda like it, I do not think it has truly enough power to be worth using, as a comparison (which I know many people don't like that word) Italy has BETASOM, which does a somewhat similar effect for the same cost, but it also enables some nice Navy effects alongside the Develop of any Navy card in the game.

What do I want to get with that? as far as I've noticed, this card lacks any type of true synergy with Polish cards altogether, only cards that might fit into that role right now is PZL.37 ŁOŚ, but it only works with Polish units, from which we just go back to the same starting point: It doesn't do anything remarkable.

So, to make this interesting card into a more powerful option for Poland, I've thought some ideas that could come in handy for it:

#

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

[shoutout to @wet smelt; I was kinda hesistant into this option, but... it is not terrible tbh, als it cannot be considered a busted card given how simple it is]

#

1/II- (following 1st concept); (change to base card) Buff;
(insert base effect). Draw a card.

[a pretty simple yet very effective addition, it might not be very flashy but it'll provide you with a good cyling tool]

burn NationPL cards

#

1/II/A- (following 2nd option)
(insert base effect). Draw a Polish card.

#

1/II/B- (following 2nd option)
(insert base effect). Draw an air unit from your deck.

[1st it kinda makes sense given the artword (yeah thats my argument); and 2nd.... it would be preferably to be a Polish air unit, but oh well]

#

1/III- (following 2nd concept)
(insert base effect). Draw a PILOT ESCAPE from your deck.

[yet again inspired from IJN MIKURA's effect]

burn NationPL NationJP

#

1/III/A- (following 1/III option)
(insert base effect). Draw a PILOT ESCAPE end of turn.

[now it has a slightly more similar wording as from IJN MIKURA, though not complete given the usual space limitations]

#

1/IV- (following 1st concept) "Rework";
Develop an air unit. It costs 1 less to deploy and operate. Draw a card if from your main nation.

[credits to @sterile gyro; now it'll Develop ANY air unit available in the game, plus a conditional card draw]

burn NationPL fighter bomber2 NationPL burn

#

1/IV/A- (following 1/IV option)
(insert idea effect). Draw a card if Polish.

[same deal but now with a different conditional draw effect]

#

1/IV/B- (following 1/IV and 1/IV/A options) MERGE;
(insert idea effect). Draw a card if from your main nation or Poland.

[now it'll draw a card if the choosen card is either from your main nation or Polish]

#

2- Buff;
(insert base effect). It counts as Polish.

[now it can synergize with any Polish related effects available now and in the (possible) future]

[it could also "convert it" into a Polish card as if it was a Salvage]

burn NationPL order

#

2/A- (following 2nd option)
(insert base effect). Give it Exile.

[same deal as before, but now it allows it for Exile synergies]

#

2/B- (following both 2nd and 2/A options) MERGE;
(insert base effect). It counts as a Polish and Exile unit.

[now it basically has the two passive "tribes" to allow more synergies]

#

3- Buff;
Develop an air unit of Poland and your main nation. Each costs 1 less to deploy and operate.

[basically the same deal as with the original one, but now it also gives you a Polish air unit]

burn NationPL fighter bomber2 NationPL burn

#

3/A- (following 3rd concept); (change to base card);
Develop an air unit from your main nation. It costs 1 less to deploy and operate. Then Develop a Polish air unit.

[now it is basically the same concept but the discounts are only applied to the main nation unit, not the Polish one]

#

3/B- (following 3/A concept)
Develop a Polish air unit. It costs 1 less to deploy and operate. Develop an air unit of your main nation.

[it is basically the same idea but swapped, now your Polish unit will get the discount bonuses while your main nation will not]

#

4- (change to base card) Buff;
(insert base effect). Give it (see variants).
(variants)
a- Give it Blitz.
b- Give it Fury. (after some thinking, and overcoming my stubborness, it might not be wise to apply this one)

[for more additional air power burn]

burn NationPL order

#

4/A- (following 4th option)
(insert base effect). Randomly give it Blitz or Fury.

[additional note while following the previous option, the Fury option might not be wise to add as a thing]

[2 on 1 as a chance, but not a guarantee]

#

4/II- (following 4th concept)
(insert base effect). Give it a random combat keyword.

[same deal as before, but now besides the original effect it can also get a random combat keyword, it might help you or it might not]

burn NationPL order

#

4/II/A- (following 4/II option)
(insert base effect). Give it 2 random combat keywords.

[double the keywords, double the fun burn]

#

4/III- (following 4th and 3rd concepts) MERGE;
Develop an air unit from Poland and your main nation. Each cost 1 less to deploy and operate. Give them (see variants).
(variants)
a- Give them Blitz.
b- Give them Fury. (after some thinking, and overcoming my stubborness, it might not be wise to apply this one)

[same deal as with the 3rd option, but on top of the discount they also get additional power for more value]

burn NationPL order

wet smelt
#

Maby base effect and exile to US for pilot escape?

gusty steppe
agile coyoteBOT
#

Cards found: 1

gusty steppe
#

blame the bad design of mustang, not this poor man attempting to raise Poland to a greater height

#

I still don't understand why they made it so friking OP

sterile gyro
lost hawk
#

Especially in a nation with access to %romanian bridgehead%

agile coyoteBOT
#

Cards found: 1

whole wolf
gusty steppe
#

I mean, if you say it like that yeah it sounds bad, but the second air unit is Polish, which on average they tend to suck

lost hawk
#

If you develop them from Pilot Escape, you give em -1 to deployment and operation cost

#

Enough to make most air units real threats

gusty steppe
#

thats the idea

#

Polish air units are not rally threatening besides 3 units... more or less

#

they are mostly support tools

lost hawk
#

Lets not mention the fact this also gives them Blitz or Fury

#

Both insane keywords, esp on air units

gusty steppe
#

only one (thats why they are divided into two cards)

#

if you mean the one that says 2 random keywords I'll get it, though it is still random

lost hawk
#

I mean the Blitz one and Fury one

#

No matter which one you pick, its type of card that would prob land 3 copies in most Pol decks

gusty steppe
#

yeah thats what I meant before, it only gives them one of them

#

it is either only Blitz or only Fury

#

not both, I'm not that MAD

lost hawk
#

And both one that give Blitz and one that gives Fury are OP

#

Lets take %invader% for example

agile coyoteBOT
#

Cards found: 1

lost hawk
#

Its a bad card

#

But 4K 1op 4/4 Fury bomber would be really good

#

Blitz one too

lost hawk
gusty steppe
#

and as I stated before, I am not amused at all BRIDGEHEAD and still feel it is overrated

#

using both PILOT ESCAPE and ROMANIAN BRIDGEHEAD for a slightly temporal boost of power doesn't sound that amazing (given that it is eventually destroyed if not countered)

#

you'll be better off using any natura Blitz air units with better power, so also you'll be saving both card slots and Ally card slots

lost hawk
lost hawk
#

also, %burst of fire% is one of the most broken cards in reserve pool

agile coyoteBOT
#

Cards found: 1

lost hawk
#

another cheap card to give Air unit Fury is not good idea

gusty steppe
#

ofc, its Japanese

#

there is not a single Ja(groo)nese card that is not busted asf

#

(or utterly "trash")

lost hawk
#

oh, and Romanian also makes it easier to OTK or deal considerable amount of damage with that Fury unit

gusty steppe
#

its a way to say it, same crap that just screws you over and makes you feel miserable

sterile gyro
lost hawk
#

and since it's technically a order that adds such plane, you can treat order's cost as a small price you pay to not have to pay as much when you actually gonna pull it off

gusty steppe
#

like a payment in advance right?

lost hawk
#

technically yes

#

also, I'm speaking cases with bigger planes

#

but 2K 0op Blitz plane is gonna be pretty good

#

and here

#

by "2K" I cover the cost of Pilot anyway

#

and mean stuff like %swordfish%

agile coyoteBOT
gusty steppe
#

yeah, all of the little bombers/fighters with around the same cost and stats

lost hawk
#

and you can pay the 2K in advance and at random time to surprise enemy w such stuff

#

Blitz giving one is less reliant on other cards to get value (or pulling off cards that naturally have Blitz), Fury one when additionally supported is gonna be a menace to deal with

gusty steppe
#

yeah now that you put it like that, Fury might be the most teribble option to think of

#

I'm starting to remember the previous OTK from Japan with kredit denial (that was so damn frustrating to play against)

#

I don't want to imagine that but with less steps

#

(and easier to pull off, even if "randomized" by a Develop)

#

another option (still trying to justify the Fury addition) would be to remove the kredit discount, though that might kill the purpose of the suggestion tbh

#

bah, otherwise we'll just consider the Blitz as a distant possiblity, while the Fury one is out of question

#

(btw, I'll be posting in a moment the UPRISING ideas, if anyone has something that could be applied for it too)

dim shadow
gusty steppe
#

not to mention that people uses fighters on a semi regularly, not entire air decks but just enough for that strategy to fall apart

dim shadow
gusty steppe
#

thats true, but it is competing against other Polish cards and orders that can do the same job but with less steps and with much more powerful outcomes, this one can be easily considered a worse version of STRESTCH THE LINE minus the Intel.

#

and I bet anything that you'll most likely prefer a quick to use order that gives you instant and guaranteed value over something that does the same but with a higher risk of it being cancelled

#

UPRISING (buff & rework ideas)
As for this order, I have to say that this is one of the most complicated cards to have an opinion about, on one hand it is a pretty interesting order with a potentially powerful effect that might be a key tool to "reset" the board if you are at an disadvantage, given that it has a considerable low cost and a pretty consistent conditional effect it makes it perfect if you aim to get a lot of Polish units (a.k.a LEGIONS).

But on the other hand, I honestly find this card... bad believe me or not, while I know I've pointed out its strong points, here are the issues that bother me the most;

At first this card is only useful at a later stage of the match, given that you need Polish units to be destroyed for it to work, which is not something you cannot make that quick for it to accumulate that much power;
while also considering the previous point, it is also a somewhat expensive card if you want an early board wipe if you encounter (ja)ggro, in which again it would most likely fail to do so given the lack of damage;

And last point to be made, is that while it makes sense given its potential use as for its cost and growth in damage, the fact that it also damages your own units might make it a big no to use, not only you need to lose Polish units to get it to work reliably, but also there is the chance to lose your own units if you want to use it, I can easily compare it to the atrocious MAESLTROM from Germany, as for the fact that you'll probably be better if you use any other boardwipe, hell there is even a semi reliable order that is easier to craft which is ORP GENERAL HALLER.

I might be a little nitpicky here, but I do sincerely believe this order could do better, specially if we compare it to other Ally nations orders with similar concepts, so to do that I've thought some ideas for the job:

#

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

[as always, the most simple change to made is a cost reduction, and I believe that for this card it would perfectly fit into it]

#

2- Buff;
Deal damage to all enemy units equal to Polish units destroyed this battle.

[a pretty simple twist for this card, now you won't damage your own units anymore]

burn NationPL order

#

2/A- (following 2nd option)
Increased cost to Xk.

[this might not be necessary given that it kinda kills the original purpose of the card, though now it lacks its other downside for it to be cheaper]

#

2/II- (following 2nd option)
Deal damage to all enemy units equal to Polish units destroyed this battle. Destroy a random friendly unit.

[if you think that the fact that it no longer damages your units is too busted, here is an alternative downside, random self unit destruction]

#

2/II/A- (following 2/II option)
Increased cost to Xk.
(variants)
a- Increased cost to 6k.
b- Increased cost to 7k.

[this also might not be necessary ofc, but there is always the chance it might still be too powerful]

#

2/III- (following 2/II option)
(insert idea effect). Destroy 2 random friendly units.

[same deal, but now its downside is slightly more heavy]

#

2/III/A- (following 2/III option)
Increased cost to Xk.

[same reasons as before, though given the new downside this might be as well be considered a nerf]

#

2/IV- (following 2nd concept)
(insert idea effect). Remove the top 4 cards of your deck.

[pretty much a German like downside, similar to ALPENFENSTUNG or JET PROTOTYPE; the amount of cards removed could be adjusted ofc]

burn NationPL NationGR

#

3- Buff; (similar to 2nd concept)
Deal damage to all enemies equal to Polish units destroyed this battle.

[now it can also damage the enemy HQ]

burn NationPL order

#

3/A- (following 3rd option)
Increased cost to Xk.
(variants)
a- Increased cost to 6k.
b- Increased cost to 7k.

[given that it now has no downsides and a pretty powerful effect, this is a reasonable change to do too]

#

3/II- (following 3rd option)
(insert base effect). Destroy a random friendly unit.

[and just like before, to give it an alternative downside, now you might sacrifce a friendly unit (if any)]

#

3/II/A- (following 3/II option)
Increased cost to Xk.
(variants)
a- Increased cost to 6k.
b- Increased cost to 7k.

#

3/III- (following 3/II concept)
(insert idea effect). Destroy 2 random friendly units.

[increased the weight of the downside as for its main powerful effect]

#

3/III/A- (following 3/III option)
Increased cost to Xk.
(variants)
a- Increased cost to 6k.
b- Increased cost to 7k.

[here is quite the dilemma, on one hand destroying 2 friendly units is a big deal, so increasing its cost might be overkill, though its effect can still be pretty dangerous]

#

3/IV- (following 3rd option)
(insert idea effect). Remove the top 4 cards of your deck.

[and just like before, we yet again have a German like downside, the amount of cards removed could be adjusted though]

burn NationPL order

#

4- Buff;
Deal damage to all units and give your HQ defense equal to Polish units destroyed this battle.

[credits to @wet smelt; a pretty interesting and matching effect for a card like this]

burn NationPL NationUK

#

4/A- (following 4th option)
Increased cost to Xk.
(variants)
a- Increased cost to 6k.
b- Increased cost to 7k.

