#Ideas and suggestions for different cards

1 messages · Page 13 of 1

gusty steppe
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1- (change to base card) Buff;
Duplicate a friendly Exile unit, then give both +1+1 and -2 operation cost.

[credits to @deft leaf; a pretty simple change but decent for it to be worth to run again for its value, as most of the Exile units have pretty high operation costs]

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2- Buff;
Duplicate a friendly Exile or Polish unit, then give both +1+1 and -1 operation cost.

[pretty much the same deal as the original card, but now it can also target Polish units aswell]

burn NationPL order NationPL burn

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2/A- (following both 1st and 2nd concepts) Buff;
Now it gives both units +1+1 and -2 operation cost.

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2/II- (following 2nd concept)
Duplicate a friendly Exile or air unit, then give both +1+1 and -1 operation cost.

[pretty much the same deal as before, but instead of Polish units, now it can also target air units, effectively making it a potentially attractive card for air decks]

burn RoundelPL order fighter bomber2 RoundelPL burn

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2/II/A- (following both 1st and 2/II concepts) MERGE;
Now it gives +1+1 and -2 operation cost instead.

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3- Buff;
Duplicate a friendly unit. Then if Exile, give both +1+1 and -1 operation cost.

[yet again pretty much the same concept as withing the 2nd option, but now it can target any friendly unit, though the bonus effect is only available for Exile]

burn NationPL order

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3/A- (following both 1st option and 3rd concepts) MERGE;
Not it gives both +1+1 and -2 operation cost.

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3/II- (following 3/II option)
Duplicate a friendly unit. Then if Exile or Polish, give both +1+1 and -1 operation cost.

[pretty much the same deal as with the 2nd option, you can still duplicate any friendly unit, though the bonus is now available for Polish units too]

burn NationPL order

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3/II/A- (following both 1st and 3/II concepts) MERGE;
Now it gives both +1+1 and -2 operation cost.

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Given that HAMMER HOME idea list was pretty short, I might aswell follow it with the SPITFIRE Mk V PL ideas too right?

deft leaf
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Imagine duplicating Stalin

gusty steppe
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pretty hard chance for that to happen lmao

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though it might be funny

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thats like trying to rely on GAMBIT

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SPITFIRE Mk V PL (buff & rework ideas)
As for this unit, I.. I also do not have much to say about it (I'm terrible at this lmao), as a quick look at the card I can only say it is mid at best, to not say it is "bad" as a whole tbh, while stat wise is pretty decent for a fighter, quite huge tbh if compared to other Fighters of its same category/cost, but I can't help but think its use falls pretty shorts as a whole, and here is why:

For starters it can only target infantry units, which would not be terrible if not for the fact that it is a card only available for the both nations in the game that EXCEL and are known for their units with Guard (besides USSR ofc), but not only its effect is pretty much redundant within those nations, but also pretty damn weak for what it should do.

+1+1 to a Guard is... okay-ish, it might stand some more damage or trade a little more effectively... sometimes, but lets say you are using something else than 1 of the other two nations, are you really building your deck in such a way were you get some "decent" Guard as a target? By that point, imo you could easily pick for other natural Guards from UK and Poland as a guaranteed and consistent tool to rely on.

So, to make this card more useful and worth to be called an Ally card, I've thought a considerable amount of ideas for it:

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1- (change to base card) Buff;
Increased attack to 6.

[shoutout to both @deft leaf and @prime iron; a pretty damn simple change to make, but ironically, I do not think this is a way to buff this card, for one it "powercreeps" the original SPITFIRE Mk V PL, and on top of that it still doesn't offer anything different from that card but a higher rarity and a bland deploymend effect]

[though, this change this could still be applied to some of the following options, big maybe here ofc]

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1/II- (change to base card) CHAOTIC Buff;
Change Exile to US instead.

[yeah I didn't edit anything out of this, its the same vanilla card/image]

[as for the reasoning of this idea.... well, US lacks entirely (real) Guard units, and given that it already has the USAAF SPITFIRE IX, it might be reasonable to pair it up with that nation, as I've said earlier it is redundant for UK to have this card imo]

[also, technically this change could be applied to any of the following options (all of them still have Exile)]

burn RoundelPL RoundelUS fighter

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1/III- (following 1st concept); (change to base card) Buff;
Deployment: Give a friendly infantry +1+X and Guard.
(variants)
a- Give +1+2 and Guard.
b- Give +1+3 and Guard.

[shoutout/credits to @prime iron; a pretty decent idea, inspired from RESOLUTE DEFENSE's effect]

burn RoundelPLRoundelUK fighter

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1/III/A- (following 1/III option)
Now it gets +2+X and Guard instead.
(variants)
a- Now it gets +2+2 and Guard.
b- Now it gets +2+3 and Guard.

[pretty much the same deal but with higher stat buff to target infantry]

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1/IV- (kinda following 1st concept) Buff;
Deployment: Give a friendly infantry +X defense and Guard.
(variants)
a- Give +3 defense and Guard.
b- Give +4 defense and Guard.

[shoutout/credits to @prime iron; just like with the 1/III option, a decent idea inspired from other ingame card's effect, in this case it being SUPPLY DROP]

burn RoundelPLRoundelUK fighter

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2- Buff;
Deployment: Give a friendly unit +1+1 and Guard.

[just as stupidly simple as it sounds, now you can target any friendly unit than infantry only, hell, if you are desperate you can have a Bomber as a Guard]

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2/A- (following 2nd option)
Now it gives +1+X and Guard instead.
(variants)
a- Give +1+2 and Guard.
b- Give +1+3 and Guard.

[inspired from RESOLUTE DEFENSE's effect]

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2/B- (following 2/A option)
Now it gets +2+X and Guard instead.
(variants)
a- Give +2+2 and Guard.
b- Give +2+3 and Guard.

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2/II- (following 2nd concept)
Deployment: Give a friendly unit +X defense and Guard.
(variants)
a- Give +3 defense and Guard.
b- Give +4 defense and Guard.

[inspired from SUPPLY DROP's effect]

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3- Buff;
Deployment: Your other units get +1+1 and a random combat keyword.

[shoutout/credits to @deft leaf; as for this one we both agreed this could be a pretty solid change for this unit, both useful and niche for todays meta and mechanics]

burn RoundelPL fighter

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3/II- (following 3rd option)
Reduced attack to 4;
Deployment: Your units get +1+1 and a random combat keyword.

[now it can effectively buff itself too with its own deployment effect (if I'm not mistaken), thus why I also reduced its attack, as it is effectively a 5/7 Fighter]

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3/II/A- (following 3/II option)
Reduced defense to 5.

[as it can buff itself (if not countered/cancelled) it will regain its original stats, them being 5/6]

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4- Rework;
Deployment: Draw 2 random Polish cards from your deck.

[as for the first rework, it is just as simple as a good card draw, but Poland only]

burn RoundelPL fighter cards

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4/A- (following 4th option)
Now it draws 2 random Polish units instead.

[this pretty much makes it a Polish ARTIC CONVOY]

wet smelt
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6k 5/6 exile costs 1 less for each friendly fighter

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Hear me out

proper sierra
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Now give it ambushnobanana

gusty steppe
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thought something like that, but with Exile units

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wait I forgot one variant from the 1st option

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1/V- (kinda following 1st concept); (change to base card) Buff;
Now it also has Guard.

[yeah... it is a Fighter with Guard, umh... this looks pretty much like a fanmade card lmao]

[this change could also be applied to any of the following/previous options ofc, though... it would be bizarre]

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4/II- (following 4th concept)
Deployment: Draw 2 random Exile cards from your deck.

[same deal as before, but now it draws exclusively Exile cards instead]

burn EmblemPL fighter cards

lost hawk
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Or sth similar

gusty steppe
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I mean, thats why there is the 2nd option, but it can be made why not

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4/II/A- (following 4/II option)
Now it draws 2 random Exile units instead.

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4/III- (following 4th concept)
Deployment: If Poland is ally, draw 2 cards from your deck.

[pretty much a Fighter with a conditional CONVOY HX 175]

burn RoundelPL fighter cards

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4/III/A- (following 4/III option)
Deployment: Draw a card. If Poland is ally, draw 2 cards instead.

[now it kinda powercreeps FW 190 A, though it is an Ally card so... it might be fine I guess]

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4/IV- (following 4th concept)
Costs 2 more if Poland is not an ally. Deployment: Draw 2 cards.

[pretty much the same deal as the previous option but with an alternative take]

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5- Rework;
Deployment: Target enemy air unit must Retreat. Draw a card if you do.

[inspired from AA BARRAGE's effect, and some FW 190 A powercreep as well]

burn RoundelPLRoundelUK fighter

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5/A- (following 5th option)
(insert idea effect). Draw a card.

[now it can draw a card unconditionally]

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5/II- (following 5th concept)
Deployment: Target air unit must Retreat. Draw a card if you do.

[same deal as before, but now you can also target your own air units; also if no one did notice yet, it is inspired from the 74. PANZERGRENADIER's effect]

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5/II/A- (following 5/II option)
(insert base effect). Draw a card.

[pretty much the same but it can draw a card unconditionally]

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5/III- (following 5/III concept)
Deployment: Target enemy air unit must Retreat. Your HQ gets +2 defense.

[now as for this option, it is clearly inspired from AA BARRAGE's effect, though it doesn't need to Retreat a target (not enough text space to add a condition)]

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5/III/A- (following 5/III option)
(insert idea effect). Your HQ gets +3 defense.

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6- Buff/Rework;
Deployment: Your other friendly units get +2 defense.

[pretty similar to the 3rd option, minus the combat keyword ofc; also inspired by CUP OF TEA's effect]

burn RoundelPLRoundelUK fighter

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6/II- (following 6th option)
Deployment: Your other friendly units and HQ get +2 defense.

[pretty much a POLISH version of WE CAN DO IT! but slightly weaker and without card draw]

burn RoundelPL RoundelUS fighter

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7- Rework;
Deployment: Pin target enemy unit.

[I'm sorry BL 4.5" MEDIUM GUN, but you suck]

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7/A- (following 7th option)
(insert idea effect). Draw a card.

[now it is pretty much a Fighter + ENEMY CONTACT]

burn RoundelPL fighter cards

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7/B- (following 7th option)
(insert idea effect). If Poland is ally, draw a card.

[now if you want the full effect, you have to play Poland as an Ally]

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7/II- (following 7th concept)
Deployment: Pin target enemy unit. Give your HQ +2 defense.

[pretty much inspired from NAVAL POWER's effect; on top of that, it doesn't necessarily require you to Retreat an unit for it to heal]

burn RoundelPLRoundelUK fighter

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7/II/A- (following 7/II option)
Now it gives your HQ +3 defense.

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7/III- (following 7th concept)
Deployment: Pin target enemy unit. Give your HQ +2 defense if you do.

[yet again just like with 74. PANZERGRENADIER, you now need to use the whole deployment for it to trigger on full scale]

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7/III/A- (following 7/III option)
Now it gives your HQ +3 defense.

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8- Rework;
Non-Exile cards cost 1 more to play.

[while it is true it doesn't offer anything different, it can disrupt the enemy's actions (as well as yours obviously)]

burn RoundelPL fighter

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8/A- (following 8th option)
Non-Exile cards cost 2 more to play.

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8/II- (following 8/II concept)
Non-Exile cards cost 1 more to play and operate.

[now it can also disrupt the operation cost of any non-Exile unit as well]

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8/II/A- (following 8/II option)
Non-Exile cards cost 2 more to play an operate.

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9- Rework;
Deployment: Put target unit on top of owner's deck

[pretty much inspired from GROUNDED's effect, though we could also consider it as a cheaper version of QUEEN'S OWN]

burn RoundelPLRoundelUK fighter

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9/A- (following 9th option)
(insert idea effect). Draw a card.

[I'm not sure how it work exactly, but my intention besides the card draw, is that it can actually return a friendly unit to your hand, but with a more convoluted but flexible wording]

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9/B- (following 9th option)
(insert idea effect). Draw a card if you do.

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9/C- (following 9th option)
(insert idea effect). Draw a card if friendly.

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9/D- (following 9/C option)
(insert idea effect). Draw 2 cards if friendly.

[pretty much the same deal, but now besides retreaving (in theory) your own unit you put on your deck, you can also draw a "second" card]

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9/II- (following 9th concept)
Deployment: Add a PLAN on top of the enemy deck.

[pretty much working as a way to "handlock" the enemy and/or reduce their total kredits]

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9/II/A- (following 9/II option)
Now it adds 2 PLAN instead.

[this might be too oppressive]

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10- Rework;
Deployment: Deal damage to target equal to Exile units you control.

[I'm not entirely sure, but I suppose it would deal a minimun of 1 damage as for its own Exile keyword]

burn EmblemPL fighter

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10/II- (following 10th concept)
Deployment: Deal 1-2 damage to target for each Exile unit you control.

[now it can deal a hefty amount of damage rather than 1-4 on average]

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10/II/A- (following 10/II option)
Now it deals 2 damage for each Exile unit you control.

[this one can be pretty dangerous, though also hard to setup as for the Exile nature]

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10/III- (following 10th concept)
Deployment: Deal damage to target equal to Exile untis destroyed this battle.

[pretty much a single target UPRISING but with Exile units.... it can be really devastating]

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11- Rework;
Deployment: Add a HURRICANE PL to hand.

[yeah thats about it]

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11/A- (following 11th option)
(insert idea effect). It gets -X operation cost.
(variants)
a- It gets -1 operation cost.
b- It gets -2 operation cost.

[just to clarify, the operation cost discount would only be applied to the HURRICANE PL, not this unit]

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11/II- (kinda following 11th concept)
Deployment: Add 2 PZL P.11 to your support line.

[the poor man's HMS ILLUSTRIOUS]

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11/II/A- (following 11/II concept)
Deployment: Add 2 PZL P.7 to your support line.

[I'm not really akin to use reserved cards for this ideas, though it is not a bad idea either given that it is also reserved too]

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11/III- (kinda following 11th concept)
At the end of your turn, add a PZL P.11 to your support line.

[pretty much the poor man's TIGERCAT]

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11/III/A- (following 11/III option)
Now it adds a PZL P.7 instead.

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11/IV- (following 11/IV concept)
At the start of your turn, add a PZL P.11 to your support line.

[technically better as the additional fighter can now survive atleast one turn, so you make use of its Exile passive]

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11/IV/A- (following 11/IV option)
Now it adds a PZL P.7 instead.

[pretty much synergizing with its Blitz effect]

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12- Rework;
Your Exile cards cost 2 less.

[a pretty bland change, though considerably more powerful and thougher to beat than the PZL P.11]

burn RoundelPL EmblemPL fighter

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12/A- (following 12th option)
Your Exile cards cost 3 less.

[same deal, but with a bigger discount]

gusty steppe
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12/II- (following 12th concept)
Gain 2 kredits and draw a card when you play another Exile card.

[pretty much inspired from 16th TARNOW REGIMENT and FELDHERRNHALLE RIFLES, but now it supports the Exile archetype instead]

burn RoundelPL EmblemPL RoundelPL burn

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12/II/A- (following 12/II option)
Now it gives you 3 kredits instead.

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12/III- (following 12th concept)
Gain a kredit and draw a card when you play an Exile card.

[technically a "weaker" version of its effect, but now it can actually trigger its own effect upon deployment]

burn RoundelPL fighter

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13- Rework;
Deployment: Target enemy unit with cost 2 or less is shuffled into your deck.

[pretty much a weaker version of CO-BELLIGERENTS, suck it Finnland we do not need your "Salvage"]

burn RoundelPL RoundelUK fighter

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13/A- (following 13th option)
Now it can target enemy units with cost 3 or less.

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13/II- (following 13th concept)
Deployment: Target enemy unit is put on bottom of owner's deck.

[pretty much it works like the old HONOR AND LOYALTY but even more terrible]

burn RoundelPL fighter

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13/II/A- (following 13/II option)
Now it has Bond.

[yeah, thats all the nerf I thought for it lmao]

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14- Rework;
Enemy air units cannot attck your HQ.

[while it might not be a real Guard unit, it can prevent those pesky Blitz fighters to attack your HQ if you lack Guards]

burn RoundelPL fighter

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14/A- (following 14th concept)
Enemy air units cannot attack or target your HQ.

[for whatever reason, if there is an air unit that might target your HQ, now it cannot]

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14/B- (following 14th concept)
Enemy air units cannot damage your HQ.

[pretty much cancels any air based effect, attack, etc. that might affect your HQ directly (suck it Ki-61-I-TEI)]

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14/II- (following 14th concept)
Enemy units cannot attack your HQ.

[same deal as previously shown, but now it affects ANY enemy unit]

burn RoundelPL fighter

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14/II/A- (following 14/II option)
Enemy units cannot target or attack your HQ.

[same reasoning as before, now it can counter some cards like the 106th INFANTRY REGIMENT]

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14/III- (following 14/III concept)
Deployment: Give an enemy unit: "Cannot attack the enemy HQ."

[pretty much inspired from FIREWALL's effect]

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15- Br'sh Rework;
When your HQ is damaged, deal that amount of damage to this unit instead.

[pretty much a more "easy" to get yet expensive and exposed version of ROYAL ULSTER RIFLES]

[it could also technically have Ambush, for some weird shenanigans and interactions]

burn RoundelPL RoundelUK fighter

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15/A- (following 15th option)
Increased cost to Xk.
(variants)
a- Increased cost to 7k.
b- Increased cost to 8k.

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16- Rework;
Increased cost to 7k;
If in your hand, this unit costs 2 less each time you play an Exile card.

[pretty much an air version of RHODOS' GIANT (do not search that unit by that name)]

burn RoundelPLEmblemPL fighter

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16/A- (following 16th option)
Increased cost to Xk.
(variants)
a- Increased cost to 8k.
b- Increased cost to 9k.

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16/II- (following 16th concept)
This unit costs 1 less for each Exile unit you control.

[a pretty simple yet "effective" effect, though it might be complicated to setup]

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16/II/A- (following 16/II option)
Increased cost to Xk.
(variants)
a- Increased cost to 7k.
b- Increased cost to 8k.

[I personally believe this change is not necessary, though I could be wrong ofc]

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16/III- (following 16/II concept)
Increased cost to 8k;
This unit costs 2 less for each Exile unit you control.

[increased discount equals increased cost]

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16/III/A- (following 16/III option)
Increased cost to 9k.

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16/IV- (following 16th concept)
If in your hand, this unit costs 1 less each time you deploy an air unit.

[credits to @wet smelt; you mad man, I'm loving it, specially since it I completely ignored that concept]

burn RoundelPL fighter

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16/IV/A- (following 16/IV option)
Increased cost to Xk.
(variants)
a- Increased cost to 7k.
b- Increased cost to 8k.

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16/V- (following 16/IV concept)
If in your hand, thisunit costs 1 less each time you deploy or add an air unit.

[credits to @wet smelt; yeah.... now this card is Brewster compatible, god have mercy on us]

burn RoundelPL RoundelUS fighter

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16/V/A- (following 16/V option)
Increased cost to Xk.
(variants)
a- Increased cost to 7k.
b- Increased cost to 8k.

[naturally, this thing needs a highers cost as for the Brewsters nature]

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16/VI- (following 16/IV concept)
This unit costs 1 less for each air unit you control.

[now while its cost might be more "static" than the previous options, it can still be pretty dangerous if setup right]

burn RoundelPL fighter

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16/VI/A- (following 16/VI option)
Increased cost to Xk.
(variant)
a- Increased cost to 7k.
b- Increased cost to 8k.

[as for this one I'm not entirely sure tbh, it can be really powerful but... should it have that much of a cost?]

gusty steppe
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(I do wonder how many people does actually see this ideas but I cannot tell lol)

dim shadow
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I see it.

deft yarrow
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isnt thsi ust amkes t weaker?

gusty steppe
deft yarrow
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oh blitz

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well i mean

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still seems kinda weak

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if it can only be used for a turn

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figher blitz is op becuase it can hit face

gusty steppe
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thats the idea

deft yarrow
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now its just okay

gusty steppe
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it can be a one time finisher or combine it with other units

deft yarrow
gusty steppe
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also, it can destroy other key enemy units, thus allowing it to survive

deft yarrow
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maybe give it fury too and itll be balancd

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or shock

gusty steppe
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a 5/6 with Blitz and Fury?

deft yarrow
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yrah

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👆 🔥

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i can totally see 1939 adding that tbh

gusty steppe
deft yarrow
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too be fair rn itd make a pretty good draft card

gusty steppe
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I bet it would be a pretty decent card overall as a whole too

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but yeah in draft it would shine

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(I'll not be accountable from what is about to be shown; plus it seems I have to redo/reupload the whole 17th section)

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17- CHAOTIC BUFF; (reupload)
Now it has Blitz;
This unit gets -1-1 at the end of your turn unless an unit was destroyed.

[pretty much the poor man's counterpart of the MACCHI C.205, while it might be more affordable to craft, it has a similar downside to the 24th UŁAN's effect]

[huge shoutout to @deft yarrow to point out how terrible this card concept was, I did not notice the flaw in the wording (it wouldn't just trigger end of your turn but in every end of turn)]

burn RoundelPL fighter

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17/A- (following 17th option)
Now it gets -X-X instead.
(variants)
a- Now it gets -1-2 at the end of your turn.
b- Now it gets -2-1 at the end of your turn.
c- Now it gets -2-2 at the end of your turn.

[if by any chances it getting -1-1 is not enough of a downisde, here are other alternatives]

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17/II- (following 17th concept)
Destroy this unit at the end of your turn unless an unit was destroyed.

[pretty much the same deal as before but with an even more harsh downside, but impresively akin to the newest Polish cards lately]

burn RoundelPL fighter RoundelPL burn

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17/II/A- (following 17/II option)
Now it has Shock.

[credits to @deft yarrow; for a more valuable or lets say... "disgusting" trade without compromising its survivability too much already]

burn RoundelPL fighter 💣 ⏲️

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17/II/B- (following 17/II option) TOXIC BUFF;
Now it has Fury.