#

4/II- (following 4th and 2nd concepts) MERGE;
Deal damage to all enemy units and give your HQ defense equal to Polish units destroyed this battle.

[same deal as before, but besides the HQ healing, now you won't deal damage to your own units anymore]

burn NationPL order

#

4/II/A- (following 4/II option)
Increased cost to Xk.
(variants)
a- Increased cost to 6k.
b- Increased cost to 7k.

#

4/III- (following both 4th and 3rd concepts)
Deal damage to all enemies and give your HQ defense equal to Polish units destroyed this battle.

[yet again, the same deal as before but now not only you get HQ defense and no friendly fire, but also you can burn the enemy HQ]

burn NationPL order

#

4/III/A- (following 4/III option)
Increased cost to Xk.
(variants)
a- Increased cost to 6k.
b- Increased cost to 7k.

#

5- Buff;
(insert base effect). Draw 2 cards.

[another simple addition as with any card, and now you can also draw a good amount of cards with it, even if you do not deal a lot of damage you'll get access to an emergency card draw]

burn NationPL cards

#

5/A- (following 5th option)
(insert base effect). Draw 2 Polish cards.

[same deal as before, though now it might be more or less powerful I suppose]

#

5/B- (following 5th option)
(insert base effect). Draw a card and a Polish card.

[now you'll get to draw a "random" card and a "guaranteed" Polish card instead]

#

6- Buff;
Deal damage to target unit and all units equal to Polish units destroyed this battle.

[credits to @wet smelt; now you can double the damage done in total to a single unit if you need, besides the AoE effect ofc]

burn NationPL order

#

6/A- (following 6th option)
Deal damage to the enemy HQ an all units equal to Polish units destroyed this battle.

[now besides the regular AoE effect, now can also burn the enemy HQ]

burn NationPL order

#

6/II- (following 6th concept)
Deal damage to target unit and all enemies equal to Polish units destroyed this battle.

[now besides that it deals damage to a target unit (thus doubling its damage), it can also damage all enemies (HQ included ofc)]

burn NationPL order

#

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

[give that it can deal double damage to a target unit and all enemies only, it is fair cost adjustment]

#

6/III- (following 6th concept) TOXIC BUFF;
Deal damage to target enemy and all enemies equal to Polish units destroyed this battle.

[credits to @sterile gyro; now not only your units are not damaged, but you can also target any enemy to deal "double" damage to it, from which the HQ is also included]

burn NationPL order

#

6/III/A- (following 6th option)
Increased cost to Xk.
(variants)
a- Increased cost to 6k.
b- Increased cost to 7k.
b- Increased cost to 8k.

[given how absurdly powerful this idea ended up being, a cost adjustment is the least it can have for balance]

#

6/III/B- (following 6/III/A variants)
d-Increased cost to 9k.

[a pretty high cost, not sure if it is enough but its a good minimal price]

#

7- Buff/"Rework";
Choose one - Deal 2 damage to all units OR deal damage equal to Polish units destroyed this battle.

[now you can basically choose to only deal a guaranteed 2 damage to all units if you happen to not have that many Polish units destroyed, or the original effect]

burn NationPL order

#

7/A- (following 7th option)
Increased damage dealt to 2-3 to all units (for the first option)

#

7/II- (following both 7th and 3rd concepts) MERGE;
Choose one - Deal 2 damage to all enemies OR deal damage equal to Polish units destroyed this battle.

[pretty much the same deal as before, but now it won't damage your units anymore but the enemy]

burn NationPL order

#

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

[considering that now not only it is a flexible tool, but it can also deal damage to all units, it is not crazy to increase its cost]

wet smelt
#

What if it dealt damage to all?

gusty steppe
#

thats even worse (also it is to Soviet)

#

"Oh look, I need a boardclear as I'm in trouble!" proceeds to kill himself/put in a worse spot

wet smelt
#

It could be 2k

gusty steppe
#

7/III- (following 7/II option)
Now it deals 2-3 damage to all enemies (as for the first option)

[now it has even more power on its alternative effect, flexible cards ftw!]

#

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

#

8- Buff/"Rework;
Deal damage to all non-Polish units equal to Polish units destroyed this battle.

[pretty similar concept as with the 2nd option, but now the only units you cannot harm are Polish units, either friendly or foe]

burn NationPL order

#

8/A- (following 8th option)
Increased cost to Xk.
(variants)
a- Increased cost to 6k.
b- Increased cost to 7k.

#

8/II- (following 8th concept)
Deal damage to all non-Polish units and the enemy HQ equal to Polish units destroyed this battle.

[now it is basically the same deal as before, but now it can also damage the enemy HQ]

burn NationPL order

#

8/II/A- (following 8/II option)
Increased cost to Xk.
(variants)
a- Increased cost to 6k.
b- Increased cost to 7k.

#

8/III- (following 8th concept)
Deal damage to target unit and all non-Polish units equal to Polish units destroyed this battle.

[now you can have the very same effect as before, but also you can target any unit to damage it, either dealing double or regular damage in total to it]

burn NationPL order

#

8/III/A- (following 8/III option)
Increased cost to Xk.
(variants)
a- Increased cost to 6k.
b- Increased cost to 7k.

#

8/IV- (following 8th concept)
Deal damage to target enemy and all non-Polish units equal to Polish units destroyed this battle.

[basically the same deal as with the previous option, but now you can target any enemy, which means it can also deal some burn damage ofc]

burn NationPL order

#

8/IV/A- (following 8/IV option)
Increased cost to Xk.
(variants)
a- Increased cost to 6k.
b- Increased cost to 7k.

#

9- Buff;
(insert base effect). Add 2 LEGIONS to your support line.

[small clarification, the added LEGIONS would not be damaged by the order]

burn NationPL order

#

9/A- (following 9th option)
Increased cost to Xk.
(variants)
a- Increased cost to 6k.
b- Increased cost to 7k.

#

9/II- (following 9th option)
(insert base effect). Add 3 LEGIONS to your support line.

[just as it says, same effect as before but now it adds more units]

#

9/II/A- (following 9/II option)
Increased cost to Xk.
(variants)
a- Increased cost to 6k.
b- Increased cost to 7k.

#

9/III- (following 9th concept)
(insert base effect). Fill your support line with LEGIONS.

[inspired by the HSM HERMES' effect]

burn NationPL order

#

9/III/A- (following 9/III option)
Increased cost to Xk.
(variants)
a- Increased cost to 6k.
b- Increased cost to 7k.

#

9/IV- (following 9th concept)
(insert base effect). Add 2 4TP units to your support line.

[if you thought that adding LEGIONS might be too powerful, here is an alternative version of it!]

burn NationPL tank

#

9/IV/A- (following 9/IV option)
Increased cost to Xk.
(variants)
a- Increased cost to 6k.
b- Increased cost to 7k.

#

9/V- (following 9/IV concept)
(insert base effect). Add 3 4TP units to your support line.

[same deal as before, but with a bigger quantity]

#

9/V/A- (folllowing 9/V option)
Increased cost to Xk.
(variants)
a- Increased cost to 6k.
b- Increased csot to 7k.

#

9/VI- (following 9/IV concept)
(insert base idea). Fill your support line with 4TP units.

[yet again the same concetp as with HMS HERMES]

burn NationPL tank

#

9/VI/A- (following 9/VI option)
Increased cost to Xk.
(variants)
a- Increased cost to 6k.
b- Increased cost to 7k.

#

10- Buff/"Rework";
Reduced cost to 2k;
Deal damage to all equal to Polish units destroyed this battle. Your HQ is damaged last.

[credits to the soviet madman of @wet smelt; though the last sentence is a thing of mine to give it more toxicity flavour]

burn NationPL NationUSSR

#

10/A- (following 10th option)
Increased cost to 3k.

sterile gyro
#

Or the game will cause blackhole-

gusty steppe
sterile gyro
gusty steppe
#

why? the idea is that it is damaged after everything else is damaged first

#

all units and enemy HQ

sterile gyro
#

I dont get the word

prime iron
#

Everyone is damaged first

#

Including enemy HQ

#

Your HQ is the last target to be damaged

sterile gyro
#

I get it now

gusty steppe
#

CARD QUESTION: PZL P.7; BATTLE Mk I PL; PZL P.11
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:

  • PZL P.7: (never used it in my life); what can I say about it.... atleast from what I can tell from my impression of it, it is a horrible card, not the most terrible but it goes into that list, though while its concept is quite cool, it is too expensive for it to be worth running around, so... I'd say its costs could be reduced to 0k (either deployment and/or operation cost) and it also should probably have Shock. In the end its just an little Ally Polish fighter, it needs some love.

  • BATTLE Mk I PL: (also never used it); a pretty interesting unit tbh, it reminds me of the French SOMUA S35, to which one might believe it is good, but not only its cost and stats are terrible in comparison, it only works for Exile units, and to add again on top of that Exile units on average suck. All of this combined with the fact that it costs 2k, has a low life span and it cannot even avoid being attack due to lacks of keywords. One of those things could be changed, either upgrade its passive effect, give it Smokescreen, make it cheaper and/or upgrade its stats/defense.

  • PZL P.11: (also never used it); what can I say about it, to make this short lets say that I find the same issues from both PZL P.7 and BATTLE Mk I PL combined into one unit, but being much worse given that not only it is an Ally card, but its effect is mediocre at best. Low survivability, low uses it can have, and the Exile pool available doesn't help it either as they are not that great. It could either be upgraded or entirely reworked.

[posted this as a way to swift an inbetween time from the UPRISING opinions and this three cards]

wet smelt
#

P.7
1k1op 2/1
Destruction: Add a PZL P.7 to hand if its your turn. Give it blitz

#

Mk should be 1/4 and is fine besides that

#

Pzl p.11
At the end of turn give your exile units in hand -1 cost

silver path
#

Pzl P.7 2k 9 op cost lower op cost per polish unit destory this battle and if it 10 or more polish unit destroy than gain bitz and it's a 4/3

deft leaf
gusty steppe
#

I was pretty much waiting for you to give an opinion since you are actively using Exile decks

#

XD

#

(well, that and the fact that lazyness struck me)

#

PZL P.7 (buff ideas)
As for this unit, tbh I don't really have much to say about it, its a mediocre unit at best, while its concept is interesting, it is not really useful imo, a 1k 1/2 Blitz fighter while it might be possible to pull off a OTK shenanigans of sorts but nothing else could come to my mind. Besides that usage, it lacks a lot of power and it is pretty expensive to use as a sole fighting unit, even if a fighter type.

And not only that, but the fact that both PILOT ESCAPE and ROMANIAN BRIDGEHEAD are already a thing, you might as well use one of those (or both) to get a more useful and powerful fighter or bomber, bah anything could be better than this piece of crap.

So, to make this currently average designed Polish unit, into a truly interesting unit to use when playing Poland, I've thought some ideas that might do the job:

#

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

[a pretty simple change to apply as always, it might seem too much of a buff, but take into account it can just be retreated when the enemy moves an unit to the frontline, also its stats still suck]

#

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

[a less "dangerous" approach to make this card more useful, though it might not be impressive, it now won't be a burden to operate around]

#

1/A- (following both 1st and 1/A concepts) MERGE;
Reduced both deployment and operations costs to 0k.

[yeah.... well I have no arguments to back this up tbh, but to be fair if you plan on using this as an "all or nothing" strategy, it might work or fail miserable due to severe lack of card draw]

burn RoundelPL fighter

#

2- (change to base card) Buff;
Swapped stats: Increased attack to 2; Reduced defense to 1.

[shoutout to both @wet smelt and @sterile gyro ; a pretty solid approach if you ask me, decent damage output, and it can also laugh at any enemy rush to the frontline to destroy it]

[as an additional note, this change can be applied to any of the following options, though there are some that already includes it given its design]

burn RoundelPL fighter

#

3- Buff;
Now it also has Shock.

[not much to say, besides that it could be applied to any of the following/previous options too if necessary]

burn RoundelPL fighter

#

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

#

3/II- (following 3rd option)
Removed Blitz; Replaced it with Fury.

[Blitz and Fury on a single unit is hazardous, though this keyword could also be applied into any of the previous/following options too]

burn RoundelPL fighter

#

3/II/A- (following 3/II option)
Reduced operation cost to 0k.

sterile gyro
#

Control the frontline

#

Retreat this unit at the end of turn

#

So its like komet while enemy controls frontline

gusty steppe
#

you've already told me something like that

#

"If your enemy control frontline, retreat this unit at the end of your turn"

#

don't make me use the Hatemonger image lmao

#

3/III- (following both 3rd and 3/II concepts) MERGE;
Removed Blitz, Replaced it with both Fury and Shock.

[same deal as before, but now it can be even more dangerous though still slower than the original, this change can also be applied as a general thing for all previous/following options]

burn RoundelPL fighter

#

3/III/A- (following 3/III option)
Reduced operation cost to 0k.

sterile gyro
#

😭

gusty steppe
#

4- Buff/"Rework";
Swapped stats; Increased attack to 2; Reduced defense to 1;
At the end of your turn, if the enemy controls the frontline, return this unit to hand.

[credits to @sterile gyro; the idea in question is to make it similar to KOMET, but with neither KO or MET]

burn RoundelPL fighter

#

4/A- (following 4th option)
Now it has Shock.

[why? I dunno, more flavour I suppose burn]

#

4/II- (following 4th concept)
At the end of your turn, if the frontline is controlled, Retreat this unit.

[same deal as before, but now it can also trigger with your own units too]

burn RoundelPL fighter

#

4/II/A- (following 4/II option)
Increased cost to 2k.

[given that now it can work as a Polish KOMET, it would be wise to give it a higher cost, though not that high]

#

4/III- (following 4/II option)
Increased cost to 2k; Now it also has Shock;

[same deal, but now with a higher cost given its potential power]

burn RoundelPL fighter

#

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

[same reasoning as before, but now it can have a more expensive cost, but I believe 3k is enough]

#

5- Rework;
Swapped stats: Increased attack to 2; Reduced defense to 1; Removed Blitz;
Destruction: If the enemy turn, add a PZL P.7 to hand with Blitz.

[credits to the madman @wet smelt; (I love this concept)]

burn RoundelPLRoundelJP

#

5/A- (following 5th option)
(insert base effect). Otherwise draw a card.

[small redundant clarification, you'll basically draw a card if it is destroyed in your turn]

#

5/II- (following 5th concept)
Now it has Blitz;
Destruction: If the enemy turn, add a PZL P.7 to hand with Shock.

[same deal as the original, but the effect now is swapped]

burn RoundelPLRoundelJP

#

5/II/A- (following 5/II option)
Increased cost to 2k.

#

6- Rework;
Before this unit attacks, destroyed the defender if it costs 1 or less.

[just to clarify, it would only (and obviously) destroy enemy units, though I'm not sure if its wording could be adjusted]

burn RoundelPL fighter

#

6/II- (following 6th concept)
Removed Blitz;
Deployment: Target an enemy unit. Destroy it if it costs 1 or less, otherwise Fight it.

[just what the effect says, it either destroys target or deals/trades 1 damage to an enemy unit]

burn RoundelPL fighter

#

6/II/A- (following 6/II option)
Swapped stats: Increased attack to 2; Reduced defense to 1.

[same deal though now it can deal more damage if it Fights target unit]

#

7- Rework;
Retreat this unit before damage is applied when it is attacked.

[ripoff copy from the BM-13N US6' effect, though while it might not be an artillery, it can be annoying to deal with]

burn RoundelPLRoundelUSSR

#

7/A- (following 7th option)
Swapped stats; Increased attack to 2; Reduced defense to 1.

#

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

[given that now it can deal a substantial amount of damage, it would be good to tone it down slightly]

#

7/II- (following 7th concept)
Retreat this unit before it is targeted by the enemy.

[pretty much the same deal as before, but instead of enemy attacks, it retreats to enemy targeted effects]

burn RoundelPLRoundelUSSR

#

7/II/A- (following 7/II option)
Swapped stats: Increased attack to 2; Reduced defense to 1.

[well, this is a though one to analize, one one hand it can be easily be traded with units, but not with targeted effects anymore]

#

7/II/B- (following 7/II/A option)
Increased cost to 2k;

[I personally believe it is fine as a 1k unit, though it is possible it might need a cost increase]

sterile gyro
#

Theoretically it retreats for no reason

#

Before it is targeted then

#

You dont know when

#

So I'd say retreat this unit when enemy target this unit.

gusty steppe
#

if its either a deployment or an order

#

8- Rework;
Reduced operation cost to 0k;
Swapped stats: Increased attack to 2; Reduced defense to 1.
Cannot be deployed if you do not control the fronline.

[credits to @sterile gyro; though it is not the original idea, I've adjusted it a little since the whole effect could not fit]

burn RoundelPL fighter

#

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

#

8/II- (following 8th concept)
Cannot be deployed if you do not control a Polish unit at the frontline.

[same deal as before, though now its conditional effect is more restricted]

burn RoundelPL fighter

#

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

#

8/II/B- (following 8/II/A option)
Increased attack to 3.

#

8/II/C- (following 8/II/B option)
Increased cost to 3k.

sterile gyro
deft leaf
gusty steppe
#

thats ok, your life is obviously more important than this silly project of mine, though I have to say it was not the same without you around here pointing out how dumb are my statements and card selections to adjust XD

versed grove
gusty steppe
#

9- Rework;
Reduced operation cost to 0k; Removed Blitz;
Swapped stats: Increased attack to 2; Reduced defense to 1;
If the enemy controls the frontline, remove this unit end of turn. Return it at the start of your turn with Blitz.

[credits to @versed grove; pretty unusual from me to add a last moment idea after "1 day", but it is a pretty solid concept to skip]

[as for the wording itself, as per usual it lacks some words due to text space, though it would basically work as a KOMET or SALAMANDER but with a conditional effect for its removal]

burn RoundelPL fighter

#

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

#

9/B- (following 9th option)
Increased cost to 2k;
Increased attack to 3.

#

9/C- (following 9/B option)
Increased cost to 3k.

#

9/II- (following 9th concept)
(same base modifiers as before);
If the enemy controls the frontline, remove this unit end of turn. Return it at the end of enemy turn with Shock.

[pretty much the same deal but now it gets Shock for a more solid anti-frontline trade or whatever you want; as for the Blitz part, now it returns at the end of the enemy turn, which makes it available to operate instantly]

burn RoundelPL fighter

#

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

#

9/II/B- (following 9/II option)
Increased cost to 2k;
Increased attack to 3.

#

9/II/C- (following 9/II/B option)
Increased cost to 3k.

#

(I might as well start designing the BATTLE Mk I PL ideas, so you can also start sharing yours for it too)

deft leaf
gusty steppe
#

BATTLE Mk I PL (buff & rework ideas)
As for this unit, I don't really have a solid opinion about it, as I never truly used all Exile tools to its full potential, given that for 1 almost 70% of its units are terrible and need desperately synergies to work, which is... just overshadowed by any other regular unit with normal power and consistency.

While an interesting concept, even if we exclude the fact that Exile units are terrible, this unit also lacks uses and utility for it to be worth not only choosing but spending cards/wildcards in it, as it only buffs other Exile units than it, making it pretty much a worse version of SOMUA S35, worse passive effect, worse stats and worse survivability.

A pretty curious card, though I don't think it is good as it is, so I've thought some ideas for it to be a truly decent support tool:

#

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

[a pretty simple yet effective change as always, it could be applied to any of the following options, though that might not be necessary]

#

2- (change to base card) Buff;
Increased defense to X.
(variants)
a- Increased defense to 3. (1/3)
b- Increased defense to 4. (1/4)

[as for this changes and all of its variants, they can also be applied to any of the followin options too if necessary]

[shoutout/credits to @wet smelt]

#

2/A- (following 2nd concept); (change to base card) Buff;
Increased attack to 2.

#

2/B- (following both 2nd and 2/A options) MERGE;
Increased attack to 2; Increased defense to X.
(variants)
a- Increased defense to 3. (2/3)
b- Increased defense to 4. (2/4)

lost hawk
gusty steppe
#

3- (change to base card) Buff;
Now it has Smokescreen.

[further improving its defensive capabilities, so it can no longer be leaved at the mercy of any unit attack]

[just like before, this change could also be applied to any of the previous/following options too]

burn RoundelPL bomber2

gusty steppe
#

4- Buff;
When you deploy an Exile unit (including this), give it +1+1.

[credits to @sterile gyro; as it evidently shows, now its buff effect can also affect itself effectively making it a 2/3 bomber; the wording reminds me of the GRAY AND BLUE text]

burn RoundelPL bomber2

#

4/A- (following 4th option) "Nerf";
Reduced defense to 1.

[again, it would naturally get +1+1 so it would still be better than the original.... yet]

#

4/B- (following 4th option) "Nerf";
Reduced attack to 0.

[now it might not have the previous additional bonus though it would be the same deal as the original]

#

4/C- (following 4/B option)
Reduced defense to 1.

[same deal as before, but now it would basically get its original stats.... though don't look at me if it gets Suppressed]

#

5- Buff;
When you deploy another Polish or Exile unit, give it +1+1.

[it is basically the same concept as the original card, but now we add Polish units into the recipe]

burn RoundelPL bomber2

#

5/A- (following 5th option)
When you deploy a Polish or Exile unit (including this), give it +1+1.

[some redundant wording here and there, but it is essentially the same as the 4th option, though I didn't bother with the stat changes for further variants]

#

5/II- (following 5th concept)
When you deploy or add another Polish or Exile unit, give it +1+1.

[yet again a pretty similar concept to the original, but besides the Polish units it can also affect added units (say STRETCH THE LINE, EXILE FORCES, etc.)]

burn RoundelPL bomber2

#

5/II/A- (following 5/II option)
When you deploy or add a Polish or Exile unit, give it +1+1.

[just as before, now it can also affect itself, though there will not be stat changes due to lazyness lmao]

#

5/III- (following 5th concept)
When you deploy an Exile or air unit, give it +1+1.

[some twist in concepts, now instead of affecting Polish units now it also works with air units (yes, this would be a must pick for British air decks)]

burn RoundelPLRoundelUK bomber2

#

5/III/A- (following 5/III option)
When you deploy an Exile or air unit (including this), give it +1+1.

[pretty much the same idea but now it can affect itself too]

#

5/IV- (following 5/III concept)
When you deploy or add another Exile or air unit, give it +1+1.

[yet again the same deal as before, but now it can also affect any units that are added too, it could be HMS HERMES, EAGLE DAY, etc, you name it]

burn RoundelPLRoundelUK bomber2

#

5/IV/A- (following 5/IV option)
When you deploy or add an Exile or air unit (including this), give it +1+1.

[and again, now it can also affect itself upon deployment]

#

6- Buff;
When you deploy another Exile unit, give it +1+1 and -1 operation cost.

[smol HAMMER HOME like effect]

burn RoundelPL bomber2

#

6/II- (kinda following 6th concept) Buff;
When you deploy another Exile unit, give it +2+0.

[shoutout/credits to @silver path; though it was not the original idea at first, this is the most "toned down" version]

burn RoundelPL bomber2

#

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

[effectively reducing your Exile units defense in exchange of more power]

#

6/II/B- (following 6/II option)
Now it gives +3-1 instead.

[we are getting close]

#

6/II/C- (following 6/II/B option)
Now it has Bond.

#

6/II/D- (following 6/II/C option)
Now it gives +3-2 instead.

[now you might need to be careful while playing it, you might get more power but it'll leave them more vulnerable, or straight up destroy them]

#

7- Rework;
Deployment: Choose an unit in hand. Give it +1+1 and this same effect.

[just to clarify, when it says "this same effect" it means the whole deployment as it is, essentially "duplicating" its effect idefinitely as long as you can choose an unit]

burn RoundelPL bomber2

#

7/A- (following 7th option)
Now it give target unit +X+X instead.
(variants)
a- Now it gives +1+2.
b- Now it gives +2+1.

#

7/II- (following both 7th and 6th concepts) MERGE;
Removed Exile; (sadge)
Deployment: Choose an unit in hand. Give it +1+1 and -1 operation cost. If Exile, give it this same effect.

[pretty much the same deal as before, though while it is technically better than before for the operation cost discount, the "heritage" of deployment is not applied unless it is an Exile unit]

burn RoundelPL EmblemPL RoundelPL burn

#

7/II/A- (following 7/II option)
Now it gives target unit +X+X instead.
(variants)
a- Now it gives +1+2.
b- Now it gives +2+1.

gusty steppe
#

7/III- (kinda following 7th concept) Rework;
Removed Exile; (sadge)
Deployment: Choose an Exile card in hand. Give it +2+2 if an unit, otherwise it costs 2 less to play.

[credits to @sterile gyro]

burn RoundelPL bomber2

#

7/III/A- (following 7/III option)
Now it gives +X+X instead. (reduced)
(variants)
a- Now it gives +1+2.
b- Now it gives +2+1.
c- Now it gives +1+1.

#

7/IV- (kinda following 7th concept) Rework;
Removed Exile; (sadge)
Deployment: Choose one - Give an unit in hand Blitz or +1+1. Give it both if Exile.

[credits to @sterile gyro]

burn RoundelPL bomber2

#

7/IV/A- (following 7/IV option)
Now it gives target unit +X+X instead.
(variants)
a- Now it gives +1+2.
b- Now it gives +2+1.
c- Now it gives +2+2.

#

8- Rework;
Deployment: Develop an Exile unit. It costs 1 less to deploy and operate.

[inspired from PILOT ESCAPE]

burn RoundelPL EmblemPL RoundelPL burn

#

8/A- (following 8th option)
Now it costs 2 less to deploy and operate.

#

8/B- (following 8/A option)
Deployment: Develop an Exile unit. It costs 2 less to deploy.

[the operation cost might be too cheap in the previous, so here is an alternative take in that]

#

8/II- (following 8th concept)
Deployment: Develop a British, Polish or French air unit with cost 3 or less.

[yeah, it does exactly that, though to clarify you only get 1 unit in total, not 1 from each Nation, which btw would all share the same Develop pool.... in theory]

burn NationPL NationFR NationUK burn

#

8/II/A- (following 8/II option)
Now it develops 2 air units instead.

[again, in total, not from each Nation]

#

9- Buff/"Rework;
When you deploy another unit, give it Exile. If already Exile, give it +1+1.

[credits/shoutout to @silver path; though its original version only affect one unit per turn and only gave it Exile]

burn RoundelPL bomber2

#

9/A- (following 9th option)
When you deploy an unit, give it Exile. If already Exile, give it +1+1.

[same deal as before, but now it can also get +1+1 upon deployment, just like with previous options]

#

10- Rework;
Your Exile units have Alpine.

[yup, just as simple as that, but not underwhelming all things considered ofc]

burn RoundelPL 🏔️

#

10/A- (following 10th option)
Now it also has Smokescreen.

[now you'll need anything else to take this beast down]

burn RoundelPL 🏔️

formal sundial
#

HOW IS THIS STILL GOING

gusty steppe
#

it'll never end (or until the game or I die)

silver path
gusty steppe
#

wait, I was hired??

proper sierra
#

Fired from what

gusty steppe
#

PZL P.11 (buff & rework ideas)
As for this unit, similarly to the previously covered BATTLE Mk I PL, it is technically a solid unit on its own, pretty much working as a FW 189 but without giving you any PRODUCTION but a direct discount with any Exile card, and you could say that it is.... fine-ish.