[credits to @deft yarrow; well.... what can I say on my defense, I did agree to make this idea, and it is TERRIBLE (in the good way)]

burn RoundelPL fighter

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17/II/C- (following 17/II/B option)
Increased operation cost to 3k.

[given the damage output this card could now do, it might be wise it restrain it a little bit]

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17/III- (following 17/II concept)
Destroy this unit at the start of your turn unless an unit was destroyed.

[pretty much the same deal as before, but now you can get the chance of doing some "psicological warfare" upon your opponents, will they destroy any unit and leave this one to live or take the chance but lose some tempo?]

burn RoundelPL fighter 💣 ⏲️

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17/III/A- (following 17/III option)
Now it has Shock.

[credits to @deft yarrow; as previously shown, now it can safely trade into enemy units without compromising its integrity]

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17/III/B- (following 17/III option) TOXIC BUFF;
Now it has Fury.

[credits to @deft yarrow; yet again the Fury buff... this is pretty busted, the amount of damage it can now do is
t e r r i f y i n g ]

burn RoundelPL fighter

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17/III/C- (following 17/III/B option) Nerf;
Increased operation cost to 3k.

[an obvious nerf to a card that is potentially deadly on sight]

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CARD QUESTION: STRETCH THE LINE; UNDERGROUND STATE; RAPID RESPONSE
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:

  • STRETCH THE LINE: (used it here and there); what can I say about this card... it might lead to some controversy, but I sincerely believe it should be "slightly" nerfed, but why? Well as my way to see it, you are basically adding for 2k a 2k infantry (to be redundant) with 2/2 and Guard, that on the plus side it also gets to be a 3/3 on play, which is not that much of an issue, it is an Ally card after all, but what I do not like is the fact that it can consistently get more power over time if not stopped RIGHT THERE with other copies of that order of Intel cards, making it pretty much a growing snow ball just like with Alpine, but worse. Only thing I would ask for it is to either increase its cost to 3k, anything else would probably just kill it.

  • UNDERGROUND STATE: (also used it here and there); a pretty solid order if you ask me, one of the few Polish cards that is actually pretty good at its job even outside of an Intel/LEGIONS deck, only issue I might have with it is it thats its effect can be weak at times, and I'm talking about the Retreat part, not only because it can sometimes only slightly delay things, but it is kinda expensive to play. I'd say its cost could be cut to 3k and/or make the LEGIONS added from it get the Intel buff aswell.

  • RAPID RESPONSE: (only used in Draft out of discard); I'm not really sure what to think about this card in particular, I say it is pretty similar to 78th STEEL REGIMENT, where you need to be in a bad spot for it to work, and sure, this card can actually protect you, but is it worth the hussle? there are other better options to support the LEGIONS archetype and aid you in battle, I do not consider this one of them.

deft yarrow
#

undergournd state should be 7k and add a tarnow to support line

#

rapid response is just a worse mobile defense

#

maybe it should have blitz and intel

gusty steppe
#

so big no there

versed grove
agile coyoteBOT
#

Cards found: 1

gusty steppe
#

yes, I stated that I do not like that

#

thats why I've also suggested changing it into something different

gusty steppe
#

thats a more interesting take I can accept

deft leaf
gusty steppe
deft leaf
#

Stretch the Line is 100% efficient at 2k if you have nothing else on the board

gusty steppe
#

150-200% tbh

deft leaf
#

It's +1k in value for every two Legions, +3k in value of you have Tarnov

#

So it's way too strong to be left at 2k; it needs to be 3k in order to not make it the dominant strategy for Legions

gusty steppe
#

even without Tarnow it is too damn good

deft leaf
#

Reason why it should be nerfed

#

We could make it cost 1k less if you control no Legions

wet smelt
#

Strech the line and underground are very well and need no changes in my opinion

#

But rapid response on the other hand...

#

It could be 4k add legions to your supportline, intel 1 for each (insert effect)

#
  • card in enemy hand
  • known card in enemy hand
  • exile unit in your hand
  • exile unit on the board (counts both players)
  • known cards (counts both players)
versed grove
#

Stretch the line is quite op

#

It's the main reason (outside of Intel on Shifting Doctrine) that jintel managed to be meta

#

2k 3/3 legion on turn 2 it's very nice

gusty steppe
#

too nice tbh

#

and that LEGIONS can still grow with following STRETCH THE LINE cards or Intel

#

thus making it pretty much a much more powerful Alpine like Guard unit to have

#

worst part is that if you do lack either Suppress, Convert or any counter card for it, you might be screwed already

#

I might upload both STRETCH THE LINE and RAPID RESPONSE ideas, as the first one seems would be a pretty short list as a whole.

gusty steppe
#

STRETCH THE LINE (nerf ideas)
As for this order, I have to say that I might have entered here into a semi (hate) biased time where I might just seek to think and suggest ideas to nerf all subsecuent cards from the LEGIONS/Intel deck, obviously some are more prevalent than others ofc, but in this case this might be on of those that might need a lead pipe strike on the back.

A pretty simple card, add a LEGIONS and then Intel equal to all friendly LEGIONS you have, which in the most simplest of cases it would be Intel 1 + add a LEGIONS; but... unfortunatelly it doesn't end there, as not only you are paying 2k for that effect, but also you are also buffing this unit into a 3/3, a Guard that can still grow expontentially over time if left alone, just like an Alpine unit but more terrible.

And not only that but it can also obviously buff other LEGIONS you control or add, which adds a more dangerous snowball effect that might just be to overwhelming to deal with unless you are too lucky with your removal draws.

From which unsurprisingly it ends up being the core card for the LEGIONS deck as a whole, which also deprives of breathing space for other similar cards within their kit, which I believe it should be more evenly balanced.

As I've said earlier, this might be a hate based idea list, but nonetheless I've though just a couple of ideas to balance this card as objectively and fair as possible:

#

1- Nerf;
Increased cost to 3k.

[shoutout to @deft leaf; a pretty simple yet straigforward change as always, though now it is aimed to nerf it, not to buff it]

[a pretty fair price imo, you are still getting a 3/3 Guard, Intel tied to your LEGIONS and mass buff in one single card]

#

1/A- (following 1st option)
(insert base effect). Costs 1 less if you control none.

[credits to @deft leaf; you might be thinking "oh no, you are to harsh with this poor little Polish card!", well here is an additional effect for it to be a little more accesible as the original, but not as much]

#

2- Nerf;
Now it has Bond.

[alternative way to nerf this card, it might be redundant or not, but now the Polish players might need to plan a more solid strategy than just spamming this god forsaken card without backups]

#

2/A- (following 2nd option) Doubtful Buff/Compensation;
Reduced cost to 1k.

[again, I'm not sure how terrible Bond would be into this card, so I leave this as an alternative option for it to not be that harsh, though I feel it would be counterproductive]

#

3- HUGE Nerf/"Rework";
Intel equal to friendly LEGIONS. Then add a LEGIONS to your support line.

[pretty much the exact same wording as the original card but now swapped, so now you might need to play other LEGIONS related cards for it to work properly, otherwise you'll only get a LEGIONS and no Intel/Buff]

#

3/A- (following 3rd option) Buff/Compensation;
Reduced cost to 1k.

[given that this version works mostly like a compound/combo card, it might be reasonable to reduce its cost]

gusty steppe
#

RAPID RESPONSE (buff & rework ideas)
As for this order.... what can I say about this poor order? the only possitive thing I can personally say about it is that I like the concept the devs came up with this card in particular, which is something I pretty much support with all my soul, and that is an anti-(ja)ggro tool to counter enemy advancements, but interestingly enough it is terrible.

While it is true that it does actually counter an aggresive strategy, you need to be actually in a bad spot for it to have the most value, which you might want to prevent in the first place rather than leaving the enemy to build up a dangerous army there; but the issues doesn't end there, what about any other threats at the support line that might either come eventually and/or attack from there, like tanks, air units and the ocassional artillery, this card does nothing against that.

Given how passive this card might be at times, you might just prefer to pick any other card that could support the same role, hell even the PLAN WEST which is slightly more expensive can be more consistent, not to mention that as an Ally card it is pretty much a worse version of MOBILE DEFENSE, even without the death timer.

So, to make this card an actually decent RAPID RESPONSE for you to rely on and use, I've thought some ideas that might make this card jus right for the LEGIONS deck... hell I'd say any Polish deck for that matter:

#

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

[yet again and as always, the simplest change to make goes to its cost, pretty reasonable imo given its defensive nature]

[and also, it could be applied to any of the following options to come, but with caution, as they have more value than the base card]

#

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

[further supporting the fact that it is aimed for a supportive role, it can be powerful as a free order but you still need the enemy to put enemy units at the frontline]

#

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

[another simple effect to add, but always welcomed to have ofc]

burn NationPL order cards

#

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

[this one might be a little more powerful/valuable than before, it might need a higher cost]

#

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

[now it is equivalent to the UK order CONVOY HX 175, but it can also add Guard units]

#

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

[same deal as before but now with Polish cards only]

burn NationPL cards

#

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

[yet again, more card draw value, and in this case it being more specific than the 2/A one]

#

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

[yet again the same deal, increased cost but still playable, while also giving you some additional options to play]

#

2/III- (following 2nd concept) "Rework";
Add a LEGIONS to your support line and draw cards equal to enemy units at the frontline.

[now it would be basically a BY THE SWORD but Polish, and waaaaay more cheaper and valuable to craft and play]

burn NationPL order cards NationPL burn

#

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

#

2/IV- (following 2nd concept)
(insert base effect). Draw a card for each 2 added.

[now instead of drawing an consistent amount of cards, you can draw between 0 and 2 cards in total as for LEGIONS added by it]

#

2/IV/A- (following 2/IV concept)
(insert base effect). Draw a card for each 2 enemies.

[if you feel that you still want the draw but for some reason you cannot add more units to your support line, this would be the perfect solution for that]

#

3- Buff;
(insert base effect). Then Intel equal to frienly LEGIONS.

[pretty much the exact same effect from the previously criticized STRETCH THE LINE, but with a more defensive role, though it can still be used to buff your own LEGIONS even if none is added by it]

burn NationPL 🪬

#

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

[this is mostly a preventive nerf if it s o m e h o w ends up being the most TERRIBLE card ever shared in this server]

#

4- Buff;
Add a LEGIONS to your support line and hand equal to enemy units at the frontline.

[pretty much the same concept as the original card, but now you can effectively get double the amount of LEGIONS to use in total]

burn NationPL order SetLegions

#

4/A- (following 4th option)
Now it also reduces their cost by -1.

[I'm entirely sure how it work with this wording, but it would supposedelly only affect the LEGIONS added to hand, not the ones into battle]

#

4/B- (following 4th concept)
Add a LEGIONS to your support line, hand and deck equal to enemy units at the frontline.

[well... now you can get a lot of reinforcements, though it might not be as RAPID as it promises]

burn SetLegions order SetLegions burn

#

5- Buff;
(insert base effect), then give them Blitz.

[shoutout/credits to @deft yarrow;a pretty simple yet very useful addition to this humble card, it also does honors its name]

#

5/A- (following 5th option)
Now it gives them Shock instead.

#

5/B- (following both 5th and 5/A options) MERGE;
Now they get both Blitz and Shock.

#

5/II- (following 5th concept)
(insert base effect). Give your LEGIONS Blitz and Shock.

[the original idea was to give all LEGIONS a random combat keyword, but that was not possible so here's this instead]

#

6- Buff/"Rework";
Add a LEGIONS to your support line equal to enemy units in the battlefield.

[shoutout/credits to @deft leaf; well to be honest, its a good idea but it was mentioned so many times before it can technically be considered a community's idea by this point]

burn SetLegions order

#

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

[give that now it might be more consistent than before, it could be reasonable to increase its cost I suppose]

#

6/II- (following 6th concept)
Add a LEGIONS to your support line equal to enemy units in the frontline minus the amount of friendly units.

[pretty much the same concept, but to keep its cost I've thought an interesting downside for it to not be a huge highroll snowball]

[as a small explanation, it would be pretty simple, if the enemy has 4 units and you none, you'll get 4 LEGIONS; but if you happen to have 3 units at the frontline and the enemy other 4 at their support line, you'll only get 1 LEGIONS, simple right?]

#

7- Buff/"Rework";
Add a LEGIONS to your support line equal to known cards in the enemy hand.

[shoutout/credits to @wet smelt; (I forgot to add this srry), pretty much a high roll card, which can consistently get pretty good results as a whole]

burn NationPL 🪬

#

7/A- (following 7th option)
Increased cost to Xk.
(variants)
a- Increased cost to 3k. (reasonable)
b- Increased cost to 4k. (might be too much already)

[given that you can get a pretty decent amount of Intel pretty quickly, it might be a good idea to increase its cost right?]

#

7/II- (kinda following 7th concept) Buff/"Rework";
Add a LEGIONS to your support line equal to damage dealt to your HQ last turn.

[it pretty much does that, now it entirely depends on what the enemy (or you) do that might damage your HQ, which is not that difficult to get]

#

7/III- (following 7/II concept)
Add a LEGIONS to your support line equal to damage dealt to your HQ last turn. Intel equal to excess units.

[I'm not entirely sure if "excess units" is an appropiate term, though it would just do what it says, it would give some Intel equal to units that could not be added in your support line]

burn NationPL 🪬

#

7/III/A- (following 7/III option)
Increased cost to 3k.

#

7/IV- (following 7/II concept)
Add a LEGIONS to your support line equal to damage dealt to your HQ last turn. Add the excess to your hand.

[yes, you could actually "overdraw" LEGIONS added to your hand, but that might depend on your hand size and economy]

#

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

[given that you can actually print A LOT fo LEGIONS units with this effect, it might be wise it increase its cost a little bit 🤏 burn ]

#

8- Buff;
(insert base effect). Deal 1-2 damage to all units there.

[yes, now besides the added LEGIONS you can also deal damage to all units in the frontline, but don't be a dumbass and use it on your own, please]

burn NationPL order

#

8/A- (following 8th option)
Increased damage dealt to 2.

#

9- Rework;
Reduced cost to 1k;
Add 2 LEGIONS units to your support line. Destroy them at the end of your next turn.

[pretty much a cheaper version of MOBILE DEFENSE but with the difference of it not adding tanks with 3 attack, though however it can be a pretty decent anti (ja)groo(pan) card to have around]

burn SetLegions 💣 ⏲️

#

9/A- (following 9th option)
Reduced cost to 0k.

[quick reminder, this are not tanks but infantry sentenced to die next turn]

#

9/II- (following 9th concept)
Add 2 LEGIONS units to your support line. Destroy them at the end of their third turn this battle.

[huge shoutout to @deft leaf for pointing out and explaining me how to make the timer wording correctly]

[now they can actually be used to either block the frontline and/or attack the enemy supportline]

burn SetLegions 💣 ⏲️

#

9/II/A- (following 9/II option)
Reduced cost to Xk.
(variants)
a- Reduced cost to 1k.
b- Reduced cost to 0k.

[while it is true they can stick for a little longer and they can grow, take into account they move pretty slow and will have a guaranteed death]

#

9/III- (following 9th concept)
Reduced cost to 1k;
Add 2 LEGIONS to your support line. Convert them into ROUTED TROOPS at the end of your next turn.

[pretty much the same concept as the original idea, but now instead of them being destroyed, they lose Guard and get a weaker statline]

burn NationPL order

#

9/III/A- (following 9/III option)
Reduced cost to 0k.

#

9/IV- (following 9/III concept)
Add 2 LEGIONS to your support line. Convert them into ROUTED TROOPS at the end of their third turn in battle.

[shoutout to @deft leaf; and just like before, they can last one more turn before their demise or "surrender"]

#

9/IV/A- (following 9/IV option)
Reduced cost to Xk.
(variants)
a- Reduced cost to 1k.
b- Reduced cost to 0k.

wet smelt
#

1k convert a unit into legions. Costs +4 if target is enemy. Intel 1 if target is friendly.

#

Or draw a card if target is friendly

gusty steppe
#

what if it added another LEGIONS next to it

#

(if friendly)

wet smelt
#

Yes

gusty steppe
#

damn good concept

#

I'm doing that after I share the others

#

(if you happen to have any additional ones DM me)

#

9/V- (following 9th concept)
Reduced cost to 1k;
Add 2 LEGIONS to your support line. Send them to hand at the end of your next turn.

[now we do be applying some based German effects into Polish cards hehe]

burn NationPL NationGR order

#

9/V/A- (following 9/V option)
Reduced cost to 0k.

deft leaf
gusty steppe
#

9/VI- (following 9/V concept)
Increased cost to 3k;
Add 2 LEGIONS to your support line. Send them to hand at the end of their third turn in battle.

[now not only they can return to your hand (thus reseting them) but they can last one more turn in battle, thus why the increased base cost]

burn NationPL NationGR order

#

9/VI/A- (following 9/VI option)
Reduced cost to Xk.
(variants)
a- Reduced cost to 2k.
b- Reduced cost to 1k. (original intended cost KARDSPepe)
c. Reduced cost to 0k.

#

10- Rework;
Increased cost to 4k;
Fill your support line with LEGIONS.

[pretty much inspired from HMS HERMES, though I have to say that I hate the fact that I'm powercreeping PLAN WEST]

burn SetLegions order SetLegions burn

#

10/A- (following 10th option)
Increased cost to 5k.

[might be fair... though it is quite bland for it to cost 5k, but lets just leave it here as a cliffhanger]

#

10/II- (following 10/II option)
Fill your support line with Blitz. Give them Blitz.

[pretty much the same concept as before, but funnily enough I was going to mention NO SURRENDER as the source of inspiration for this effect, though... THE PEOPLE'S ARMY might be more accurate]

burn NationPL NationUSSR order

#

10/II/A- (following 10/II option)
Increased cost to 5k.

[as for this option, it might not be reasonable to have its cost increased]

#

10/III- (following 10th concept)
Fill your support line with LEGIONS. Give them Blitz and Shock.

[you wanted some more value out of them? now you got it burn]

burn SetLegions order SetLegions burn

#

10/III/A- (following 10/III option)
Increased cost to Xk.
(variants)
a- Increased cost to 5k.
b- Increased cost to 6k.

[given the sheer amount of value you can get with this card, it might be wise to increase its cost substantially as well]

#

10/IV- (following 10th concept)
Increased cost to 4k;
Fill your support line with LEGIONS. Costs 1 less for each enemy unit at the frontline.

[pretty much it goes back to its original roots, but with a different take]

burn SetLegions order SetLegions burn

#

10/IV/A- (following 10/IV option)
Increased cost to 5k.

#

10/V- (following both 10/IV and 6th concepts) MERGE;
Increased cost to 4k;
Fill your support line with LEGIONS. Costs 1 less for each enemy unit in battle.

[pretty much the same deal as before, but now its cost can be reduced with any enemy unit in battle rather than frontline only (I hate to leave it as Standard, but oh well)]

burn SetLegions order SetLegions burn

#

10/V/A- (following 10/V option)
Increased cost to Xk.
(variants)
a- Increased cost to 5k.
b- Increased cost to 6k.
b- Increased cost to 7k.

[given the amount of value you acn get with it, it might be plausible to give it a really high cost, as for the current meta at least]

#

11- REWORK;
Changed card type from "Order order " to "Countermeasure "countermeasure";
At the end of the enemy turn, add a LEGIONS to your support line plus the amount of enemies in the frontline.

[credits to @sterile gyro; a pretty damn interesting concept, while the idea was a little rough, I've modified/fixed it a little bit for it to make sense]

burn NationPL countermeasure NationPL burn

#

11/A- (following 11th option)
Reduced cost to 1k.

[original intended cost]

lost hawk
#

8 kredits to convert opponent to a Legion?

#

Even 7 is too much imo
Id personally lower it to total of 5 (1 for card and the effect to +4)

#

Compared to Wolves, this gives opponent better body (2/2 Guard instead of blank 1/1) and doesnt give you a body

gusty steppe
#

yes, but it is standard

#

and it can convert any unit into a LEGIONS

#

which tbh is not the most impressive unit to have if compared to what it was before

#

thats why I've leaved it at 7k against enemies

#

if it was by me, I would've also changed its rarity for the idea, but thats not appliable at all for balance changes

#

and btw, I still keep that 15th WOLVES REGIMENT should be more expensive than it is now

#

maybe upgrade its draw effect, but it cannot be 5k imo

lost hawk
#

Generally, a base for just destroying enemy unit is 6K

#

With Blade of Samurai

#

Making a more expensive card that is also single target and doesnt quite kill the enemy...

gusty steppe
#

you know what, after thinking about it for a while I might follow what you say, it makes just sense

gusty steppe
#

12- Rework; (reupload)
Reduced cost to 1k;
Convert target unit into LEGIONS. If friendly, draw a card. Otherwise it costs +4 to play.

[credits to @wet smelt for this amazing idea, he woke up inspired...]

[shoutout to @lost hawk to point out the flaw in my "balance" logic for this card, I was a little to harsh with the downside to the point I basically made what I'm supposed to fight against lol]

burn NationPL order

#

12/A- (following 12th option)
Now it draws 1 or 2 cards if target is friendly.

[basically, some RNG for a more flavourful experience]

#

12/B- (following 12th option)
Now it draws 2 cards if target is friendly.

[pretty much a 15th WOLVES REGIMENT but more cheaper to craft and without an unit]

burn NationPL order cards

#

12/II- (following 12th concept)
Reduced cost to 1k;
Convert target unit into LEGIONS. If friendly, add a LEGIONS next to it. Otherwise it costs +4 to play.

[while following the new Convert concept of the 12th option, there are also some... ambers from the original card still remaining]

burn SetLegions order

#

12/III- (following 12th concept)
Reduced cost to 1k;
Convert target unit into LEGIONS. If friendly, gain Intel 1. Otherwise it costs +4 to play.

[credits to @wet smelt; pretty much the same deal as before, but instead of drawing cards or adding more LEGIONS, now you can get additional Intel, though I'm not sure if the wording might be right]

burn SetLegions 🪬

#

12/III/A- (following 12/III option)
Now you can get Intel 2 if target is friendly.

[further value applied given that you are essentialy "sacrificing" a friendly unit for it]

#

12/III/B- (following 12/III concept)
Convert target unit into LEGIONS. Then if friendly, gain Intel 1. Otherwise it costs +4 to play.

[now not only you might get Intel if you target a friendly unit, but also you will buff it as if it was a STRETCH THE LINE, basically a more flexible and "cheaper" version of it]

burn SetLegions 🪬

#

12/III/C- (following 12/III/B option)
Now you gain Intel 2 instead.

#

12/IV- (following 12th concept)
Convert target unit with cost 3 or less into LEGIONS. If friendly, draw a card. Otherwise it costs +1 to play.

[it might not be able to Convert any unit on sight, however it can work as a more flexible and powerful version of ROUT (minus the fact that it doesn't convert target into ROUTED TROOPS)]

burn SetLegions order

#

12/IV/A- (following 12/IV option)
Now it draws 1 or 2 cards if target is friendly.

[further card draw value, but with some RNG]

#

12/IV/B- (following 12/IV option)
Now it draws 2 cards if target is friendly.

[even more card draw value, but now more consistent]

#

12/V- (following 12/IV concept)
Reduced cost to 1k;
Convert target unit with cost 3 or less into LEGIONS. If friendly, duplicate it. Otherwise it costs +1 to play.

[small clarification, it would duplicate it AFTER it converts it into a LEGIONS unit, not just cancel the Convert and duplicate it into a clone fiesta of sorts]

burn SetLegions order SetLegions burn

gusty steppe
gusty steppe
#

UNDERGROUND STATE (buff ideas)
As for this card, I have some mixed feelings about tbh, on one hand it is an interesting card, it reminds me a lot of the now reserved German order PURSUIT, which I pretty much liked a lot given its flexibility, though for this case is slightly different ofc, now instead of reducing your units operation cost by 1, it does instead give you Intel 2 and add a LEGIONS, though it can only target enemy units, thus killing the previously mentioned flexibility.

Given that it is an ally card and as for how the whole thing is made, I do sincerely believe it is a quite weak card, while the Intel 2 is nice overall, it is hella expensive for a card that only Retreats an enemy target, given that there is the chance it might at the frotline, thus only working as a pretty expensive "stalling" tool, the LEGIONS addition is nice-ish, though relatively weak too all things considered, atleast from experience.

So, to make this curious Inteñ/LEGIONS card into a more prominent and powerful Polish tool, I've thouht some ideas that might come in handy for it:

#

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

[just as always, a simple yet very effective change to make for any card, as for the original form I sincerely believe 3k is a good cost and more than fair]

[also, this very same change could be applied to any of the following options too ofc]

#

1/II- (following 1st concept)
Reduced cost to 2k;
Now it has Bond.

[here is an alternative cost reductive option from where it can start to be quite powerful if left as it is, so I've added Bond as a little restriction/downside for it]

#

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

[yet again the same deal as before but with a more unexpensive cost to play with for more board control]

burn NationPL order

#

1/III- (following 1/III concept)
Reduced cost to 2k;
Now it has Bond and Intel 1. (reduced Intel)

[pretty much the exact same deal, but with less Intel as an exchange for the lower cost]

#

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

#

2- Buff; (almost invisible)
Now it can target and Retreat any unit.

[yeah it is a change so small you might not feel a difference, though this very same change could be applied to any of the following/previous options as well (if possible ofc)]

#

3- Buff;
Send target unit to hand. Add a LEGIONS to your support line.

[shoutout/credits to @deft leaf; pretty much the most useful concept to apply in this card, though I have to say that even if he didn't mention it, I would've also reached the same conclusion, it makes just sense]

burn NationPL order

#

4- Buff;
Removed Intel 2; (out of necessity)
Target unit Retreats. Add a LEGIONS to your support line. If friendly, add another LEGIONS too.

[while it might sacrifice the so desired Intel 2, it tries to compensate with a slightly more flexible effect for it to add more LEGIONS units as with PLAN WEST, though it might need the cost reduction of the 1st options]

#

4/II- (following 4th concept)
Target unit Retreats. Add a LEGIONS to your support line. If an enemy, repeat this effect one.

[it pretty much does the same effect as before but much better ofc, now you can get double the amount of LEGIONS plus it can send an enemy unit to hand no matter what]

burn NationPL order

#

4/II/A- (following 4/II option)
Now it repeats its effect if target is friendly.

[same deal but working the other way around instead]

#

4/III- (following both 3rd and 4/II concepts) MERGE;
Send target unit to hand. Add a LEGIONS to your support line. If an enemy, repeat this effect once.

[same deal as before but while it might be slightly redundant, it can now always send target unit to hand even if did not trigger the secondary effect]

#

4/III/A- (following 4/III option)
Now it triggers twice if target is friendly.

[yet again, same deal but the other way around]

#

5- Buff/"Rework";
Removed Intel 2;
Target unit Retreats. Add a LEGIONS to your supportline. Your HQ gains defense equal to friendly LEGIONS.

[pretty much the same concept as STRETCH THE LINE but with some inspiration from LONG RAGE RECON though slightly different, and ironically without Intel]

burn NationPL order

#

5/A- (following both 3rd and 5th options) MERGE;
Now it sends target unit to hand instead.

[same deal as before but with a more consistent outcome for "removal"]

#

5/II- (following 5th concept)
Removed Intel 2;
Target unit Retreats. Add a LEGIONS to your support line. Your HQ gains defense equal to friendly units.

[pretty much the exact same concept but it now also considers other friendly units besides LEGIONS for the healing effect]

burn NationPL order

#

5/II/A- (following both 3rd and 5/II options) MERGE
Now it sends target unit to hand instead.

[yet again, the same effect as before but now while sending target unit to hand]

#

6- Rework;
Send target unit to hand. If an enemy, remove it if its cost is equal or less than friendly LEGIONS instead.

[I'm pretty sure the wording could be better, though I'm not sure how, but it is basically a LEGIONS based removal order now]

burn SetLegions order SetLegions burn

#

7- Buff/"Rework";
Removed Intel 2;
Target unit Retreats. Add a LEGIONS to the battlefield, in the frontline if possible.

[pretty much the exact same concept as LINE OF ENGAGEMENT or AIR COVER, but now with a targeted Retreat]

burn NationPL NationUSSR NationUS order

#

7/A- (following 7th option)
Now it adds 2 LEGIONS to the battlefield instead.

#

7/II- (following both 3rd and 7th concepts) MERGE;
Send target unit to hand. Add a LEGIONS to the battlefield, in the frontline if possible.

[pretty much the exact same deal as before but considerable much more powerful than before, as you can now get the LEGIONS into the frontline more consistently]

burn SetLegions order SetLegions burn

#

7/II/A- (following 7/II option)
Now it adds 2 LEGIONS to the battlefield instead.

#

8- Buff/"Rework";
Removed Intel 2;
Target unit Retreats. Add an IRON DIVISION to your support line, then give it: "Cannot move or attack".

[credits to @deft yarrow you mad lad; though to make it more balanced and reasonable given that both of these cards are craftable and Limited, I've applied the same downside from 190th CHAD RIFLES]

[I know it is pretty damn cheap in comparison with the original thing, plus the Retreat effect makes it pretty much a powercreeped version, do not stick with this version's cost]

burn NationPL order

#

8/A- (following 8th option)
Increased cost to Xk.
(variants)
a- Increased cost to 5k.
b- Increased cost to 6k.

[anything beyond that might be overkill given that it cannot do anything but provide Guard and card draw for three turns]

#

8/II- (following both 3rd 8th concepts) MERGE;
Removed Intel 2;
Send target unit to hand. Add an IRON DIVISION to your support line, then give it: "Cannot move or attack."

[pretty much the same deal as before but now it can send an unit to hand]

burn NationPL order

#

8/II/A- (following 8/II option)
Increased cost to Xk.
(variants)
a- Increased cost to 5k.
b- Increased cost to 6k.

[now as for this version, it might be just reasonable to give it this costs instead, though again anything beyond that might kill it]

#

8/III- (following 8th concept)
Target unit Retreats. Add a M4 FIREFLY PL to your support line, then give it: "Cannot move or attack."

[pretty much the same concept as before but instead of adding a self destructive Guard with card draws, it now adds a Br'sh tank instead with the very same downsides of 190th CHAD RIFLES]

burn NationPL NationUK order

#

8/III/A- (following 8/III option)
Increaseed cost to Xk.
(variants)
a- Increased cost to 5k.
b- Increased cost to 6k.

#

8/IV- (following 8/III concept)
Send target unit to hand. Add a M4 FIREFLY PL to your support line, then give it: "Cannot move or attack."

[same deal as before, but now it sends target unit to hand instead]

burn NationPL NationUK order

#

8/IV/A- (following 8/IV option)
Increased cost to Xk.
(variants)
a- Increased cost to 5k.
b- Increased cost to 6k.

#

8/V- (following 8/III concept)
Target unit Retreats. Add a M4 FIREFLY PL to your support line, give it Guard and: "Cannot move".

[alternative variant from the 8/III option, now instead of not being able to move and attack it can now attack again, though with the plus or downside of it having now Guard, depends on how you view it ofc]

burn NationPL NationUK order

#

8/V/A- (following 8/V option)
Increased cost to Xk.
(variants)
a- Increased cost to 5k.
b- Increased cost to 6k.

#

8/VI- (following 8/V concept)
Removed Intel 2;
Send target unit to hand. Add a M4 FIREFLY PL to your support line, give it Guard and: "Cannot move".

[pretty much again the same concept, though now it sends target to hand (again)]

burn NationPL NationUK order

#

8/VI/A- (following 8/VI option)
Increased cost to Xk.
(variants)
a- Increased cost to 5k.
b- Increased cost to 6k.

#

8/VII- (following 8th concept)
Removed Intel 2;
Target unit Retreats. Add a T-34 76 PL to your support line. Destroy it at the end of your next turn.

[you could basically consider this option as an indirect "upgraded" version of the T-34 76 PL, from which it can now Retreat an unit but in exchange with a limited life span]

burn NationPL NationUSSR order

#

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

[I do believe anything beyond that might not be wise to apply]

#

8/VIII- (following 8/VII concept)
Send target unit to hand. Add a T-34 76 PL to your support line. Destroy it at the end of your next turn.

[pretty much the same deal as before but now it can send target unit to hand instead]

burn NationPL NationUSSR order

#

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

[same argument as before, any cost beyond 5k might be too much already]

#

9- Rework;
Send target unit to hand. If friendly, gain 4 kredits.

[pretty much it does what it says, nothing too special but interesting to play around]

burn NationPL order

#

9/A- (following 9th option)
Now it gives you X kredits instead.
(variants)
a- Gain 5 kredits.
b- Gain 6 kredits.

#

9/II- (following 9th concept)
Send target unit to hand. If friendly, draw a card and gain 4 kredits.

[pretty much the sme idea but with an additional card draw for cycling]

burn NationPL order cards

#

9/II/A- (following 9/II option)
Now it gives you X kredits instead.
(variants)
a- Gain 5 kredits.
b- Gain 6 kredits.

#

10- Buff/"Rework";
Target unit Retreats. Your cards in hand cost 2 less to play this turn.

[it would only affect the cards you have at that exact moment, not anything else that enters after playing it]

burn NationPL order

#

10/A- (following 10th option)
Target unit Retreatss. Your cards cost X less to play this turn.
(variants)
a- Your cards cost 1 less to play this turn.
b- Your cards cost 2 less to play this turn.

[and as for this option, now it CAN actually reduce the cost of any card you play that turn, no matter if it was in your hand or not when played]

#

10/II- (following 10th concept)
Send target unit to hand. Your cards in hand cost 2 less to play this turn.

[pretty much the same deal as before, yet again it can send target unit to hand instead]

burn NationPL order

#

10/II/A- (following 10/II option)
Send target unit to hand. Your cards cost X less to play this turn.
(variants)
a- Your cards cost 1 less to play this turn.
b- Your cards cost 2 less to play this turn.

[pretty much the same deal as before, but now again, it can affect any card that you play that turn than only those that were in your hand when played]

formal sundial
gusty steppe
#

the goal is to get to the 100k messages and beyond

gusty steppe
#

CARD QUESTION: LUBLIN R-XIII; PLAN WEST; LEGIONS
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:

  • LUBLIN R-XIII: (did use it very rarely); what can I say about this unit.... as a whole it is a pretty damn interesting card, while kinda expensive its passive effect is pretty useful overall as it gives you a consistent amount of value, and a dangerous one given some of the synergies within the Intel package, like LEGIONS or some unsual burn; though while I do think that is quite good (not to mention the unit itself, stats and operation cost wise), I do think that its deployment effect might lack some... real purpose, sure it is a unusual way to make a counter to Covert units, though it is quite bad imo. I belive it could be much better or quite different, if not cheaper and simpler.

  • PLAN WEST: (used it here and there, specially in Draft); well... my opinion about this card is quite harsh if you ask me, I do sincerely belive it sucks as a whole, not only because its cost and what it does, but also if compared to a obvious counterpart like STRETCH THE LINE, sure this might be better than RAPID RESPONSE at adding a quick amoung of LEGIONS at your support line, but LEGIONS is not a though unit and prone to removal if not buffed, from which STRETCH THE LINE does a better job as a whole. Imo it should either be slightly cheaper and/or have an additional effect to push its power a little bit.

#
  • LEGIONS: oh boy, what can I say about this unit, I do honestly have mixed feelings about it, one one hand I quite like its concept as a whole, an interesting way to have a Token unit that can grow unusual mechanic like Intel, and while that is fine, I do belive it is a terrible unit to fight against, given that it is pretty much an upgraded Alpine like unit that can snowball out of control if you/the opponent do not have the means to counter it in time, and on top of that it has Guard, so it mas a much better value/power than say LIGHT INFANTRY or BREWSTER F2A for unit trading or stalling.

I don't really want to be harsh on this poor unit given that for one, it is the iconic card from Poland as a whole, and second is that it is pretty much the only viable archetype within Poland, outside of some kinda niche stadalone cards there. But, I belive it could get just some small nerfs to balance it a little bit and not make it AS consistent as it is, I accept any counter arguments for this line of thought.

#

ADDITIONAL RANDOM CARD QUESTION: M4 FIREFLY PL
Same questions as before.

(personal opinion about it)

I'm not gonna lie, I hated a lot this card when it came up given the sheer amount of value it can provide to friendly units (from the respective side ofc), as it is pretty much a passive +1 Heavy armor on all friendly units plus attack for trading, which to me personally was quite disgusting given my Mid range/"Control" playstyle where unit trading is a main thing if possible, this card made a little more complicated, though over I understood how to play around it and stopped whining about it.

For all matters, I do kinda think it should be slightly buffed instead, maybe with some combat keyword of sorts for itself, big maybe there; but the main thing I do personally think it should have changed is its Exile nation origin, as of right now it is US related and I think it would be much more reasonable if it was UK related instead, it is a Firefly afterall, hell the UK has the exact same unit as an Elite with the same name!

wet smelt
#

Legions should be 1/1 tbh

#

Lublin:
Deployment: target unit retreats

#

Plan west:
Add 4 legions to your supportline. Give them gets -2-0 if it survives combat

gusty steppe
wet smelt
#

-1/-0

#

Or -2/-0

gusty steppe
#

mh, it would make much more sense if it said "This unit takes +1 (or +2) combat damage"

wet smelt
#

I thknk it would be fine

gusty steppe
gusty steppe
#

LUBLIN R-XIII (buff & "rework" ideas)
As for this unit, I'm not going to lie, I do have a really hard time evaluating this card as a whole, on one hand it has a pretty damn interesting concept, a consistent support card that provides a semi-endless amount of Intel, thus allowing you to know a lof of the enemy cards it might have and obviously allows for synergies withing the Intel package, specially LEGIONS, though at times given its cost and nature it might be too slow for it to be reliable at times.

Then there is the other even more curious half of the card, and it is a deployment that is intended as an obvious counter for Covert units, you could also technically use it to reveal your own though that is quite rare to see/think off.

But the main issue I feel that effect has is that it both it can be pretty expensive to rely on for its effect only, and not only that but its deployment effect is.... mediocre at best, besides Draft nobody does really use Covert that extensivelly for it to be played for that only, and it doesn't there, the only thing it does is Reveal the card which for the most part it won't do nothing but remove its Covert that might protect it.

I might be completely wrong about this ofc, I'm not that experienced with Covert cards nor was interested in using them, so it is very likely its effect might be more useful that it seems ofc.

Sp while following this points, I've thought some ideas that might make this card a more desirable option to pick in general, or atleast for its respective Intel strategies:

#

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

[just as always, the simplest change to ever apply into a card, from which I do belive it is fair enough]

[this change could also be applied to any of the following options to come, though with some caution ofc]

#

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

[slight counter balance to avoid too much power, though it might be a little harsh]

#

1/B- (following 1st option)
Reduced attack to 1.

[alternative way to make this card a little less powerful as a whole but still accessible]

#

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

[slight highlight into its survivability for a more probably chance of it triggering its passive]

#

1/II- (following 1st concept)
Increased defense to 4.

[while it might not have the previous cost reduction, now it can survive a little longer]

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

#

1/III- (following 1st concept); (change to base card) Buff;
Now it has Ambush.

[not the most flashy change to ever apply, but given how it works it help it out to survive put a lot more than before; also it can be applied to some of the following options too]

#

2- Buff;
Deployment: Revealt target Covert unit, then Suppress it.

[little buff to its deployment effect, where as it is in this version, it can Suppress your own Covert units, thus making it a "double edged sword"]

#

2/A- (following 2nd option)
Deployment: Reveal target Covert unit, if an enemy, Suppress it.

[same deal as before, but now it only Suppresses enemy Covert units]

#

2/B- (following 2nd option)
Deployment: Reveal and Suppress target Covert unit.

[slighty different variant from the original option, the idea would be to "counter" any effects that might trigger when that unit is Revealed, though I feel this wording might not achieve that]

#

3- Buff;
Deployment: Reveal all Covert units in the battlefield.

[pretty much the same concept as the original card, but now it can Reveal all Covert units in the battlefield at once]

burn RoundelPL fighter

#

3/II- (kinda following 3rd concept) "Rework";
Reveal a random unit when you Intel.

[now instead of being a once time thing, now it can actually be triggered constantly, thus synergizing with its original passive effect too]

burn RoundelPL fighter

#

4- Buff;
Deployment: Destroy target Covert unit.

[pretty much inspired from by beloved TIP OF THE SPEAR's effect, instead of doing a mere Reveal of the card, now it can directly counter it and remove it]

burn RoundelPL NationGR fighter

#

4/II- (following 4th concept)
Deployment: Choose one - Reveal OR destroy target unit.

[slightly bizarre combination here, but here is my reasoning, what if you want to Reveal a friendly Covert unit without destroying it? but at the same time you want to have the chance of destroying Covert units, here is my solution]

#

4/III- (following both 3/II and 4th concepts) MERGE;
Destroy a random Covert unit when you Intel.

[pretty much the same deal as within the 3/II option, but now it does destroy the Covert unit instead]

#

5- "Rework;
Entering Covert units into the battlefield are Revealed.

[inspired effect from TYPE 96 AA GUN's effect, though adapted with the respective Covert/Reveal wordings]

burn RoundelPL fighter

#

5/A- (following 5th option)
Enemy Covert units that enter the battlefield are Revealed.

[same deal as before, but now it'll only affect enemy Covert units]

#

5/II- (following 5th concept)
Covert units are always Revealed.

[not entirely sure if it would work, but in theory this card's effect will Reveal any Covert unit at any time, both on deployment and as before as a passive effect, thus completely shuting down the Covert cards until it is removed]

burn RoundelPL fighter

#

5/II/A- (following 5/II option)
Enemy Covert units are always Revealed.

[same deal as before, but now it'll only affect the enemy Covert units instead]

#

6- Buff;
Deployment: Target an unit. Reveal it if Covert. Otherwise it must Retreat.

[credits to @wet smelt; while his idea was to just make it Retreat target unit, I prefered to adapt it while keeping the original concept in it]

burn RoundelPL fighter

#

6/A- (following both 4th and 6th concepts) MERGE;
Deployment: Target an unit. Destroy it if Covert. Otherwise it must Retreat.

[same reasoning as withing the 4th options, instead of Revealing now it can fully counter them pesky little Covert units]

#

7- Rework; SEMI-EXPERIMENTAL IDEA
When a Covert unit is Revealed, trigger its effect as yours instead.

[another semi-experimental wording for this unit, in this case it would again counter Covert units by directly stealing their Reveal effects, though this can either be good or bad]

burn RoundelPL fighter

#

7/II- (following 7th concept)
Covert unit effects are triggered as yours.

[now as for this variant, now it might be more consistent with its effect, though still kinda complicated to apply]

#

7/II/A- (following 7/II option)
Covert unit effects are triggered as yours. If already yours, trigger it twice.

[same deal but now it doubles down on your own Covert unit effects]

#

7/III- (following 7/III option) Buff;
Deployment: Reveal target Covert unit. Then trigger its effect as yours.

[pretty much the base card idea but that can also steal the Covert unit effect]

#

7/IV- (kinda following 7th concept) EXPERIMENTAL BUFF;
Deployment effects are always triggered as yours.

[yet again another bizarre wording I've think off, this time it affects any deployment effects, there might be some incosistencies and not desired effects like self damage, discard, etc.]

#

7/IV/A- (following 7/IV concept)
Deployment effects and Covert units ones are triggered as yours.

[pretty much the same deal as before but now it also includes Covert unit effects too]

#

8- Rework;
Deployment: Deal 0-X damage to target enemy, where X are enemy known cards.

[pretty much the same effect as ACT ON INTEL but more tied to RNG]

burn RoundelPL fighter

#

9- Rework;
When you deploy or add a Polish unit, deal 1 damage to the enemy HQ.