But here is the thing (again), given that it only supports the Exile archetype, the amount of Exile cards available are pretty scarce, and worse is that its card options are pretty bad for the most part, they are not flexible at all and to make it even more bad, it is almost exclusive to an Ally nation, which again limits your picking options to build around it for so little rewards.

So to make this interesting concept of an Exile related unit, I've thought some ideas that could probably make a truly desirable option to pick:

#

1- Buff;
Your Exile cards cost 1 less. Your Exile units operate for 1 less.

[a fairly simple yet effective addition to this card; besides the cost discount, now it also works like a GREIF]

burn RoundelPL fighter

#

2- Buff;
Your Exile cards cost 1 less. Draw a card the first time you play an Exile card.

[another fairly simple yet effective change to add]

burn RoundelPL cards

#

2/A- (following 2nd concept)
Your Exile cards cost 1 less. Add a PLAN to your hand the first time yu play an Exile card.

[technically the same deal as before, but with less kredit efficiency, though that is debatable]

#

3- Buff;
Your Exile cards cost 1 less. The frist Exile card you play each turn costs 2 less instead.

[basically, now you'll get an even bigger discount once per turn]

burn RoundelPL fighter

#

3/A- (following both 3rd and 1st concepts) MERGE;
Your Exile cards cost 1 less. The first Exile unit you play each turn costs 1 less to operate.

[same deal as before, but now instead of a generalized improved discount, you'll get an operation cost discount (which would only be appliable to units ofc)]

#

4- Rework;
At the end of your turn, reduce the cost of Exile cards in your hand by 1.

[credits to @wet smelt]

burn RoundelPL fighter

#

4/A- (following 4th option)
Increased cost to 2k.

#

4/II- (following 4th option) Nerf;
At the end of your tur, reduce the cost of Exile cards in your hand by 0-1.

[same deal, but now it might reduce or not their costs]

#

5- Rework;
Deployment: Choose an Exile card in hand. Reduce its cost by 2.

[credits to @sterile gyro; a fairly simple yet straighforward effect]

#

5/A- (following 5th option)
Increased cost to 2k.

#

5/II- (following 5th option)
(insert idea effect). If an unit, it also operates for 1 less.

[now besides the kredit discount, it now can operate for less kredits]

burn RoundelPL fighter

#

5/II/A- (following 5/II option)
Increased cost to 2k.

#

5/III- (following 5th concept)
Deployment: Choos a card in hand. Reduce its cost by 1. If Exile, reduce its cost by 2 nstead.

[pretty much the same effect as before but now it is more flexible]

burn RoundelPL fighter

#

5/III/A- (following 5/III option)
Increased cost to 2k.

#

6- Rework;
Deployment: Reduce the cost of Exile cards in your hands by 1.

[credits to @sterile gyro; though the original idea was to affect very card in hand, I belive this is more appropiate and in tone]

burn RoundelPL fighter

#

6/II- (following 6th concept)
Deloyment: Your Exile cards everywhere cost 1 less. Increase the cost of your PZL P.11 units by 1.

[just to clarify, it would essentially increase the cost of all PZL P.11 copies you have both in hand and deck (maybe in battle too I suppose) as a way to avoid a quick snowball and justify its low cost]

burn RoundelPL fighter

#

6/II/A- (following 6/II option)
Increased cost to 2k.

[I do not give it a bigger cost as I feel it would be overkill, and again Exile cards are not that many or valuable]

#

7- Buff;
Your Exile cards cost 1 less. Deployment: Draw an Exile card.

[this would be technically be paired with the 2nd option, but I forgot about it]

burn RoundelPL cards

#

7/A- (following 7th option)
Now it draws an Exile unit instead.

#

8- Buff;
Your Exile and Polish cards cost 1 less (except PZL P.11).

[it pretty much does what it says, now it can also affect other Polish cards aswell, but not copies of it for obvious reasons]

burn RoundelPL fighter

#

9- Buff;
Your Exile cards cost 1 less. Your non-Exile units have Exile when deployed.

[just to clarify, non-Exile units should NOT get the passive discount of this unit, but upon deployment would get synergies and trigger all Exile related effects]

burn RoundelPL EmblemPL RoundelPL burn

gusty steppe
#

CARD QUESTION: HURRICANE PL; PZL.37 ŁOŚ; LYSANDER PL
What do you think about this cards? Are they good, bad or mid? If you could change anything about them, what would that be? A buff, a nerf or a complete rework? Share with me your opinions and ideas!

My personal takes about them:

  • HURRICANE PL: (never really used it); a pretty simple and straightforward concept, while I won't deny it is a pretty curious concept to try and push Exile use, it is not a practical choice at all, given that it specifically needs to target an Exile unit makes it pretty bad, which kills any type of flexibility you might want with it, and worst of all as by itself is mediocre at best on its own given its whole total cost. I'd say it should target any type of friendly unit and/or air units, but at the same time having a bonus if Exile.

  • PZL.37 ŁOŚ: (never used or saw it); a pretty curious concept if you ask me, it reminds me a lot of the US unit GRAY AND BLUE which had essentially the same concept but with a different outcome ofc, but even if it has an intresting effect I have to say that I do not find any type of use for this poor bomber. Who in they right mind uses more than 1 Polish air unit? if not any at all, there are just a couple of them worth running around but not for their synergies but their raw power/utility. Imo it should probably have its whole effect reworked and probably be more flexible for it to trigger more consistently.

  • LYSANDER PL: (used here and there, pretty fun); this one is a hard one to describe, one one hand it is a pretty interesting a fun unit to have, specially in the Intel decks with UK from which it can have some annoying outcomes for the enemy but... thats it; from this follows my 2nd point, which is that its effect while interesting it is not really impactful or useful besides some usual burn, and its low cost/stats makes it vulnerable to removal, from which I personally do not really find worth the hussle imo. I'd say it could be buffed.

wet smelt
#

Hurraxane is fine as is

#

Tbh Łoś should get exile

#

Lysander intel 3burn

#

Or 3k and deal to all enymies

gusty steppe
lost hawk
gusty steppe
wet smelt
#

Or instead of add you develop

prime iron
#

My fanmade card before pzl.37 was even added was this 💀

lost hawk
gusty steppe
#

you are a monster

prime iron
#

Also Britain now has its 4K draw a card but under specific conditions Hello

gusty steppe
prime iron
#

Made by Pat Keely, 1943

gusty steppe
#

it looks pretty sci fi not gonna lie

#

but it is dope asf

prime iron
#

Also Alt art for Radar burn

gusty steppe
#

what is that CHAIN HOME artwork right there lmao

wet smelt
wet smelt
#

Act on intel on steroids

prime iron
#

This was mad before Act on Intel and Los existed

wet smelt
#

Act is my goat

gusty steppe
prime iron
deft leaf
gusty steppe
deft leaf
#

I'd certainly give Lysander +1def and change Los to give you a Polish Exile unit, but other than that...

#

Hurricane is 100% kredit-efficient without the effect, Los is more than 100% kredit-efficient if it does not get supressed, Lysander is also 100% kredit-efficient if it procs its effect twice

#

So I don't really see a reason to buff any, but one thing that could help would be to change Hurricane's stats to 2k 1op 2/3 with the same effect

#

that would be a great quality of life change for the exile deck to combo that little 1k fighter plane with the special 2k exile bomber and hurricane

#

would also help with speeding up the Sherman combos

gusty steppe
#

welp, its seems that with your comments about it I've settled the ideas for that unit lol

gusty steppe
#

HURRICANE PL (buff & rework ideas)
As for this unit, I... I'll be honest, it is pretty hard to have a solid opinion about it, while trying it out again semi-properly, I could get some use of it with some interesting results in general, though even then if I could manage to scratch some good timing for it to buff other Exile units or such, I still find it relatively weak and inflexible even if we consider the niche combos you can make with it.

To point out its flaws that I personally think could be changed are its high cost/operation cost, and restricted target for its deployment effect, while intended to be that way, you might just be playing a mid fighter at times when you do not have Exile units available, not to mention that it lacks any type of additional power besides its Exile nature.

And not to mention the obvious limitation of Exile as a whole, as most of its cards are tied to an Ally nation, you might have a pretty tight selection of cards to pick for an effective strategy, atleast from what I've seen and tried.

I might be nitpicking here, maybe even completely ignoring the design perspective of the card itself, but in my ignorance I've though some ideas for this curious Exile unit to be an even more desirable option to pick:

#

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

[shoutout/credits to @deft leaf; a pretty simple change, which ironically I didn't think off]

[as always, this simple change (and variant) could be applied to any of the followin options to come... though I don't think it would be a good idea]

#

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

#

1/II- (not really following 1st concept); (change to base card) Buff;
Now it has Shock.

[given that most of the time it ends up being a support unit without any additional support (some times) it would be handy if it had additional power given its operation cost, besides it would complete the 3k British fighter selection with special effects!]

burn RoundelPL fighter

#

2- Buff;
Deployment: Choose one - It gets OR give an Exile unit +1+1 and -1 operation cost.

[a slightly convoluted wording I know, but the premise is pretty simple simple, it can either buff itself or another Exile unit (doesn't need to say "friendly" as it can buff itself to avoid redundancy of options)]

burn RoundelPL fighter

#

2/A- (following 2nd option) Nerf;
Increased operation cost to 3k.

[optional nerf given that it can pretty much become a 3k 1op 4/4 fighter, which effectively powercreeps M.S.406 by a gigantic margin]

#

2/B- (following 2nd option) Nerf;
Increased cost to 4k.

[yet again another optional nerf, this time making it a little more expensive, though it might make it a little harder to use with units like M4 SHERMAN PL or similar Exile blitz units]

#

3- Buff/"Rework";
Deployment: Give a friendly unit +1+1. If Exile, it also gets -1 operation cost.

{a pretty interesting option for this card as it now will have more flexibility, though it technically powercreeps 17th INFANTRY REGIMENT as a whole]

burn RoundelPL fighter

#

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

[same deal just as with 2/A option, just an optional nerf if it deems too unfair against other old cards]

#

3/B- (following 3rd option)
Increased cost to 4k.

[pretty much the same deal as before but now its deployment cost is increased]

#

3/II- (following 3rd concept)
Deployment: Give a friendly air unit +1+1. If Exile, it gets -1 operation cost.

[this might kill some interactions with ground Exile units, though it might open up for some air decks given which nation it is Exile to]

burn RoundelPL RoundelUK fighter

#

4- Rework;
Deployment: Choose an unt in hand. Give it +1+1 and -1 operation cost.

[basically the same effect as with the original one, but without Exile restriction and without needing to control a previous unit]

burn RoundelPL fighter

#

4/A- (following 4th option)
Deployment: Choose an unit in hand. If Exile, give it +1+1 and -1 operation cost.

[now it basically works like the original card but without needing to target an unit you control, needless to say that if the choosen unit is not Exile nothing will happen]

#

4/II- (following 4th concept)
Deployment: Choose an air unit in hand. Give it +1+1 and -1 operation cost.

[now again it might kill some interactions with other ground Exile units, but open up for more diverse air decks, specially with Poland ofc]

#

5- (heretical) Rework;
Deployment: Gets +1+1 for each other Exile unit you control.

[pretty much a butchered version to work as a copy cat of MACCHI C.200]

burn RoundelPL fighter

#

5/A- (following 5th option)
Deployment: Gets +1+1 for each other Exile or Polish unit you control.

[now it might be quite dangerous]

#

6- Rework;
Deployment: Develop a Polish air unit with 2 or less attack.

[pretty much inspired from SEA EMBARGO's effect]

burn RoundelPL fighter

#

6/A- (following 6th option)
Now it develops a British air unit instead.

#

6/B- (following 6th option)
Now it can develop either a British or Polish air unit. (both included as options ofc)

#

7- TERRIBLE Rework;
Destruction: If it's the enemy turn, add a PILOT ESCAPE to hand.

[pretty much the same effect as 106th REGIMENT, but with even more value!]

burn RoundelPL fighter

#

7/II- (following 7th concept)
Destruction: If it's the enemy turn, add a random Exile card to hand.

[basically a "worse?" version of PZL.37 ŁOŚ, or better I'm not sure]

#

7/II/A- (following 7/II option)
Now it adds a random Exile unit instead.

#

7/II/B- (following 7/II option)
Now it adds a random Polish air unit instead.

[it means you can also get this very same card again to repeat the effect ofc]

#

7/III- (following 7th concept)
Destruction: Draw a card.

[a pretty simple change though I feel it might be a little bland for the ocassion]

#

7/III/A- (following 7/III option)
Destruction: Draw a card. If it's the enemy turn, draw 2 cards instead.

[now thats what I'm talking about! (its cost might need to be increased.... maybe)]

#

7/III/B- (following 7/III concept)
Destruction: Draw a card. If it's the enemy turn, add a PLAN to hand.

[not exactly the same value, though you can still get 2 card draw in total, if you do not overdraw ofc]

#

7/III/C- (following 7/III/B option)
Now it adds a SECTION II instead.

[this option can obviously only be considered if the previously made SECTION II ideas are not applied too]

gusty steppe
#

PZL.37 ŁOŚ (buff ideas & 1 rework)
As for this unit, it does have a pretty curious passive effect in which it can give you any Polish Exile unit with the destruction of either a friendly Polish air unit or itsef, which reminds me a lot of the GRAY AND BLUE's effect as a whole, but I can't help but to feel that it is not really a good condition effect, let me explain.

While on one hand by its own, a 3k 2op 2/3 bomber that has a "second life" at minimun if it dies, sounds "good" for the most part, but for it to be valuable you need more Polish air units for it to be triggered, and here lies the problem: Ally card slots.

Given that you are most likely be using an Exile deck with it, you are probably be locking out yourself of using either Polish tools and/or Exile cards, as you need a specific Polish unit type for it to work, and they suck for the most part, with some exceptions ofc.

And I don't want to get to the fact that it not only is limited to Polish Exile cards, but the fact that it includes every type of cards, from which you might want to get Exile units than anything else, at least thats how I see it.

So, to make this interesting bomber into a truly powerful and useful Polish tool for Exile value, I've thought some ideas that could work like a charm:

#

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

[yet again the simplest but most effective change you can make, as of this adjustment it can be applied to any of the following options if necessary]

#

1/II- (changes to base card) Buff;
Increased defense to X.
(variants)
a- Increased defense to 4.
b- Increased defense to 5.

[you could technically say that it might kill its "purpose" as it prevents it from dying and triggering its effect, though now it can last longer for it to happen ofc]

#

1/II/A- (following 1/II variant "B")
Increased cost to 4k.

[given that now it has formidable stats, a cost increase might not be that crazy]

#

1/III- (change to base card) Buff;
When a friendly Polish air unit is destroyed, add a random Polish Exile unit to hand.

[pretty much the same effect as the original card, but now it'll only give you Polish Exile units]

burn RoundelPL bomber2

#

2- Buff;
When a Polish air unit is destroyed, add a random Exile card to your hand.

[credits to @lost hawk; a pretty simple yet very effective adjustment, and to be fair, I've though a lot of options while following this concept]

burn RoundelPL bomber2

#

2/A- (following 2nd option)
Now it has Exile. (it would most certainly be either British or French Exile)

[credits to @wet smelt and shoutout again to @lost hawk for making it possible]

#

2/II- (following 2nd concept)
When a Polish air unit is destroyed, add a random Exile unit to your hand.

[pretty much the same deal as with 1/III option]

#

2/II/A- (following 2/II option)
Now it has Exile. (it would most certainly be either British or French Exile)

#

2/III- (following 2nd concept)
When a friendly air unit is destroyed, add a random Exile card to your hand.

[credits to @lost hawk; now it can be potentially nasty tool for air decks]

burn RoundelPL RoundelUK bomber2

#

2/III/A- (following 2/III option)
Now it has Exile. (it would most certainly be either British or French Exile)

#

2/IV- (following 2nd concept)
When a friendly unit is destroyed, add a random Polish Exile card to hand.

[now it can basically triggered with any friendly unit, just like with GRAY AND BLUE]

burn RoundelPL bomber2

#

2/IV/A- (following 2/IV option)
Now it has Exile. (it would most certainly be either British or French Exile)

#

2/V- (following 2nd concept)
When a friendly unit is destroyed, add a random Polish Exile unit to hand.

[a soul for an (Exile) soul]

#

2/V/A- (following 2/V option)
Now it has Exile. (it would most certainly be either British or French Exile)

#

2/VI- (following 2nd concept)
When a friendly unit is destroyed, add a random Exile card to hand.

[now it can add any Exile cards besides Polish ones]

#

2/VI/A- (following 2/VI option)
Now it has Exile. (it would most certainly be either British or French Exile)

#

2/VII- (following 2nd concept)
When a friendly unit is destroyed, add a random Exile unit to hand.

[now not only it will be any Exile card besides Polish ones, but only units]

#

2/VII/A- (following 2/VII option)
Now it has Exile. (it would most certainly be either British or French Exile)

#

3- (kinda following some of the 2nd options) Buff/Nerf?;
Once per turn, when a friendly unit is destroyed, add a random Polish Exile card to hand.

[if you thought that some of the previous options could be TOO consistent with their triggers, this one might be a good alternative]

burn RoundelPL bomber2

#

3/A- (following 3rd option)
Now it gives you Polish Exile units instead.

#

3/II- (followiing 3rd concept)
Once per turn, when a friendly unit is destroyed, add a random Exile unit to hand.

[same deal as before, but now it can give you any Exile card instead of just Polish ones]

burn RoundelPL bomber2

#

3/II/A- (following 3/II option)
Now it gives you Exile units instead.

#

4- Rework;
At the start of your turn, Develop a random Polish Exile card for each friendly unit destroyed last turn.

[shoutout/credits to @wet smelt; while the idea was to just make it "Develop", it got me thinking into an idea around that, this is what I came up with]

burn RoundelPL bomber2

#

4/A- (following 4th option)
Now it Develops a random Polish Exile unit instead.

#

4/II- (following 4th concept)
At the start of your turn, Develop a random Exile card for each friendly unit destroyed last turn.

[same deal as before, but now again you won't get Polish cards only]

burn RoundelPL bomber2

#

4/II/A- (following 4/II option)
Now it Develops a random Exile unit instead.

#

4/III- (following 4th concept) Nerf;
At the start of your turn, Develop a random Polish Exile card if a friendly unit was destroyed last turn.

[pretty much the same concept as before, but now it would only Develop once]

burn RoundelPL bomber2

#

4/III/A- (following 4/III option)
Now it Develops a random Polish Exile unit instead.

#

4/IV- (following 4/III concept)
At the start of your turn, Develop a random Exile card if a friendly unit was destroyed last turn.

[yet again, same concept as before but now you can get any Exile cards than only Polish ones]

burn RoundelPL bomber2

#

4/IV/A- (following 4/IV option)
Now it Develops a random Exile unit instead.

gusty steppe
#

LYSANDER PL (buff ideas)
As for this unit, I don't really have much to say about, it is one of the most decent and useful cards in the Polish package by a considerable margin, being both an interesting pick for Intel decks and while unusual, it could also be used for Exile (though this last aspect is mostly as a enabler for Britain).

And while its effect and unit type makes it decent at burn, I cannot help to feel that it lacks some power and consistency, I'm not saying it is bad but I feel it could be slightly better. Its triggering effect is obviously tied to Intel, though here is the issue, it is only triggered with known cards, which might limit the times it triggers, and on top of that it only deals 1 damage for each played card. In comparison, we have the SHIBATA REGIMENT which is essentially the same deal but with a more consistent effect that semi counters orders, and for a lower cost.

It might be a little nitpicky from my part, but I've though just a couple of ideas to make this unit slightly more powerful overall:

#

1- (change to base card) Buff;
Increased defense to 3.

[credits to @deft leaf; a pretty simple yet quite effective change to allow this unit to survive a little longer; it can also be applied to any of the followin options too]

#

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

[now it is fairly more accesible than before; this change could also be applied to any of the following options, though it might not be wise]

#

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

[to make up for the cost discount, now it is more expensive to operate]

#

1/III- (change to base card) Buff;
Now it has Intel 3.

[credits to @wet smelt; I was kinda reluctant as for this change, but then thought "meh, why not?"]

[as always, this simple change can be applied to any of the following options too ofc]

#

2- (change to base card) Buff;
When the enemy plays a known card, deal 1-2 damage to the enemy HQ.

[now it has the chance of dealing more damage when it is triggered]

burn RoundelPL fighter

#

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

[now it can deal a considerable amount of damage each time it triggers]

#

2/B- (following 2/A option)
Increased cost to 3k.

[given that now it has a bigger damage output, it would be too crazy to increase its cost, though I'll leave this as a big maybe]

#

3- Buff;
When a known card is played, deal 1 damage to the enemy HQ.

[it technically didn't change anything, but now it also triggers when YOU play a known card from your hand, which might enable something as silly as "Intel wars" between players]

burn RoundelPL 🪬

#

3/A- (following both 3rd and 2nd concepts) MERGE;
When a known card is played, deal 1-2 damage to the enemy HQ.

[basically the same deal as before but with a chance of dealing more damage]

#

3/B- (following 3/A option)
Now it deals 2 damage instead.

[and now it can deal a lot of damage, which can be triggered more consistently... technically]

#

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

[given that now it might have a lot of power, if would be wise to increase its cost]

#

4- Buff;
When the enemy plays a card, deal 1 damage to the enemy HQ and get Intel 1.

[I truly wanted to make a more flamboyant wording for the additional Intel gotten by this, but it was not possible, though I think this might do the job]

[as for a little explanation, now it can "replace" the known card the enemy plays, effectively keeping the same amount of Intel (if possible)]

burn RoundelPL 🪬

#

4/A- (following 4th option)
Now it has Intel 1.

[basically, now it gives you less inmediate Intel if deployed]

#

4/B- (following 4th option)
Removed Intel.

[now it depends on other Intel sources for it to be triggered]

#

5- Buff;
When the enemy plays a known card, deal 1 damage to all enemies.

[credits to @wet smelt]

burn RoundelPL fighter

#

5/A- (following 5th option)
Increased cost to 3k.

#

5/II- (following 5th concept)
Now it deals damage to all enemy units instead.

[while now it might not deal burn damage, it can be a decent board control tool]

burn RoundelPL fighter

#

5/II/A- (following 5/II option)
Increased cost to 3k.

#

5/III- (following 5th concept)
Now it deals damage to 2 random enemies instead.

[this idea is basically the same as the 2nd option, it can either deal 0-2 damage to the enemy HQ, but now its randomness is tied to what it is actually damaging]

burn RoundelPL fighter

#

5/III/A- (following 5/III option)
Increased cost to 3k.

#

me waiting for the moment to share ideas for the latest German cards that came last expansions:

gusty steppe
#

CARD QUESTION: M4 SHERMAN PL; ZAZA DIVISON; IRON DIVISION
What do you think about this cards? Are they good, bad or mid? If you could change anything about them, what would that be? A buff, a nerf or a complete rework? Share with me your opinions and ideas!

My personal takes about them:

  • M4 SHERMAN PL: (used it here and there); a pretty interesting unit with a semi-unique effect for Exile decks, which is pretty amazing considering it can get both Blitz and free operation cost, though I personally do not feel that it is that good, to be honest I firmly believe it is a bad card. 1st it strictly needs you to play an Exile card at the same turn, which delays its effective deployment. 2nd is that not only it is pretty expensive as a whole, specially if we compare it with an obvious counterpart, the T-34 76 PL. I do believe it could have some adjustments at this points.

  • ZAZA DIVISION: (used here and there too); a curious unit that did actually got some buffs in the past to get to its current form, and while I'm completely sure there'll be people who might not agree with this, I firmly believe it still sucks TERRIBLY. While its passive effect might allow some card draw and combos here and there, I do believe its stats are poor and its cost/operation cost too expensive for what it should provide. Imo it should be slightly buffed.

  • IRON DIVISON: (used it a lot, I love it); I have not much to say about this unit, other than it is one of my favorite (if not the only) Polish cards in the game, massive stats for a Guard, a pretty reasonable price and on top of that an effecitive 3 card draw in total with its passive, I love it. Only changes I would personally want with it is that its card draw triggers end of turn (or doesn't destroy it THAT quickly on its third draw), and/or reduce its cost while also increasing its operation cost substantially.

gusty steppe
#

EXTRA CARD QUESTION: T-34 76 PL
Same questions as before.

A pretty solid tank if you ask me, I do like to compare obejctively to the most similar card like it in the game, which is the PANZER III-J, essentially the same unit as for its effectiveness, a 4k 2op tank with Blitz and 4 attack, that while it might not have 5 defense as the German one, it compensates it with both Heavy armor 1 (which is objectively better than 5 defense) and Exile for it to be able to pick in two different nations as also the synergies.

Besides the evident T-34 and Exile synergies it might have, I do feel it also has the same issues as the previously mentioned PANZER III-J: Somewhat expensive to use given its stats and overall lack of power as a whole. But to not make it too much powerful, I think it could have a conditional effect/deployment. What do you think?

[this one is not really planned for changes, this might change or not]

wet smelt
#

Pl sherman feels too slow (as most exike do) I would lower its cost to 3k

#

Zaza and iron are honestly decent

lost hawk
#

Zaza is really good imo

gusty steppe
#

M4 SHERMAN PL (buff ideas)
As for this unit, I have to say that I find it one of the most interesting concepts out there, while not "unique" technically, its trigger effect is pretty good given that it is not a deployment effect that needs a previous Exile card to be played before it, but it can be actually after it, so it might allow some niche combos and synergies with it.

While that is a pretty amazing concept, I can't feel but think this card is slightly... bad, not entirely but it is pretty weak and expensive for its power. Sure a Blitz tank with 0 op is pretty good, but if it costs 4k plus the cost of any Exile card you have to play along with it, making it more slower than normal, thus depending on the Exile card used, it might be slightly worse than its most direct counterpart, the T-34 76 PL, which has better stats (+1 attack) and inbuilt Blitz and Heavy armor 1, specially if we compare their rarities.

You could argue that tank might be worse for its "higher" operation cost in total, but given that it is not that different as the other one, it is more consistent for the same cost.

So, to make this unit more powerful for the Exile forces, I''ve though some ideas that might make it just perfect for its intended job:

#

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

[a pretty simple yet effective change as a whole, it might not be relevant for its main effect, but now it can more manageable to operate outside of it; this change could be applied to any of the following options ofc]

#

1/A- (following 1st concept)
Reduced operation cost to 0k;
Has Blitz if you have played an Exile card this turn.

[pretty much the same deal as before, but now given that it already operates for free, it is kinda redundant to state an "operates for free" don't you think?]

[this change could also be applied to any of the followin options ofc.... with moderation]

#

1/II- (following 1st concept) Buff;
Reduced cost to 3k.

[shoutout/credits to @wet smelt; a simple yet very effective change for this unit, it can be applied to any of the following options if necessary]

#

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

[same argument as before, just some niche discounts for it to be used outside of its main effect]

#

1/II/B- (following 1/II concept)
Reduced operation cost to 0k;
Has Blitz if you have played an Exile card this turn.

[yet again the very same idea as before but with a lower deployment cost; as you can see again the wording is shortened to avoid redundancy]

#

2- (change to base card) Buff;
Increased attack to 4.