[Polish burn in a nutshell]

burn RoundelPL fighter

#

9/A- (following 9th option)
Now it deals 0-1 damage instead.

[thus reducing the consistent damage output it can deal, which can be a lot]

#

10- Rework;
Deployment: Deal 1 damage to an enemy. Destroy it if it costs 2 or less.

[pretty much a combination of both the NEBELWERFER 42 and PAK 40's effects into one card]

[no need to mention it would only destroy enemy units, right?]

burn RoundelPL fighter

#

10/A- (following 10th option Nerf;
Deployment: Deal 1 damage to an enemy. Destroy it if it costs 1 or less.

[pretty much an upgraded version of FLAMMPANZER]

#

11- Rework;
The first time each turn a friendly unit is destroyed, add a LEGIONS to the battle.

[it pretty much does what the text says, lets say it is a more affordable 16th TARNOW REGIMENT]

burn SetLegions fighter SetLegions burn

#

12- Buff;
Deployment: Reveal target Covert unit. Deal 2 damage to the enemy HQ if you do.

[some burn damage alongside the forced Reveal effect]

burn RoundelPL fighter

#

12/A- (following 12th option)
Increased damage deal to the enemy HQ to X.
(variants)
a- Deal 3 damage to the enemy HQ.
b- Deal 4 damage to the enemy HQ.

[this ones might be more reasonable to apply than the 2 damage one, it is rare to trigger]

#

12- Rework;
Draw a card if it already had Intel.

[pretty much a 16th TARNOW REGIMENT but without adding LEGIONS]

burn RoundelPL fighter 🪬

#

12/A- (following 12th option)
Draw a card if it already had Intel. Deployment: Reveal target Covert unit.

[pretty much the same option but now it has its original deployment effect back]

#

12/B- (following both 4th and 12th concepts) MERGE;
(insert base effect) Draw a card if it already had Intel. Deployment: Destroy target Covert unit.

deft leaf
deft leaf
gusty steppe
#

Given that the M4 FIREFLY PL ideas list is going to be pretty short, I might as well follow it with the PLAN WEST ones too

gusty steppe
#

M4 FIREFLY PL (buff ideas)
As for this unit, I don't really have much to say tbh, but for starters I can easily confess that I hated it, mostly because I like to play with a mid range/control-ish playstyle, and this card pretty much could counter that, specially with Guards and such which was pretty annoying, until I understood how to play around it.

But given that I knew how to play against it, I've realized its not that amazing.... atleasts on its own, don't get me wrong, it can be crazy powerful as it effectively gives all your friendly units a +1 Heavy armor (and +1 attack) when attacked, making it pretty difficult to trade in some units, which can make it a war of attrition/value.

But besides that obvious fact, it doesn't really have that much to offer, its a pretty expensive tank with pretty mid stats and no additional effect to support itself, which justs makes it a pretty generic "passive" card.

And last but not least, while it might make sense historically and what not, I personally believe this card should be Exile to Britain rather than the US, but thats just me. (the other option would be to change its nationality though that is unlikely to even be considered)

I might be wrong on my takes, but while following them I've a couple of ideas to boos the power of this really intersting Polish tank to make it more prominent:

#

1- (change to base card) Buff?;
Change Exile to Britain.

[pretty much the exact same original image without edits, the idea here would be to change its Exile to Britain rather than it being to US, as well Firefly tanks are more of a British tank than US ones, right? it would fit]

[and as always, as it is a base change, it could be applied to any of the following options ofc, its just a tweak of Exile ownership]

burn NationPL NationUK tank

#

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

[coming back to the usual edits, here is the old reliable cost reduction, which might make it really busted ofc]

#

1/II/A- (following 1/II option) Nerf;
Increased operation cost to 3k.

[counter modification to avoid it being too powerful on its own, though its passive is still more accesible]

#

1/II/B- (following 1/II option)
Reduced defense to 3. (lmao)

[while obviously more vulnerable to any type of removal effects, it will actually have the "original" statline when attacked, but thats about it]

#

2- Buff;
Added keywords:
(variants)
a- Now it has Ambush. (further complicating the unit vs unit trade)
b- Now it has Shock. (more value for it to attack other units)
c- Now it has Heavy armor 1. (now it technically has Heavy armor 2)

[some simple keywords to give it a little more value]

burn NationPL tank

#

2/A- (following 2nd option) CHAOS BUFF;
Now it has Smokescreen.

[now you'll definitely need a removal based card to deal with it]

#

3- Buff;
Before a friendly unit takes combat damage, give it +1+1 before damage.

[now it will also apply when you units attack, effectively giving them a "permanent" and repeatable +1+1]

burn NationPL tank

#

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

[yeah thats about it]

#

4- Nerf;
When another friendly unit is attacked, give it +1+1 before damage.

[while I know I've stated I prefered this card to be buffed, I do have my reasons to make it this way, this is mostly a enable for further buffs like the ones from the 2nd option or the following variants]

#

4/A- (following 4th option) Counter-Buff;
Increased stats to X/X.
(variants)
a- Increased defense to 5. (5/5)
b- Increased attack to 4. (6/4)
c- Increased both attack and defense by 1. (6/5)

[given that now it will not trigger its effect on itself if attacked, it might as well get a boost in power, don't you think?]

burn NationPL tank

#

4/II- (following 4th option)
Reduced cost to 4k.

[pretty much the same base card with the same nerf, but now with a more afforadable cost, which is now more reasonable to apply]

#

4/II/A- (following 4/II option) Counter-Buff;
Increased stats to X/X.
(variants)
a- Increased defense to 5. (5/5)
b- Increased attack to 6. (6/4)
c- Increased both attack and defense by 1. (6/5)

[same deal as with the 4/A option, but now with a lower cost]

burn NationPL tank

lost hawk
#

but that's nothing "edit message" won't solve

gusty steppe
#

PLAN WEST (buff ideas)
As for this order, I do have some mixed feelings about it, on one hand it is a pretty decent way to not only protect you from enemy attacks, but also get LEGIONS, which obviously by the Polish nature they can grow decently fast, but here is the issue I think it has, and that is that as 1 of the 3 common options to get LEGIONS (the other two being STRETCH THE LINE and RAPID RESPONSE) this one ends up in a middle ground, or say the second worst option to pick.

While not nearly as terrible as RAPID RESPONSE, I do think it is pretty expensive and wak order if compared to its most obvious counterpart STRETCH THE LINE, which can for 2k give you a single LEGIONS with 3/3 and at the same time Intel (and all its synergies), which in the card value selection it favors that card a lot.

And as additional but important point, this order is pretty much a worse MOBILE DEFENSE, objectively speaking while the T-60 units added by that card are temporary, they have much more attack, and can threaten to attack the support line enemy, this card has none of that but the chance of the LEGIONS to be buffed (if not outright removed given their poor stats).

This card might have its shining moments here and there, but I belive it should be much better as a whole, so while keeping that in mind I've thought some ideas that might make that possible:

#

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

[while kinda ironic that the first nerf to STRETCH THE LINE was to increase its cost, I do firmly belive this card could easily cost 2k, given that it only adds 2 LEGIONS and does nothing else but that]

[I wouldn't suggest to apply this change into the following options, it would be as terrible or more than STRETCH THE LINE]

burn SetLegions order

#

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

[a pretty simple yet effective addition to have, now you have an actually decent defensive and drawing tool]

burn NationPL order cards

#

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

[a more specific card draw but decent enough]

#

2/B- (following 2nd option)
(insert base effect). Draw a Polish unit.

[same deal as before, but now with Polish units instead, to allow some specific and desired picks to happen]

#

2/II- (following 2nd concept)
(insert base effect). Draw a card for each two LEGIONS you control.

[pretty much a card draw engine that works similarly to STRETCH THE LINE]

burn NationPL order cards

#

2/II/A- (following 2/II option)
Now it draws a card for each three LEGIONS you control.

[now its draw effect is just slightly more limited now, but it can still be decent later on]

#

2/II/B- (following 2/II concept)
Draw a card for each two LEGIONS you control. Add two LEGIONS to your support line.

[it pretty much does the same thing but slightly different now, while it still adds the same amount of LEGIONS, its card draw effect will not count this new units added but the previously ones you control]

#

2/III- (following 2nd concept)
(insert base effect). Draw an IRON DIVISION from your deck.

[did I say before how much I do like IRON DIVISION? no? well here is an idea that pretty much translates that lmao]

burn NationPL order

#

2/III/A- (following 2/III option)
(insert base effect). Draw a PLAN WEST from your deck.

[pretty much inspired by IJN MIKURA, though now it would just straight up draw it instantly ofc]

gusty steppe
#

2/III/B- (following 2/III option)
(insert base effect). Draw an Intel card from your deck.

[a slightly watered down version of STRETCH THE LINE again]

burn NationPL order 🪬

tepid quest
#

I wish I had a quarter of your enthusiasm

gusty steppe
gusty steppe
#

2/IV- (following 2nd concept)
(insert base effect). Draw an Exile card from your deck.

[I'm not gonna lie, I almost forgot about the poor Exile again lmao]

burn EmblemPL order

#

2/IV/A- (following 2/IV option)
(insert base effect). Draw an Exile unit from your deck.

[same deal as before but now it'll only pick Exile units instead]

tepid quest
#

Read the history of this card in the game Lad

gusty steppe
#

I'm not gonna lie, I sometimes (if not always) forget/ignore the historical part of the game

#

I always think about the gameplay mechanics and usefulness of cards

#

3- Buff;
Add two LEGIONS to your support line, plus one for each previously played PLAN WEST.

[pretty much inspired by both the ja(ggro)pan slop cards DUTY BOUND' and DIPLOMATIC ATTACHÉ's effects; which pretty much will cap about 3 played PLAN WEST]

burn SetLegions order SetLegions burn

tepid quest
gusty steppe
#

Germany would be unplayable if so lmao

#

(well I mean....)

tepid quest
#

Tiger would be worse

gusty steppe
#

3/II- (following both 2nd and 3rd concepts) MERGE;
Add two LEGIONS to your support line. Draw a card for each previously played PLAN WEST.

[same deal as before, but now you'll draw cards instead... which can turn as a really decent card draw tool for the long run, it might need a slight cost increase]

burn NationPL order cards

tepid quest
#

Maybe, not sure

gusty steppe
#

3/III- (following 3rd concept)
Add two LEGIONS to your support line. Gain 1 kredit for each previously played PLAN WEST.

[pretty much the same deal as before again, but now with kredits involved instead]

#

3/IV- (following 3rd concept)
Add two LEGIONS to your support line. Add a LEGIONS to your hand for each previously played PLAN WEST.

[yet again, same concept but now it'll add LEGIONS to your hand, which might be good or bad, who knows!]

burn SetLegions order

#

3/IV/A- (following 3/IV concept)
Now it adds a 4TP to your hand instead.

[didn't feel that LEGIONS was a good choice as a TOKEN in this concept? here is an alternative option!]

burn SetLegions order tank

#

3/V- (following 3rd concept)
Add two LEGIONS to your support line. Add a PLAN to your hand for each previously played PLAN WEST.

[pretty much that, some card draw but not as "free" as before, though it might be a little clunky]

#

3/V/A- (following 3/V option)
Now it adds a SECTION II to your hand instead.

[almost the exact same thing but with Intel 1; obviusly ignoring the chance of the previously SECTION II ideas to be applied ofc]

#

4- Buff;
Add two LEGIONs to your support line and hand.

[yeah thats about it, not much to say but than it would be "double" the value]

burn SetLegions order SetLegions burn

#

5- Buff/"Rework";
Fill your support line with LEGIONS. Then give them: "Gets -1-0 when it survives combat."

[credits to @wet smelt; changed slightly the wording for it to fit those already existing, but nonetheless the concept is untouched; now these LEGIONS will get weaker with each attack they succesfully survive]

burn SetLegions order SetLegions burn

#

5/A- (following 5th option)
Now the LEGIONS will get -2-0 when they survive a combat.

#

5/II- (following 5th concept)
Fill your support line with LEGIONS. Then give them: "Gets -0-1 when it survives combat."

[same concept, but now the LEGIONS will be more fragile rather than getting weaker over each attack]

#

5/II/A- (following 5/II option)
Now these LEGIONS will get -0-2 instead.

#

5/III- (following both 5th and 5/II options) MERGE;
Fill your support line with LEGIONS. Then give them: "Gets -1-1 when it survives combat."

[pretty much the same deal, but as can see it is just much worse overall, more quantity and less quality]

#

6- Buff;
Add two LEGIONS to your support line. Then give one of them +0+1 or +1+0 for each known enemy card.

[it would pretty much work again like STRETCH THE LINE but tied to other Intel cards ofc, plus the outcome is randomized]

burn SetLegions order 🪬

#

6/A- (following 6th concept)
Now that LEGIONS will get either +1+1 or +0+0 instead.

[same deal as before but with a more extreme outcome as before, though ironically still better than the original]

#

7- Buff;
Add two LEGIONs to your support line. Then give them: "Destruction: Intel 1."

[I'm not entirely sure if the wording might be right, but the idea is pretty clear and simple, upon destruction these two LEGIONS will give you Intel 1, which can effectively activate any synergies related, most importantly LEGIONS]

burn SetLegions 🪬 SetLegions burn

#

7/A- (kinda following 7th concept)
(insert base effect). Then give them: "Destruction: Give a random LEGIONS +1+1."

[now they'll pretty much work like a 164th INFANTRY REGIMENT but with any LEGIONS unit, though the friendly could be adjusted and "hidden" in plain sight ofc]

#

7/B- (following 7/A concept)
(insert base effect). Then give them: "Destruction: Give a random friendly unit +1+1."

[pretty much it makes the LEGIONS into a 164th INFANTRY REGIMENT]

#

7/II- (following 7th concept)
(insert base effect). Destruction: Draw a card."

[now you can effectively draw 2 cards with this card, if not cancelled in any way or form ofc]

burn SetLegions order cards

#

7/III- (following 7th concept)
(insert base effect). Then give them: "Destruction: Add a LEGIONS to your hand."

[now they can pretty much "return" to your hand once destroyed]

#

7/III/A- (following 7/III concept)
(insert base effect). Then give them: "Destruction: Add a SECTION II to your hand."

[same deal as before, but with the Polish PLAN]

#

8- "CHAOTIC" BUFF;
Add two LEGIONs to your support line with Alpine.

[well... I feel I'll be pretty much called out for making this as it is HIGHLY unnacurate, and as I've said I only focused on gameplay mechanics, though this can be discarded]

burn SetLegions🏔️ order

#

8/A- (following 8th concept)
Add two LEGIONS to your support line. Give the second one Alpine.

[thus pretty much avoiding a really big snowball on the first use of this card]

#

8/B- (following 8th concept)
Add two LEGIONS to your support line. Then give them Alpine.

[same reasons as the previous option, but now the "Alpine" part would only truly happen once you use again this card or an Alpine unit]

tepid quest
#

Lol alpine with legions

#

Do you want me to kill you?

gusty steppe
#

9- Buff;
Add two LEGIONS to your support line. Then give them a random combat keyword.

[I know just a couple of people here that might like this approach]

burn SetLegions order

#

9/A- (following 9th concept)
(insert base effect). Then give your LEGIONS a random combat keyword.

[pretty much the same deal as before, but now it can affect all of your LEGIONS at the same time, just like with STRETCH THE LINE]

#

10- Buff;
(insert base effect). Give your HQ +2 defense.

[just as simple as that, same effect but with an additional healing for more value and use]

burn NationPL order

#

10/A- (following 10th option)
Now your HQ gains +X defense instead.
(variants)
a- Give your HQ +3 defense.
b- Give your HQ +4 defense.

#

10/II- (following 10th concept)
Add two LEGIONS to your support line. Give your HQ defense equal to friendly LEGIONS.

[yet again, the same concept as with STRETCH THE LINE but now instead of Intel you'll get healing]

burn SetLegions order SetLegions burn

#

11- Buff;
(insert base effect). Then add an IRON DIVISION too if your HQ has 10 or less defense.

[pretty much inspired by the HOME DEFENSE's concept; I'm aware that I've stated that I do not like the idea of a more common/cheaper card to generate a more rare one, though I feel that in this case given the condition, is justified enough]

burn NationPL order NationPL burn

#

11/A- (following 11th option)
Now it'll add the IRON DIVISION to your hand instead. (still tied to condition effect ofc)

gusty steppe
#

1st ANNIVERSARY of "Ideas and Suggestions for different cards

As of right now at this time, this absurdly gigantic post will already be 1 year old since I've started it, and funnily enough this "little" project of mine started as I pretty much got scolded given that I shared a lot of posts back then without noticing I was bloating the suggestion channel, and here I am sharing my personal opinions and suggestions to change all of these cards, which for the most part are with a subjective or objective approach, but always with the goal to make each single card useful enough to justify its existence rather than a "pretty" filler, atleast thats what I belive.
But most importantly, it was the people that did actually come alongside this post, followed it interacted and also shared their ideas and opinions, which I do really appreciate and expected as I believe, that this subjects must be taken with different point of views, some with more experience than others, but nonetheless a different approach and line of thought, and I love it.

I do hope that we together can actually keep this project up and cover all cards that might need an adjustment, currently existant and to exist in the future, with the hopes that maybe the Devs might consider this silly ideas of mine and yours.

Thanks to each one you for being here!

(as for the image itself, well it only makes sense to add the nations currently developed as of right now)

prime iron
#

1 year and we've only done France, Germany and Poland 💀

#

At this rate we'd be doing Japan by 2027

deft leaf
deft leaf
gusty steppe
deft leaf
#

I follow the same logic with my tests

#

This is why I do 2y-long tests

#

I'm very thorough

gusty steppe
#

LEGIONS (buff & nerf ideas)
As for this unit, I can bet there were many people here that were expectating to see this card here, though I could say it would be a 50/50 chance, but back to the topic I find slightly hard to evaluate this card without being too extreme, as a token unit it has a really interesting concept, not only it is a Guard unit but it also benefits from the so rare keyword "Intel", icon of Poland alongside "Exile", and while it is an interesting card, I have some takes on it:

For one it is obviously a highly volatile card to build a deck with, it can be either trash or an absolutely busted force to crush your opponents, which has almost no middle ground; given that its passive effect pretty much makes it (imo) an upgraded version of Alpine units, and as it also has Guard it can easily block off any enemy threats that are not either Bombers or Artilleries.

But as I've said the unit on its own is... mid at best and hear me out, while it is a good enabler for many Polish related strategies, there just a couple of cards for it to get truly value, with the most relevant being both STRETCH THE LINE and 16th TARNOW REGIMENT, with the other options remaining being mid or worse at doing that, given that lack of value and power if compared to the other "6" cards/copies you can pick for a LEGIONS deck.

But here is the tricky part, that handfull of cards (with maybe some copies of the other ones) can pretty much make it an unstoppable force that if not countered in time, you might just lose the game given their highly increasing stats and Guard; sure there are some removal tools, routs, suppression, etc. but there are more LEGIONS than copies of those, which can easily turn overwhelming at times.

It is not necessarily a broken card, but as I've said it is highly volatile, specially if we consider other nations that might provide Intel, as it had happened with Japan.

So while having that in mind I've thought some ideas to change this iconic unit:

#

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

[a pretty bizarre way to start this idea list, but the reason for it is for one swift the deployment of this card given that as of right now it is added directly to your support line, not your hand; and it can only get to your hand if returned to it]

[the 2nd reason is that it can also allow it to be more easily removed by cost based deployment effects, suchs as FLAMMPANZER; and btw, this change can easily be applied to any of the following options to come.... with some exceptions I believe]

#

1/II- (change to base card) Nerf;
Increased operation cost to 2k.

[a more direct approach to nerf this card as a whole, which could easily tilt the balance enough for it to be useless, so big maybe here ofc]

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

#

1/II/A- (following 1st and 1/II options) MERGE;
Reduced cost to 1k;
Increased operation cost to 2k.

[pretty much the same deal and reasoning as before, with the only "relevant" aspect being the operation cost]

#

2- (change to base card) Nerf;
Reduced attack to 1. (1/2)

[credits to @wet smelt; a pretty noticeable change though fair enough given it is a Guard]

#

2/A- (following 2nd concept); (change to base card) Nerf;
Reduced defense to 1. (2/1)

[we could technically consider this a substantially worse candidate for it to be changed, given that you mostly would prefer a Guard with a bigger defense than attack]

#

2/B- (following both 2nd and 2/A options) MERGE;
Reduced both attack and defense by 1. (1/1)

[credits to @wet smelt; an even more harsh approach to this card, making it pretty much a LIGHT INFANTRY with Guard and a potentially powerful passive effect]

#

3- (change to base card) Buff;
Gets +1+1 and a random combat keyword when you Intel.

[a pretty uncanny option if you ask me, but take it more as a base to other alternatives while following it]

burn SetLegions infantry

#

3/II- (following 3rd option) Counter-Nerf;
Reduced attack to 1. (1/2)

[pretty much it follows the same principle that the 2nd option, but now with an additional effect to compensate]

burn SetLegions infantry

#

3/II/A- (following 3rd option) Nerf;
Reduced defense to 1. (2/1)

[same deal as within the 2/A option, a more focused approach in offense than defense]

#

3/II/B- (following 3rd option)
Reduced attack and defense to 1. (1/1)

[yet again the same deal but with a much weaker stat line, but now it has an additional effect too]

#

4- Nerf;
It gets +1+1 the first time you paly a card with Intel each turn.

[it pretty much does what the text says, now it cannot get buffed more than once per turn]

#

4/A- (following 4th option)
Increased stats to X/X.
(variants)
a- Increased defense to 3. (2/3)
b- Increased attack to 3. (3/2)

[given that now it would not get as powerful as before, it is reasonable to give it a boost in its base power]

#

4/B- (following 4th option)
Increased stats to 3/3.

[same deal as within 4/A option, but now with combined changes]

#

4/II- (kinda following 4th concept) Nerf/"Rework";
It randomly gets +1+0 or +0+1 when you play a card with Intel.