[yet again another simple yet very effective change for this poor unit, as to why well.. there are two simple reasons: 1st is that it should be technically better than T-34 76 PL; 2nd is that it is an M4 Sherman, I don't know its historical background but 3 attack is too sad, US did a dirty move to Poland if so]

#

2/A- (following 2nd option)
Increased attack to 4; Reduced defense to 3. (4/3)

[you so happen to think that givin this deprived unit 1 extra attack would obliterate the meta? well worry not, here is a counter change if you feel that it is too much]

#

2/B- (following 2nd concept); (change to base card)
Increased defense to 5.

[now it is slightly more though to destroy, but it still has a weak attack]

#

2/C- (following 2/B option) TOXIC BUFF;
Increased attack to 4; Increased defense to 5. (4/5)

[now I might stepped out of line with this one, it is essentially an M4A1 or PANZER III-J with a pretty good effect]

burn NationPL tank

#

2/II- (following 2nd option); (change to base card) Buff;
Reduced cost to 3k;
Increased attack to 4. (4/4)

[shoutout to @wet smelt; yet again the same concept as before but now with a lower cost, thus more value in exchange]

#

2/II/A- (following 2/II option)
Reduced defense to 3. (4/3)

[now it is a reasonable change to make, given that it is far more affordable to deploy for its effect]

#

2/II/B- (following 2/II concept); (change to base card)
Increased defense to 5. (3/5)

[now it is pretty much a very though and (possibly) fast tank with a low cost in comparison]

#

2/II/C- (following 2/II/B option) CHAOS BUFF;
Increased attack to 4. (4/5)

[I... I do not have a backup argument to defend this, it is truly terrible]

burn NationPL tank

#

3- (change to base card) Buff;
Now it has Shock.

[yeah, thats about it, now it can trade more safely against enemy units; you could also say it can be applied to any of these options, though with moderation ofc]

burn NationPL tank

#

3/A- (following 3rd concept)
Now it has Blitz;
Operates for free if you have played an Exile card this turn.

[pretty much the same concept as with the 1/A option but swapped, now it would be redundant to give it Blitz in its wording don't you think?]

#

3/B- (following both 3rd and 3/A options) MERGE;
Now it has Blitz;
Has Shock and operates for free if you have played an Exile card this turn.

[whoops, miss clicked Enter]

#

3/C- (following 3rd concept)
Now it has both Blitz and Shock;
Operates for free if you have played an Exile card this turn.

[yes again the same concept as with the 1/A option, but now it also has Shock]

burn NationPL tank

#

3/II- (following 3/C concept)
Has Blitz, Shock and 0 operation cost if you played an Exile card this turn.

[slight workaround the wording for it to fit properly, but outside of that it is the same concept, but now besides Blitz it also gets Shock]

#

4- Buff;
Has Blitz and operates for free when you play an Exile card each turn.

[basically an straight and simple upgrade to its main effect, now it can trigger every turn you play an Exile card (to clarify, it wouldn't trigger with its own deployment ofc, as the original)]

burn NationPL tank

#

5- Buff;
Has Blitz and operates for free if you have played a Sherman or Exile card this turn.

[pretty much the same original effect but now it can also be triggered with other Shermans (units ofc), thus expanding its range of USAge]

burn NationPL NationUS tank

deft leaf
deft leaf
deft leaf
wet smelt
#

The t-34 could honestly have 2 heavy armor OR when a friendly unit with heavy armor survives combat, it gets a random combat keyword

gusty steppe
#

3/III- (following 3rd concept) Honorable mention;
Now it has Blitz;
Gets Shock and free operation cost when you play an Exile card each turn.

[shoutout/credits to @deft leaf; I'm not entirely sure if this was the idea aimed for, but I also though something like that, but I forgot to do it/upload it lmao]

[inspired concept from GIFU REGIMENT's effect]

burn NationPL tank

#

3/III/A- (following 3/III option) "Nerf";
"Removed" Blitz;
Gets Blitz, Shock and 0 operation cost when you play an Exile card each turn.

[pretty much the same concept, but now it won't be able to Blitz without it triggering its effect]

deft leaf
gusty steppe
#

thats true, I've also wanted to try again a more seriously constructed Exile deck

#

and for the most part it sucks, if we are objective while analizing it

#

interesting, but terrible

gusty steppe
#

IRON DIVISION (buff ideas)
As for this unit, I don't really have much to say about it, given that not ironically I do believe it is one of the best Polish cards in the game right now, even if it is kinda expensive, its whole power pays it off in an unconventional manner:

First is that it is straight up a Guard unit with a pretty big 6/6 in stats, a big "Iron" wall for the enemy to deal with; and then it can actually give you card draw for three turns, being a total of 3 cards drawn while protecting you and your units, which is an absolute win if you ask me; sure, it comes with the obvious disadvantage of destroying itself after those three turns but it gets you enough time to survive/prepare yourself.

Only issue I might have with it is that it is destroyed quite... "quickly" as for how its effect works, and not only that but given that it is innevitably destroyed (if not Suppressed or canceled), it could use a little cost reduce to push its relevance a little more.

So, while following this few points, I've thought some ideas that could make this IRON DIVISION into a more solid unit to rely on in battle:

#

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

[a pretty simple yet VERY effective change for this unit, now you might be able to get this big boy earlier than before]

[as a quick note, any of the changes seen in the 1st branch (alongside this one ofc) can be applied to ANY of the followin options... though those are few]

burn NationPL infantry

#

1/A- (following 1st option)
Increased operation cost to Xk.
(variants)
a- Increased operation cost to 2k.
b- Increased operation cost to 3k. (throp enabler)
c. Increased operation cost to 4k. (inspired from the now reserved 4th MARINES)

[given that now it has a lower cost, it might be wise it compensate/nerf it in other way]

#

1/II- (following 1st option)
Reduced attack to X.
(variants)
a- Reduced attack to 5.
b- Reduced attack to 4.
c- Reduced attack to 3. (might be too low)

[same reasoning as before, but now the focus of balance goes to the attack]

#

1/II/A- (following 1/II "c" variant)
Reduced cost to 3k;
Reduced attack to 3.

[same deal, but now that it has an even lower attack, it might enable it to have an lower cost]

#

1/III- (following 1st option)
Reduced cost to 4k; /reminder/
Reduced both attack and defense to 5. (5/5)

[same deal as before, but now the point of balance goes to the whole stats]

#

1/III/A- (following 1/III option)
Reduced cost to 3k.

[it kinda contradicts the previous option, but it might also enable it to have a lower cost, BIG maybe here]

#

1/III/B- (following 1/III/A option)
Increased operation cost to Xk.
(variants)
a- Increased operation cost to 2k.
b- Increased operation cost to 3k.
c- Increased operation cost to 4k.

[same reasoning as before, now while it might cheap to deploy, now it can more expensive to operate]

#

1/IV- (following 1st concept); (change to base card)
Reduced cost to 3k;
Increased operation cost to 4k;
(stats kept into 6/6)

burn NationPL infantry NationPL burn

#

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

[yeah it is pretty much that addition, it can be applied to any of the previous/followin options ofc]

#

2/A- (following 2nd option)
Now it has Ambush.

#

2/B- (following 2nd concept)
Now it has Fury.

[yes, it is indeed a 6/6 infantry with Fury in it]

#

2/II- (kinda following 2nd concept) Buff/Nerf;
Reduced cost to 4k;
Now it has Bond.

[to be honest, this is mostly intended to be applied within the previous options with a lower cost like this, this is mostly.... an example or highlight to that]

#

2/II/A- (following 2/II option)
Reduced cost to 3k.

#

3- Buff;
At the end of your turn, draw a card. Destroy this unit after the third time.

[now not only you'll get a more immediate effect happening but it also can last one extra effective turn before its innevitable demise (if not Suppressed or canceled ofc)]

burn NationPL infantry

#

3/II- (kinda following 3rd concept)
At the start of your turn, draw a card. Destroy this unit after the fourth turn.

[yeah it is pretty much a direct buff to its base effect, it can draw you an additional card while also staying for one additional turn]

#

4- Buff;
At the start of your turn, draw a card. Suppress this unit after the third time.

[this might kill the original design for Poland to have units with "self destruction" effects, though I think this kinda does that but in a different approach, it can effectively kill and remove your effective card drawing Guard]

#

4/A- (following 4th option)
At the end of your turn, draw a card. Suppress this unit after the third time.

[pretty much the same idea but now it triggers end of turn instead]

deft leaf
gusty steppe
gusty steppe
#

well, I'll be damned with the T-34 76 PL ideas, the blank card fever has struck me again

gusty steppe
#

T-34 76 PL (buff ideas)
As for this unit, there are really just few thing I can say about this unit tbh, for starters you could technically say it is a f i n e tank given its whole stats, costs and effects, but I can't help to feel that it is a pretty bland unit to not say "mediocre", and this is because a few reasons.

For starters it is pretty much the same deal as with the very similar German tank PANZER III-J, both have Blitz, 4k, 2op and an effective defense of 5 for combat (the T-34 76 PL has Heavy armor 1), only key difference between them is that one can withstand more "pure" damage, and the other has all possible synergies with Exile and the T-34 tribe archetype.

But besides those obvious points, I do think it is pretty much the same deal even if there are slight differences, pretty expensive to operate and no real additional effects to give it value as an Ally card. And while technically better than the M4 SHERMAN PL on its own, that unit can get pretty valuable synergies if played with Exile decks ofc, which this one lacks.

I might be a little nitpicky while analizing this unit, but I do sincerely think it could have a positive change for it, so it ends up being a more powerful Polish unit to play with, so I've thought some ideas that could work:

#

1- Buff;
Fully repair this unit when you play an Exile card.

[to break the usual cycle of "general cost reduce" for the first options, now I present you a new wording for its blank text]

[pretty much a self explanatory effect, while it might not get operation cost discounts, now it can be more though to take down if familiar reinforcements arrive]

burn NationPL tank

#

1/A- (following 1st concept)
Fully repair this unit when you deploy an Exile unit.

[same deal as before, but now it only triggers with Exile units deployed]

#

1/II- (following 1st concept)
Fully repair this unit when a friendly Exile unit is destroyed.

[pretty much the same concept as before, but now it is triggered with the destruction of other Exile units]

burn NationPL tank

#

1/II/A- (following 1/II option)
Now it triggers when an Exile or Polish unit is destroyed.

#

2- Buff;
It gets a random combat keyword when you play another Exile card.

[now it can get some random value as synergies, but subtle enough to not make it that busted]

#

2/II- (following 2nd concept)
It gets a random combat keyword when a friendly Exile unit is destroyed.

[same deal, but now it triggers with other Exile units destruction]

#

2/II/A- (following 2/II option)
Now it triggers when a friendly Polish unit is destroyed.

[if it was by me, I would've added both Exile and Polish for its trigger, but there is no chance given the limitations]

#

3- Buff;
It gets +1+1 when a friendly Exile unit is destroyed.

[yet again another similar concept as before, but now it gets +1+1 for each friendly Exile unit destroyed in its presence]

burn NationPL tank

#

3/A- (following 3rd option)
Now it triggers when an Exile or Polish unit is destroyed.

[this might be a little busted]

#

4- Buff;
When an enemy unit damages anything but this unit, Fight it.

[pretty much inspired by the 1st GRENADIER REGIMENT's effect, but now with Fight involved]

burn NationPL tank

#

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

[arguably better than the original option]

#

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

#

5- Buff;
This unit costs 2 less to deploy if an Exile unit was destroyed this turn.

[I would've prefered to make it trigger if a "friendly Exile unit" was destroyed, but again edition limitations as per usual]

[and just as my dear friend @deft leaf might say, this is a kredit NTR]

#

5/A- (following 5th concept)
This unit costs 2 less to deploy if an Exile unit was destroyed last turn.

[slightly inspired by the newest British conditional effects]

#

6- (Toxic?) Buff;
In your turn, excess damage this unit deals is dealt to a random enemy.

[inspired from the TURNING POINT's effect, I do imagine this can be really busted, but I'm not sure how....]

burn NationPL tank

#

6/A- (following 6th option)
Now it deals excess damage to the enemy HQ instead.

[just like TURNING POINT's effect]

#

6/II- (following 6th concept) Toxic Buff;
Excess damage this unit deals is dealt to a random enemy.

[now it can effectively trigger at all times, even if it did not directly attack an enemy unit]

burn NationPL tank

#

6/II/A- (following 6th option)
Now it deals excess damage to the enemy HQ instead.

[a more busted concentrated burn effect]

#

7- Buff;
When this uit attacks, your HQ gains +1 defense.

[shoutout/credits to @deft leaf; a simple yet very fitting effect for this unit]

burn NationPL tank

#

7/A- (following 7th option)
Now your HQ gains +2 defense.

#

7/II- (following 7th concept)
When an Exile unit is destroyed, your HQ gains +1 defense.

[do note that it also triggers with enemy Exile units destruction, and with its own destruction ofc]

#

7/II/A- (following 7th option)
Now your HQ gains +2 defense.

#

7/III- (following 7th concept)
When this unit deals damage, tour HQ gains +1 defense.

[now not only it can give you defense if it attacks or is attacked/damages an enemy unit, but it could be paired up with FRONTAL DEFENSE, for example]

burn NationPL tank

#

7/III/A- (following 7/III concept)
When this unit deals or takes damage, your HQ gets +1 defense.

[now it can technically work like a weaker 845th RIFLES, while also having the same effect as before]

#

8- Buff;
Destruction: Draw an Exile card from your deck and reduce its cost by 2.

[pretty much the very same effect from T-34/76D but converted to Exile]

burn NationPL tank cards

#

8/A- (following 8th option)
Now it draws an Exile unit instead.

[now it can potentially just draw a copy of itself]

#

8/II- (following 8th concept)
Destruction: Draw a card.

[yeah thats about it, a pretty mid effect but valuable enough to consider playing]

#

9- Buff;
Deployment: Draw a card.

[while pretty similar to the (literally) previous option, now you'll get the effect instantly ofc]

burn NationPL tank cards

#

9/A- (following 9th option)
Now it draws an Exile card instead.

#

9/II- (following 9th concept)
Deployment: Draw an Exile unit from your deck.

[yet again the same deal but now with Exile units]

#

9/II/A- (following 9/II concept)
Deployment: Draw an Exile unit from your deck and reduce its cost by 1.

[yet again a similar effect to the T-34/76D, but now as a deployment]

#

9/II/B- (following 9/II option)
Now it reduces its cost to 2.

#

9/III- (following 9/II concept)
Deployment: Draw an Exile unit from your deck and reduce its cost by 1.

[same deal as before, but now it can only draw Exile units]

#

9/III/A- (following 9/III option)
Now it reduces its cost by 2.

#

9/IV- (following 9th concept)
Deployment: Draw a copy of this unit from your deck.

[pretty much inspired from 32nd INFANTRY REGIMENT (a.k.a CHOCO BOYS)

burn NationPL tank cards

#

9/IV/A- (following 9/IV option)
(insert idea effect). Reduce its cost by 1.

#

10- Buff;
Deployment: Gets +1+1 for each other Exile unit you control.

[a very simple yet straighforward effect to work with]

#

10/A- (following 10th concept)
Deployment: Gets a random combat keyword for each Exile unit you control.

#

11- Buff;
Operates for 1 less for each other Exile unit you control.

[we could technically consider this a direct powercreep of M4 SHERMAN PL]

#

12- Buff;
Deployment: Give a friendly unit a random combat keyword.

[yeah thats pretty much it]

#

13- Buff;
Operates for free if in the support line.

[this also technically powercreeps M4 SHERMAN PL at some degree]

burn NationPL tank

#

13/A- (following 13th option) Nerf;
Increased operation cost to 3k.

[while technically irrelevant if kept in the support line, it will be if moved out of there]

#

13/II- (following 13th concept)
It costs this unit 2 less to attack enemy units.

[similar deal as before, but now it'll ge the discount as long as it is attacking enemy units]

burn NationPL tank

#

14- Buff;
Reduced operation cost to 0k;
Destroy this unit after it attacks the enemy HQ.

[pretty much inspired from the 4TP's effect]

burn NationPL tank

#

14/II- (following 14th concept)
Reduced operation cost to 0k;
Destroy this unit after its second turn in the battlefield.

burn NationPL tank

#

15- Buff;
When this unit fights an enemy unit, its attack is dealt first if possible.

[I'm not entirely sure if I got the wording's effect right, but it would basically work like a pseudo Shock/Ambush always active]

#

15/II- (following 15th concept)
Has Ambush against infatry units.

[now it'll have a proper phantom keyword against infantry, this time for incoming attacks]

#

15/II/A- (following 15/II option)
Has Shock against infantry units.

[same deal as before, but now it'll be relevant while attacking infantry units]

#

15/II/B- (following 15/II concept)
Has Ambush and Shock against infantry units.

[the best of both worlds against infantry]

burn NationPL tank

#

16- Buff;
Fully repair this unit when your HQ takes damage.

[yeaaaah, this is more similar to the 1st option than anything, but it is pretty far away to fix it now lmao]

[oh and btw, this is technically a soviet self damage compatible effect ofc]

burn NationPL NationUSSR tank

#

16/A- (following 16th option)
Fully repair this unit when your HQ takes damage or gets defense.

[same deal as before, but now it'll open up for more combos, specially with UK and similar]

burn NationPL NationUSSR NationUK tank

#

17- Buff;
Destruction: Add a 4TP to your support line.

[yeah thats pretty much it, now it gets a "second life" of sorts]

#

17/A- (following 17th option)
Destruction: Add a Suppressed 4TP to your support line.

[and now the added 4TP can effectively hit the enemy HQ without consequences]

burn NationPL tank

#

17/B- (following 17/A option)
Destruction: Add a Suppressed 4TP to your support line if Poland is ally.

[I'm not sure if I got the wording right in the last sentence, but to clarify it would only trigger if Poland is your Ally nation]

#

17/II- (kinda following 17th concept)
Destruction: If the enemy turn, add a Suppressed copy of this unit to hand.

[yeah thats pretty much it, but not as broken as the bs of 106th INFANTRY REGIMENT]

#

18- Buff; (similar to 17th options)
Deployment: Add a 4TP to your support line.

[in comparison to the other one, this time it is more like a "take your son to work" or smth lmao]

#

18/A- (following 18th option)
Deployment: Add a 4TP to your support line. Destroy it end of your next turn.

[same effect, but now it crumbles on its own no matter what]

#

18/B- (following 18th option)
Deployment: Add a 4TP with Blitz to your support line.

[now its "little son" will follow its steps and also go with Blitz]

#

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

[shoutout to @wet smelt; tbh I almost forgot about this change lmao, it could be applied to any of the previous options if necessary]

burn NationPL tank

#

19/II- (following 19th concept); (change to base card); Buff;
Increased defense to 5.

[now it is slightly more though to beat]

#

19/II/A- (following both 19th and 19/II options) MERGE;
Increased defense to 5M
Now it has Heavy armor 2.

[now it truly is a "Steel beast"]

burn NationPL tank

gusty steppe
#

ZAZA DIVISION (buff & rework ideas)
As for this unit, I'm pretty much aware some people might strangle me to death for including this unit and for what I'm going to say, but I personally do find this card... "mid" at best, to not say that it is absolutely TERRIBLE.

While it is true that in comparison with its last version (I forgot which was it, DM me if you remember), it got much better than before, there is not doubt about that, but I believe it is a horrible option to pick/craft if you have the option to, and here is why (from my humble opinion):

1st is that its cost/stats ratio is terrible, 4k 1op for a 2/5 Blitz, Fury infantry is pretty bad if you consider full combat value, as for one from that point it can die pretty quickly with 1 trade, minimizing its draw value.

2nd is that its lack of attack makes it terrible as an trading tool to remove threats and as offensive tool to preassure the enemy at the frontline.

Not only that but... given that is is Special, you'll pretty much prefer to pick up any other Polish units with a similar effect, better stats/value as a whole, like 16th TARNOW REGIMENT with Intel and/or 15th WOLVES REGIMENT for its flexibility for removal and massive card draw (with drawback). Hell, even the previously taken IRON DIVISION is a better option than this unit all things considered.

So, to make this really interesting and semi-iconic unit into a more solid Polish card, I've thought some ideas that might do the job, and before anyone says anything, are you sure you do not want ANY changes on it?:

#

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

[just as always, the simplest yet most effective change to apply for starters; you could call me a mad man, but it pretty much is in pair with 24th UŁAN cost/effect/value]

[and as per usual, this change could be applied to any of the following options ofc, (this applies to variants too)]

#

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

[now you can more reliable get it into the battlefield to attack and/or take the frontline]

[this change can also be applied to any following options ofc]

#

1/II/A- (following both 1st and 1/II options) DEADLY MERGE;
Reduced cost to 3k;
Reduced operation cost to 0k.

[pretty much an upgraded version of 24th UŁAN]

burn NationPL infantry

#

2- (change to base card) Buff;
Increased attack to 3.

[now it doesn't have that puny and miserable attack to attack with]

#

2/A- (following 2nd concept); (change to base card) Buff;
Increased defense to 6.

[now it can take on more damage, that equals to more card draw ofc]

#

2/B- (following both 2nd and 2/A options) DEADLY MERGE;
Increased attack to 3; Increased defense to 6. (3/6)

[pretty much a much dangerous version of 980. VOLKSGRENADIER]

burn NationPL infantry

#

3- (change to base card) Buff;
Now it has Shock.

[yeah thats pretty much it, while it kinda kills it purpose of a more inmediate card draw, it can now trade more safely]

[and again, this simple change can also be applied to any of the following options too]

burn NationPL infantry

#

4- Buff;
When this unit takes damage, draw a card. Add a LEGIONS to hand.

[this might make another Intel slop tool, but in exchange more valuable as a whole, even outside of it]

#

4/A- (following 4th concept)
When this unit takes damage, draw a card. Add a 24th UŁAN to hand.

[now not only you can draw cards, but also get more "horse power" as reinforcements]

burn NationPL 🏇

#

4/B- (following 4th concept)
When this unit takes damage, draw a card. Add a 4TP to hand.

[a slightly different approach than before, I don't give a fck if it is historical accurate, I just want this card to shine]

#

4/C- (following 4th concept) EXPERIMENTAL BUFF;
When this unit takes damage, draw a card. Add a 12th UŁAN to hand.

[as for this option in particular, I'm taking into consideration the brand new Polish unit to come (unreleased as for the date), as it is also a "cavalry" troop]

burn NationPL 🏇

#

5- Buff;
When this unit takes damage, draw a card. Cannot be Suppressed.

[yup, just as simple as that, now it can truly get value from its power without fearing of otherwordly effects that stop its mighty march]

burn NationPL infantry

#

5/II- (following 5th concept)
When this unit takes damage, draw a card. Cannot be targeted by the enemy.

[similar deal as before, but now it cannot be targeted by either enemy orders or deployment effects, thus increasing its powerful march]

#

5/II/A- (following 5/II option) Nerf?;
When this unit takes damage, draw a card. Cannot be targeted by orders.

[slightly different approach, while it might not block deployment effects, it can still prevent enemy orders targeting, in expense of your own too]

#

5/II/B- (following 5/II option)
When this unit is damaged, draw a card. Cannot be targeted.

[pretty much the same deal as the original 5/II option, but now it also prevents you from targeting it]

#

6- Blasphemous Rework;
Deployment: Add two 24th UŁAN to your support line. Draw a card.

[while a rework is the least of the changes this unit might need, here I present a different approach for what it seems to come, that is Polish calavry units, while also keeping the card draw]

burn NationPL 🏇

#

6/A- (following 6th option)
Now it draws 2 cards instead.

[yeah.... lets say it should have a higher cost given its effects, something along 5-7k I suppose]

#

6/II- (following 6th concept) EXPERIMENTAL BUFF;
Deployment: Add two 12th UŁAN to your support line. Draw a card.

[same deal as before, but now again with the newest Polish unit to come, which is unreleased as for the date]

burn NationPL 🏇

#

6/II/A- (following 6/II option)
Now it draws 2 cards instead.

#

6/III- (following 6th concept) Rework;
Deployment: Draw a card and add a 24th UŁAN next to it for each enemy unit.

[inspired by both BY THE SWORD's and RAPID RESPONSE's effects]

"here comes the Polish Cavalry"

burn NationPL 🏇

#

6/III/A- (following 6/III option) EXPERIMENTAL BUFF;
Deployment: Draw a card and add a 12th UŁAN next to it for each enemy unit.

[yet again the same concept but with the new Polish unit that has yet to be released]

#

7- Buff;
When this unit takes damage, draw a card and get a random combat keyword.

[I know two players here that might like this option]

burn NationPL infantry

#

7/II- (kinda following 7th concept)
When this unit gets damage, draw a card and get +1+1.

[slightly inspired from its old/previous version this unit had, though again I can hardly remember it]

burn NationPL infantry

#

7/II/A- (following 7/II option)
Now it gets +X+X.
(variants)
a- Now it gets +1+2. (survivability)
b- Now it gets +2+1. (offense)

#

7/II/B- (following 7/II/A variants)
Now it gets +2+2.

[inspired by BLOODY ELEVENTH's effect]

#

7/II/C- (following 7/II/A concept)
When this unit takes damage, draw a card and randomly get +1+2 or +2+1.

[pretty much the same deal but with some RNG and random value to get from it]

burn NationPL infantry

#

8- CHAOTIC BUFF;
(insert base effect). It also counts as a tank

[oh yeah, I know what this could do, and I'm all for it]

burn NationPL 🏇 NationPL burn

#

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

burn NationPL 🏇

deft leaf
lost hawk
#

you get a good body, spawn two good bodies and draw 2 cards

#

for ONLY 4 kredits

gusty steppe
gusty steppe
#

CARD QUESTION: YAK 9 PL; HAMMER HOME; SPITFIRE Mk V PL
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:

  • YAK 9 PL: (didn't use it), what can I say about this unit in particular... it is a curious concept as a whole, but I do believe it is not exceptionally good, to no say ever imo, for a Fighter with Blitz, its cost and stats are terrible to say the least, specially if we now take into account the new Soviet fighter LITTLE COBRA, with a better cost and attack than this one. Even if that unit has a "downside", its impact can be more powerful and useful than from this unit, and on top of that, who in the hell wants Blitz from all keywords in their Exile units? They are not particulary powerful enough for it to be worth it. So I say it should probably be buffed in any of those aspects, cost, operation cost, stats and/or passive effect.

  • HAMMER HOME: (did use it from time to time), as for this order I don't really have much to say, but the first time I've saw it in action it was a pretty disgusting card to deal with, 4k +2+2 and -2op while duplicating two units was incredible hard to deal with (if not a death sentence), and after its heavy nerf (which was just reducing in half its power) it fell to ground too hard imo. It should probably have an inbetween modification for it, and maybe some flexibilization for it to be more desirable to pick now.

  • SPITFIRE Mk V PL: (only used it in Draft once), what can I say about this unit, I don't find it particularly interesting or powerful right now, it might have seen some use in the past but I do not think that translates very well now, it just feels like a poor copy of the SPITFIRE Mk V PL with a mediocre deployment effect, even as an Exile unit it feels not worth to run around imo. I say it could be much better in general as a whole.

deft leaf
#

Like we spoke previously, I Yak should be a 4/5 and give Shock instead of blitz

#

Hammer Home should decrease op cost by 2

#

Spitfire needs +1atk and give friendly infantries +1/+1 and random combat keywords

dim shadow
#

I'm honestly favorable towards all of these, cards. Hammer home is still the best card for any deck using Exiles. Keep in mind it can be combod with stuff like the (Fight me or else I kill you card.) to lock down the enemy using any units until they neutralize at least one of them.