[pretty much the "same" original card but now not its power is fragmented but also tied to RNG; inspired by RUN THE BATTLEFIELD's concept/wording]

#

4/II/A- (following 4/II concept)
It gets +1+1 or +0+0 when you play a card with Intel.

[pretty much the same deal as before, but now with a more prevalent prescense in luck]

#

5- Buff;
Now it has Intel 1.

[to clarify, as far as I know Intel cards only give Intel when played from hand (deployment if an unit, "play" if an order or other) this one is "added" instead]

[how I imagine this effect would work is pretty simple, if for some reason you have LEGIONS return/get to your hand, you can now get a benefit from its deployment, which would also in theory, buff it aswell]

burn SetLegions 🪬

#

5/A- (following 5th option) "Nerf";
Gets +1+1 when you play another card with Intel.

[now it would not buff itself upon deployment, but it would still trigger any related Intel synergies]

#

6- Buff/"Rework";
Gets +1+1 when you Intel. Deployment: Draw a card.

[well as you can see, the passive effect's wording was shortened for it to allow another sentence to fit; besides that now it can also provide you with a Deployment effect, pretty much working as the 5th concept aswell]

burn SetLegions cards

#

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

#

6/B- (following 6th option)
(insert idea effect). Deployment: Draw a Polish order.

[pretty much giving you the chance to draw another so desired LEGIONS or Intel related order from your deck]

#

6/II- (following 6th concept)
(insert idea effect). Deployment: Draw a PLAN WEST.

[now it can pretty much draw an specific copy of a LEGIONS related order from your deck, if you have any ofc]

burn SetLegions cards

#

6/II/A- (following 6/II concept)
Now it draws a STRETCH THE LINE instead.

[eeeeh wording could have been adjusted, though to be fair it is still comprehensible]

#

6/II/B- (following 6/II option)
Now it draws a RAPID RESPONSE instead.

[same deal as before, but now with the worse of the 3 standard LEGIONS related orders....]

#

6/II/C- (following 6/II concept)
Now it draws a card with Intel instead.

[pretty much making the Intel synergies stronger even if it returns to hand]

#

6/III- (following 6th concept)
(insert idea effect). Deployment: Duplicate this unit.

[just as simple as it seems, it would basically work like a WEST PLAN but in a deployment effect]

burn SetLegions infantry

#

6/IV- (following 6th concept)
(insert idea effect). Deployment: Add a 4TP to hand.

[who would've have guessed it? a token card generating another pseudo-token card]

burn SetLegions infantry tank SetLegions burn

#

6/IV/A- (following 6/IV concept)
Now it adds a PLAN to hand instead.

[pretty much the same deal as before, but now it'll provide with with a somewhat useful card draw]

#

6/IV/B- (following 6/IV option)
Now it adds a SECTION II to hand instead.

[it pretty does the same thing as before but with Intel 1; though I'm not considering the chance of the SECTION II ideas mentioned before being applied here]

#

6/V- (following 6th concept)
(insert idea effect). Deployment: Target unit Retreats.

[now it can pretty much do the same effect that might have returned it to your hand]

burn SetLegions infantry SetLegions burn

deft leaf
#

If we wanna go with the combat keyword route, make it 1k 1op 1/3 gains +1/+1 and a random combat keyword when you play a card with Intel

gusty steppe
deft leaf
#

I just don't want it to be viable as an attack force

gusty steppe
#

it shouldn't be (atleast AS MUCH as it is now)

#

though I have to admit that it getting both +1+1, a random combat keyword and also having a pretty decent defense would be pretty terrifying

gusty steppe
#

CARD QUESTION: 16th TARNOW REGIMENT; ORP GENERAL HALLER; 15th WOLVES REGIMENT
What do you think about this cards? Are they good, bad or mid? If you could change anything about them, what would that be? A buff, a nerf or a complete rework? Share with me your opinions and ideas!

My personal takes about them:

  • 16th TARNOW REGIMENT; (used it here and there); what can I say about this unit in particular... I always had mixed feelings about it, but for the most part I always unironically "rejected" the concept of using it as a whole just for a simple fact, it is a card with so absurd amount of power and value that if feels just wrong to use, atleast to me, and that feeling was pretty much increased when its cost was reduced to 4k; I do have to say it is a really neat and necessary concept, though I personally believe that the only nerf it would need as of right now is either limiting for once per turn its card draw and/or LEGIONS spawning, if not it could be reducing its defense slightly.

  • ORP GENERAL HALLER; (also used it here and there); a pretty damn interesting order as a whole, and interstingly enough, I unironically belive it is a cheaper counterpart of NAVAL ENGAGEMENT, given the amount of units it can "destroy" in a wide area, as also its cost of course.
    Though I have to admit that while it is a pretty damn interesting card, it falls apart quite regularly as for its effect, as the enemy only needs to avoid putting to many valuable cards one next to each other or only leave the desired target alone, which by that might just make this card if used against a pretty expensive BLADE OF THE SAMURAI but without the BLADE or the SAMURAI.
    Some changes I believe that could be applied are either cutting its cost; making it able to Convert 3 random enemy units (could be "Choose one" option) or a different effect as a whole (all of this while also removing its Intel 1, I... I think that is pretty random and a sentence limiter for an effect).

#
  • 15th WOLVES REGIMENT: (used it quite a few times); I do remember when this card was released, I didn't really thought much about it as a whole, but over time I did actually actually started to hate this card, which is a little unfortunate as it pretty much was one of the few times Poland did actually got a good card in a long time (along others ofc) but I say and keep saying this unit in particular is both a hell of a powercreeping card and practically the most powerful removal tool in the game as of right now.
    For only 5k you can pretty much shutdown any targeteable unit you can imagine, or maybe draw 2 cards if you are willing to sacrifice its removal effect and an unit (pretty ass flexibility);

But you might be asking, why this lunatic say it is a powercreep card? well, pretty simple actually, I just take into account 2 cards for its effect, the first one being LA DECIMA, that is pretty much a HUMAN TORPEDO but that can provide you a semi decent Guard, for 7k! and then there is TRENTO DIVISION, that it has an even higher cost and conditional effect for it to happen; and last but not least, we have the most identical card being 108. PANZERGRENADIER (unfairly/wrongly nerfed imo) which while it has better stats, its effect ends up being also restricted as a whole for what you want to use it isn't?.

My only suggestion for this card (plead in this case) would be to increase its cost to 7-8k, while also buffing its terrible card draw effect.

deft leaf
#

Out of them all, the only one I'd change is OPR General Haller, to make it 7k

#

All others looks pretty on point to me

gusty steppe
#

(I do wonder if I'm the only person in the community that stands at that opinion about 15th WOLVES REGIMENT)

deft leaf
#

Yeah, I'm petty sure you're the only one that thinks wolves is Powercreep

#

Because ultimately La Decima is a guard with 2 combat keywords and a lot of HP

#

The card draw effect is really weak all things considered: you're paying 5k + 1 card to get two draws, for a body with 3k value

#

So theoretically it's 100% kredit efficient, because it's 3k in stats, two draws and no card advantage

#

But the opportunity cost is really high, because you could get more value out of eliminating a larger threat that an order would not be able to target

#

Meanwhile, La Decima is priced at 3k in stats, plus 1k for keywords, plus 3k for including a deployment effect otherwise priced at 5k in order format. However you look at it, La Decima is more Kredit efficient

lost hawk
#

Except Decima only targets units in one line

#

Wolves is cheaper and affects any unit

#

Compared to Blade, which is 1K more expensive and doesnt give any body

#

Although Blade destroys the unit completely and Wolves leave a 1/1

#

Leaving the 1/1 can be a upside in specific scenarios tho

#

I really like Wolves, but I would be fine with it being 6K

#

Added draw, despite niche, further increases versatility of Wolves

#

And honestly
Id dare to say that Wolves are a auto include or at least close to one

gusty steppe
#

it is pretty much an autoinclude if you play Poland, there is no reason to not grab him, atleast one copy

#

though I dare to say the draw effect could be slightly better, maybe just make it to not Convert target if friendly, but still draw 2 cards

lost hawk
#

Essentially his effect being a choose one - Rout or draw?

#

Interesting but 6K minimum

gusty steppe
#

ORP GENERAL HALLER (buff & "rework" ideas)
As for this order, I have to say that I was really impressed when it came out, a really big and powerful Polish card atlast! while it is true its cost is pretty high, its effect makes up for it as it can easily be considered a cheaper version of either Italy's NAVAL ENGAGEMENT or the most similar card right now being CAPITULATION, though it doesn't offer the same amount of destruction as those two, it is far more accesible to get and slightly cheaper to play.

But... here is the issue and points that do not convince me personally; first being that for an 8k "mass removal order" it can be pretty terrible as for its cost if the enemy knows how to properly position its units to avoid it, thus reducing its total value/efficiency as a whole in its supposedely "flexiblity"; second thing being the fact you can actually use it with your own units, but in comparison with 15th WOLVES REGIMENT, you do not really get benefit from it besides a countermeasure check or.... Intel trigger??; and that goes to the third point being... why the hell does it have Intel in it? while it is a pretty good card to consider at times, I do not really see it as a candidate for an Intel/LEGIONS deck, but that might be just me.

Overall a pretty cool card if you ask me, but I believe it could be adjusted just enough for it to be... perfect for Poland, and hey! I've just thought some ideas that could be of use for that purpose! :

#

1- (change to base card) Buff;
Reduced cost to 7k.

[a fairly simple yet effective change to consider as always, and as per usual, this simple change could also be considered to be applied in the following options too]

#

1/A- (following 1st option); (change to base card) Buff;
Reduced cost to 6k.

[same deal as before but now with a further discount, though I have this might be too much already]

#

2- (change to base card) Buff;
Increased Intel to 2.

[another rather simple yet very effective and I dare to say fitting change for this order, why not push its Intel power a little more?; and as always, this very same change could be applied to any of the following options too]

burn NationPL order 🪬

#

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

[yet again, same deal as before with a more increased Intel power to make it even more Polish than before]

#

2/II- (following 2nd concept) "Rework";
Removed Intel 1;
Convert target unit and adjacent units into ROUTED TROOPS. Then Intel equal to Converted units.

[at first it seems quite a distant idea from the original option ofc, but it is essentially the same deal as before... no actually a more flexible one as it is tied to targets converted by it]

burn NationPL order 🪬

#

3- Buff;
Convert target unit and two random enemy units into ROUTED TROOPS.

[pretty much an "upgraded" version of HIGH ALTITUDE BOMBING, though now it can actually "remove" 3 enemy units in total, or 2 enemy units and a friendly one as a sacrifice]

burn NationPL order

#

3/A- (following 3rd option) "Nerf";
Removed Intel 1;

[doesn't make that much of a difference lmao]

#

3/II- (following 3rd concept) "Rework";
Removed Intel 1;
Choose one - Convert target enemy unit and adjacent units OR 2 random enemy units into ROUTED TROOPS.

[and here is the concept I've saw many suggest before, here is my version of it with a lot of flexibility]

burn NationPL order

#

3/II/A- (following 3/II option)
Increased cost to Xk.
(variants)
a- Increased cost to 9k.
b- Increased cost to 10k.

[I just thought that given this type of flexibility for removal plus its rarity, it would be reasonable to give it a higher cost, though what is the cost you feel is adecuate?]

#

3/III- (following 3/II concept)
Choose one - Convert target enemy unit and adjacent units OR 3 random enemy units into ROUTED TROOPS.

[same deal as before, but as you might have noticed, the 2nd effect now can Convert 3 random enemy units instead, rather than 2]

burn NationPL order

#

3/III/A- (following 3/III option)
Increased cost to Xk.
(variants)
a- Increased cost to 9k.
b- Increased cost to 10k.

[same reasoning as within 3/II/A options, though I feel this time is even more evident that it'll need to have its cost increased]

#

3/IV- (kinda following 3rd concept) "Rework";
Reduced cost to 6k;
Removed Intel 1;
Choose one - Convert target unit OR pay +2 kredits to also Convert adjacent units into ROUTED TROOPS.

[I really had to split my head in half for this wording to be comprehensible, and I feel I still failed at that; as a small explanation it would essentially be able to Convert a single target for a cheaper cost, or have the original effect with the same old cost again]

burn NationPL order

#

3/IV/A- (following 3/IV option)
Reduced cost to 5k;
Now you'll pay 3 kredits if you pick the other option instead.

#

3/IV/B- (following 3/IV option)
Reduced cost to 4k;
Now you'll pay 4 kredits if you pick the other option instead.

[not a really big fan of this option (pretty funny considering I was the one that did thought about it, edited and shared lmao)]

#

4- "Rework;
Convert all units into ROUTED TROOPS.

[pretty much a Limited version of CAPITULATION.... oh crap hides behind TIP OF THE SPEAR's shield]

burn NationPL order NationPL burn

#

4/A- (following 4th option)
Increased cost to 9k.

[for obvious ofc]

#

4/II- (following 4th option) Nerf;
Now it has Bond.

[slightly nerf to this card, might make or not a difference in its usage and outcome]

#

4/II/A- (following 4/II option)
Increased cost to 9k.

[even if it has Bond, it is still reasonable to give it a cost increase]

#

5- Rework;
Reduced cost to 5k;
Removed Intel 1;
Convert target unit and adjacent units into ROUTED TROOPS. Costs +1 kredits for each unit it can Convert.

[a pretty similar concept to the 3/IV options, though now it works slightly different than before]

burn NationPL order

#

5/A- (following 5th option)
Reduced cost to Xk.
(variants)
a- Reduced cost to 4k.
b- Reduced cost to 3k. (not a big fan of this.... why the hell did I make it?)

#

6- Buff;
Convert target unit and all units in the same front into ROUTED TROOPS.

[credits to @sterile gyro, you mad lad]

burn NationPL order

#

6/A- (following 6th option)
Increased cost to Xk.
(variants)
a- Increased cost to 9k.
b- Increased cost to 10k.

#

7- "Rework"
Removed Intel 1;
Convert target unit and adjacent units into ROUTED TROOPS. If friendly, Convert them into 24th UŁAN instead.

[now that dumbass wording can actually have a practical use, and what better than converting 1-3 of your units into Uma..s I mean Winged Hussars! winged hussars....]

burn NationPL order 🏇

#

7/A- (following 7th option)
(insert idea effect). If friendly, Convert them into 12th UŁAN instead.

[pretty much the same deal as before, but now it'll add the newest fury blitz infantry instead.... it can open up for a pretty nasty OTK]

burn NationPL order 🏇

#

7/B- (following 7th option)
(insert idea effect). If friendly, Convert them into M4 SHERMAN PL.

[oh poor little tank... lets see if this can open up for an interesing Exile finisher]

#

7/C- (following 7th option)
(insert idea effect). If friendly, Convert them into T-34 76 PL instead.

[same deal as before, but now they'll become a more slower but deadlier steel beast]

#

7/D- (following 7th option)
(insert idea effect). If friendly, Convert them into 3rd CARPATHIAN.

[I was thinking which unit could be reasonable to be added as a Convert to Guard candidate, and LEGIONS was not in the list given how mediocre it would be, so I just sticked to this unit instead]

#

7/E- (following 7th option)
(insert idea effect). If friendly, Convert them into PZL.37 ŁOŚ instead.

[pretty much a Polish version of HMS HERMES, but this time you'll need to actually sacrifice units for it to happen like that, on the bright side you can get a substantial amount of Exile cards with each destroyed!]

#

7/F- (following 7th option) CHAOS BUFF;
(insert idea effect). If friendly, Convert them into IL-2M PL instead.

[I do have mixed feelings about that bomber, and for the most part I hate it; and as I am so bright with these ideas, I've thought it would be good to include it too!]

#

8- Buff;
Removed Intel 1;
(insert base effect). If friendly, draw 3 cards.

[pretty much follows the same concept as 15th WOLVES REGIMENT, though now it can draw a substantial amount of cards, with the neat part being that it ignores the amount Converted]

burn NationPL cards NationPL burn

#

8/A- (following 8th option)
(insert base effect). If friendly, draw 4 cards.

[pretty much a Polish LAND LEASE but even more flexible and deadlier]

burn NationPL cards NationPL burn

silver path
#

I would say General haller "Convert all enemy units into routed tropps equal to cards known."

dim shadow
gusty steppe
#

just because a nation is bad, it doesn't justify it to have a broken card

#

it should be better, but on average as a whole

gusty steppe
#

9- Buff/"Rework;
Removed Intel 1;
Convert target unit and adjacent units into ROUTED TROOPS. Deal 2 damage to the enemy HQ for each Converted.

[small but still aprubpt follow up to what seemed like a "finished" idea list, but I had to include this one as it just came up to me before going to sleep lmao]

[oh btw, this is basically a Polish KMS BISMARCK, which to be honest it was slighlty inspired by some of my oldest ideas in this post]

burn NationPL order NationPL burn

deft yarrow
#

maybe make it convert two top units in enemy deck

gusty steppe
#

9/A- (following 9th option)
Now it deals 2-3 damage instead.

[thus allowing it to deal something around 6 or 9 damage]

gusty steppe
deft yarrow
#

8k tho

#

balanced trsut

gusty steppe
#

of course

deft yarrow
gusty steppe
#

9/B- (following 9/A option)
Now it deals 1-3 damage instead.

[same deal as before, but now the total amount of damage can now be more weaker on average, doing damage between 3 and 6]

#

9/C- (following 9th option)
Now it deals 3 damage for each instead.

[pretty much the same deal as the original option, but now it can deal a consistent amount of 9 damage! (if three units were converted ofc)]

burn NationPL order NationPL burn

#

10- Buff/"Rework";
Removed Intel 1;
Convert all enemy units into ROUTED TROOPS equal to known cards in the enemy hand.

[credits to @silver path; I literally had no idea how to adjust this effect condition for it to make more sense, though I'll leave it like this as a "conceptual base" of sorts]

burn NationPL order 🪬

#

10/II- (following 10th concept)
Convert all enemy units with a cost equal or less than known cards in the enemy hand into ROUTED TROOPS.

[pretty much the same concept as before, but now the convertion effect is tied to both unit cost and actual Intel you have, with an obvious limit to 9]

burn NationPL order

#

10/II/A- (following 10/II option)
Reduced cost to Xk.
(variants)
a- Reduced cost to 7k.
b- Reduced cost to 6k.
c- Reduced cost to 5k.

[due to this option being too conditional and tied to Intel, it is reasonable to reduce its cost considerably]

#

10/III- (following 10/II concept)
Convert all enemy units with a defense equal or less than known cards in the enemy hand into ROUTED TROOPS.

[same concept as before, but now the Convert effect range is tied to unit's defense, plus Intel ofc]

burn NationPL order

#

10/III/A- (following 10/III option)
Reduced cost to Xk.
(variants)
a- Reduced cost to 7k.
b- Reduced cost to 6k.
c- Reduced cost to 5k.

[same reasoning as with 10/II/A option, due to its conditional AND Intel nature, it is also reasonable to reduce its cost]

#

10/IV- (following 10/II concept)
Convert all enemy units with an attack equal or less than known cards in the enemy hand into ROUTED TROOPS.

[yet again the very same concept again but now tied to the unit's attack instead, and again with Intel]

burn NationPL order

#

10/IV/A- (following 10/IV option)
Reduced cost to Xk.
(variants)
a- Reduced cost to 7k.
b- Reduced cost to 6k.
c- Reduced cost to 5k.

[it would be pretty redundant to say the same explanation isn't?]

#

11- Buff/"Rework";
Removed Intel 1;
Convert target unit and adjacent units into ROUTED TROOPS. Then Convert the top two units in the enemy deck as well.

[credits to @deft yarrow; a pretty terrible concept to think about, quite bri'sh if you ask me, but still really cool and fitting]

burn NationPL NationUK order

#

11/A- (following 11th option)
(insert base effect). Then Convert the top card of the enemy deck as well.

[pretty much the same deal as before, but now it can Convert any card on top of the enemy deck, thus allowing some hand lock]

#

11/B- (following 11/A option)
Now it converts the top 2 cards of the enemy deck instead.

#

11/II- (following 11th concept)
(insert base effect). Then Convert a random card in the enemy hand as well.

[pretty much now it can work as a "discard" type of effect, just like with JAGDPANZER IV]

burn NationPL NationGR order

#

11/II/A- (following 11/II option)
Now it Converts 2 random cards in the enemy hand instead.

#

11/III- (following 11/II option)
(insert base effect). Then Convert a random unit in the enemy hand as well.

[pretty much the same deal as with 11/II option, but now it'll only "target" units]

burn NationPL NationGR order

#

11/III/A- (following 11/III option)
Now it Converts 2 random units in the enemy hand instead.

#

(I'll probably do something pretty unusual here, and that is to upload the next two cards planned as well, being them 16t TARNOW REGIMENT and 15th WOLVES REGIMENT, as they ended up getting a pretty short list, even if combined it is still short)

gusty steppe
#

16th TARNOW REGIMENT (nerf ideas)
As for this unit, I do not really have much to say about this unit, but it would be accurate to say that this card alongside with LEGIONS is pretty much the very face of Poland as a whole given how prevalent it is in all of their decks (which are mostly Intel/LEGIONS ofc).

But besides that yapping, I have to say that I really find this unit fascinating, as it is pretty much the main core/hearth of the LEGIONS deck, the sheer amount of value it can provide has no real competitor/counterpart if we think about it, which is really useful as a whole as it provides a consistent flow of cards and growing Guards; and I do not want to get started at when it was buffed into a 4k, making it more common and affordable than before.

But I wouldn't really suggest to change back its cost, as it suits it pretty well and its "fair game", the only issue I have with it is both its stats and/or the consistency of its passive effect.

On one hand, its stats makes it a pretty hard to remove target, which as a support tool is pretty though to get rid off, and that plus its passive makes it a really terrifying threat, both being a "high" damage stat and a pretty big defense pool in total.
But the other that bothers me is how its passive works, not only you'll always replace your played Intel cards but you can get a semi-infinite amount of LEGIONS, which can just snowball out of control; and I do not want to start with the fact that the added LEGIONS also get buffed by the very same Intel card that triggered it.

Not many points to take on it, but just enough for me to think of some ways that this iconic card could be slightly toned down, to avoid future headaches as it was with Japan:

#

1- (change to base card) Nerf;
Reduced defense to 5.

[a pretty simple yet considerable change to this unit in particular, which now might be more vulnerable than before]

#

1/A- (following 1st option)
Reduced defense to 4.

[same line of thought, but this time it might be too harsh]

#

1/II- (following 1st concept)
Reduced attack to 3.

[now it won't have the same amount of power attack for it to be a consistent attack unit, or maybe to not be as punishing to trade against]

#

1/II/A- (following 1/II option)
Reduced attack to 2.

[same line of thought as before, but now with an even lower attack level]

#

2- Logical Nerf;
After you play an Intel card, add a LEGIONS to your support line and draw a card.

[shoutout/credits to @formal sundial; a pretty old idea/suggestion he had made quite some time ago, but this time I've translated it into this very same option]

burn NationPL infantry NationPL burn

#

3- Nerf;
When you play an Intel card, add a LEGIONS to your support line. Draw a card if the first time each turn.

[basically the very same effect as the original card, but now it WON'T draw cards infinitely but once per turn, though the LEGIONS adding is still kept the same]

#

3/A- (following both 2nd and 3rd options) MERGE;
After you play an Intel card, add a LEGIONS to your support line. Draw a card if the first time each turn.

[pretty much the very same deal as before, but now the added LEGIONS will not get +1+1]

#

3/II- (following 3rd concept)
When you play an Intel card, draw a card. Add a LEGIONS to your support line if the first time each turn.

[essentially the same idea as before but the effects as swapped instead, now you can keep your drawing machine, but now the LEGIONS one]

#

3/II/A- (following both 2nd and 3/II options)
After you play an Intel card, draw a card. Add a LEGIONS to your support line if the first time each turn.

[now your added LEGIONS will not get +1+1..... on a second thought this one might be a little too harsh]

#

4- Nerf;
The first time you play an Intel card each turn, add a LEGIONS to your support line and draw a card.

[pretty much the same concept as the original card, but now it'll only triggers once per turn]

#

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

[due to now being considerable weaker than the original, it would be reasonable to give it a lower cost too]

#

4/II- (following 4th concept)
(insert idea effect. Then fully repair this unit.

[pretty much the same deal as before, but now it can fully repair itself each time it triggers its effect, thus effectively making it much harder to deal with]

#

4/II/A- (following 4/II option)
Reduced cost to 3k.

#

4/III- (following 4th option)
(insert idea effect). Cannot be Suppressed.

[tired of having your so precious 16th TARNOW REGIMENT Suppressed by those evil and hearthless German/Finnish/US players?? well, worry not! as it'll now get the so desired immunity to Suppression! (though in exchange of its soul lmao]

burn NationPL infantry

#

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

gusty steppe
#

15th WOLVES REGIMENT ("buff" and nerf ideas)
As for this unit, I'm not sure how to express how I feel about this card at all, but the least I can say about it is that I do not really like it, and not because it sucks but on the contrary, as of right now I consider it one of the best cards in the game right now, if not the most broken one and here is why.

For 5k you can easily access an Special card that has a really powerful effect removal effect alongside a conditional draw effect, allowing to have some flexibility (though kinda irrelevant given how it works), but the issue goes that its "removal" can target almost anything, and the outcome ends up being converting target into a 1/1 infantry, the ROUTED TROOPS.

Yes, it is true it is not as impressive as "removing" it from the battlefield permanently or just destroying it, but the fact that it can Convert almost anything (exceptions being future cards with immunity and Covert) turning any card with any special effects, buffs, unit class and Destruction effects into trash, which you can still "use" but it is not the same, and you know it.

And then there is the most "controversial" point, which is just comparing it to other similar cards, like lets say... LA DECIMA, BLADE OF THE SAMURAI, and the most identical one being 108. PANZERGRENADIER (which I know I've mentioned this before, but I think it is worth to point it out). With each one of these cards and many others being more expensive to use, more complicated to trigger due to conditional effects or just not being practical, which this card does not suffer from.

While a really amazing concept, I do not believe a card should be THIS powerful, and it being a card from a baddly balanced nation is not a solid excuse at all, atleast to me I dunno.

So, to tone down this card a little bit, I've thought just a couple of ideas that might just make the difference for it to still be good but balanced, alongside positive changes ofc:

#

1- (change to base card) Nerf;
Increased cost to 6k.

[shoutout to @lost hawk; though I was going to go for the same route, it is fair cost to start with, which could easily be enough]

[and as always, this very same change could/should be applied to any of the following options if considered ofc]

#

1/A- (following 1st option)
Increased cost to 7k.

[same deal as before, but now imo it'll be on rate with its power]

#

2- (change to base card) Buff;
(insert base effect). Draw 3 cards if friendly.

[while a quite ironic twist of events, I also think this card needs some buffs, and that would more aimed to its secondary effect, which I find TERRIBLE if compared to the absolute monster of main effect it has, 2 card draw is not enough compensation]

burn NationPL infantry cards

#

2/II- (following 2nd concept) Buff;
(insert base effect). If friendly, draw a card and gain 3 kredits.

[pretty much the same concept as before, but now you'll also gain back kredits spent, though for this version it'll only give you one card draw]

#

2/II/A- (following 2/II option)
(insert base effect). If friendly, draw a card and gain X kredits.
(variants)
a- ...gain 4 kredits.
b- ...gain 5 kredits.
c- ...gain 6 kredits.

[pretty much the same deal as before, but now the kredit gain is even higher than before, thus essentually you are deploying a "free" 4/4 1op infantry with a card draw]

#

2/III- (following 2/II concept) Buff;
(insert base effect). If friendly, draw 2 cards and gain 2 kredits.

[pretty much the same deal as before, but now you'll draw again 2 cards, but in exchange you'll get less kredits, though thats still a win ofc]

burn NationPL infantry

#

2/III/A- (following 2/III option)
(insert base effect). If friendly, draw 2 cards and gain X kredits.
(variants)
a- ...gain 3 kredits.
b- ...gain 4 kredits.

[pretty much the same deal as with 2/II/A option, but now you might get less kredits than in that option, though it is still a favorable effect]

#

3- Buff;
Deploymetn: Choose one - Convert target unit into ROUTED TROOPS or draw 2 cards.

[now you essentially do not need to sacrifice a friendly unit for it to draw cards]

burn NationPL infantry cards

gusty steppe
#

3- (following 3rd option)
Now it draws 3 cards instead.

[finally I was able to upload it]

#

4- Buff/Nerf;
Deployment: Choose one - Convert target unit. And another random friendly unit OR itself into ROUTED TROOPS.

[concept is slightly convoluted as I didn't really find a way to make a consisent text for it, but in short, it'll "always" sacrifice a friendly unit for it to convert a target unit (which can be avoided if deployed alone ofc)]

gusty steppe
#

GERMANY INVADES POLAND (return of Germany)

CARD QUESTION: Sd Kfz 250/9; TACTICAL RETREAT; PANZER I-B
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:

  • Sd Kfz 250/9: (used it quite a lot); I really like this unit, the concept is pretty interesting as a whole as it both combines a curious wording that was present in older cards like "Has +X attack during your turn", but this time not only it still technically does that but going through an extra mile, from which it increases its power for each car drawn (kinda ironic for Germany if you ask me), but I find it kinda hard to evalutate this card objectively, it is undoubtly a powerful 1k tank, which can deal a lot of damage offensively and for a cheap cost most of the time. I personally would prefer it to have either 1 defense, have its effect be limited to once per turn or have its effect be tied to additional card drawn instead.

  • TACTICAL RETREAT: (never used it, I'm not an idiot); One of the most terrible cards that have ever existed in cards in my experience, I do feel bad for these that wanted to try it out; I do get the idea the devs had with this, and it is pretty good actually (again, in theory), but it is unplayable even for free, the idea that you just "save" a friendly unit while returning it to your hand with full cost while also losing tempo is ridiculous. I personally believe it should reduce unit's cost to a certain degree for it to give value, maybe even draw a card.

#
  • PANZER I-B: (used a few times); A lovely tank if you ask me, I really like the concept of an unit that can "duplicate" itself with a semi-aggressive strategy, which can also allow it to keep presence in the battlefield, but I feel that over time, it got pretty outdated and slow for what it does, if compared to other 1k units it is outperformed by a huge margin, both in fire power, defense and total cost/value it provides. I'd personally say it could probably get 0 operation cost, a conditional free deployment and/or probably give it either Blitz or Shock.
wet smelt
#

Tactical:
2k send it and its attacker to hand

dim shadow
#

Relating to 250/9, I personally like the card too, but I feel it powercreeps other cards of the same cost. The ability for a 1k unit to beat cards far far above its cost for just 2k extra in card draw feels a little OP. I'd advocate it for having 0 attack base.

I've used tactical retreat a little. I agree it isn't a very good card, but there are some decks where a trick like that can hurt the enemy. I think it should be like: If a friendly unit would be destroyed, return it to hand.

Panzer 1-B always felt like a fulfillment card. It's slow and weak, but infinite unit spam is very useful. Its a card where you want to set-up the battlefield to certain conditions before fully using it.

deft leaf
#

Two of these have just come out, man

gusty steppe
#

its more than enough

deft leaf
#

Panzer 1b should be 1k 0op 1/1, same effect and veteran stats should be 1k 0op 2/1

#

I quite like the new sd as is

#

Tactical retreat is just an entry to the deployment deck, not really a card meant to be competitive

#

We can make it competitive by making it lower the returned unit's cost by 1k

gusty steppe
#

PANZER I-B (buff ideas)
As for this unit, I have to say that I always loved this card's concept as a whole, a cheap unit that can provide you plenty of value and a semi-consitent threath to the enemy, though while not impressive on its own, if left intact it'll pretty much become a big problem to the enemy, or atleast thats how it used to be before isn't?

While in theory it is a pretty good tank, I have to admit that it pretty fell out of place and it feels quite outdated, other units with an equal cost can outperform this unit easily, as this one is quite expensive for what it actually do, and not only but it is slow and fragile, thus easily removable by any source of damage, which lowers its effectiveness by a considerable margin.

While it is true you can setup some curious board combos for it, E.G: GREIF + PANZER III-F, which allows for a pretty funny and constant stream of light tanks coming non-stop to the frontline and pocking the enemy HQ which I admit is fun but... is it really that effective as a whole? unless the enemy doesn't have the tools or is incompetent enough you won't be able to achieve something like these normally.

So, while keeping in mind some of these points, I've thought some ideas to make this lovely tank or as some call it... the ROACH I-B a worthy 1k drop to pick:

#

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

[shoutout to @deft leaf; a fairly simple and logical change to apply, in the end it is only a 1/2 tank that can only turn Veteran (and duplicate ofc)]

[as always, this simple change could also be applied to any of the following options to come too]

burn NationGR tank

#

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

[credits to @deft leaf; though I have to say I was really hesitant about this idea, I think it would work nicely as a base for the other options aswell]

#

1/B- (following 1st option)
Reduced defense to 1; Increased attack by 2. (2/1)

[now it pretty much has the same statline as with PANZER I DAK, to allow it to deal slighty more damage]

[there'll be no variants with this change, though rest assured it can also be applied to any of the following options as well]

burn NationGR tank

#

1/II- (following 1st concept);
(insert base effect). Has -1 defense if it did not start in your deck.

[pretty much the same card as the original, but besides the free operation cost, now its following copies will be more fragile in exchange; slightly inspired by the RM BERSAGLIERI's wording/concept]

burn NationGR tank

#

1/II/A- (following 1/II concept);
(insert base effect). Has +1 operation cost if it did not start in your deck.

[same deal as before, but now its following copies will have the original cards operation cost instead]

#

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

[pretty much what the idea offers, now you can pretty much get this card into the battefield while not paying anything in exhange, though ofc this is mostly a "base change" than a "serious" option]

burn NationGR tank

#

1/III/A- (following 1/III option)
Reduced defense to 1. (1/1)

[pretty much that, now it'll have a lower chance of surviving, even if it is unexpendable]

#

1/III/B- (following 1/III option)
Now it has Bond.

[thus, limiting how much you can actually spam this card, for atleast one turn]

#

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

[yet again the same deal but now with another downside added]

#

1/IV- (following 1/III option)
(insert base effect). Has -1 defense if it did not start in your deck.

[pretty much the same concept as before, but now its following copies will be much weaker in exchange]

#

1/IV/A- (following 1/III option)
(insert base effect). It costs +1 to deploy if it did not start in your deck.

[essentially the very same idea as before, but now instead of sacrificing the clones' defense, it'll restore their "original" cost instead]

#

1/V- (following 1st concept); (change to base card) manhattan ULTRA HAZARDOUS BUFF manhattan;
Reduced both cost and operation cost to 0k.

[before anyone crucifies me, do consider this option more of an "base idea" or "cliffhanger" than a solid option, it would be pretty fked up if it was applied]

burn NationGR tank

#

1/V/A- (following 1/V option)
Reduced defense to 1.

[it'll still is not enough for it to be a "solid" option, it can still be considered a cliffhanger]

#

1/V/B- (following 1/V option)
(insert base effect). It costs +1 to deploy and operate if it did not start in your deck.

[pretty much the same idea as before, but now its following copies will regain the original's card costs]

#

1/V/C- (following 1/V/D option)
Reduced defense to 1. (1/1)

[same deal as before, but now again it is more fragile]

#

1/VI- (following 1/V concept); (change to base card);
Reduced both cost and operation cost to 0k;
Now it has Bond.

[same deal as before, but now it'll be slightly more difficult to deploy consistently, though that might obviously depend ofc]

burn NationGR tank

#

1/VI/A- (following 1/VI option)
Reduced defense to 1. (1/1)

[yet again the same change as per usual, now it has a smaller body, thus adding another downside into it in exchange for its free costs]

#

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

[unironically, this very same change could also be applied (if possible) to any of the following options aswell if necessary, though I have to say that this one in particular is the most powerful]

burn NationGR tank

#

2/A- (following 2nd concept)
Added keywords:
(variants)
a- Now it has Blitz.
b- Now it has Shock.
c- Now it has Ambush.

[slightly useful keywords for this unit, some might be more impatful than others, but they'll still contribute to make it more powerful overall]

#

3- (change to base card?) Buff;
Becomes Veteran after it attacks the enemy HQ.

[I'm not entirely sure if there is some niche effect that might allow this tank to indirectly damage the enemy HQ without attacking it, but now this unit can become Veteran even if does not damage it]

[as for this very same concept, it could technically be applied to some of the previous/following ideas too, though it needs to fit properly ofc]

burn NationGR tank

#

3/II- (kinda following 3rd concept)
Becomes Veteran after it damages the enemy HQ or destroys an infantry unit

[pretty much a similar idea, but now it can actualy have a more flexible condition effect for it to trigger, and what better than making a highligh into its light tank role? an anti-infantry one!]

burn NationGR tank NationGR burn

#

3/II/A- (following 3/II option)
Now it can also trigger after it attacks the enemy HQ as well.

[same deal, but even more flexibility]

#

3/III- (following 3/II concept)
Becomes Veteran after it damages the enemy HQ or if an enemy infantry unit was destroyed.

[now it can become Veteran without even needing to destroy an enemy infantry itself, but only be there when it happens]

burn NationGR tank

#

3/III/A- (following 3/III option)
Now it can also become Veteran after attacking the enemy HQ as well.

[thus again, making its trigger more flexible]

#

3/IV- (following 3/II concept)
Becomes Veteran after it damages the enemy HQ or if another friendly unit is destroyed.

[now not only it can have a pretty flexible trigger effect, but also benefit if its "original" copy is destroyed while this one was in battle too]

burn NationGR tank

#

3/IV/A- (following 3/IV option)
Now it can also become Veteran after attacking the enemy HQ as well.

[yet again, more flexibility]

#

3/V- (following 3/IV concept)
Becomes Veteran after it damages the enemy HQ or if another friendly German unit is destroyed.

[pretty much the same concept as before, but now it is more restricted to German units, though kinda irrelevant since it can trigger with its own copies as well]

burn NationGR tank

#

3/V/A- (following 3/V option)
Now it also becomes Veteran after attacking the enemy HQ as well.

[yet again, now it is more flexible]

#

3/VI- (following 3/II concept)
Becomes Veteran after it damages the enemy HQ or after the enemy HQ has taken 3 or more damage.

[additional conditional effect inspired/copied from PANZER III-J LATE's effect, though I personally think that 3 damage is a reasonable number for it, what do you think?]

burn NationGR tank

#

3/VI/A- (following 3/VI option)
Now it also becomes Veteran after attacking the enemy HQ as well.

[and yet again, it has become more flexible]

#

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

[pretty much boosting its attack power to 2 in normal circumstances, though irrelevant against the enemy HQ]

burn NationGR tank

#

4/A- (following 4th concept)
(insert base effect). Deals +X damage against units.
(variants)
a- Deals +1 damage against units.
b- Deal +2 damage against units.

[pretty much the same deal as before, but now it could be better or "worse" than the original option ofc]

#

4/II- (following 4th concept)
(insert base effect). Deals double combat damage.

[might seem redundant, but now it'll only have bonus damage while attacking or if attacked, it'll not count "Fight" for example]

#

4/II/A- (following 4/II concept)
(insert base effect). Deals +X comba damage.
(variants)
a- Deals +1 combat damage.
b- Deals +2 combat damage.

[same deal as before, but now its damage is more fixated than the previous one]

#

4/III- (following 4th concept)
(insert base effect). Deals double damage against infantry.

[yet again the same deal as before, but now its bonus attack is more aimed against infantry, as a light tank should be, an anti-infantry tool]

burn NationGR tank NationGR burn

#

4/III/A- (following 4/III concept)
(insert base effect). Deals +X damage against infantry.
(variants)
a- Deals +1 damage against infantry.
b- Deals +2 damage against infantry.

[yet again, same deal as before but slightly different ofc]

#

5- Buff;
(insert base effect). Takes 1 less damage from infantry.

[pretty much inspired from P-39 AIRACOBRA's effect, though it is more focused against infantry ofc]

burn NationGR tank

#

5/A- (following 5th option)
(insert base effect). Takes X less damage from infantry.
(variants)
a- Takes 1 less damage from infantry.
b- Takes 2 less damage from infantry.

[thus making it a more prevalent counter tool against infantry]

#

6- Buff;
(insert base effect). Deployment: Draw a German unit.

[on a second thought, I've realized I literally just essentially put the same effect as with the brand new PANZER I-A lmao]

burn NationGR tank cards

#

6/A- (following 6th option)
(insert base effect). Deployment: Draw a German (see variants).
(variants)
a- Draw a German infantry.
b- Draw a German tank.

[a more specific type of draw, though it can still be considered a powercreep XD]

#

6/II- (following 6th concept)
(insert base effect). Deployment: Draw a PANZER I-A

[now it has essentially the same effect as CHOCO BOYS, thus allowing it to get a little more of presence in battle]

burn NationGR tank NationGR burn

#

6/II/A- (following 6/II option)
(insert base effect). Deployment: Draw a PANZER I-A.

[a little twist of events, as I've realized I just put the same effect as PANZER I-A I've thought: "Why not make it draw that card instead?"]

burn NationGR tank

#

7- Buff;
(insert base effect). Deployment: Deal 1 damage to an unit.

[pretty much inspired by 106th INFANTRY REGIMENT, though this unit needs activelly to do something for it to be duplicated]

burn NationGR tank

#

7/II- (following 7th concept)
Becomes Veteran after it attacks the enemy HQ. Deployment: Deal 1 damage to target.

[some small technicall issue while writting its wording, but the concept is essentially the same as 106th INFANTRY REGIMENT, where it can also hit the enemy HQ, but they key is that it needs to attack it for it to become Veteran]

burn NationGR tank

gusty steppe
#

(please 1939, add more means to deal with infantry, I beg you!)

deft leaf
#

Isn't infantry the weakest class in the game?

dim shadow
#

Technically yes. Bombers are defenseless in certain situations though.

deft leaf
#

You need to mess up bad in order to expose a bomber

gusty steppe
dim shadow
gusty steppe
dim shadow
gusty steppe
#

VETERAN; PANZER I-B (buff ideas)

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

[pretty much the same deal as with the 1st option from the base card; and funnily enough I almost forgot to share this part lol]

[this change could easily be applied to any of the followin Veteran options too]

burn NationGR tank

#

V/1/B- (change to base card); (following V/1 option) Nerf;
Reduced defense to 1.

[credits to @deft leaf; though i have to say that I find it quite harsh actually, even if it is intended to pair up with the base card with 0 op too]

#

V/2- (change to base card) Buff;
Increased defense to 3. (2/3)

[now it can actually withstand a lot more damage than before, it essentially gets +1+1]

[this change could be applied to any of the following Veteran options as well]

#

V/2/B- (following V/2 concept); (change to base card) Buff;
Increased attack to 3. (3/2)

[same deal as before, but now the highlight goes to the attack power, essentially making it a +2+1 buff; this change could also be considered for any of the followin Veteran options as well]

#

V/3- (change to base card) Buff;
Added keywords:
(variants)
a- Now it has Shock. (for a more swift unit trade)
b- Now it has Ambush. (to hold on the frontline a little more)

[pretty much the same base card as before, but now with an additional keyword for more power or value, which was is applied might change how it works]

burn NationGR tank

#

V/3/A- (following V/3 option)
Now it has both Ambush and Shock.

[now it pretty much becomes a frontline beast of a tank]

burn NationGR tank

gusty steppe
#

(while looking up the images I made for the German cards I've got to notice the total amount of images I've edited, can you guess how many there are?)

gusty steppe
#

more (2 attempts left, if you want to make it a little guess game lol)

gusty steppe
#

close (kindoff); a "little" more

proper sierra
#

5001

gusty steppe
#

or well, I can just say the exact current number right now XD

proper sierra
#

5100

gusty steppe
#

not close enough

proper sierra
#

5400

gusty steppe
#

2 tries left

proper sierra
#

5500

gusty steppe
#

1 try left

proper sierra
#

6700

gusty steppe
#

total of German cards images as of right now is 6929, weighting a total of 2,05 GBs (pretty good guess right there)

#

and funnily (but not surprisingly) enough, both French and Poland card images have almost the same amount of card images each between them

#

being 2335 French cards (767 Mbs) and 2562 Polish cards (789 Mbs), for each in total

deft leaf
#

Holy moly

gusty steppe
#

TACTICAL RETREAT (buff ideas / playable concepts) (part 1)
#1350635388666122300 message (part 2)

As for this countermeasure, I... I do have a extreme opinion about it, which is that I absolutely despise it, while the concept is pretty interesting as a whole, it realistically doesn't end being a useful card in any context whatsoever.

It is true that I didn't try it out, but.... do I need to? its whole effect obviously consists in it "protecting" a friendly unit from the attack of an enemy unit by returning it your hand, which sounds good until you realize the mistake you've made, for starters you cannot control which friendly unit might be attacked; then there is the issue of it trigger to ANY enemy unit attacks no matter how weak and insignificant it is it can bounce your own units to hand; and last but not least, besides the fact that it actually costs 1k for this horrendous effect, you lose 1 unit in the battlefield, with no additional effects to backup the loss of both tempo and kredits invested in total.

Absolutely horrendous, the only place I might consider (hesitantly) using it is at Draft, but only if the other options are even more terrible, which... pretty much would be a card selection stolen from you tbh.

And sure, you could argue that if it is triggered with an unit that has a deployment effect you could reuse it again with no problems, but again there is no synergies, no additional effects or upsides besides the fact that you allowed the enemy to get rid of a friendly unit, with YOU paying it for it to happen.

I know I've said it, but its horrendous, and its so horrendous I've though several ideas that might actually make this absolutely trash card into something playable atleast:

#

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

[the simplest of all changes to consider applying, though while now it might be free of use, it is still terrible; though this change could actually be applied to any of the following options ofc]

[oh and btw, if you are one of those that whine and make a TANTRUM about a concept like this in a countermeasure, I ask you to keep it quiet and move along]

#

2- (change to base card) Buff;
If a friendly unit is going to be destroyed, send it to hand instead.

[credits to @dim shadow; amazing concept if you ask me, not only it can work in the exact same game as before but now it can actually "counter" anything that might destroy an unit]

[and unironically, this very same change (and variants) could be applied as a whole to the other following options as well, if possible ofc]

burn NationGR countermeasure

#

2/II- (following 2nd concept)
When a friendly unit is attacked and its going to be destroyed, send it to hand before damage.

[pretty much the same deal as before, but now it follows the original concept, from which now it can actually "withstand" other enemy attacks AND if its going to be destroyed by it, it'll return to your hand, thus buying you some additional tempo]

burn NationGR countermeasure

#

2/III- (following both 2nd and 2/II concepts) MERGE;
When a friendly unit is attacked or if its going to be destroyed, send it to hand before damage instead.

[essentially the same deal as the original option, but now it can trigger with both an unit attack and/or a direct source that might destroy it instead]

burn NationGR countermeasure

#

3- Logical Buff;
(insert base effect). Then reduce its cost by 1.

[shoutout to both @deft leaf and @sterile gyro; a pretty simple and logical buff if you ask me, there needs to be an actual upside for using this don't you think?]

burn NationGR countermeasure brain

#

3/A- (following 3rd option)
(insert base effect). Then reduce its cost by X.
(variants)
a- Then reduce its cost by 2.
b- Then reduce its cost by 3.

[thus, increasing the power this card might have, though a discount of 3 might be too much]

#

3/II- (following 3rd concept)
(insert base effect). Then if German, reduce its cost by 1.

[essentially the same deal as before, but now it limited to German units]

burn NationGR countermeasure

#

3/II/A- (following 3/II option)
(insert base effect). Then if German, reduce its cost by X.
(variants)
a- ...reduce its cost by 2.
b- ...reduce its cost by 3.

[same reasoning as before, slightly more value to a terrible card, though againa 3 discount might not be a good idea]

#

3/III- (kinda following 3rd concept)
(insert base effect). Gain 1 additional kredit next turn.

[essentially the same deal as before, but now instead of an unit discount, you'll get an ember of the now deceases REICHSBANK instead]

burn EmblemGR countermeasure EmblemGR burn

#

3/III/A- (following 3/III option)
(insert base effect). Gain X additional kredits next turn.
(variants)
a- Gain 2 additional kredits next turn.
b- Gain 3 additional kredits next turn.

[thus an increased effect for it to regain the old glory of REICHSBANK]

#

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

[a rather simple yet effective additional effect to add, some card cycling in exchange of losing tempo!]

burn NationGR countermeasure cards

#

4/II- (following 4th concept)
(insert base effect). Draw a countermeasure.

[slightly inspired from LURKING DANGER's effect]

burn NationGR countermeasure cards

#

4/II/A- (following 4/II option)
Now it'll draw a German countermeasure instead.

[a more fitting type of card draw for Germany if you ask me]

#

5- Buff;
(insert base effect). Then deal 1 damage to the attacker.

[could be considered a bizarre version of AIR DEFENSE, but only applied for friendly units]

burn NationGR countermeasure

#

5/A- (following 5th option)
(insert base effect). Then deal X damage to the attacker.
(variants)
a- Deal 2 damage to the attacker.
b- Deal 3 damage to the attacker.

[thus, increasing the chance of it either destroying or dealing heavy damage to an enemy unit burn]

prime iron
#

Actually hear me out burn the 5th idea but: When a friendly unit is attacked, it deals its damage to the enemy first and then send it to hand

gusty steppe
#

as it would be essentially an upgraded Ambush

#

(against anything, Shock units, Bombers and Artillery units included)

#

5/II- (following 5th concept)
(insert base effect). Then deal 1 damage to the enemy HQ.

[pretty much the same concept as before, but now the punishment will be translated instead as a Burn one]

burn NationGR countermeasure NationGR burn

#

5/II/A- (following 5/II option)
Now it deals 2 damage to the enemy HQ.

[I was consider making it deal 3 damage, though that might be too much]

#

5/III- (following 5th concept)
(insert base effect). Then deal 1 damage to two random enemies.

[now it can pretty much deal some damage across all enemies, HQ included ofc]

burn NationGR countermeasure

#

5/III/A- (following 5/III option)
Now it deals 1 damage to three random enemies instead.

#

5/IV- (following 5th concept) EXPERIMENTAL BUFF;
(insert base effect). The enemy HQ takes morale damage.

[I'm not sure if this can be a thing, but rest assured it would be hilariously strong]

burn NationGR countermeasure NationGR burn

#

6- Buff;
(insert base effect). Add a 1. INFANTRY REGIMENT in its place.

[yes, another futile attempt to make this unit usable; as for how it would work, it shouldn't be attacked or smth, but only occupy the spot left by the friendly unit that returned to hand]

burn NationGR countermeasure infantry

#

6/A- (following 6th concept)
(insert basee effect). Add a 432. INFANTRY REGIMENT in its place.

[same deal and reasoning as before, but now with the other unit that has better stats yet]

#

7- Buff;
(insert base effect). The enemy loses 1 additional kredit.

[now it pretty much it grasps an amber of the old STRANGLEHOLD (oh, how do I miss it) from which it can disrupt the enemy's economy for that turn alone]

burn EmblemGR countermeasure EmblemGR burn

#

7/A- (following 7th option)
(insert base effect). The enemy loses X additional kredits.
(variants)
a- The enemy loses 2 additional kredits.
b- The enemy loses 3 additional kredits.

[same deal, more power, a bigger flame from the old amber from STRANGLEHOLD burn]

#

8- Buff;
(insert base effect). Give the attacker -2-0.

[pretty much also inspired by another reserved card, my so missed and beloved SCATTER TACTICS]

burn EmblemGR countermeasure EmblemGR burn

#

8/A- (following 8th option)
(insert base effect). Give the attacked -2-X.
(variants)
a- Give the attacker -2-1.
b- Give the attaacker -2-2.

[thus, now it can actually damage/destroy the attacker as well]

#

8/B- (following 8th option)
(insert base effect). Give the attacker -3-2.

[same deal, but now it has an even higher debuff effect applied into it]

#

9- Buff;
(insert base effect). Redce the cost of cards in hand by 1.

[just to clarify, it'll only affect your hand, and also it inspired by AERIAL RECONNAISSANCE]

burn NationGR countermeasure

#

9/II- (following 9th option)
(insert base effect). Reduce the cost of cards in hand by 2.

[same deal, but with an even higher discount effect; though on a second thought it is too cheap now]

#

9/II/A- (following 9/II option)
Increased cost to Xk.
(variants)
a- Increased cost to 2k.
b- Increased cost to 3k.

[pretty much that, the initial effect might be slightly horrible, though its secondary effect compensates it a lot]

#

10- Buff;
When a friendly unit is attacked, send both the defender and the attacker to each owner's hand before damage.

[credits to @wet smelt; you mad lad, I love it]

burn NationGR countermeasure NationGR burn

#

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

#

11- Buff;
When a friendly unit is attacked, deal its attack as damage to the attacker, then send it to hand before damage.

[credits to @prime iron; you are an even crazier lad, this is horrible (in the good way) AND I LOVE IT]

burn NationGR countermeasure NationGR burn

#

11/A- (following 11th option)
Increased cost to Xk.
(variants)
a- Increased cost to 2k.
b- Increased cost to 3k.

[a pretty reasonable adjustment since it can be a pretty nasty effect]

burn NationGR countermeasure

gusty steppe
#

it is a pretty good idea indeed burn

prime iron
#

Ironically enough, my send to hand idea I cooked before 1939 made it for Germany was for the US KEKW

#

@gusty steppe

#

Anyways Pilot Bailout also triggers deployment effects

#

Pretty much any plausible deployment, reveal when drawn anything

#

If it's targeted, it turns random

#

That's the idea for the 1st card

gusty steppe
#

mhh

prime iron
#

Including destruction effects

#

Imagine procing storm dragon with that

#

Board wipe + return back to hand

gusty steppe
#

then it could say instead: "Trigger any non-targeting effect it has."

#

well, now because of you I have to also include this concept as an idea/possible option for this card lmao

prime iron
gusty steppe
#

that would be stupidly funny

#

12- Buff;
(insert base effect). Trigger its non-targeting deployment effects.

[credits to @prime iron; though I have to say that I also got slightly inspired in both AIR SCORT and SAVOIA-MARCHETTI SM.79's effects]

burn NationGR countermeasure

#

12/A- (following 12th option)
(insert base effect). Trigger any non-targeting effects it has.

[same deal as before, but now it can trigger any non-targeting effect if might have, going from Deployments to Destruction effects too]

burn NationGR countermeasure

#

13- Buff;
(insert base effect). Upon deployment, give it +X+X.
(variants)
a- Upon deployment, give it +1+2.
b- Upon deployment, give it +2+1.

[shoutout/credits to @prime iron; though inspired from a fanmade-card, it is not that far away from the main game's mechanics]

burn NationGR countermeasure

#

13/A- (following 13th option)
Now it gets upon deployment +2+2 instead.

[thus, increasing the returning power to the returned card to hand by a more wide margin]

#

13/II- (following 13th concept)
(insert base effect). Upon deployment, it gets Blitz.

[oh yeah, now it times to get FUNKY]

burn NationGR countermeasure NationGR burn

#

13/II/A- (following both 13th and 13/II options) DEADLY MERGE;
(insert base effect). Upon deployment, give it +1+1 and Blitz.

[same deal as before, but now with an additional buff too]

#

13/II/B- (following 13/II option)
Now upon deployment, it gets +X+X instead.
(variants)
a- ...give it +1+2.
b- ...give it +2+1.

burn NationGR countermeasure

#

13/III- (following 13/II/A option)
Increased cost to 2k.

[due to the sheer amount of value it might have, increasing its cost might not be a bad idea]

#

13/III/A- (following 13/II/A option)
Increased cost to 2k. Applies to both variants.

[same deal as before but with an even more justified reason than the previous one ofc]

gusty steppe
#

Sd Kfz 250/9 (nerf & "rework" ideas)
As for this unit, I have to be honest, I have mixed feelings about this tank as a whole, on one hand it is an amazing concept of an unit, a cheap tank that basically has the same effect as Ki-43-IIb OTSU (for example) which is "Has X attack on your turn", but it is even better as it can actually be a bigger buff the more cards you draw that turn.

But semi-ironic part comes at the draw effect, as Germany doesn't really have that many card draw tools for it to grow that much, but some cycling cards that might give it some additional attack power, but here is the issue, that "restriction" can easily be ignored with other nations card draw tools, in which it can get absurd amounts of attack values per turn, thus outvaluing its effect by a really disgusting amount imo.

This effect might make it pretty much the best light tank you could run around with Germany, though the only "downside" it has is its low base attack to trade during the enemy turns, but besides that it is quite broken.

I do not want to outright kill this unit, as it is a pretty cool concept, specially for Germany, but I've thought some ideas to tone down its power a little bit:

#

1- (change to base card) Nerf;
Increased cost to 2k.

[given how much power it naturally has and can possibly on your turn, making it a 2k unit might not be that crazy of an option imo]

#

1/A- (following 1st option) Buff?;
Reduced operation cost to 0k.

[while following the previous statement, 2k might be a good cost, though given that it is still "half an unit" during the enemy turn, it could be reasonable to compensate it with a free operation cost too]

#

1/II- (following 1st option)
Increased defense to 2. (1/3)

[given that now it might kinda weak at this cost level, it could be also reasonable to increase its defense a little bit, though is debatable ofc]

#

1/II/A- (following either 1/A or 1/II options)
Reduced operation cost to 0k;
Increased defense to 3. (1/3)

[same deal as before, but now it has a lower operation cost, I'm not gonna lie, I'm not convinced about this option as it is (in the bad way)]

#

1/III- (following 1st concept) Nerf;
Reduced operation cost to 0k;
Reduced attack to 0. (effective stats of 2/2)

[credits to @dim shadow; a pretty clever idea if you ask me, though I also added a 0k operation cost to make it match the PANZER 35(t) level of power, though obviously it does lack Blitz]

burn NationGR tank

#

1/IV- (kinda following 1st concept) Random Buff?;
Now it has Intel X.
(variants)
a- Now it has Intel 1.
b- Now it has Intel 2.

[a pretty random idea that came to me at the last moment, I've thought/remembered, "Light tanks/Recon vehicles are supposed to gather Intel... right?" and so here it is this additional "random" option]

[given that it is a simple keyword, it could be applied to most of the following options to come ofc]

burn NationGR tank 🪬

#

2- Nerf;
Reduced operation cost to 0k;
Gets +1 attack unitl end of turn when you draw a card.

[basically the same base card, but now it'll get a lower buff effect to avoid its usual snowball, but in exchange it'll be much cheaper to operate around]

#

2/II- (following 1st option)
Restored operation cost to 1k;
Increased attack to 2. (2/2) [essentially having an effective statline of 3/2]

[we could consider this an alternative point of view from the original card, it'll have the "same" firepower as originally on your turn, but it will also have a higher attack to trade against enemies units]

burn NationGR tank

#

2/II/A- (following 2/II option)
Reduced operation cost to 0k.

[on a second thought, I kinda regret making this option as it is but oh well, lets say it kinda compensates the lower passive effect it now has]

sterile gyro
#

Reversed

gusty steppe
#

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

[given that at this stat level + passive effect, it could be considered a simpler version of PANZER 35(t)]

#

2/III/A- (following 2/III option)
Reduced operation cost to 0k.

[same argument as before, plus it doesn't inherently have Blitz]

#

3- Logical Nerf;
Gets +2 attack until end of turn when you draw an additional card.

[shoutout to @sterile gyro; a pretty logical option if you ask me, I also had this idea in mind earlier as it would be much more suitable and fair]

burn NationGR tank

sterile gyro
#

Then you gonna kill me

gusty steppe
#

once per turn is more than enough

#

making it have a double conditional would make it terrible

#

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

[as it now has a much lower power level than before, it is reasonable to reduce its operation cost too]

sterile gyro
#

😔

gusty steppe
#

3/II- (kinda following 3rd concept) Nerf;
Gets +2 attack until end of turn when you draw a German card.

[similar idea as before, but instead of it being tied to an additional card draw, it is now tied to a German card draw instead, making it effectively a more restricted effect]

#

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

[kinda redundant to explain why right?]

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3/II/B- (following both 3rd and 3/II options) Buff;
Increased attack to 2. (2/2) Applies to both variants.

[given that now its effect might be slightly "weaker" than before (in some deck compositions) making it have additional stats might compensate it]

#

3/II/C- (following both 3rd and 3/A options) Buff;
Gets +3 attack until end of turn when you draw a German card. Applies to both variants.

[essentially the same cards as before, but now its buff effect is slightly higher, effectively forcing it to belong to a more "German only" type of deck]

#

3/III- (kinda following 3/II concept) Nerf;
Gets +1 attack unitl end of turn when you draw an unit.

[pretty much the same concept as with the 3/II option, but now it is now tied to unit draws instead, thus making it more compatible to hybrid decks with other nations cards in comparison, but still restricted]

burn NationGR tank

#

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

[simple reasoning, less chances of it getting buffed equals to a base compensation]

#

3/III/B- (following both 3/III and 3/III/A options) Buff;
Increased attack to 2. (2/2) Applies to both variants.

[not as "terrible" as with the 3/II options, but still somewhat limited if it doesn't draw an unit, thus an attack increase might be plausible]

#

3/III/C- (following both 3/III and 3/III/A options) Buff;
Gets +3 attack until end of turn when you draw an unit. Applies to both variants.

[pretty much the same deal as before, but now the compensation is aimed towards its passive effect, which can make an actual difference or not]

#

4- Nerf/"Rework";
Has +2 attack on your turn.

[inspired by TYPE 1 Chi-He's effect, or if you want a more "known" card, we can also consider the Ki-43-IIb OTSU as well; though I have to say that it looks slightly boring]

burn NationGR tank

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4/II- (following 4th option) Buff/Nerf;
Has +1 on your turn, plus 1 for each unit type you control.

[a slightly more flavored text effect if compared to the "boiled rice with chiken" from before; to make it more interesting I've got inspiration from the "combined arms" type of effects, specially PANZER III-L's effect]

burn NationGR tank

#

4/II/A- (following 4/II option)
Has +2 attack on your turn, plus 1 for each non-tank unit type you control.

[similar deal as before, though now it is even more similar to the PANZER III-L's effect]

#

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

[given that now it could probably be really powerful, its cost could be increased as well, though this up to debate ofc]

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5- Buff/Nerf?/"Rework";
Gets +1 attack when you draw a card.

[now it won't get that much attack per turn as a burts, but it can grow over time when you draw a card]

burn NationGR tank

urban oyster
gusty steppe
#

5/A- (following 5th option)
Reduced operation cost to 0k.

[I'm quite esceptical about this option in particular, but given that there are cards like TYPE 92 Jyu-Shokosha that can grow as steadely, it might not be that terrible]

gusty steppe
gusty steppe
#

though you know what, I'll give you a point in that as it is permanent, I'll make a variant of that

#

5/II- (following 5th concept) Shameless Buff;
Gets +1 attack when you draw a card. Gets +1 attack until end of turn when you do.

[pretty much the same concept as before, but now it'll technically has the same power level as the original card, though now it'll keep +1 attack buff for each card draw "permanently"]

burn NationGR tank

#

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

[given that now it has both the growing effect and temporal burst buffs, it would be wise to increase its cost to 2k as well]

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5/II/B- (following 5/II/A option)
Reduced operation cost to 0k.

[though as always, there's always going to be a slight compensation, minimal yet just enough to make a difference, but debatable anyways]

#

5/III- (following 5th concept) Nerf;
Get +1 attack when you draw an additional card.

[credits to @urban oyster for pointing out the flaw/potential busted effect it might be; now its permanent buff effect is tied to additional card draws only, thus ruducing its total attack power slightly but noticeable enough]

burn NationGR tank

#

5/III/A- (following 5/III option)
Reduced operation cost to 0k.

[given that now its buff effect is both small and restricted, it could be reasonable to cut its operation cost too aswell]

#

5/IV- (following 5/III concept) Shameless Buff (again);
Gets +1 attack until end of turn when you draw an additional card. Gets +1 attack if you do.

[pretty much the same concept but the wording is swapped for consistency for its space, besides that it'll behave just like the original card, but now it'll keep +1 attack buff each time it triggers]

burn NationGR tank

#

5/IV/A- (following 5/IV option)
Reduced operaton cost to 0k.

[highly debatable change into this option]

#

5/IV/B- (following 5/IV option)
Increased cost to 2k.

[given that now it can have an increased power level over time, it would be reasonable to have its cost increased, even its effect is somewhat more limited now]

#

5/IV/C- (following 5/IV option)
Reduced operation cost to 0k.

[small compensation as always]

#

6- Buff/Nerf?/"Rework";
At the start of your turn, get +1 attack for each unit type you control until end of turn.

[essentially, it'll always have a +1 attack buff on your turn, plus any other unit types you have ofc]

burn NationGR tank

#

6/A- (following 6th option) Nerf;
At the start of your turn, get +1 attack for each non-unit type you control until end of turn.

[same deal as before, but now it entirely depends on your other units to get power]

#

6/B- (following 6/A option)
Reduced operation cost to 0k.

#

7- Rework;
Draw a card each time this unit gets its attack increased.

[credits to @sterile gyro; it is essentially the same concept as the original card, but swapped and adapted as a card draw tool]

burn NationGR tank cards

#

7/A- (following 7th option)
Reduced operation cost to 0k.

[given that it has no other combat synergies, it is not unreasonable to give it this change altogether]

deft yarrow
#

make it deal damage to enemy hq whn you draw a card

gusty steppe
#

too Soviet

#

inverse Soviet, but still

deft yarrow
#

give your units in you rdeck +1 attack when youd raw

gusty steppe
#

now you are baiting

deft yarrow
#

its tge same effect as ketteng rad

#

tho

gusty steppe
#

thats exactly the problem

#

and it'll trigger each time you draw a card

deft yarrow
#

ye

gusty steppe
#

7/II- (following 7th option)
Reduced cost to 0k.

[now it is pretty much a semi-unexpendable tank that can provide a considerable amount of card draw, specially with those cards that can buff multiple units at once]

#

7/II/A- (following 7/II option)
Reduced defense to 1.

[pretty obvious as to why isn't?]

gusty steppe
#

7/III- (following 7th concept)
Draw a card each time this unit gets its attack or defense increased.

[same deal as the original option, though now it'll also count any defense increase it might get]

burn NationGR tank

#

7/III/A- (following 7/III option)
Reduced operation cost to 0k.

[for additional value as it no longer has any direct combat synergies besides card draw ofc]

#

7/IV- (following 7/III option)
Reduced cost to 0k.

[pretty much the same deal as before, but now it'll be even more cheap to play than before]

burn NationGR tank

#

7/IV/A- (following 7/IV option)
Reduced defense to 1.

[again, pretty obvious reasons as to why]

#

(funnily enough, I also planned some variants with 0k and 0op, but that'll be too much)

gusty steppe
gusty steppe
#

Time to Develop!

CARD QUESTION: BLITZ DOCTRINE; CONTEST DOCTRINE; 92. INFANTRY REGIMENT
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!

[some of these questions are kinda redundant, 2 of these cards are genuinely good... too good]

My personal takes about them:

  • BLITZ DOCTRINE: (used it quite a lot before its rotation); a really amazing order if you ask me, for a reasonable price of 2k, you can get access to any of the available German light tanks, which for the most part are pretty decent, and even if there is an mid or bad option, it can be more useful depending on the situation you are in, thus making it pretty flexible though still tied to RNG ofc; but its power doesn't end there obviously, as it also gives you access to CONQUEST DOCTRINE. I belive this card could be nerfed (again), but this time by tweaking its text and most probably its CONQUEST DOCTRINE addition, which can either be restricted and/or conditional.

  • CONTEST DOCTRINE: (naturally also used it a lot); another amazing (token) order, which pretty much has the same type of use from the its generating order ofc, you can get to choose 1 of 3 German tanks with a range cost of 4k or more, which some of them either bad, mid or good on their own, but as a possible choice they can shine a lot; but it doesn't end there, as it can also naturally buff any tank you deploy from there on through the battle, giving it a lot of value in the long run. Though I was hesitant about it, I now think it would be good if that passive effect was nerfed for good, either making it a one time thing or limited to German tanks only.

#
    1. INFATRY REGIMENT: (used it just a few times, only in Draft); a curious unit from the latest expantion, which just like with the other main nations, it proves a unit with decent stats, a combat keyword, and a deploymetn effect that lets it access to three specific orders from that same nation, and they are for the most part pretty good, but this card I feel is the weakest of them all, and I say that because not only its so damn expensive but the order choice it has is mid at best, if counting in the total cost invested, it is not really worth the hussle to try to use it, atleast in my experience. I'd say the order pool could be changed and/or have its cost reduced slightly, alongisde its stats ofc.
dim shadow
#

Blitz and Contest doctrine are both very fun ideas that were ubiquitous because they were so consistently useful. You just couldn't go wrong with them when it comes to finding something useful. Honestly I think blitz doctrine is fairly balanced, but its conquest doctrine that needs to be changed.

92nd IR is actually quite good in my opinion and it isn't uncommon for me to have one in my deck, especially German Bond decks where you constantly reuse units. It allows you to have a more unit heavy deck without needing to bring as much removal because you can choose whatever removal card you think you'll need once you get there, and the unit has shock so for only 1k you can consistently threaten anything in the frontline. The 5 defense is just enough that you normally don't see it one-shot so you can always just recycle it back to hand. It won't win the battle on its own, but it provides plenty of value for its cost. A 5k 4-5 1op unit with shock is good enough on its own.

As to what I might recommend to be changed, Contest doctrine might receive a nerf where you either can develop a German medium or heavy tank, OR give tanks in your deck +1 +1. It could also be something like lose a kredit when you deploy a tank to give it +1 +1 instead.

#

For 92nd IR, I'm pretty fine with the unit as is. It doesn't need a buff or nerf.

gusty steppe
#

oops

versed grove
#

"+1 +1 to the first tank deployed this turn, +2 +2 if it was from the main nation."

#

(yes, you could get a +4 +4 burn )

#

Or maybe some op reduction

#

Idk

deft leaf
deft leaf
gusty steppe
#

if not, it would be pretty much a direct buff if you think about it

gusty steppe
deft leaf
gusty steppe
#

yup, its order selection sucks as a whole (though now that I got you here, what other options can be reasonable to consider too? I was considering OLD HARES, BLITZKRIEG, RAPID ENGAGEMENT, RUN THE BATTLEFIELD, RALLY as posible candidates for a replacement too)

gusty steppe
gusty steppe
#

BLITZ DOCTRINE (buff & nerf ideas)
As for this order, I have to say that I pretty much loved this card when I started playing the game, the sheer amount of value it can provide by itself is/was amazing, even if we exclude the CONTEST DOCTRINE addition, it is a pretty versatile card to rely from, as the selection of German tank can either range from average/mid or pretty good, which can increase in value and use depending on the context you are, thus making it most of the time an amazing response/reinforcement tool to use.

And as to adress the elephant in the room, its obvious issue is the addition of CONTEST DOCTRINE, which we can easily say it is the main root of the so much problems it can give to the players, but I sincerely believe this card could be adjusted in such a way that (token) card is not an issue anymore.

Even though it is possible, I'm somewhat against the idea of buffing this order in particular, given that it already gives you enough value as to giving you access to chose any German light tank AND getting the so infamour CONTEST DOCTRINE, though ofc that can be easily adjusted accordingly to fit properly ofc.

A really good order imo, though here are my ideas to tone down/buff this card slightly for when it comes back from hell:

#

1- (change to base card) "Nerf";
Now it has Bond.

[a pretty simple yet somewhat effective addition to add to limit its power, specially outside of German focused decks that only use this order]

#

2- Nerf;
Develop a German light tank. If German is main nation, add a CONTEST DOCTRINE to hand.

[now it pretty much kills any try in using this card outside of a German main deck, you might love it or hate it, but I believe it is the most appropiate change to make to balance it]

burn NationGR order NationGR burn

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2/A- (following 2nd option)
Reduced cost to Xk.
(variants)
a- Reduced cost to 1k. (pretty much a restoration)
b- Reduced cost to 0k. (a pretty debatable change to think off)

[simple argument here is that outside of a main German deck, this can be a semi-reliable order to have around for a cheap snatch of light tanks, though its impact within a main German deck can be... busted to say the least]

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3- Buff;
Develop a German light tank. Give it +1+1. Add a CONTEST DOCTRINE to your hand.

[credits to @deft leaf; yet again I have to highlight the fact that I'm not convinced about the idea of buffing this order, though I cannot deny the fact that I like it]

burn NationGR order tank

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3/II- (following 3rd concept)
Develop a German light tank. It costs 1 less to operate. Add a CONTEST DOCTRINE to your hand.

[pretty much inspired by PILOT ESCAPE's effect, though it is obviously half of its effect]

#

3/II/A- (following 3/II concept)
Develop a German light tank. It costs 1 less to deploy. Add a CONTEST DOCTRINE to your hand.

[same deal as before, but now it is the other half from the PILOT ESCAPE's effect]

#

3/II/B- (following both 3/II and 3/II/A options) MERGE;
Develop a German light tank. It costs 1 less to deploy and operate. Add a CONTEST DOCTRINE to your hand.

[pretty much the same deal as with PILOT ESCAPE, plus the addition of CONTEST DOCTRINE ofc]

burn NationGR order

#

3/III- (following 3rd concept)
Develop a German light tank. Give it Blitz. Add a CONTEST DOCTRINE to your hand.

[I mean, the very same order has BLITZ on its name, so it is not that crazy to include something related to that right?]

burn NationGR order

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4- "Buff"/Nerf;
Develop a German light tank. Shuffle a CONTEST DOCTRINE into your deck. Draw a card.

[now instead of adding a CONTEST DOCTRINE to your hand, it'll instead shuffle it into your deck, which might enable some synergies related to it, but in exchange it'll now draw a card]

burn NationGR order cards

#

4/II- (following 4th option)
Develop a German light tank. Give it +1+1. Shuffle a CONTEST DOCTRINE into your deck.

[pretty much the same deal as before alongside the 3rd option, though now you can consider it more of a "compensation" effect]

burn NationGR order

#

4/II/A- (following 4/II option)
(insert idea effect). Draw a card.

[same deal as before, but now with an additional card draw too]

#

4/III- (following 4th concept)
Develop a German light tank. It costs 1 less to deploy. Shuffle a CONTEST DOCTRINE into your deck.

[similar to deal as to the 4/II option, but now it'll be giving it a discount, just like with PILOT ESCAPE's effect]

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4/III/A- (following 4/III concept)
Develop a German light tank. It costs 1 less to operate. Shuffle a CONTEST DOCTRINE into your deck.

[pretty much the same deal as befure, but now it'll affect its operation cost instead]

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4/III/B- (following both 4/III and 4/III/A options) MERGE;
Develop a German light tank. It costs 1 less to deploy and operate. Shuffle a CONTEST DOCTRINE into your deck.

[pretty much the same deal as with the previous two options, though now it'll resemble the PILOT ESCAPE's effect]

#

CONTEST DOCTRINE (nerf & "buff" ideas)
Following the previous card ideas, I also have to say that I also loved this card when I started the game naturally, the sheer amount of value you can get with this card almost has no match, being able to choose 1 of 3 random German medium or heavy tanks is a huge deal, given that tbh as Germany is somewhat tank focused, its tanks ends up being pretty good on average, which if take into account, seeing a flexible option to pick one as a response is amazing as a whole, but the best part comes from its other effect¨, which ends up being a permanent +1+1 to any tank you deploy through all the battle, which can also be stacked into a +2+2.

I do not really have to point out the issue with this effect right? not only you are getting a pretty good tank (on average) from the German pool no matter your main nation, but you are also essentially buffing any tank you deploy from now on, giving a crazy amount of value to any tank you do want to play, which ends up being a pretty disgusting strategy given that is pretty easy to outvalue your opponents.

Even if you do not run a tank focused deck, just a couple of them (or the few that this order branch provides) can be enough for it to be truly powerful on their own.

[as a quick note for anyone that reads this, when I say "buffs", I mostly mean compensations for this order, as I intend it to be much weaker than the original card, but at the same time give it an alternative effect that might somewhat match its older effect]

So while taking this points into account, I've thought some ideas to tone down the power of this order as a whole for when BLITZ DOCTRINE comes back again from hell:

#

1- Nerf;
Develop a German medium or heavy tank. Your HQ gets: "German tanks you deploy this battle get +1+1."

[essentially the very same original card, but now its iconic passive effect can ONLY affect German tanks]

burn NationGR order tank NationGR burn

#

2- Nerf;
Develop a German medium or heavy tank. Give it +1+1.

[a pretty bland and heavy nerf if compared to its original effect, though it is not the only option, trust me]

#

2/A- (following 2nd option)
Now it gets +X+X instead.
(variants)
a- Give it +1+2.
b- Give it +2+1.
c- Give it +2+2.

[same deal as before, but now with additional power, for obvious reasons]

#

2/II- (following 2nd concept)
Develop a German medium or heavy tank. It costs 1 less to operate.

[yet again another quite bland compensation, though still just take as a "base concept"]

#

2/II/A- (following 2/II option)
Now it cost 2 less to operate.

#

2/III- (following 2nd concept)
Develop a German medium or heavy tank. It costs 1 less to deploy.

[yet again, a similar deal to the 2/II option, but now it is related to the deployment cost]

#

2/III/A- (following 2/III option)
Now it costs 2 less to deploy.

[which is not really a small thing given the cost range of those German tanks, objectively speaking ofc]

#

2/IV- (following both 2/II and 2/III concepts)
Develop a German medium or heavy tank. It costs 1 less to deploy and operate

[pretty much inspired again from PILOT ESCAPE, though now it is a considerable discount to a decent range of a semi-specific pool of units]

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

[I do not need to point put the sheer amount of value this can provide.... right?]

#

2/V- (following both 2nd and 2/II concepts) MERGE;
Develop a German medium or heavy tank. Give it +1+1. It costs 1 less to operate.

[essentially the same deal as the other previous options, which obviously it translates to a good amount of value on its own]

burn NationGR order

#

2/V/A- (following 2/V option)
Now it gets +X+X instead.
(variants)
a- Give it +1+2.
b- Give it +2+1.
c- Give it +2+2.

[additional stat buff for more value ofc]

#

2/VI- (following both 2nd and 2/III options) MERGE;
Develop a German medium or heavy tank. Give it +1+1. It costs 1 less to deploy.

[pretty much the same deal as with the 2/V option, though now the discount is applied to its deployment cost, plus its stat buff ofc]

burn NationGR order

#

2/VI/A- (following 2/VI option)
Now it gets +X+X instead.
(variants)
a- Give it +1+2.
b- Give it +2+1.
c- Give it +2+2.

[yet again, the same old increased buff stats]

#

2/VII- (following both 2/V and 2/VI options) DEADLY MERGE;
Develop a German medium or heavy tank. Give it +1+1. It costs 1 less to deploy and operate.

[essentially the same bs from the previous two options, but now its all combined into a single card]

burn NationGR order NationGR burn

#

2/VII/A- (following 2/VII option)
Now it gets +X+X instead.
(variants)
a- Give it +1+2.
b- Give it +2+1.
c- Give it +2+2.

[I'm a little tired of repeating the same ignorable message, you can imagine what it is isn't?]

#

3- Nerf;
Develop a German medium or heavy tank. Your HQ gets: "The first tank you deploy each turn gets +1+1."

[credits to @versed grove; a pretty solid idea, it would still work like the original card but with a more restriced outcome in total, clever]

burn NationGR order tank NationGR burn

#

3/A- (following 3rd option)
Now it'll only affect German tanks instead.

[another restriction to just completely kill off any non-German try of using this card]

burn NationGR order NationGR burn

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4- Nerf/"Buff";
Develop a German medium or heavy tank. Your HQ gets: "Your tanks cost 1 less to deploy."

[essentially the same deal as the original card, though now it affects the tank's cost instead]

burn NationGR order

#

4/A- (following 4th option)
Now it'll only affect German tanks instead.

[same deal, but now more restricted]

#

4/II- (following both 3rd and 4th concept) MERGE
Develop a German medium or heavy tank. Your HQ gets: "The first tank you deploy each turn costs 1 less."

[shoutout to @versed grove; essentially the same concept as before, but now it'll only be applied once per turn]

burn NationGR order

#

4/II/A- (following 4/II option)
Now it only affects German tanks instead.

[yet again, the same German restriction]

#

5- Nerf;
Develop a German medium or heavy tank. Draw a card.

[yeah, it is pretty much that, some card draw utility order plus Develop]

burn NationGR order cards

#

5/A- (following 5th option)
Now it'll draw 2 cards instead.

[thus allowing you to get a small drawing machine, which can be pretty advantageous and valuable given its cost]

#

5/II- (following both 5th and 5/A concepts)
Now it draws X German cards instead.
(variants)
a- Draw a German card.
b- Draw 2 German cards.

[same deal as before, but now with a more restricted/specific card draw]

#

5/III- (following both 5th and 5/A concepts)
Now it draws X German units instead.
(variants)
a- Draw a German unit.
b- Draw 2 German units.

[essentially, now it is pretty much a German ARCTIC CONVOY, plus its Develop effect ofc]

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5/IV- (following both 5th and 5/A concepts)
Now it'll draw X German tanks instead.
(variants)
a- Draw a German tank.
b- Draw 2 German tanks.

[essentially the same deal as with 5/III option, but now it is more specific and related to the order as well]

#

6- Nerf/"Buff";
Develop a German medium or heavy tank. Then Develop a German light tank.

[essentially now you are getting two tanks for the same order, which you can technically say you are playing another copy of BLITZ DOCTRINE as well]

burn NationGR order tank

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6/A- (following 6th option)
Develop a German medium or heavy tank. Then give it: "Deployment: Develop a German light tank."

[pretty much the same deal as before, but now if you want to get the other part of the effect to happen, you need to deploy the tank you have choosen]

#

7- Nerf;
Develop a German medium or heavy tank. Tanks you deploy get +1+1 until end of your next turn.

[essentially it kinda keeps the same effect from the original card, but now as a more temporal buff than a permanent passive]

burn NationGR order

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7/A- (following 7th option)
Now tanks you deploy get +X+X instead.
(variants)
a- Tanks you deploy get +1+2.
b- Tanks you deploy +2+1.

[no +2+2 variant as I belive it would be too powerful, though that can be up do debate ofc]

#

7/II- (following 7th concept)
Develop a German medium or heavy tank. Your tanks cost 1 less to deploy until end of your next turn.

[essentially the same deal as before but now applied to the cost of your tanks instead]

burn NationGR order

#

7/II/A- (following 7/II option)
Now your tanks cost 2 less to deploy until end of your next turn.

#

7/III- (following 7th concept)
Develop a German medium or heavy tank. Your tanks cost 1 less to operate until end of your next turn.

[pretty much the same deal as with the 7/II option, but now applied to your tank's operation cost instead]

burn NationGR order

#

7/III/A- (following 7/III option)
Now your tanks cost 2 less to operate until end of your next turn.

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7/IV- (following 7/III concept)
Develop a German medium or heavy tank. Your tanks operate for free until end of your next turn.

[I'm pretty much aware of how powerful this effect can be as a whole, so do not stick to this option in particular]

burn NationGR order

#

7/IV/A- (following 7/IV option)
Now it'll only affect German tanks instead.

[essentially making it somewhat similar to TURNING POINT's effect]

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7/V- (following both 7/II and 7/III options) MERGE;
Develop a German medium or heavy tank. Your tanks cost 1 less to deploy and operate until end of your next turn.

[essentially, the same deal as with previous options, but now it'll obviously give you a more general approach in value]

#

7/V/A- (following 7/V option)
Now your tanks cost 2 less to deploy and operate instead.

[this can be pretty much a really fked up effect]

#

8- Nerf/"Rework";
Choose one - Develop a German medium or heavy tank OR two German light tanks.

[now you get to choose two interesting options, you either Develop a single German tank with high power, or 2 smaller ones]

burn NationGR order tank NationGR burn

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8/II- (following 8th option)
(insert base effect) with +1+1.

[just to clarify, the +1+1 buff would only be applied to the German light tanks]

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8/III- (following 8th option)
(insert base effect) with -X cost.
(variants)
a- ...with -1 cost.
b- ...with -2 cost.

[now you can Develop two German light tanks with a lower cost instead]

#

8/III/A- (following 8/III concept)
(insert base effect) with -X operation cost.
(variants)
a- ...with -1 operation cost.
b- ...with -2 operation cost.

[essentially the same deal as the 8/III option, but now its discount is applied to the operation cost instead]

#

8/IV- (following 8th concept)
(insert base effect), give them Blitz.

[just to clarify, the Blitz effect would ONLY be applied to both of the Developed German light tanks, not the bigger ones]

#

9- Nerf?;
Choose one - Develop a German medium or heavy tank OR add a BLITZ DOCTRINE with 0 cost to hand.

[it pretty much does what the text says, you can either just pick to develop a big german tank, or keep up with the Development of German light tanks, though for a "higher" cost]

burn NationGR order tank NationGR burn

#

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

[given that now its powerlevel is considerable lower, it is not unreasonable to reduce/restore its cost]

#

9/II- (kinda following 9th concept)
Develop a German medium or heavy tank. If you played this for the first time, add a BLITZ DOCTRINE to your hand.

[thus essentially, you can Develop a total of 6 tanks if you have both copies of BLITZ DOCTRINE (3 light tanks, and 3 medium/heavy tanks)]

burn NationGR order tank NationGR burn

#

9/II/A- (following 9/II option)
Reduced cost to 3k.

[a somewhat reasonable change to consider? this can be debatable]

#

10- Nerf/Buff;
Choose one - Develop a German medium or heavy tank OR draw 3 cards.

[pretty much related to the 5th option, though in contrast this option will give you the option to either Develop just as before or draw 3 cards, no inbetween; I have to say that this might essentially powercreep ENIGMA.... though I don't care, I still find that order terrible unless buffed]

burn NationGR order cards

#

11- Nerf/"Buff";
Develop a German medium or heavy tank. Your tanks in hand get +1+1 and -1 operation cost.

[now it can pretty much buff both the Developed card you have choosen and any tanks at hand too]

burn NationGR order

#

11/A- (following 11th option)
Develop a German medium or heavy tank. Your tanks get +1+1 and -1 cost.

[pretty much the same deal, though now the discount is applied to their deployment cost instead]

#

11/B- (following both 11th and 11/A options) MERGE;
Develop a German medium or heavy tank. Your tanks in hand get +1+1, -1 cost and -1 operation cost.

[pretty much the same concept as with the previous two options, but now it is all included in a single card]

#

11/II- (following 11th concept)
Develop a German medium or heavy tank. Your German tanks in hand get +1+1 and -1 operation cost.

[pretty much the same deal as the 11th option, but now its a German exclusive buff]

burn NationGR order

#

11/II/A- (following 11/II option)
Develop a German medium or heavy tank. Your German tanks get +1+1 and -1 cost.

[same deal as before, but now its discount is applied to the deployment cost instead]

#

11/II/B- (following both 11/II and 1/II/A options) MERGE;
Develop a German medium or heavy tank. Your German tanks in hand get +1+1, -1 cost and -1 operation cost.

[essentially the same deal as with the previous two options, but now again it is all included in a single order as well]

#

[srry CONTEST DOCTRINE]

prime iron
gusty steppe
#

.

gusty steppe
gusty steppe
prime iron