I remember playing with spitfire a lot and liking it. I don't think it would be as good in the current meta, but I've had a silly air deck that just uses 1 copy of almost every German and US fighter, and I think this would fit right in with something similar.

Now regarding Yak 9. I think it is more useful than you give it credit for. Exile archetype is mostly massively buffing relatively cheap air units. If you can reliably reduce the operation cost, blitz air is incredibly deadly, especially since it can be paired with relatively strong frontline units that can also be given blitz. The archetype is too old and was made for a slower version of the game to function now, but I think an adaptation to increase the speed of your exiles would be more than enough to bring this deck to the forefront. Something like the first exile unit you deploy each turn gets blitz and -2 operation cost. (That might be a bit much, but think of it with the spitfire.)

prime iron
#

Make spitty 6/6 make the buff a Supply drop on a stick or resolute defense on a stick

#

!supply drop

agile coyoteBOT
#

Cards found: 1

prime iron
#

!resolute defense

agile coyoteBOT
#

Cards found: 1

prime iron
#

6/6 Deployment: Give a friendly infantry +1 +3 and Guard.

OR

6/6 Deployment: Give a friendly infantry +4 defense and Guard.

gusty steppe
#

YAK 9 PL (buff & rework ideas)
As for this unit, I don't really have much to say about this unit in particular, as a whole since I've started playing, I always considered mediocre at best, given its ratity and total cost for a Fighter unit with Blitz, its stats are abismally terrible for both an Ally card and technically a "Soviet" fighter.

Sure you could argue that there are some cards that might support it to make it better, but lets be real, with the addition of LITTLE COBRA this card fell to the ground horribly hard, as that unit not only is cheaper but it also deals more damage in comparison, only "downside" it has is its "destroy a random friendly unit" which can be completely avoided.

Outside of the unit itself (which already is bad), we got its Support effect for the Exile archetype, and what can I say about it, while giving Blitz to your units is pretty good in general, I feel that as of right now with the current Exile units is not worth using around, not only it is expensive to setup and keep this fighter alive for that purpose, put the handful of Exile units that could benefit for it are either worthless, too expensive and/or already have Blitz in them, not to mention that it ends up being slow for today standards (damn you (Ja)ggro)

So, to make this interesting and may I say iconic "Soviet" fighter into a more desirable choice to pick as a whole, I've thought some ideas for that purpose:

#

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

[the simplest change to apply as always, and now I personally believe it makes sense as a whole, it might not have the same damage as LITTLE COBRA but it might be less punishable to use]

#

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

[pretty much the same goal as before, but now it has a more manageable operation cost to work with]

#

2- (change to base card) Buff;
Increased attack to 4.

[credits/shoutout to @deft leaf; another simple change to make for this card, though to be honest I'm not entirely sure if its appropiate given the existance of LITTLE COBRA, unless somehow this card could keep Exile and not be Soviet (or any nation) related]

#

2/A- (following 2nd concept)
Increased attack to 4; Reduced defense to 4.

[now in exchange of it getting its attack increased, it now gets a cut in its defense]

[as for this variant/change in particular, it can actually be considered to apply in any of the following options]

#

2/B- (following both 1st and 2nd concepts) MERGE;
Reduced cost to 3k;
Increased attack to 4; Reduced defense to 3.

[a more highlighted change into the concept of a powerful yet fragile fighter like before, and now with a more cheaper cost]

#

2/C- (following 2/B option)
Restored cost to 4k;
Increased attack to 5.

[now it has turned into a glass cannon]

#

2/D- (following 2/C option)
Reduced operation cost to 1k.

#

2/E- (following 2/C option)
Reduced cost to 3k.

[might not be a good idea at all]

#

2/II- (following 2nd concept); (change to base card); Buff;
Increased defense to 6.

[now instead of having more attack power, now it can withstand more damage, with the plus being that it can keep its passive effect for longer in battle]

#

2/II/A- (following both 1/A and 2/II options) MERGE;
Reduced operation cost to 1k.

[yet again, a more manageable operation cost, alongside its increased defense it might be a mighty air unit to use]

#

3- (change to base card) Buff;
Now it has Shock.

[yeah thats about it, but you might truly have a reason to run/craft this card over LITTLE COBRA outside of Exile decks, or within them ofc]

#

3/II- (following 3rd concept) Buff/"Rework";
Your Exile units have Shock.

[credits to @deft leaf; pretty much the same card as before, but now every Exile unit might have infinite Shock, alongside this unit ofc]

burn RoundelPL fighter

#

3/II/A- (following 3/II option) Nerf;
Your other Exile units have Shock.

[now this unit in particular will NOT benefit from its own passive effect but your other Exile units]

#

3/II/B- (following 3/II concept)
Your Exile units have Shock until they attack an enemy unit.

[well it does what it says, every Exile unit present might have Shock, but only until they attack an enemy unit, as if it were a "semi permanent" one time deployment effect]

agile coyoteBOT
gusty steppe
#

3/III- (following 3rd concept) CHAOS BUFF;
Your Exile units have Blitz and Shock.

[pretty much the same deal as before, but now with Blitz included in the formula]

burn RoundelPL fighter

#

3/III/A- (following 3/III option)
Your other Exile units have Blitz and Shock.

[same deal, but now this unit will not benefit from its own effect (even if still has Blitz in it lmao)]

#

3/III/B- (following 3/III concept)
Your Exile units have Blitz and Shock until they attack an enemy unit.

[pretty much the same concept as 3/II/B, but now it also has Blitz]

#

4- (change to base card?) Buff;
Your Exile units have Blitz and operate for 1 less.

[pretty much an air GREIF for Exile units, plus Blitz ofc]

[I've put "change to base card?" as this little change can also be applied to any similar ones that give Shock or similar]

burn RoundelPL fighter

#

4/A- (following 4th option)
Your other Exile units have Blitz and operate for 1 less.

[same deal as before, but now it cannot benefit itself from it]

#

4/II- (kinda following 4th concept) Rework;
Upon deployment, your Exile units get Shock.

[I'm not sure why I didn't label this as a 3rd option, but ok whatever]

#

4/II/A- (following 4/II option)
Upon deployment, your Exle units get Shock and -1 operation cost.

[same effect as before plus the operation cost discount.... that might explain it]

#

5- CHAOTIC REWORK;
Deployment: Choose an Exile unit in hand with cost 3 or less. Put it into play.

[pretty much inspired by the newest Soviet cards that came last expansion, with it being the ILYUSHIN IL-2's effect but with Exile units]

burn EmblemPL RoundelPL EmblemPL burn

#

5/A- (following 5th option)
Now it can choose Exile units with cost 4 or less.

[this effectively includes the M4 SHERMAN PL, T-34 76 PL, IL-2M PL, and itself ofc]

burn EmblemPL RoundelPL EmblemPL burn

#

6- Buff;
(insert base effect). Costs 2 less to deploy if Poland is ally.

[shoutout to @deft leaf for pointing out how the wording was made]

[the discout could be lower though.... I think it would be more interesting like this]

burn RoundelPL fighter

#

6/A- (following 6th concept)
(insert base effect). Costs 2 less to operate if Poland is ally.

[same deal as before, but now it affects its operation cost]

#

[MISCELLANEOUS CHANGES TO BASE CARD]
7- Buff;
(insert base effect). Gets +X attack equal to damage taken.

[wording could be better I suppose, but basically it increases its attack equal to damage IT takes, not any other friendly target]

#

7/II- (following 7th concept)
(insert base effect). Ignores enemy Guard.

[I'm not sure how many times I've already suggested this concept in different units, but here I am again lmao]

burn RoundelPL fighter

#

7/II/A- (following 7/II concept)
(insert base effect). Ignores enemy Ambush.

[basically, it can actually attack AND damage an enemy with Ambush as if normally]

#

7/II/B- (following 7/II concept)
(insert base effect). Ignores enemy Smokescreen.

[just like before, but now it can actually attack target enemies otherwise impossible to attack normally]

#

7/II/C- (following 7/II concept)
(insert base effect). Ignores enemy combat keywords.

[I'm pretty proud that I came up with this concept, and as you might imagine it does ignore ANY combat keyword: target has Shock? it doesn't apply in it; Ambush? Smokescreen? ignored, Guard? bypasses it, Heavy armor?! completely ignores it too]

burn RoundelPL fighter RoundelPL burn

#

8- Rework;
Destruction: Draw an Exile unit from your deck. Put it into play.

[pretty much inspired by the YAK 9's effect (the Soviet one), while also using the ILYUSHIN IL-2's concept as well]

burn EmblemPL RoundelPL fighter

#

8/A- (following 8th option)
(insert idea effect). Put it inot play with Blitz.

[only relevant if this unit is destroyed in your turn ofc]

#

8/II- (following 8th concept)
Destruction: Draw an Exile unit from your deck. Put a copy of it into play.

[pretty much the same concept as before, but now with the 336th GUARDS NAVAL's effect]

burn RoundelPL fighter

#

9- Rework;
Deployment: If Poland is ally, deal 3 damage to an enemy unit.

[technically a powercreep to some of the old/rotated british air units, but it is exclusive to Poland]

[and yet again, shoutout to @deft leaf for helping me out with the wording guidance]

burn RoundelPL fighter

#

9/A- (following 9th option)
Now it deals 4 damage instead.

#

9/II- (following 9th concept)
Deployment: If Poland is Ally, destroy target enemy unit.

[pretty much a Polish SKY BARONS with an air unit, minus the card draw ofc]

#

9/III- (following 9th concept)
Deployment: If Poland is ally, destroy all enemy units with cost 1 or less.

[only people that might whine about this effect are either (ja)ggro slop lovers; the other half that might dislike would probably be right as it is not its original identity]

burn RoundelPL fighter

#

9/III/A- (following 9/III option)
Now it destroys all enemy units with cost 2 or less.

[did I forget to state how much I hate (ja)ggro before?]

#

9/III/B- (following 9/III/A option)
Increased cost to 5k

#

9/IV- (following 9/III concept)
Deployment: If Poland is ally, destroy all units with cost 1 less.

[now it might be more akin to Poland's nature to not be efficient and self destruct, but it might work]

burn RoundelPL fighter

#

9/IV/A- (following 9/IV option)
Now it destroys all units with cost 2 or less instead.

#

9/IV/B- (following 9/IV/A option)
Increased cost to 5k.

#

10- Rework;
Destruction: If the enemy turn, add a YAK 9 PL to hand.

[I know perfectly how this might look, it is horrible, but wait just wait]

burn RoundelPL fighter

#

10/A- (following 10th concept)
(insert idea effect), add a YAK 9 PL to hand with +1 cost.

[slightly less convenient, but not enough]

#

10/B- (following 10/A option)
Now it increases its cost to +2 instead.

#

10/II- (following 10th concept) "Variant A"
Destruction: If the enemy turn, add a copy of this unit to hand with +1 cost.

[concept behind would be that the increased cost "stacks", though I'm not entirely sure this translates that correctly, thats why there'll be 2 variants]

#

10/II/A- (following 10/II option)
Now it increases its cost to 2. (supposedely stacked)

#

10/III- (following 10th concept) "Variant B"
Destruction: If the enemy turn, add this unit to hand with +1 cost. Cost stacks.

[second variant as stated before, still not sure if this might be correct or if it translates its effect well enough]

#

10/III/A- (following 10/III option)
Now it increases its cost to +2 instead. (again, supposedely stacked)

#

11- Buff;
(insert base effect). Fully repair this unit end of turn.

[pretty much inspired by both 42nd RIFLES's and 17th RIFLE REGIMENT's effects]

burn RoundelPL RoundelUSSR fighter

#

11/A- (following 11th concept)
(insert base effect). Fully repair this unit start of your turn.

[now it works the other way around... or as it worked originally, as you prefer]

#

12- Buff;
Your Exile and air units have Blitz.

[technically shoutout to @dim shadow, he didn't mention any idea besides the usage of this card, which is more than enough to mention him for it lmao]

burn RoundelPL fighter RoundelPL burn

#

12/A- (following 12th option)
Your Exile and air units have Blitz and -1 operation cost.

[pretty much the same deal as with the 4th concept, an air GREIF]

#

12/II- (following 12th concept)
Your Exile and Polish units have Blitz.

[slightly similar deal as before, now you might be able to combine this card with other Polish units that lack Blitz]

burn RoundelPL fighter RoundelPL burn

#

12/II/A- (following 12/II option)
Your Exile and Polish units have Blitz and -1 operation cost]

[Polish GREIF burn ]

#

12/III- (following both 3rd and 12th concepts) MERGE;
Your Exile and Polish units have Shock.

[shoutout/credits to @deft leaf]

burn RoundelPL fighter

#

12/III/A- (following 12/III option)
Your Exile and Polish units have Shock and -1 operation cost.

[Polish GREIF burn]

gusty steppe
#

HAMMER HOME (buff ideas)
As for this order, I don't really have much to say about it tbh, only that I was there when this card was in its... "full peak" if you want, given that it could potentially give +2+2 and -2 operation cost to target and the copy it added, making it effectively an extremelly powerful way to get the maximum amount of value from the Exile units, hell any Exile unit was good with it, though air units were the deadliest for that.

Though, in a twist of events, it got heavily nerfed by getting its effect literally cut in half, making it not really that amazing to play for the most part.

As I've discussed some time yesterday with Gabrielzinho, it could easily have the operation cost discount back for it to be worth running around (and potentially making the whole Exile archetype playable again), without it being as oppresive as before. As a side not or change, I do belive that not only that change could be applied, but also make it be able to duplicate anything, or atleast make it able to duplicate other units than Exile only, kinda similar to the "old" SECOND FRONT (though that card is... dangerous to say the least).

Without further to add, here are the ideas I've thought that could be pretty good for this order to shine again: