#Ideas and suggestions for different cards
1 messages · Page 14 of 1
- INFANTRY REGIMENT (buff ideas)
As for this unit, I have to say that even at the start of its release/reveal I was not impressed at all by it, even if it is one of the 5 main nation infantries that does have a deployment effect, I personally believe and feel it the weakest of them all (what a surprise), I have to admit that its stats and the Shock in it makes up for a pretty decent unit overall, quite useful for a nation that lacks Guards as a whole, as it can trade in more safely into the frontline.
But here is the issue I find within it, if we compare it to its other counterparts, the only advantage it has is its stats and Shock, after that it goes downwards in power, if we take a look we can see the disparity:
Japan has three useful order that pretty much pairs up with their start archetype Jaggro;
US has some interesting options, either some healing, aoe buffs or removal alongside a pretty affordable unit with Blitz;
then there is the Soviets with a massive infantry with Ambush, with a card draw order and two really decent removal orders;
and last but not least the Br'sh with a basically upgraded GLAMOUR BOYS, with better stats and the chance of getting massive amounts of healing, good card draw and a powerful cm.
But what does Germany get? three mediocre orders at best, well I might kinda harsh to label atleast two of them like that, but most of them are mostly complementary tools that might not be that impactful or too specific, EAGLE CLAWS is a fine anti-support line order that can deal an impressive amount of damage in total, but it sucks against frontline, SKY BARONS is an excelent anti-air order ofc, but it only works against air units, and lastly TACTICAL STRIKE is a horribly expensive order that does a worse job than 113. SCHÜTZEN.
So while taking this couple of points (though quite long) I've though several ideas for this card.... if you can call them like that, its mostly a cost/stat retouch or replacement of TACTICAL STRIKE:
1- (change to base card) Buff;
Reduced cost to 4k.
[a pretty simple change as always, and I honestly believe it is a fair price as a whole, a Bond infantry that can give you three mid German orders]
[any of the following variants to come can be applied to any of the following (replacement) options as well too, alongside this very same option ofc]
1/A- (following 1st option) Counter nerf;
Reduced attack to X.
(variants)
a- Reduced attack to 3.
b- Reduced attack to 2.
[it might kinda kill the purpose of the unit itself (not its effect) but it is a reasonable approach to adjust its power slightly]
1/B- (following 1st option)
Reduced defense to X.
(variants)
a- Reduced defense to 4.
b- Reduced defense to 3.
[now it can keep its original attack to get value from Shock, though now it can be more vulnerable too]
1/II- (following both 1st and 1/A options)
Reduced attack and defense by 1. (3/4)
[same reasoning as before, this was it would basically pair up in costs and stats to 41st INFANTRY REGIMENT]
1/II/A- (following 1/II option)
Reduced defense to 3.
[yet again, a more fragile defense pool for this Shock infantry]
1/II/B- (following 1/II/A option)
Reduced cost to 3k.
[thus now it now pairs up with 151st INFANTRY REGIMENT, atleast in cost though, its attack is slightly higher]
2- Buff;
Removed Bond.
[I know what this can just imply, and I can agree this might be a really busted option as a whole, specially if we consider applying this very same change to any followin option too]

2/A- (following 2nd option)
Removed Shock. (now it has no keywords)
[yet again same deal as before, but now it also has lost its valuable Shock in exchange for it to be slightly more flexible in its use]
3- Order related Buff;
Replaced TACTICAL STRIKE with BREAKTHROUGH.
[as of this 3rd option/branch, any changes listed here are to strictly replace TACTICAL STRIKE, as I consider it the worst option of them 3]
[as to adress the reasoning for this pick, I'd say it does exactly the same for the same cost, but with a more consistent amount of damage when used, and not only that but a conditional operation cost discount as well]


3/A- (following 3rd concept)
Replaced TACTICAL STRIKE with (see variants).
(variants)
a- ...with AUNT FRIEDA. (additional value with combined arms archetype)
b- ...with ROUT. (cost based removal ofc)
c- ...with GLIDE BOMBING. (some delaying and possible card draw)
3/B- (following 3rd concept)
Replaced TACTICAL STRIKE with (see variants).
(variants)
a- ...with OLD HARES. (a pretty powerful burst effect that also synergizes with this unit pretty well)
b- ...with RALLY. (an underrated order that can be of use at this meta with all of those Pins around)
c- ...with U-16. (pretty self explanatory order right?)
3/C- (following 3rd concept)
Replaced TACTICAL STRIKE with (see variants).
(variants)
a- ...with BLITZKRIEG. (classic order to overkill the enemy when it less expects it)
b- ...with HARASS. (a really niche order that can do crazy things if you have an air unit)
c- ...with RAPID ENGAGEMENT. (oh my beloved, a really underated order if you ask me, pretty powerful if you pair it up with this unit)
3/D- (following 3rd concept)
Replaced TACTICAL STRIKE with (see variants)
(variants)
a- ...with SECOND FRONT. (a pretty toxic option as a whole, it is a pretty infamous order after all)
b- ...with RUN THE BATTLEFIELD. (a horrible card if you ask me, but only if you had to pick it up, as an option for this develop pool it might be useful)
[regarding of the strange yet abrupt change of image sharing, lets say this is the end of the first idea branch]

3/II- (following 3rd concept) RESERVED REPLACEMENT;
Replaced TACTICAL STRIKE with CASE YELLOW.
[as for this other "branch", the idea would be to replace TACTICAL STRIKE with any of the now reserved German orders as for now, highly unlikely but still worth considering it upon]
[as for the selected order, it is the goat, even if nerfed it is cool as hell]

3/II/A- (following 3/II concept)
Replaced TACTICAL STRIKE with (see variants).
(variants)
a- ...with SPOILS OF WAR. (some German style card draw, though rest assured it won't powercreep PANZER III-H at all)
b- ...with REICHSBANK. (lets get funky)
3/II/B- (following 3/II concept)
Replaced TACTICAL STRIKE with (see variants).
(variants)
a- ...with TIP OF THE SPEAR (THE GOAT, THE CARD WITH THE BEST ARTWORK IN THE GAME)
b- ...with PUMMEL (and... its brother)
[with this, we end up with the possible orders it can fit into this Develop pool]

4- Countermease related Buff;
Replaced TACTICAL STRIKE with TACTICAL RETREAT.
[lmao, I've just realized the name swap; hmh as for this idea concept, I'm obviously taking inspiration/copying HAMPSHIRE REGIMENT ofc.... WHY DOES THE BR'SH CAN BE THE ONLY ONES WITH A COUNTERMEASURE OPTION?!]
[as of the selection of the card itself, I do think it would be a really good chance to give it some additional use as a Developed card, specially with this unit as a whole]

4/A- (following 4th concept)
Replaced TACTICAL STRIKE with (see variants).
(variants)
a- ...with FOILED PLANS. (I love this countermeasure, many people do folder with this)
b- ...with RETALIATION. (pretty bad cm, though it would be nice if it were to be an option)
c- ...with ENTRAPMENT. (yeah this is a really fked up option to even think off adding)
4/II- (following 4th concept) RESERVED REPLACEMENT;
Replaced TACTICAL STRIKE with SCATTER TACTICS.
[essentially the very same concept as with the 3/II option, but this time we are adding countermeasures ofc]
[as for the card picked, I have to say I'm pretty sad it got reserved, it was the best anti-jaggro tool you could have]

5- Fighter replacement Buff;
Replaced TACTICAL STRIKE with JU 87 B STUKA.
[a quite random idea that had passed though my head, given that all cards from the Develop pool are related to air units in some way, why not adding one of them as an option too? and what's better than this iconic bomber!]

5/A- (following 5th concept)
Replaced TACTICAL STRIKE with (see variants).
(variants)
a- ...with ME BF 109 E. (a really decent air unit if you ask me, it would be a solid choice)
b- ...with BF 190E-7 TROP. (another interesting pick, which can get pretty big if conditions are met)
5/B- (following 5th concept)
Replaced TACTICAL STRIKE with (see variants).
(variants)
a- ...with FE 190 A. (I shouldn't really add a card much more expensive than this, but meh)
b- ...with JET PROTOTYPE. (I bet that no one would really argue over this tbh)
5/II- (following 5th concept) RESERVED REPLACEMENT;
Replaced TACTICAL STRIKE with (see variants).
(variants)
a- ...with HEINKEL HE 219. (a really lovely fighter, I was quite sad when it got reserved)
b- ...with ME BF 110 E. (pretty solid fighter as a pick, average on its own but with Blitz it can be truly something worth to consider)
6- Tank replacement Buff;
Replaced TACTICAL STRIKE with PANZER I-A.
[pretty similar to the 5th option from before, but instead of adding German air units, now we are adding German tanks instead, and what better than start with the newest tank Germany got?]

6/A- (following 6th concept)
Replaced TACTICAL STRIKE with (see variants).
(variants)
a- ...with PANZER I-B. (the roach)
b- ...with PANZER 35(t). (an agile tank that can provide some preassure/burn/removal)
c- ...with PANZER 38(t). (an alternative option from PANZER I-A)
6/B- (following 6th concept)
Replaced TACTICAL STRIKE with (see variants).
(variants)
a- ...with FLAMMPANZER. (a pretty terrible tank, though it can fit in the role of "removal" the previous order had)
b- ...with PANZER III-J. (a classic unit, though it is not really much used given how unneficient it is, this might boost its usage a little bit)
6/II- (following 6th concept) RESERVED REPLACEMENT;
Replaced TACTICAL STRIKE with STUG IV.
[essentially the exact same deal again as with the 3/II option, as now we are looking at some promising reserved German tanks that might fit into this Develop pool]
[as for the unit picked here, it is the iconic STUG IV, which is not that impressive but it can still provide some useful damage, specially now as a selectable option]

6/II/A- (following 6/II concept)
Replaced TACTICAL STRIKE with (see variants).
(variants)
a- ...with JAGDPANTHER (a pretty mediocre tank, if we are generous with it ofc, but if it was a possible choice to pick it could be really useful]
b- ...with PANZER IV-G (pretty much a more expensive to use LANCASHIRE FUSILIERS, though ofc this is a tank, it could be a pretty interesting option)
(154)
CARD QUESTION: 40. PANZERGRENADIER; ACE OF SPADES; 169. GRENADIERS
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!
[it might be a little soon to consider changing these three cards in particular, but I think it is worth it, though I bet I'll be pointed out for this dumb takes.]
My personal takes about them:
-
- PANZERGRENADIER: (tried to use it once); I'm not gonna lie, I was never convinced about the design of this unit at all since its reveal, release and buff, while it is an interesting concept and in tone with Germany's new archetype, I cannot help it but feel it is too bland/weak in general; sure you can say that you are making the enemy spend double the kredits for it to use an unit again or return your own to reuse and draw a card, which is... fine, as a Draft card, as I personally do not see why would it be useful, it has bad stats, a somewhat high cost for the unit itself and top of that, it has Bond. Imo it could either have its Bond removed, give it some additional damage/defense and/or maybe make it draw a card more often.
-
ACE OF SPADES: (Using it since release); I love this card, since it got released I was pretty much hyped about the idea of having atlast again a big German infantry, but it is not only that but it can also deal damage AND repair itself while also becoming a Guard, which is rare to Germany to have a good Guard, and on top of all that it also works as a LEOPOLD at the start of its second turn in battle, making it a pretty solid card imo, I'd give it 9 out of 10; but I do not say a 10 out of 10 because of two issues, one is that it cannot do anything else on deployment other than its burn effect, I'd say it should probably have Blitz, just like with QUEEN'S OWN, STORM DIVISION or THE PROFESSIONALS, either that or just give it a natural Guard with an increased cost and/or Bond.
-
- GRENADIERS: (used it a few times); Oh boy, hot take here but... I find this card terrible tbh, while its concept is really neat as a whole and it is paired up with a really though unit with a pretty affordable cost, I do feel that it just ends up not working as intended 90% of the times, as its effect only trigger AFTER the enemy gives an order, which give it a pretty big window of opportunity to either Suppress it, remove it, etc. making it more of an expensive removal magnet, and we are only considering orders, as it can also be dealt with Deployment effects and direct combat attacks from units, thus reducing its maximum value objectively.
Sure there might be times you could "lock" the enemy into into playing their desired orders, but that happens so rarely that you might just give up trying it.
- GRENADIERS: (used it a few times); Oh boy, hot take here but... I find this card terrible tbh, while its concept is really neat as a whole and it is paired up with a really though unit with a pretty affordable cost, I do feel that it just ends up not working as intended 90% of the times, as its effect only trigger AFTER the enemy gives an order, which give it a pretty big window of opportunity to either Suppress it, remove it, etc. making it more of an expensive removal magnet, and we are only considering orders, as it can also be dealt with Deployment effects and direct combat attacks from units, thus reducing its maximum value objectively.
It is also true you could theoretically pair it up with something like RESISTANCE, though that archetype is also unreliable, thus making it more of a gamble core strategy. Only change I would suggest for this card is that it can trigger its the same moment the enemy plays an order, even it if was once per turn it would just make it perfect.
Tbh 169 is risky to buff without making it too toxic
But a buff + nerf, like the once per turn + sth else?
40 pzg I rly like personally
Ace is fine too
Maybe cost + stats increase? 
Or cost increase and/or defense decrease but doesnt bounce itself as a Vet?
For 40, maybe improve the draw effect when bouncing friendly unit
40th is one of my favorite units. Its very versatile, either being removal or card draw as you need it, and if you get cost reduction going the 4k isn't too much a problem either. I've used this to board wipe the enemy before and 3 damage blitz can still help a lot of you are desperate. A lot of German units are good to cycle, and this is a good unit to do it with. If the enemy has buffs or some other annoying unit this will take it right off quickly and effectively with only one rare countermeasure that can stop it. (and frankly by then against a German bond deck where 40th does its best they would have already used it.) If you really wanted to buff it, and I'm not against that, I'd recommend something like 5 defense so it can more effectively be used to attack without stopping you from reusing it.
Ace is also a very good unit, and a great one to pair with 40th (draw a card and reuse the burn.) This is almost always the real game-ender in my German Bond deck. Constantly swapping it in and out on the battlefield you can deal a lot of damage by attacking and burning the enemy and eventually wear them down and just go straight for the HQ. If I had to guess if I draw Ace I normally do at least 6 damage to the enemy HQ, 9 if I'm lucky.
169 is a unit I'm comfortable bringing if I have room as essentially a distraction stick to draw their attention. If they don't have removal they will suffer, so it is also a strategy to make them wait. If there are two buffs that it can be given:
The enemy discards a card from hand, or the top card of their deck if they have no cards, after giving an order.
And/Or
Blitz, Shock.
Just let it give more consistent value as a combat unit or as a discard unit.
Alternatively:
Cannot be supressed. Or other effects that limit the removal that can be used against it.
That seems really cheap for what it is. 8-8s never seem to fall below 7k.
But it gets bounced before it can do anything
Also its attack cound be dropped to 7 or 6
Dude its an 8-8. Deploy it, deal 3 damage, kill something in the frontline next turn, and then recycle it to kill something again later. And all the while you do have other units and orders to utilize. You can force the battle into a tempo that you know how to play around and can modify at your wish, and you can still beat up the enemy while you are at it.
Yeah, but ace of spades sucs
ACE OF SPADES is not that terrible imo, only issue I feel it has is the lack of instant effects besides its initial deployment effect (lack of Blitz or Guard) and its Veteran effect which does return all units to hand, which I think it would come pretty useful with is a "Deal 2 damage to all enemy units, then return all units to their owner's hand."
- PANZERGRENADIER (buff ideas)
As for this unit, this might be a quite "controversial" or unpopular opinion, but since its reveal/release, I was not impressed by this unit, not even a little bit, and the worst part is that I really tried to use it but... I just don't get the deal with it.
For starters you are paying up 4k for a mediocre Blitz infantry that will most of the time, if now always struggle to trade with other units given their cost level, and besides that it also comes with Bond, from which also puts a heavy restriction in its usage as a whole given how Morale damage works; and on top of that its only effect is to return a target unit to its owner's hand with nothing else going on, besides a card draw if target was friendly, though... I have to say that I feel it is pretty much a cheap knock-off of 15th WOLVES REGIMENT but with a far worse effect in comparison, or if you want to compare it to a more similar card, there is WOLFPACK.
Yes, it is true that the new whole German archetype works around returning cards to hand, from which you can technically setup it in such a way where you can reuse them constantly, thus multiplying their value per turn; though I have to say that most of the time it just feels like you are just Juggling your cards to entertain both the enemy and yourself, to end up losing miserably.
So, while taking some of this points into account, I've thought some of ideas to make this card have more powerful and meaningful effect in general:
1- (change to base card) Buff;
Increased defense to 4. (3/4)
[shoutout/credits to @dim shadow; a pretty reasonable change, now it can actually be able to trade off more consistently if you need it]
[and as always, this change as also any of its variants, can be applied to any of the following options to come, but with caution ofc]
1/A- (following 1st option)
Increased defense to 5. (3/5)
[same idea as before, to be precise this was the original idea mentioned]
1/II- (following 1st concept)
Increased attack to 4. (4/3)
[credits/shoutout to @wet smelt; essentially the same deal as before, but now while it might not be able to survive that often, it can now deal more damage as a consistent trade off]
1/II/A- (following 1/II option)
Increased attack to 5. (5/3)
[same deal as before, but with a higher damage, it kinda reminds me of 51e RÉGIMENT]
1/III- (following both 1st and 2nd options) MERGE;
Increased both attack and defense to 4. (4/4)
[now its stats do truly match its cost plus the Bond]

1/III/A- (following 1/III option)
Increased defense to 5. (4/5)
[now it is essentially an alternative option of the 7. SCHÜTZEN]
1/III/B- (following 1/III option)
Increased attack to 5. (5/4)
[pretty much the same deal just like before, but this time the increase goes to its attack instead
]
2- (change to base card) Buff;
Removed Bond.
[I'm not gonna lie, given that this card just works like a "reusable" but at the same time "weaker" option compared to WOLFPACK, making it not have Bond seems reasonable imo]
[this change could be applied to any of the following options ofc, though I would not recomend it]

2/II- (following 2nd concept); (changeo to base card) Buff;
Now it also has Shock.
[shoutout/credits to @sterile gyro; a pretty simple yet very effective addition to this unit, which would technically make it pretty similar to INFANTRY REGIMENT 36]

2/II/A- (following both 2nd and 2/II options) MERGE;
Removed Bond.
[same deal as before, but without Bond ofc]
3- Buff;
Deploymnt: Send a unit to hand. Draw 2 cards if friendly.
[credits to @lost hawk; a pretty simple yet quite necessary change if you want to use it with your own units, thus making it actually worth the hussle and kredits invested]

3/II- (following 3rd concept) Semi experimental wording;
Deployment: Send a unit to hand. Draw a card and a German card if friendly.
[pretty much the same deal as before, but instead of drawing 2 random cards, you'll only draw a "random" one plus a German one, for a more specific catch]

3/II/A- (following 3/II option)
(insert idea effect). Draw a card and a German (see variants) if friendly.
(variants)
a- Draw a card and a German unit if friendly.
b- Draw a card and a German order if friendly.
[same deal as before, but with an even more specific card draw]
3/III- (following 3rd concept)
Deployment: Send a unit to hand. Draw a card if you do.
[thus essentially, having the very same effect from 74. PANZERGRENADIER]

4- Buff;
(insert base effect). Draw a card and get +1+1 if friendly.
[thus, giving you some so desired value when you return your own units, besides the card draw ofc; I wouldn't recommend pairing this option with the base stats increase]

4/A- (following 4th option)
Now it gets +X+X if friendly instead.
(variants)
a- ...get +1+2 if friendly.
b- ...get +2+1 if friendly.
4/B- (following 4th option)
(insert base effect). Draw a card and get +2+2 if friendly.
[pretty much the same deal as before, but with an even more increased buff effect for it]
4/C- (following 4/B option)
Now it gets +X+X if friendly instead.
(variants)
a- ...get +2+3 if friendly.
b- ...get +3+2 if friendly.
[now this can be borderline busted, though I'm not too sure about what to think of it]
4/D- (following 4th option)
(insert base effect). Draw a card and get +3+3 if friendly.
[thus essentially it can now turn into a really big unit when it returns a friendly unit, though there were some units in the past like this, and far more cheaper]

5- Buff; (technically following 4th option)
(insert base effect). Draw a card and get +1+1 if you do.
[thus now, it can actually benefit from the whole effect as long as it targets and returns an unit to its owner's hand]

5/A- (following 5th option) Nerf;
Reduced attack to 2. (2/3)
[pretty much it now has its original stat line but with a far better effect]
5/II- (following 5th option)
Now it gets +X+X when you do instead.
(variants)
a- ...get +1+2 if you do.
b- ...get +2+1 if you do.
5/II/A- (following 5/II option) Nerf;
Reduced attack to 2. (2/3)
[same reasoning as with the 5/A option]
5/III- (following 5th option)
(insert base effect). Draw a card and get +2+2 if you do.
[yet again, a more powerful and guaranteed buff effect]
5/III/A- (following 5/III option)
Reduced attack to 2. (2/3)
[and yet again the same nerf just like before]
6- Nasty Buff/"Rework";
(insert base effect). Give it +2 cost if an enemy.
[while it is true that it might be sacrificing the self card draw, you can now actually have a more impactful effect against the enemy]

6/A- (following 6th option)
Give it +X cost if an enemy instead.
(variants)
a- Give it +3 cost if an enemy.
b- Give it +4 cost if an enemy.
[pretty much the same deal as before, but now it'll increase target's cost considerably more than before]
6/II- (following 6th concept)
(insert base effect). Then double its cost if an enemy.
[I do not need to explain myself what would it imply... don't I?]

6/III- (following 6th concept)
(insert base effect). Give it +2 cost if an enemy. Otherwise reduce it.
[basically, it would do the exact same thing as before, but now if you send a friendly unit to your hand instead, it'll get its cost reduced too; slightly inspired by SWIFTING ATTACK]

6/III/A- (following 6/III option)
It gives it +X cost instead. (or reduces it)
(variants)
a- Give it +3 cost if an enemy.
b- Give it +4 cost if an enemy.
6/IV- (following 6/III concept)
(insert base effect). Then reduce its cost by half if an enemy.
[I was not able to specify by how much, but it could either round up its cost up or down; I personally vote for rounding its cost up]

7- Buff/"Rework";
(insert base effect). The enemy discards a random card if friendly.
[credits to @sterile gyro; a pretty crazy effect I totally skipped as a possible addition for this card; clearly inspired of WOLFPACK's effect]

7/II- Rework;
Increased cost to 6k;
Removed both Blitz and Bond;
Deployment: Send a unit to hand. Draw a card if friendly. Otherwise the enemy discards a random card.
[credits to @sterile gyro; essentially the very same original card but with the additional discard effect; as per usual, the limitations of text space did force me to remove the keywords, specially Bond; to compensate I've set its cost slightly more high than before]

7/II/A- (following 7/II option)
Now it draws 2 cards if friendly instead.
[thus compensating the additional cost it now has]
7/III- (following 7/II concept)
Increased cost to 6k;
Removed both Blitz and Bond;
Deployment: Send a unit to hand. Draw a card if friendly. Otherwise the enemy does not draw a card next turn.
[pretty much the same fked up concept as before, but now instead of a discard effect, it now has a similar effect as with KM ADMIRAL HIPPER's effect]

7/III/A- (following 7/III option)
Now it draws 2 cards if friendly instead.
[and yet again, same reasoning just like with 7/II/A option]
7/IV- (following 7/II concept)
Increased cost to 6k;
Removed both Blitz and Bond;
Deployment: Send a unit to hand. Draw a card if friendly. Otherwise the enemy loses 2 kredits next turn.
[pretty much also inspired by KM ADMIRAL HIPPER's effect, though as the whole phrase "cannot gain a kredit slot next turn" could not fit, I've decided to just go along with the EMBARGO's effect instead]

7/IV/A- (following 7/IV option)
Now it draws 2 cards if friendly instead.
[yada yada yada, it has a higher cost thus higher card draw]
8- Buff/"Rework";
(insert base effect). Deal 2 damage to the enemy HQ if friendly.
[now instead of drawing a card if you send a friendly unit to hand, you'll now get a nice Burn effect instead, thus making all of that juggling around cards actually worth it]

8/A- (following 8th option)
Increased damage deal to the enemy HQ to X.
(variants)
a- Deal 2-3 damage to the enemy HQ if friendly.
b- Deal 3 damage to the enemy HQ if friendly.

8/II- (following 8th concept)
(insert base effect). Deal 2 damage to a random enemy if friendly.
[now it can essentially deal damage to any enemy on sight, both enemy units and the enemy HQ ofc]

8/II/A- (following 8/II option)
Now it deals 3 damage instead.
[there was not enough text space for the "2-3" variant]
(155)
I find 40.Panzergrenadier fine as is imo it's sent a unit to hand for 4k and is a 3/3 could be a draw which is good but I don't think it need a reworked
I like them all, but 169. Grenadiers should proc immediately, and not after the order resolves
- GRENADIERS (buff ideas)
As for this unit, I have to say that it is one of the most dissapointing cards I've ever saw in my time playing Kards a as whole (if not the most), and this might be a surprising take for anyone that might read this given that its concept is quite shocking at first when you read it, and that is true at some degree, except the fact that everyone competent or "wealthy" enough will have enough removal cards to deal with something like this, either Suppression, destruction, etc, that if played it can easily bypass its effect as it'll only trigger after it is played, which cannot be a thing if already countered. On top of that, deployment effects are also a thing to deal with it, thus reducing its overal power by a huge amount realistically, specially now.
From which I do like to call the "PANTHER D dilemma" a seemingly powerful unit that if left "alone" it can be rally dangerous, but in reality it is not that good. But lets not forget the strategy where you could actually combine it with RESISTANCE orders, forcing the enemy to discard cards as many times RESISTANCE is played that turn.
So, while taking this small yet pretty relevant flaw into account, I've thought some ideas that could fit into this card and make it a truly useful card:
1- (change to base card) Buff;
Now it has Blitz.
[credits to @dim shadow; a pretty simple but fair effect to bring up to add more immediate value for this unit]
[and as always, this change and any of its variants could be applied to any of the following options too ofc]
1/A- (following 1st option)
Added keywords:
(variants)
a- Now it has Shock.
b- Now it has Ambush. (some additional protection value given its nature)
c- Now it has Fury. (now it pretty much works like 119. GRENADIER)
1/II- (following both 1st and 1/A options) MERGE;
Now it has both Blitz and Shock.
[credits to @dim shadow; pretty much the same deal as before, but with a much safer and valuable approach for a trade]

1/II/A- (following 1/II option)
Now it has both Ambush and (see variants)
(variants)
a- Now it has both Ambush and Blitz.
b- Now it has both Ambush and Shock.
[same reasoning as before, though now it is more focused in its defensive value than an aggresive one]
"Deployment: Gets guard if the enemy control the frontline, If the frontline is empty or is control by you. gain blitz"?
a 5/6 in the frontline for 6k is nuts
Or a 5/6 guard
1/III- (kinda following 1st concept); (change to base card) Buff;
(insert base effect). Cannot be Suppressed.
[credits to @dim shadow; another solid option for this unit, which can be a huge deal for the most part, but it wouldn't be that terrible to deal with given that there are other options as well]

thats the most mid proposal I've saw for an Elite unit ever
2- Logical Buff;
The enemy discards a card at random when it gives an order.
[shoutout to both @deft leaf and @sterile gyro; a pretty reasonable approach to this unit, and to be honest I do not understand why it wasn't like this since the beginning]

2/A- (following 2nd option)
Increased cost to Xk.
(variants)
a- Increased cost to 6k.
b- Increased cost to 7k.
[given that now it doesn't have the original restriction, it would be fair if it now had a higher cost in exchange, though keep in mind there are still other 2 or 3 methods to deal with it instantly]
2/II- (following 2nd option)
(insert idea effect). Cannot be Suppressed.
[yet again, the very same deal as with the 1/III option, but now with a more menacing passive effect too]

2/II/A- (following 2/II option)
Increased cost to Xk.
(variants)
a- Increased cost to 6k.
b- Increased cost to 7k.
c- Increased cost to 8k. (could be kinda extreme, but it can still be reasonable)
[yet again, same reasoning as with 2/A option, but now it is even more justifiable]
3- "Rework";
The enemy discards a card at random when it targets or attacks this unit.
[pretty much inspired by WHIRLWIND's effect, though this time it'll make the enemy discard a card instead]

3/A- (following 3rd option)
Reduced cost to 4k.
[though still pretty... bland as a whole, take this more of like a "base concept/change" for the following variants to come after this]
3/II- (following 3rd option) Buff;
Now it has Blitz.
[pretty much the one thing that was left for adding to this idea, which can basically turn into a pretty terrible unit to deal with]
3/II/A- (following 3/II concept)
Added keywords:
(variants)
a- Now it has Shock.
b- Now it has Ambush.
c- Now it has Smokescreen.
[pretty much the same deal as before, but with a different keyword/approach ofc]
3/III- (following both 3rd and 3/II options) MERGE;
Added keyword combinations:
(variants)
a- Now it has both Blitz and Shock.
b- Now it has both Ambush and Blitz.
c- Now it has both Blitz and Smokescreen.
3/III/A- (following 3/III variants)
d- Now it has Ambush and Shock.
e- Now it has Ambush and Smokescreen.
4- Buff/"Rework";
The enemy discards a card at random after an undestroyed unit leaves the battlefield.
[slightly Japanese like concept, though I think it perfectly fits within the new German archetype of "return to hand", thus allowing some pretty nasty outcomes]

4/A- (following 4th option)
Now it triggers when an undestroyed unit leaves the battlefield instead.
[thus now it can trigger its effect if this unit was the one that was removed from the battle (undestroyed ofc)]
4/II- (following 4th concept)
The enemy discards a card at random after an undestroyed friendly unit leaves the battlefield.
[pretty much the same deal as before, but now it'll only trigger with friendly units]

4/II/A- (following 4/II option)
Now it'll trigger when an undestroyed friendly unit leaves the battlefield instead.
[yet again, same deal just like before, which now allows it to trigger its effect by itself if it leaves]
4/III- (following 4/II concept)
The enemy discards a card at random after an undestroyed enemy unit leaves the battlefield.
[pretty much the same concept as before, but now it'll only trigger with enemy units]

4/III/A- (following 4/III option)
Now it triggers when an undestroyed enemy unit leaves the battlefield.
[well as for this option in partcular, I'm not entirely sure how it would make a difference from the previous option, but lets just leave it at that]
5- Buff/"Rework";
The enemy discards a card at random when it damages or targets anything but this unit.
[pretty much inspired by 1st GRENADIER REGIMENT, which in return it would basically turn it into pseudo-guard like unit, though its effect can easily bring up really nasty effects]

5/A- (following 5th option)
Increased cost to Xk.
(variants)
a- Increased cost to 6k. (thus technically pairing up with 1st GRENADIER REGIMENT power/cost)
b- Increased cost to 7k.
c- Increased cost to 8k.
5/II- (following 5th concept)
The enemy discards a card at random when it attacks or targets anything but this unit.
[same deal as before but now it won't count "damage" to units but attacks instead]

5/II/A- (following 5/II option)
Increased cost to Xk.
(variants)
a- Increased cost to 6k.
b- Increased cost to 7k.
b- Increased cost to 8k.
[pretty much the same reasoning as with 5/A option, though now it is arguable "less" toxic than that option, thus a really high cost might be too much of a change]
6- Toxic Rework;
Deployment: The enemy discards 2 cards at random.
[now it is pretty much a craftable TYPE XXI U-BOAT but without a targeted removal, which can result in really terrible outcomes if its effect is reactivated/reused again]

6/A- (following 6th option) Nerf;
Increased cost to Xk.
(variants)
a- Increased cost to 6k.
b- Increased cost to 7k.
b- Increased cost to 8k. (this might not even be enough given its potential)
6/II- (following 6th concept)
Deployment: Destroy target unit with cost 3 or less. The enemy discards 2 cards at random if you do.
[pretty much the same deal as before, but inspired in both ANNIHILATION and 74. PANZERGRENADIER's effect]

6/II/A- (following 6/II option)
Increased cost to Xk.
(variants)
a- Increased cost to 6k.
b- Increased cost to 7k.
b- Increased cost to 8k.
Thank you!
but of course, it is only logical for god's sake!
6/III- (following 6/II option)
Deployment: Destroy target unit with cost 4 or less. The enemy discards 2 cards at random.
[slightly higher range of cost for it to be able to remove, thus more power in general]

This is so busted
6/III/A- (following 6/III option) Nerf;
Increased cost to Xk.
(variants)
a- Increased cost to 6k.
b- Increased cost to 7k.
b- Increased cost to 8k.
[remember what I've mentioend before about that it could be too harsh? well now that question is not a thing again anymore ofc]
Where my suggestion?
in your message
Yup
#1350635388666122300 message this one
It give Germany a guard or a blitz unit
its mediocre for what this card was originally, unplayable to say the least
so I'm not editing that, I don't like it
no, its just a worse 110. PANZERGRENADIER
! 110. PANZERGRENADIER
Cards found: 1
Fair
I mean it could have blitz and ambush if you control the frontline
and if not than it gain guard
2/IV- (following 2nd concept) Slight Nerf;
Once per turn, the enemy discards a card at random when it gives an order.
[credits to @lost hawk; somehow I forgot to include this idea and totally skipped, I just realized after checking the shared list, but now here it is, better late than never I suppose]
[a pretty reasonable alternative "restriction" to avoid the enemy to discard its entire hand, we cannot be that cruel are we?]

(156)
Oh god
"When a friendly Countermeasure effect triggers, it triggers twice. ambush and shock"?
Yea true or a other idea is that is going be toxic on a new level of hell
"When a Countermeasure effect triggers, discard a random card from the enemy hand. ambush and shock"?
So if you trigger ultra the enemy discard a card and you running a cms deck than you will discard they hand
What?
thats what I was going to point out lmao
You got the wrong person
Did you add my
Enemy discard a random card when played order.

How do you know these are maeve takes then 
Idk but
She blocked me r away after joining this server
Maeve be like
how is that possible? if she is a complete different person! you must be truly despicable
thats literally 2nd option

I KNOW RIGHT???
ACE OF SPADES (buff ideas)
As for this unit, I have to say that I pretty much love this unit as a whole, not only it does an artwork that is cool as hell, but also it is basically a direct upgrade of my beloved but gone RHODOS GIANT (or STURM-BRIGADE RHODOS), but now only it looks cool but it has a pretty interesting mechanic as an Elite card, which is both dealing damage/burn on deployment, and has a delayed/conditional Guard when it becomes Veteran, making it a pretty well rounded unit to play in the late game with Germany.
The main strenght of this unit is that it is basically a German Guard unit without mediocre conditions like "the enemy controls a Blitz unit" or "move this unit to the frontline" type of useless crap, but instead you'll get your desired next turn if not destroyed/removed or Suppressed. And it doesn't end there, as it can also on the next turn again (or its 2nd) trigger a LEOPOLD like effect on all units, effectively making it a "cheaper" alternative from that unit, which also allows you to deal damage again on deployment and reuse your units if any.
As I've said, I really like this card, though the issue I find with this card for the most part is the lack of immediate answer, sure its deployment effect can provide something like that, but against multiple threats or ones that can withstand more than 3 damage, it lacks speed. As in comparison, there are cards like QUEEN'S OWN, THE PROFFESSIONALS, STORM DIVISION and 4th GUARD RIFLES with a much threatening nature as a whole, which in return makes this card feel slower and "weaker".
Another issue I do find with this unit, while nitpicky I think it should affect in some way the enemy units return to the opponent's hand, either by dealing a small amount of damage to all of them before sending them back, or probably have it not return itself.
So, to make this cool unit slightly more powerful to honor its pretty amazing name, I've thought some ideas that could be applied into it:
Make it "Sent all other units to hand."
1- Buff;
Now it has Blitz.
[now it can actually be a threat against the enemy support line/HQ, as well as also be able to trade against frontline enemy units]

1/A- (following 1st option)
Increased cost to Xk.
(variants)
a- Increased cost to 8k.
b- Increased cost to 9k.
[a pretty logical approach given that it is not an "immobile" unit anymore]
1/II- Controversial Buff;
Now it has Guard.
[now it pretty much has the so "desired" Guard in its base form, though I know that keyword should be considered more of a "one time thing" until it returns to hand, though that logic can still be applied but as a "stretched" effect]

1/II/A- (following 1/II option)
Increased cost to Xk.
(variants)
a- Increased cost to 8k.
b- Increased cost to 9k.
[pretty much the same deal as before but with an even more justified reason, now you can have a Guard for two turns with decent stats, deployment effect, "self repair"/Veteran and an AoE removal"
1/III- (following 1/II concept)
Now it also has Bond.
[pretty much the same deal as before, but take it more as a "restriction" to this unit, though given how its Veteran form works it is kinda redundant for an addition]

2- Buff;
(insert base effect). Becomes Veteran when it either destroys an enemy unit or at the start of your turn.
[now it can pretty much get to its Veteran state with a quicker approach than before, instead of dealing burn damage, you can choose to destroy an enemy unit to get yoursefl a temporal 8/8 Guard]

3- Buff;
Deployment: Deal 3 damage to an enemy, plus one for each time it returned to hand. Becomes Veteran at the start of your turn.
[essentially the same deal as the original card, but now its deployment damage can increase over time, thus now having a more dangerous scalation, which synergizes even better with the "Return to hand" archetype]

4- Toxic Buff;
(insert base effect). Cannot be Suppressed.
[not much to say here, it is self explanatory]

4/II- (following 4th concept) an even more Toxic Buff;
(insert base effect). Cannot be targeted by enemy orders.
[though it can still be targeted by enemy deployment effects, but it can still be a hell of a headache before it becomes Veteran (keep that fact in mind)]

5- indirect "Nerf";
Increased cost to Xk.
(variants)
a- Increased cost to 8k.
b- Increased cost to 9k.
[not really intended to apply this change to the card as it is, but as a preventive measure for the following Veteran options to come, thus if any of those is applied, this can be used for the base card]
ACE OF SPADES - VETERAN VERSION (buffs)
V/1- Buff;
At the start of your turn, deal 1 damage to all enemies, then send them to hand.
[now it can pretty much destroy some enemy units while at the same time dealing additional burn damage, thus increasing its overall power considerably]

V/1/A- (following V/1 option)
Increased damage dealt to all enemies by X.
(variants)
a- Increased damage dealt to 2.
b- Increased damage dealt to 3. (this can be pretty fked up)
V/1/II- (following V/1 concept)
At the start of your turn, deal 1 damage to all enemy units. Send all units to hand.
[pretty much the same deal as before, but now it'll only damage enemy units before sending all units to hand]

V/1/II/A- (following V/1/II option)
Now it deals X to all enemy units instead.
(variants)
a- Deal 2 damage to all enemy units.
b- Dea 3 damage to all enemy units. (not as terrible as with the previous option, but still really fked up)
V/1/III- (following V/1 concept)
At the start of your turn, deal 1 damage to a random enemy. Send all units to hand.
[pretty much the same deal as shown before, but now instead of dealing damage to all enemies, it'll just deal damage to a random one instead]

V/1/III/A- (following V/1/III option)
Now it deals X damage to a random enemy instead.
(variants)
a- Deals 2 damage to a random enemy.
b- Deals 3 damage to a random enemy. (now it pretty much triggers its original effect again)
V/2- Buff;
At the start of your turn, send all other units to hand.
[shoutout/credits to @lost hawk; now it pretty much can send all units to their owner's hand but itself, thus making it a really formidable if not relentless control card in this form]

V/2/II- (following V/2 option)
(insert idea effect). Get -0-X.
(variants)
a- Get -0-1.
b- Get -0-2.
[now it can essentially die on its own (if no other cards interfere with that)]
V/2/II/A- (following V/2/II concept)
(insert idea effect). Get -X-X.
(variants)
a- Get -1-1.
b- Get -1-2.
c- Get -2-2.
[same deal as before, but now its attack also withers over time]
V/2/III- (following V/2 concept)
(insert idea effect). Lose 2 kredits.
[slightly inspired by 101st BEZHITSA's effect, so its now consistent effect comes with a price to pay]
V/2/III/A- (following V/2/III option)
Now you lose 3 kredits.
V/2/IV- (following V/2 option) Nerf;
Reduced defense to X.
(variants)
a- Reduced defense to 7. (8/7)
b- Reduced defense to 6. (8/6)
[shoutout/credits to @lost hawk; pretty ironic for a Veteran unit to end up being weaker in stats than its original form]
V/2/IV/A- (following V/2/IV option)
Reduced both attack and defense to X.
(variants)
a- Reduced both attack and defense to 6. (6/6)
b- Reduced both attack and defense to 7. (7/7)
(157)
Better than giving it Guard or Blitz
probably
POLL QUESTION: Which option do you prefer?
Well, after finishing with what we had right now from Poland and the newest (and in range of reasonable questioning) German cards, now its the so expected (I believe) part where you my friends choose where do we go next, Ally nation Poll or Main nation Poll?
(I might end it before the 3 day countdown)
no, stop bothering me
don't play dumb, you know very well what you did before, so deal with it now.
you just admitted to being Maeve 
well, she is Maeve and so do you 
you also tried telling kards chatters that she is apparently your sister or some bs like that
I'm not familiar with the drama
Yes
Shes not that ||BEEECH||

Small follow-up for TACTICAL RETREAT (part 2)
#1350635388666122300 message (part 1)
I somehow forgot to include the following options before finishing up with that thread, or even worse before making up the poll for the followin nations to suggest ideas for, this might look kinda out of place and I do apologize for that inconsistency.
14- Rework;
When a friendly unit is attacked, remove it from battlefield before damage. Return it end of turn.
[as I've stated before, this was one of the first ideas I've thought for this card as a whole, but somehow my dumbass didn't write it down before working on with the images, so here it is, better late than never right?]
[inspired by both RAPID ENGAGEMENT/NIGHT ATTACK's effects]

14/A- (following 14th option)
Increased cost to 2k.
[given that it basically works as a slightly slower but effective RAPID ENGAGEMENT, it is reasonable to increase its cost slightly too]
14/II- (following 14th concept)
When a friendly unit is going to be destroyed, remove if from the battlefield instead. Return it end of turn.
[shoutout/credits to @dim shadow; pretty much the same concept from the so far away 2nd option, though this time it'll remove it temporarily from battlefield instead of returning it to hand]

14/II/A- (following 14/II option)
Increased cost to 2k.
[same reasoning as with 14/A option]
15- Buff/Rework;
When a friendly unit is attacked, return both the attacker and defender to hand before damage.
[credits to @wet smelt; I also somehow forgot/skipped this option completely lmao, a really interesting concept to gain some value, tempo and disrupt the enemy actions]

15/A- (following 15th option)
Increased cost to 2k.
[original cost idea for this effect, which is reasonable]
Ally nation or Main nation?
4
6
2
Main nation Poll
1245836038765809808
Hello
SELECT YOUR MAIN NATION

The voice of the people has spoken! (or well, just the handful of people willing to vote for these three days atleast) so just like before with the Ally nations, now I'll be doing a vote pool to see which main Nation do you/we want to further develop at the topic of ideas to make Kards a better place over all.
And while it might seem bizarre, I'm quite excited to work with any of these nations given that just as with Germany, some of these have either unplayable cards or obsolete with the pass of time. Now the choice is yours to decide which Nation we will be working with throgh all the year, as it it'll take probably the same amount of time as with Germany at the start.
(image is absolutely necessary for this new phase)
Sov and Jpn seem most fun for me
I can see that
btw you did come instantly to check and vote, that speed is equal to an angry wasp lmao
I saw a message and hopped in the channel just before you got the poll
Holy moly it's 67 
Select your Main Nation:
5
10
4
Soviet Union
1097925754085449758
NationUSSR
The Pool outcome in a nutshell:
Meanwhile, USA and Japan on the other hand....
Sov won yoo
USSR SUGGESTIONS 
On a twist of events, this nation was the victor from the main nation pool (for this year), with a close tie with UK by only 1 vote away, from which I'm not gonna lie, I was pretty surprised about the most desired candidates at this time, as I personally believe everyone would either go for Japan, US and as it had happened UK, though I didn't expect USSR to be the first one to come.
As for the nation itself I find it pretty solid overall, with a pretty flexible selection of cards that can either allow you to build an Aggro, Midrange or Control deck respectivelly, alongside other types of archetypes ofc, though it is good to point out that the most popular type of cards here are the Control ones, iconic for this nation in particular. Though besides the obvious cards that are popular and more commonly used right now, there are many other that are either too weak or bizarre to be used, and these can be found in both the current pool and the reserved one.
As always, the goal here is to check almost ALL Soviet cards available now and to come that might either need a buff, nerf or a rework if it deems necessary, from which I would love to have you all here to support it and give me feedback on how to work with it as I might skip some concepts.
And to make it interesting this time, I'll leave you guys the opportunity to choose any amount of Soviet cards right now to add for the "roadmap", as for this you only need to list the names of each card respectivelly; and if you want to explain why that card could be adjusted there is no issue whatsoever, though make it short enough for it to not be overwhelming in total. 
one I'm 100% adding in the list is Mighty Fall - cool name, cool art, trash effect
A-20B can fit the new theme of Soviets getting support from Brits and Americans
Ancestral Call seems interesting to work with imo
Red October just asks for buff/rework
Zhytomyr 
Spearhead is imo perfect but I'm personally curious about your take on it
really hard to evaluate tbh
I'll take a look at it and think about it
btw, is my super "roadmap" accesible to everyone here?
yes, that thing
I want to know if you guys can access it an read it
yup I can
(for now the USSR list will be a little rough in its format, though I'll fix it quickly)
edit: fixed the font and color
(well, I'll wait some time before uploading ideas/questions for these cards, I yet have to decide which three cards can be suitable to start with, so also anyone can bring up card names for it to be focused)
sounds good
(don't worry, just look the quality of my card edits at the start of this post lmao)
CARD QUESTION: THE MIGHTY FALL; T-34 1942; T-80
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!
(yeah, as I've said before I didn't really know which cards I could start with, so I picked another two cards that might be a good start point too)
My personal takes about them:
-
THE MIGHTY FALL: ("Its the biggest piece of dogshit that I've ever heard off"- The Rock); I mean, I didn't really use it ONCE even before its rotation, and for a pretty clear and obvious reason, this card is the sole definition of unplayablility; I do undersand its concept and why it is worded like that, as if I'm not incorrect, this card came with the Veteran (or alongside that time) mechanic isn't?, so ofc there would be some related cards as "counters", though this keyword is so rare to see that this card becomes dead weight pretty fast given its lack of flexibility. It needs a complete Rework if you ask me.
-
T-34 1942: (used it a few times; THE UNIT ITSELF); I'm not sure how popular it might be this opinion, but I bet I'll have someone by my throat after putting this, but this card is terrible on its own, and let me explain it quickly why; it is pretty much a WORSE version of the so long covered PANZER III-J, having a sole difference of 1 attack for +1 kredit, hell if you want we can compare it to a more Soviet counterpart, being either T-34 76 PL (though it is Polish lmao) that is cheaper, has Heavy armor 1 and a slightly stat difference of 1/1; or we can compare it to SU-100, that while it is true that it is more expensive to craft and it is more fragile, it is undeniable stronger as a whole. I'm fully aware that any change to this card will affect other cards that add it in some way, so to avoid issues, my first take on it would be to make another unit with the same profile but the name T-34 1941 as a token.
- T-80: (only used it a few times, just to test it or in Draft); a pretty interesting card if you ask me, a small cheap tank with a decent attack punch but in exchange a little downside to make up for its power; a pretty similar concept that reminds me of the SU-76M as a whole, though here there are two diferences that quite bothers me considerably, first is that it has way worse stats for the same downside, which is self HQ damage upon destruction, and it is Special, when the other one is Standard. Unless I'm missing the point of this card as a whole, and it was a key component for some kind of self damage OTK or Destruction deck I cannot see how it can be useful at all, specially if we consider how high is the current bar for cheap units. I'd say this tank could have a substantial buff in its text/stats, and maybe change how its downside works to another alternatives.
T-34 should be 5/4 to tune it down a little
T-80 could jave also
Deployment: get blitz if your HQ is damaged
1942 feels like a token card, I'd leave it as it is
T-80 I used, mainly in Sov/Fin Self Damage to combo it w Heartland Defense, but maybe a 3/1 and Blitz? 
Now, Mighty Fall:
- First off, simplest buff idea is something like "Deal 3 damage to a unit. Destroy it instead if it's Veteran".
But for reworks... I think best to fit the theme are "The higher they are, the harder they fall" type of rework" - For example, "Deal damage to a unit equal to its attack". Deals little damage to units with low attack, and big damage to units with big attack
- Other idea I got is making it another board wipe, with the text being "Deal 1 damage to all enemy units. Repeat if it doesn't destroy anything". Essentially a Crossfire, but instead of using it when units have 1-2-3-4 defense etc., you want to use it when enemy doesn't have low defense units, to deal more damage to all of them. This idea would get cost bumped to like 5K imo, to keep it on par with Crossfire
- With the above, another thing would be another cost bump, to 7K imo, and allow it to hit HQ. However, this would need to come with restriction of only being able to be used when enemy controls any units - otherwise, it instantly wipes the HQ when played on empty board. And no one, especially considering amount of board wipes Sov has, wants 7K destroy enemy HQ.
- One other idea, to fit Sov more (although it would fit this specific card less), is make this wipe cheaper, like 3-4K (both unit only and HQ included variants), and make it also affect friendly units.
- Another idea for it to affect all units and hit bigger ones for more damage can be "Cut enemy unit's health into half, rounded up". So unit with 6 HP will end up with 3, one with 9 HP will end up with 5. That could stay at 3K, considering it never destroys a unit.
- Or bump the cost and make it round down, so it deals more damage.
- Or take the idea above, make it 1K and single target.
- Another wonky idea, that can also be "all enemy units", "your units included" and "single target" (w cost adjustments), is "Set unit's attack and defense to lower of these two", hitting especially units that is big in one of them.
thats the issue, as a unit itself feels pretty lackluster, it only works as a token. Thats why I mainly propose to buff it, and make its token counterpart a different unit (similarly as it appears in the Collection, where it has the text "Destroy at the end of turn")
even if we consider the whole T-34 archetype and synergies, I don't really feel it is good at all
hell, before the respective rotation, I prefered to use the T-34-85 as for its raw power and value
(I miss it a lot)
interesting ideas, I also came up with an AoE like effect for it, though I'll see what can I make with your takes, though I have to say that I was at a family reunion without internet for all the afternoon, so I... had plenty of time to think crazy options for this order lmao
though there is a small issue with your AoE idea, and that is what happens if the enemy has any type of damage reduction effect, E.G: KV-2 or SEAHAWK. It would most likely softlock the match
though, now that I think about it, it can be easily be fixed if it says "each time it damages but not destroys"
wait, I didn't catch the last one, does target unit's defense get as low as its adjacent units or the other way around?
THE MIGHTY FALL (buff/rework ideas)
As for this order, well.... I don't really have much to say about it than my usual very constructive comments about terrible cards, it is an old reserved order that is unplayable on any level of play you might think of.
It is true that I did not use it at all, but do I need to? when would it be convenient to have an order that ONLY works to counter Veteran units, and for the most part those are very rare unless you are fighting against just certain nations, and that still cannot narrow it down enough for it to be worth the hussle to use, given that it cannot do anything else but destroy Veteran units.
A curious concept that was born out of... a filler idea? I bet it a came when Veteran units were slightly more popular back then, but thats it.
So, to make this filler card into something truly useful and worth of calling a card, I've thought some ideas that might make it a wonderful soviet order:
1- Buff;
Deal 3 damage to an unit. Destroy it if Veteran.
[shoutout to @lost hawk; a pretty logical and easy to think option for this card, which essentially makes it a direct upgrade of FROM THE PEOPLE]
1/II- (following 1st option)
(insert idea effect). Can target Covert units.
[credits to @wet smelt; an interesting concept... though I wonder if it can work at all, will it reveal target unit or only damage it while keeping its Covert?]
2- Rework;
Deal 3 damage to an unit, plus 2 for each combat keyword it has.
[now it pretty much goes in line with the new type of archetype right now, which ironically comes from the same Main nation, which is the Soviets ofc]

2/II- (following 2nd concept)
Deal 2 damage to an unit, plus X for each combat keyword it has.
(variants)
a- ...plus 2 for each combat keyword it has.
b- ... plus 1 for each combat keyword it has.
[same deal as before but with a lower cost and damage output respectivelly]
2/III- (following 2nd concept)
Reduced cost to Xk;
Deal 1 damage to an unit, plus X for each combat keyword it has.
(variants)
a- Reduced cost to 1k; ...plus 2 for each combat keyword it has.
b- Reduced cost to 0k; ...plus 1 for each combat keyword it has. [could probably have something else too]
[yet again, same deal as before but even more cheaper and weaker respectivelly]
3- Rework;
Deal 3 damage to target unit, plus 2 for each time it was targeted by another card.
[pretty much what you might believe it could work against, a heavily buffed unit like BUFFS for example]

3/A- (following 3rd option)
Deal 3 damage to target unit, plus 2 for each time it was affected by another card.
[now it can also count any passive effects aswell
]
4- Rework;
Target an enemy unit. Deal damage to it equal to total operation cost of all units in the battlefield.
[pretty much a semi-conditional EXTENDED BARRAGE with a non-estable damage output]

5- Rework;
Deal 3 damage to target enemy unit. Plus 2 if Limited. Plus 3 if Special. Plus 4 if Elite.
[a kinda convoluted wording, though self explantory once you read it all, it'll deal more damage the rarer a card is, though it is highly unneficient against Standard units]

5/A- (following 5th option) Slight Nerf;
Now it deals 2 damage to target enemy unit instead. (conditional damage stays the same)
5/B- (following 5/A option)
Reduced cost to 2k.
[thus now making it a more affordable control order with high (but volatile) damage output]
5/II- (following 5/A option)
Now it adds +3 damage if Limited, +4 if Special and +5 if Elite.
[now it pretty much has the same damage output of the original option but with a worse base damage against Standard units]
5/III- (following 5th option)
Reduced cost to 1k;
Deal 1 damage to target enemy unit. Plus 2 if Limited. Plus 3 if Special. Plus 4 if Elite.
[same deal as before, but now it is more cheaper to play, similar to EXPOSED's effect]

5/III/A- (following 5/III option)
Now it adds +3 damage if Limited, +4 damage if Special and +5 damage if Elite.
[same deal as before, but with yet again higher damage]
6- Rework;
Deal damage to target enemy unit equal to your unspent kredits from last turn.
[slightly Ramp-ish kind of order]

6/A- (following 6th option)
Deal damage to targt enemy unit equal to enemy unspent kredits from last turn.
[same deal as before, but now working with enemy's unspent kredits instead]
7- Rework;
Increased cost to 9k;
Costs X less to play, where X is the highest enemy unit cost in battle.
[pretty much a really big and expensive removal order that has its cost reduced with the cost of the most expensive enemy unit in battle; it might be busted]

7/II- (following 7th concept)
Increased cost to 7k;
Deal 7 damage to an enemy unit. Costs X less to play, where X is the highest enemy unit cost in battle.
[pretty much the same deal as before, though now it'll deal a fixed amount of damage instead, though still quite high]
7/II/A- (following 7/II option)
Increased cost to Xk;
Now it deals X damage to an enemy unit instead.
(variants)
a- Increased cost to 8k; Deal 8 damage to an enemy unit.
b- Increased cost to 9k; Deal 9 damage to an enemy unit.
[pretty self explanatory the escalating of cost/damage for each option, though it can be adjusted ofc]
8- Rework;
Deal damage to target enemy unit equal to its cost.
[pretty much an order that is more effective against more expensive units]

8/II- (following 8th concept)
Deal damage to target enemy unit equal to its attack.
[credits to @lost hawk; pretty much the same concept as the previously mentioned, though now its damage escalates accordingly to target's attack instead]

9- Rework;
Deal damage to target unit equal to damage it dealt in total this battle.
[kinda similar to the 8/II option in some degree, though now it can be used against targets that might either have high attack or that deals non-combat damage]

10- Rework;
Deal 7 damage to an unit. Can only target units alone at a front.
[credits to @sterile gyro; though not the exact same idea, I sticked to the "single target at a front" effect for this option in particular, being both the support line and frontline]

10/A- (following 10th option)
Increased cost to 4k.
11- Rework;
Deal 3 damage to all units with the highest cost in battle.
[slightly inspired by ON THE ASCENT's effect]

11/A- (following 11th option)
Increased cost to Xk.
(variants)
a- Increased cost to 4k.
b- Increased cost to 5k.
11/II- (following 11th option)
Deal 2 damage to all units with the highest cost in battle.
[same deal as before, but slightly weaker than before]
11/II/A- (following 11/II option)
Increased cost to 4k.
[though given how its conditional effect works, it might be too much of a nerf]
11/III- (following 11th concept)
Deal damage to all units equal to the highest operation cost in battle.
[thus, it can either deal damage going from 0 to 3 (on average) up to 4, 5 or even higher but unlikely numbers aswell]

11/III/A- (following 11/III option)
Now it deals damage to all enemy units instead.
11/IV- (following 11th concept)
Deal 1 damage to all units. Repeat this effect each time it deals damage but does not destroy an unit.
[credits to the madman of @lost hawk; essentially an inverse CROSSFIRE, though this one in comparison sucks as a cheap unit removal, but works as a big unit(s) removal]

11/IV/A- (following 11/IV option)
Increased cost to 5k.
Repeat until destroy a unit
it has the risk of softlocking

11/V- (following 11/IV option)
Now it deals damage to all enemy units instead.
11/V/A- (following 11/V option)
Increased cost to 5k.
11/VI- (following 11/IV concept) Small rework;
Increased cost to 5k;
Repeat this effect each time it did not destroy any unit.
[essentially the same concept as before, but now it'll also reduce all units attack aswell, and at the same time it will "not" deal damage]
11/VI/A- (following 11/VI option)
Now it'll only affect enemy units instead.
12- Rework;
Deal 3 damage to an unit, plus 2 for each turn it started in battle.
[this should technically belong to the 2nd option, though I somehow labeled as a different idea, oh well]

12/A- (following 12th option)
Now it deals +2 damage for each turn it ended in battle instead.
[thus essentially, making this order have 5 base damage on targets]
12/B- (following 12/A option)
Increased cost to 4k.
12/II- (following 12/A option)
Deal 2 damage to an unit, plus 2 for each turn it ended in battle.
[reduced base damage to allow it to keep its original cost]
12/II/A- (following 12/II option)
Increased cost to 4k.
[though ironically enough, it would still powercreep cards like TURMOIL lmao]
12/III- (following 12th concept)
Deal 3 damage to an unit, plus 2 for each time it attacked this battle.
[pretty much a similar deal as before, though now it is more retroactive to what target unit does in battle]

12/III/A- (following 12/III option)
Now it deals +3 damage for each time target unit has attacked instead.
12/IV- (following 12/III concept)
Deal 3 damage to an unit, plus 2 for each time it operated this battle.
[thus now the damage bonus also acounts for movement, though pretty rare it might happen it does move more than once]
12/IV/A- (following 12/IV option)
Now it deals 3 damage to target for each time it operated instead.
13- Rework;
Deal 3 damage to an unit. Deal 6 if it has the highest attack in battle.
[pretty much a watered down DAGGER STRIKES, though at the same it it resembles a THE HAMMER as well]

13/A- (following 13th option)
Increased cost to 4k.
13/II- (following 13th option)
Now it deals 5 damage if it has the highest attack in battle instead.
[thus, allowing it to not powercreep cards like THE HAMMER or EXTENDED BARRAGE]
13/II/A- (following 13/II option)
Increased cost to 4k.
13/III- (kinda following 13th concept)
Deal damage to target unit equal to the highest unit cost in battle.
[thus now it can essentially be a high unit cost buster, but also an enabler to remove cheaper units as well]

13/III/A- (following 13/III option)
Deal damage to target unit equal to the highest unit attack in battle.
[essentially the same deal as with 8/A option, but now it can get the best output against any unit instead]
14- Rework;
Deal damage to target unit equal to cards in the enemy hand.
[pretty much inspired by KRIEGSMARINE's effect, though obviously now it targets units and doesn't make the enemy discard a card ofc, but in some way it goes in tone with the concept of "counter of big units"]

14/A- (following 14th option)
Increased cost to Xk.
(variants)
a- Increased cost to 4k.
b- Increased cost to 5k.
14/II- (following 14th option)
(insert idea effect). Draw a card if 2 or less.
[essentially now it has an additional effect if you happen to encounter an moron with small hands]
14/II/A- (following 14/II option)
Increased cost to Xk.
(variants)
a- Increased cost to 4k.
b- Increased cost to 5k.
15- Rework;
Destroy target unit with 3 or more operation cost.
[not much to say here, but it goes pretty much in tone with the name, and with some Soviet effects aswell]

15/A- (following 15th option)
Deal 3 damage to target unit. Destroy it if it has 3 or more operation cost.
16- Rework;
Deal 3 damage to target unit plus X, where X is target operation cost.
[pretty much a regular 3 damage order, though now it can escalate accordingly to target unit's operation cost too]
16/A- (following 16th option)
Increased cost to Xk;
Now it deals X damage to target unit.
(variants)
a- Increased cost to 4k. Deal 4 damage to target unit...
b- Increased csot to 5k; Deal 5 damage to target unit...
17- Rework;
Destroy target unit. Then replace it with a unit from the same nation that costs 1 or less.
[now it pretty much has the old effect from the previous version of MONASTYR]

17/A- (following 17th option)
Increased cost to 4k.
17/II- (following 17th option)
Destroy target unit. Then replace it with a unit from the same nation that costs 2 less if possible.
[essentially the same deal as before, but now its effect can be more devastating than before, and now more as it can easily get rid of units with cost 2 or less without replacements]

17/II/A- (following 17/II option)
Increased cost to Xk.
(variants)
a- Increased cost to 4k.
b- Increased cost to 5k.
17/III- (following 17th concept) Small Rework;
Increased cost to 7k;
Destroy target unit. Then replace it with a unit of the same nation with a cost equal to its operation cost.

18- Rework;
Convert target unit into a random unit with equal operation cost. Can target Covert units.
[a pretty big gamble to consider playing here, specially if we consider those units with high operation cost; slightly inspired by HARASS's effect]
18/A- (following 18th option)
Convert target unit into a random unit with equal cost. Can target Covert units.
[same deal as before, but now its convertion is tied to its cost instead]
19- Rework;
Pin target enemy unit. Destroy it in 3 turns.
[pretty simple yet effective effect to get rid of annoying enemies]

19/II- (following 19th concept)
Pin target enemy unit. Destroy it in X turns, where X equals its operation cost.
[I'm not entirely sure how it'll work against units with 0 operation cost, though I believe it would just straight up destroy them at the start of their turn]
19/II/A- (following 19/II option)
Pin target enemy unit. Destroy it in 1 turn, plus X where X equalts target operation cost.
[same deal as before but with a slightly bigger window of action for the poor target unit]
20- Rework;
Choose a card in hand and shuffle it into your deck. Deal damage to target unit equal to its cost.
[slightly flavoured Japanese/French effect that kinda goes alongside its concept, though with a tempo loss in exchange]

20/A- (following 20th option)
Reduced cost to Xk.
(variants)
a- Reduced cost to 2k.
b- Reduced cost to 1k.
[given its nature and obvious downside, it is not really a crazy option to consider applying to this idea]
21- Rework;
Give target unit: "At the end of your turn, destroy this unit."
[if we follow the DECOY TACTICS technicallity applied before, this effect will ONLY trigger at the end of owner's turn; (and why the fck did I not put it like that?) easy, to make it confusing]

21/A- (following 21th option)
Increased cost to 4k.
21/II- (following 21th option)
(insert basee effect). Give it +3+3 if friendly.
[thus technically making it a direct upgrade of FINAL PUSH, not because the damage output but its added flexibility]

21/II/A- (following 21/II option)
Increased cost to 4k.
21/III- (following 21th concept)
Give target unit: "Destroy this unit if it ends your turn at the frontline."
[thus it can now technically "lock" supportline units that might need to move there, or make a frontline unit be destroyed after owner's turn end]
22- Rework,
Reduced cost to 2k;
Changed card type from ORDER
to COUNTERMEASURE
;
After an enemy unit attacks, deal damage to it equal to damage it dealt.
[thus technically making it work as a combination of both RETALIATION and FRIENDLY FIRE, though it'll only damage itself]

23- Rework;
Give an enemy unit: "Before this unit attacks, it takes 3 damage."
[self sabotage card like effect]
23/A- (following 23th option)
Now it deals 4 damage instead.
23/II- (following 23th concept)
Give an enemy unit: "After this unit attacks, it takes 3 damage."
[now target unit can attack atleast once before damaging itself]
23/II/A- (following 23/II option)
Now it takes X damage instead.
(variants)
a-...it takes 4 damage.
b- ...it takes 5 damage.
c- ...it takes 6 damage.
23/III- (following 23th concept)
Give an enemy unit: "After this unit attacks, destroy it."
[now it pretty much can either block the frontline and/or attack one and die]
23/III/A- (following 23/III option)
Increased cost to 4k.
23/IV- (following 23/III concept)
Give an enemy unit: "After this unit attacks your HQ, destroy it."
[pretty much inspired by 4TP's passive effect]

23/IV/A- (following 23/IV option)
Increased cost to 4k.
24- Rework;
Target an unit. Divide its defense by half and round it up.
[credits to @lost hawk]
24/A- (following 24th option)
Target an unit. Divide its defense by half and round it down.
[now it'll give target unit a less favorable defense stat]
24/II- (following 24th option)
Target an unit. Divide its attack and defense by half and round it up.
[same deal as before, but now it'll also affect target's attack as well]
24/II/A- (following 24/II option)
Target an unit. Divide its attack and defense by half and round it down.
[yet again, same deal as before but now the outcome ends up being less favorable to target]
25- Rework;
Give target unit: "Combat damage dealt to this unit is doubled."
[credits to @sterile gyro; a pretty interesting concept that funnily enough, is not far away from a Soviet effect; it'll pretty much make target unit something similar to 2nd MARINES BATTALION]

25/A- (following 25th option)
Reduced cost to 2k.
25/II- (following 25th concept)
Give target unit: "Damage deal to this unit is doubled."
[pretty much the same concept as before, but now any source of damage is doubled instead]

25/II/A- (following 25/II option)
Reduced cost to 2k.
26- Rework;
Deal damage to target ground unit equal to the total attack of your tank units.
[credits to @sterile gyro; pretty much inspired by POUND's effect, though this time its effect is tied to tank units instead]

26/A- (following 26th option)
Increased cost to 4k.
(1)
(106 images in total......)
essentially, 2/7 unit would be 2/2, 6/3 unit would be 3/3 etc
rarity based Fall is interesting idea as well
dont think conditional 3K deal 6 powercreeps Hammer and Extended
for Hammer, being conditional is the reason
for Extended, same + Extended is technically 4K card that comes with "Pay half the price, pay other half next turn"
thats completelly true, though tbh I want to be as careful as possible to avoid that issue in particular, but it is true that at times I restrict myself a little too much for that
T-34 1942 (buff ideas)
As for this unit, I think have a pretty unusual opinion about it that... it might not be really agreeable for the most part, and that is that it sucks as a whole thing, and I'm not skipping the obvious fact that it is almost the heart of any T-34 related effects, with one of the most popular now being FRONT FORMATION, and that is true but I'm not focusing on the "token" aspect of this unit but its true card conterpart you can pick into your decks.
And why do I believe it sucks? well its a pretty simple line of thought, its most direct counterpart as a standard tank is the German PANZER IV-G, thought that one is rotated ofc, but also if we want to compare the type of use you give this tank you can also compare it to the PANZER III-J; it is true that unit is Limited and with slightly less cost and attack, but it is essentially the same deal in terms of usage.
And just as with those other two tanks (I've covered before) this tanks runs the exact same issues as those too, with it being too unreliable and expensive to play if compared to other options, and sure it might be "fine" at lower ranks and such, but you are not using this unless you are out in need, and if thats the case you are screwed.
And it is also true that as a T-34 it benefits from all synergies from its respective archetype, which again it can still be replaced to anything more affordable, hell the T-34 76 PL does a better job at that imo.
As a side note and while keeping in mind the "token" aspect of this unit, I propose that a "close/mirror" unit is created in its place for that role, with it being the exact same card with a possible alternative name to avoid confusion and allow the original to be buffed, the other simpler option being to change this unit name.
So, to make this iconic unit and historial tank more useful overall, I've thought some ideas that might achieve that goal as a whole:
1- (alternative token card to enable buffs)
Removed rarity; Converted to Token.
[thought this is technically already a thing, that one alternative has the effect "Destroy at the end of turn", which works for most of the related cards that add it, but at the same time it doesn't cover all of them, this one option might do the trick for the remaining cards and to come]
[and btw, don't be cruel and label this as "fanmade", I'm being genuine here]
1/II- (following 1st concept)
Changed name to (see variants).
(variants)
a- Changed name to T-34 1941.
b- Changed name to T-34 1942.
[as for this approach, the idea is pretty simple, the "pickable" option for your deck gets to have a different name, and the "token" counterpart does still keep the original name, this is mostly to save time and effort for edits in all respective cards]
1/II/A- (following both 1st and 1/II concepts)
Removed rarity; Converted into a Token card. Applies to both variants.
[as for this option, it would essentially be the hidden "token" card in game that only differs in its passive effect; but now it'll have a slightly different name, for yet again allow the original card to be buffed]
1/III- (following 1st concept) Nerf;
Reduced attack to 4. (4/5)
[shoutout to @wet smelt; though its idea was to change the defense, I belive that modifying the attack makes more sense]
[direct nerf to the TOKEN variant of this card, not the base card itself, thus also technically an indirect nerf to FRONTLINE FORMATION and other related cards that add this card]

1/IV- (following 1st concept) Buff/Nerf;
Reduced attack to 4. (4/5);
If it started in your deck, it has +1 attack and -1 operation cost.
[as for this option, it'll now work as a direct "nerf" to the base card, but with a small twist that allows it to be even better than before if it started in your deck, essentially keeping it on rate with its cost and role]

1/IV/A- (following 1/IV option)
If it started in your deck, it has +2 attack.
[same deal as before, but now instead of having an operation cost discount, it'll have +2 attack, essentially making it a 6/5 tank]
1/IV/B- (following both 1/IV and 1/IV/A options) MERGE;
If it started in your deck, it has +2 attack and -1 operation cost.
[same deal as before, but now with more value and power if it was selected in your deck as a true unit]
1/IV/C- (following 1/IV concept)
Reduced attack to 4;
If it started in your deck, it operates for free this turn.
[essentially the same deal as before, but instead of having additional damage, it'll operate for free the same turn it is played, essentially making it a mixture of both PANZER IV-G and M4 SHERMAN PL effects]

2- Buff;
Now it has Guard.
[a pretty simple but effective addition, and also in tone with Soviet cards]
[and btw, from this point onwards you HAVE to imagine that any of previous options proposed at the first option would have been applied for any buffs to be applied and avoid busted outcomes, if you ignored that and this message, I'll skip any message that shows ignorance as you are essentially a moron]

2/A- (following 2nd option)
Now it has Shock.
[same deal as before, but now it'll work like a slightly weaker version of T-34-85 1945]

3- Buff;
Deployment: If it started in your deck, it operates for for 1 less this turn.
[a pretty simple yet effective conditional effect that works when you select this unit in a deck]

3/A- (following 3rd option)
Now it operates for free this turn instead.
3/B- (following 3/A option)
Increased cost to 6k.
[the previous might make it a little too powerful, so here is an alternative version with a higher cost in exchange]
3/C- (following 3rd concept)
Deployment: If it started in your deck, set its operation cost to 1.
[essentially the same deal as before, but its discount will be kept permanently instead]
3/II- (following 3rd concept)
Deployment: If it started in your deck, draw a card.
[a pretty small conditional effect, though still pretty useful overall]
3/II/A- (following 3/II option)
(insert idea effect), draw a Soviet (see variants) from your deck.
(variants)
a- ...draw a Soviet card from your deck.
b- ...draw a Soviet unit from your deck.
c- ...draw a Soviet tank from your deck.
[same deal as before, but now it'll draw a specific Soviet card instead]
3/II/B- (following 3/II/A concept)
(insert idea effect), draw a T-34 from your deck.
[now it'll basically work like a T-34/76D, but with the main difference being that it doesn't apply a discount]
3/III- (following 3rd concept)
Deployment: If it started in your deck, Fight target enemy unit.
[essentially a PANZER IV-H but that cannot turn Veteran/fully repair itself]

3/III/A- (following 3/III option)
Increased cost to 6k.
3/IV- (following 3rd concept)
Deployment: If it started in your deck, gain a random combat keyword.
[small gamblecore here, you might get an absolutely abismal or glorious outcome, who knows!]
3/IV/A- (following 3/IV option)
(insert idea effect), it gains (see variants).
(variants)
a- ...it gains Shock.
b- ...it gains Guard.
[same deal as before, but now it'll get a guaranteed combat keyword instead]
3/V- (following 3rd concept)
(insert idea effect), give your HQ +X defense.
(variants)
a- ...give your HQ +2 defense.
b- ...give your HQ +3 defense.
c- ...give your HQ +4 defense.
[now it'll pretty much behave like those pesky br'sh units, but this time is is now in a Soviet tank]

3/VI- (following 3rd concept)
Deployment: If it started in your deck, add a BLOODY SICKLE to hand.
[now if conditions are met, you'll get the chance to get an useful card to use alongside this tank]

3/VI/A- (following 3/IV concept)
(insert idea effect), add a (see variants) to hand.
(variants)
a- ...add a HULL DOWN to hand. (pretty useful, though not that much for THIS card already deployed)
b- ...add a SURVEIL to hand. (some convert mechanics)
c- ...add a FORGED IN FIRE to hand. (again, useful for value and card draw)
3/VI/B- (following 3/VI concept)
(insert idea effect), add a NO RETREAT to hand.
[not much to say here, its an interesting order though it is rare to see]
3/VII- (following 3rd concept)
Deployment: If it started in your deck, Convert a card in hand into this unit.
[it pretty much works just like SURVEIL, but it can only "duplicate" itself in hand]

3/VII/A- (following 3/VII option)
Now it Converts a unit in hand into this unit instead.
(alternative variant)
a- Now it Converts a tank in hand into this unit instead.
[thus now the Convert effect narrows to an specific type of card rather than Converting anything into this unit]
3/VIII- (following 3/VII concept)
(insert idea effect), Convert a card in deck into this unit.
[pretty much inspired by 6th MOTOR RIFLES, though in contrast this one lacks card draw]

3/VIII/A- (following 3/VIII option)
Now it Converts a unit in deck into this unit.
(variants)
a- Now it Converts a tank in deck into this unit.
[thus now narrowing again the odds of it Convert a valuable card in your deck]
4- Buff;
Has Guard while in the support line.
[a pretty simple yet effective addition, and funnily enough not really disruptive if you think about it, it'll only make it more flexible]
5- Buff;
If it started in your deck, your HQ gains defense equal to damage it takes.
[now it'll essentially work like a big 845th RIFLES, (though that kinda of thing already exists, but it is terrible)]

5/II- (following 5th concept)
If it started in your deck, draw a card when this unit damages the enemy HQ.
[now it pretty much works like the A34 COMET, and I'll be honest here, that card is so terribly bland that it would deserve to be powercreeped]

5/III- (following 5th concept)
If it started in your deck, give your HQ +X defense when this unit attacks.
(variants)
a- Give your HQ +2 defense...
b- Give your HQ +3 defense...
[now it is essentially an inbuilt SU-85 that only triggers when it attacks itself]

5/IV- (following 5th concept)
If it started in your deck, its excess attack is dealt to the enemy HQ.
[now it pretty much has an inbuilt TURNING POINT (minus the free operation cost), thought it can also trigger its effect if it destroys an attacking enemy unit as well]

5/V- (following 5th concept)
If it started in your deck, it operates for free while in the support line.
[now it can essentially turn itself into a more passive defender if the context requires it]
6- Buff;
Destruction: If it started in your deck, draw a card.
[pretty much the same deal as with the 3th options, but now it'll work as a destruction effect, thus adding another tool for that archetype]
💣
6/A- (following 6th option)
(insert idea effect), draw a T-34 from your deck.
[yet again, now it'll work just like T-34/76D but without adding a discount]
6/B- (following 6th option)
(insert idea effect), draw a Guard unit from your deck.
[same deal as before, but now it'll draw a so desired Guard from your deck (if any)]
6/II- (following 6th concept)
(insert idea effect), give your HQ +X defense.
(variants)
a- ...give your HQ +2 defense.
b- ...give your HQ +3 defense.
c- ...give your HQ +4 defense.
6/III- (following 6th concept)
(insert idea effect), add a BLOODY SICKLE to hand.
[essentially the same deal as 3/VI concept, but now it is triggered with a Destruction effect instead]

6/III/A- (following 6th option)
(insert idea effect), add a (see variants) to hand.
(variants)
a- ...add a HULL DOWN to hand.
b- ...add a SURVEIL to hand.
c- ...add a FORGED IN FIRE to hand.
[a decent card to get, but unfortunately it comes with a price ofc]
6/III/B- (following 6/III option)
(insert idea effect), add a NO RETREAT to hand.
7- Buff;
While in hand, reduce its cost by 1 when an enemy unit moves into the frontline.
[now it'll essentially work like RHODOS GIANT but retroactively as a defensive option against aggresive opponents]

7/A- (following 7th option)
Now it reduces its cost by 2 instead.
8- Buff;
Reduce its operation cost by 1 each time your HQ takes damage.
9- Buff;
Takes X less combat damage against tank units.
(variants)
a- Takes 1 less combat damage against tank units.
b- Takes 2 less combat damage against tank units.
9/II- (following 9th concept)
Takes X less combat damage against infantry units.
(variants)
a- Takes 1 less combat damage against infantry units.
b- Takes 2 less combat damage against infantry units.
9/III- (following both 9th and 9/II concepts) MERGE;
Takes X less combat damage against infantry and tanks units.
(variants)
a- Takes 1 less combat damage...
b- Takes 2 less combat damage...
10- Buff;
Takes less combat damage for each combat keyword an enemy unit has.
[it'll now essentially have an inverse Heavy armor, where it gets less damage the more combat keywords an enemy unit has]

10/II- (following 10th concept)
Takes less combat damage for each combat keyword it has.
[now it works the other way around, which essentially means it has +1 Heavy armor for each combat keyword it has, thus allowing it to reduce it even further than the natural 3]

11- Buff;
When an enemy targets this unit with an order, your HQ gains +2 defense.
[now it'll essentially work like a true direct counterpart of its now reserved brother T-34-85]

11/A- (following 11th option)
Now your HQ gains +3 defense.
11/II- (following 11th concept)
When this unit is targeted by an order, your HQ gains +2 defense.
[pretty much the same deal as before, but now it'll alsow triggers its effect if you target it with an order too]

11/II/A- (following 11/II option)
Now your HQ gains +3 defense instead.
12- Toxic Buff;
At the start of your turn, fully repair this unit.
[now it'll essentially work just like 42nd RIFLES, but with a higher statline, Blitz and a better class type]

12/A- (following 12th option)
Reduced attack to 4. (4/5)
[given that it now has a pretty powerful passive effect, it is reasonable to reduce its attack power slightly in exchange]
12/II- (following 12th option)
At the start of each 2 turns, fully repair this unit.
[same deal as before, but now its effects is noticeable slower to trigger]
12/III- (following 12th concept)
If it started in your deck, fully repair this unit at the start of your turn.
[now it'll behave just like before, but now it has the restrictions from the beggining]

12/III/A- (following 12/III option)
Reduced attack to 4. (4/5)
[and yet again, given that it is not really that different from the 5th option, cutting its attack slightly is reasonable as well]
(2)
"Started in your deck" is really interesting idea to differ base from all the token spawners
The Mighty Fall should be "convert target unit in the Frontline into Routed Troops. Destroy it if Veteran"
T-80 should be "deployment: deal 1dmg to your HQ"
And honestly, I would make T-34 operate your 1k but reduce the defense to 4k
This is a damn good one
Pretty interesting concept. I like it, but the lack of Soviet throp support makes it unlikely to see the light of day
Great suggestion
Also a great suggestion
Great suggestion
Throp counter would hardly see the light of day
that one could be technically paired with a few Sov orders
like %snowstorm%
Cards found: 1
On the t-34, I like te concept but I also think we should keep in mind that this tank is a point of reference
We use it to price things
This is why I suggested lowering op cost and defense: the card plays the role of sniping the backline. We could lower the atk for it as well, but the point still stands. A t-34 should not survive in the Frontline
I mean, thats true and I totally agree on that, but for it to not be able to survive there must be an incentive to play the unit itself on first place, Tokens are out of questions given that they are... tokens, either too conditional or with a temporal life span
and as for the "point of reference", tbh at this point it cannot really be a thing anymore, in the end it is just all theory where different things have a set amount of value and invisible "multipliers" when combined, having a mediocre card in game for that purpose makes no sense.
well...
technically, one reason to have mid/bad cards like Himeji is they are for new player decks so they think "wow, this is bad, but I just got 58th which seems miles better"
doesn't mean we can't eventually get Himeji in this channel ofc, as I bet it will show up when we eventually do Japan
I do want to buff HIMEJI REGIMENT too
I do sincerely find that line of though dumb, it has some logic behind it, but as a card game it sucks, specially for new players considering that there are more and more new cards from all rarities
thus killing these old cards more and more over time
It’s a necessary line of logic for anything that seeks to realistically make a profit and drive engagement, besides helping out new players to ease into the game. I don’t exactly think a new player would enjoy having his 1st deck ever be something like push otk or Brit control
I do not mean that the first ever cards/deck for a new player should be a complex OTK/combo deck, thats not a good start. But you cannot also just give them trash cards just to make the learn the hard way without any other alternative when they do not have other options to pick from, and fater progressing though the game, instead of just instantly throwing away these cards, they could instead complement them with new ones they get, thus giving them a sense of progression with their base cards.
and as I always say, whats the point of having a bad card when a player can just choose an alternative that costs the same, has the same rarity and is as easy to craft/get
making a card bad out of just saying "yeah, they'll learn that this card in particular is bad" is not logical, why not making that same card have a paired power with others of its same level and from there let the players have the choice of deciding if it is convenient for them to use.
Lets use Japan as an example with 1k Standard ground units, you have:
-
58th INFANTRY REGIMENT: a really powerful infantry with both Blitz and Shock unit that allows both to be a frontline threat and a removal tool. (1/2; 3/2 with Shock)
-
SHIBATA REGIMENT: a passive infantry that while it doesn't have much stats, it can be disruptive against the enemy, specially if it relies on orders or you pair it up with RESISTANCE. (1/3)
-
TYPE 92 Jyu-SHOKOSHA: an useful tank that while weak on its own, it is dirt cheap to deploy and operate and can grow its attack exponentially, plus it has Smokescreen. (1/2)
-
20th INFANTRY REGIMENT: a small guard unit that is cheap to deploy and has decent stats (though it can be slightly buffed). (2/2)
-
HIMEJI REGIMENT: the unit in question now, it has nothing special, it is expensive to operate and it is horribly fragile, all of this while being supposedelly at the same level of the other 4 cards. (3/1)
T-80 (buff ideas)
As for this unit, well... what can I say about it but negative takes? while its concept is curious, it is not practical at all in any context, for starters its stats and cost are exactly the same as with the T-70, with the very small adition of it having 0 operation cost, which also makes it similar to the now reserved BT-7.
Up to this point it seems like a average but slightly better light tank, but here is the issue, it has a self damage effect equivalent to the SU-76M, but obviously these two units do not have the same level of power, and their cost are really further apart, and to make matters worse it is an Special card, while the other three cards mentioned are Standard, which makes me believe this card is a bad joke for the devs to troll players into crafting it.
Average stats, high/expensive rarity and a terrible downside literally makes this unit unplayable, there might be some little tricks you could try to pull off with it, but it is by no means efficient or worth the hussle.
So, to make this mediocre attempt of a tank into a truly useful unit worth of its Rarity and existence, I've thought some ideas that might do the job:
1- (change to base card) Buff;
Reduced cost to 1k.
[given that its stats and downside are on rate on what you might want for a cheap unit, I believe this is a reasonable take for it; it can also ofc be applied to any of the followin options if necessary]
1/II- (following 1st concept); (change to base card) Buff;
Increased defense to 3. (3/3)
[same reasoning as before, if its downside is going to be as big as it is depicted, it might as well have more survivability to justify it]
1/II/A- (following both 1st and 1/II option); (change to base card) Buff;
Reduced cost to 1k;
Increased defense to 3. (3/3)
[and yet, it would still be kinda on rate given its downside and rarity]
1/III- (following 1st concept) Rework;
Removed Destruction effect;
Now it has Bond.
[alternative downside for this unit, which can also allow for another type of synergies as well]
1/III/A- (following 1/III option)
Increased attack to 3. (3/3)
1/III/B- (following 1/III option)
Reduced cost to 1k.
1/III/C- (following 1/III/B option)
Increased defense to 3. (3/3)
1/IV- (following both 1/III concept)
Reduced cost to 0k;
Now it has Bond. (Destruction effect is kept)

1/IV/A- (following 1/IV option)
Increased defense to 3. (3/3)
2- (change to base card) Buff;
Now it has Blitz.
[now it has a more proper effect to compensate for its natural downside]

2/A- (following 2nd option)
Reduced defense to 1. (3/1)
[shoutout/credits to @lost hawk; a pretty reasonable take given the amount of damage it can inflict, specially against the enemy HQ]
2/B- (following 2nd option)
Destruction: Deal 3 damage to your HQ.
[given that a Blitz tank with 3 attack and 0 op can be pretty powerful, I've decided it could also be paired up with a similar Soviet card, it being RED DAWN]
2/C- (following 2nd option)
Reduced defense to 1. (3/1)
[shoutout to @lost hawk; though still it is reasonable to tone down its defense a little bit, but it is up to debate]
2/II- (following 2nd concept)
Now it has Blitz;
Destruction: Deal 2 damage to your HQ if it attacked the HQ.
[a good amount of power that can have its downside triggered if you use it directly against the opponent's HQ]
2/III- (following 2nd concept)
Added keywords:
(variants)
a- Now it has Shock. (more value in combat)
b- Now it has Smokescreen. (more survivabilty)
2/III/A- (following 2/III option)
Now it has both Smokescreen and Shock.
[now it has the best of both worlds, and funnily enough it kinda reminds me of the STUG III-F]
2/IV- (following both 2nd and 2/III concepts) MERGE;
Increased cost to 3k;
Now it has both Blitz and Shock.
[now it has a more dangerous and valuable approach than before, though for that same reason I also increased its cost slightly, its a reasonable change isn't?]

2/IV/A- (following 2/IV option)
Reduced defense to 1. (3/1)
[shoutout to @lost hawk; pretty much the same take as before, but again with a more fragile body in exchange for its new aquired power]
2/IV/B- (following 2/IV option) Nerf;
Destruction: Deal 3 damage to your HQ.
[alternative nerf to this seemingly dangerous idea, now it'll have a slightly bigger downside than before]
2/IV/C- (following 2/IV option)
Destruction: Dal 2 damage to your HQ if it atacked the enemy HQ.
[same deal as before, but its downside is only triggered if you used this tank directly against your opponent's HQ]

3- Buff;
Destruction: Deal 2 damage to each HQ.
[credits to @sterile gyro; a pretty curious idea if you ask me, now you are essentially a more immediate T-35's effect]

3/II- (kinda following 3rd concept)
Destruction: Deal 2 damage to the enemy HQ.
[now it is essentially a Ki-43 HAYABUSA but on a smaller and cheaper tank]

4- Buff;
(insert base effect). Cannot be damaged by infantry units.
[now as a small power boost and to go alongside its role as a light tank, it can now give more trouble to infantry units; and yes, I'll always try to sneak this try of concept into a card if possible
]

4/A- (following 4th concept)
(insert base effect). Cannot be damaged with orders.
[similar concept as before, but now it'll have the advantage to not be able to be damaged by any type order; most notably the Soviets ones that might come in handy]
5- Buff;
(insert base effect). Draw a Soviet tank from your deck. Reduce its cost by 2.
[essentially the same card as before, but with the exact same effect as with the T-34/76D, but now it can also draw non T-34 tanks too]

5/A- (following 5th option)
Now it reduces its cost by 3 instead.
5/II- (following 5th concept)
(insert base effect). Draw a Soviet tank from your deck. Reduce its cost and operation cost by 1.
[pretty much inspired by both PILOT ESCAPE and 175th MOTORIZED's effects]
5/II/A- (following 5/II option)
Now it reduces its cost and operation cost by X instead.
(variants)
a- Reduce its cost and operation cost by 2.
b- Reduce its cost and operation cost by 3. (this might be a little too much, specially with the operation cost part)
6- Rework/Swap;
Destruction: Your HQ gains +2 defense.
[now it is basically the same thing as before but now it doesn't damage you but heal you instead]

6/A- (following 6th option)
Destruction: Your HQ gains +3 defense.
6/II- (following 6th option)
Now it has Guard.
[yes, now it is pretty much a direct upgrade of the T-70 tank, though historically this is correct so its not that far from reality]

6/II/A- (following 6/A option)
Now it has Guard.
[thus essentially, increased defense heal too]
6/III- (following 6th concept) Rework;
Destruction: Your HQ gains +1 defense for ach friendly turn it ends in battle.
[now it can essentially become a delayed but powerful healing tool over time, though it needs to survive for a considerable amount of time for it to happen]

6/III/A- (following 6/III option)
Now your HQ gains +X defense for each friendly turn instead.
(variants)
a- Your HQ gains +1 or +2 defense...
b- Your HQ gains +2 defense... (this one in particular can be TOO effective]
7- Rework;
Destruction: Deal 1 damage to all.
[yes, this is pretty much a Special tank alternative of 152mm HOWITZER GUN but with 1 cost less and 0 operation cost]
💣
7/A- (following 7th option)
Destruction: Deal 1 damage to all. Deals double damage against infantry.
[pretty much the same deal as before but now it can also be a more effective tool against infantry, both in combat and with its destruction effect as a board wipe]
💣
8- Buff;
(insert base effect). Add a Suppressed copy of this unit to your support line.
[pretty much the same effect as with 35th CAVALRY, but on a smaller scale]

8/A- (following 8th concept)
Now it adds a (see variants) to your support line instead.
(variants)
a- Add a T-70 to your support line.
b- Add a BT-7 to your support lien. (highly unlikely to be applied since it is reserved)
8/II- (following 8th concept) Rework;
Destruction: Add a T-80 to your support line. Give it: "Destruction: Deal 1 damage to your HQ." Increase it by 1 each time.
[as a small clarification, it would essentially duplicate itself indefinitely, but with the added downside of it having the original effect applied into it and increased for every time it is triggered/destroyed]

8/II/A- (following 8/II option)
Now it gets: "Destruction: Deal 2 damage to your HQ." instead.
[slightly changed effect for it to have a slightly heavier downside than before]
8/III- (following 8th concept) Rework;
(insert base effect). Add a random Soviet ground unit with cost 2 or less to your support line.
[essentially the same concept as with Ki-27 NATE but on a more wide selection range and into your support line]

8/III/A- (following 8/III option)
Now it adds a random Soviet ground unit with cost 1 or less to your support line instead.
[slightly toned down effect to avoid too many issues]
9- Buff/Rework;
Reduced cost to 1k;
Deployment: Deal 1 damage to your HQ.
[credits to @deft leaf; as to why the cost reduction, I belive it is reasonable to reduce its cost given that you are essentially deploying a Guardless T-70, with the only advantage being its free operation cost]
9/A- (following 9th option)
Deployment: Deal 1 damage to each HQ.
[now it essentially has the very same effect of the T-35, but it'll only trigger once]
9/II- (following 9th option) Buff;
(insert idea effect). Develop a Soviet medium or heavy tank.
[pretty much the same deal as the original card, but now it'll get you a Soviet medium or heavy tank, just like with the now reserved CONTEST DOCTRINE]

9/II/A- (following 9/II option)
Increased cost to Xk.
(variants)
a- Increased cost to 3k.
b- Increased cost to 4k.
[for obvious reasons, even if it has the "blood"/HQ damage payment, it is reasonable to increase its cost as well]
9/III- (following 9/II option) Nerf;
(insert idea effect). Develop a Soviet medium or heavy tank. Shuffle it into your deck.
[essentially the same deal as before, but now you won't be able to have this unit at hand immediatly]

oh no
You don't need to reduce the cost, but hey! I'm not complaining
I mean, you are essentially paying a BT-7 with 3 attack, so I believe it is logical if it had a lower cost
plus, it is Special
9/III/A- (following 9/III option) Buff;
Reduced cost to Xk.
(variants)
a- Reduced cost to 1k.
b- Reduced cost to 0k. (highly dangerous, I don't really support it lmao)
[given that you don't get the selected tank immediatelly, it could be reasonable to reduce its cost respectivelly, though with moderation as it is still the same tank from before, and it can be nasty]

10- Rework;
Deployment: Choose an unit in hand with a cost of 2 or less. Destruction: Put it into play.
[pretty much inspired by both 336th GUARDS NAVAL and ILYUSHIN IL-2's effects, and this one could make up as an excelent point in between as for its rarity, unit type and effect]

10/A- (following 10th option)
Increased cost to 3k.
[pretty obvious reason as to why isn't?]
10/B- (following 10th option)
Now it can only target units at hand with a cost of 1 or less instead.
11- Rework;
Has Blitz if your HQ was damaged this turn.
[credits to @wet smelt; pretty damn interesting concept, an useful effect that is on pair with its cost, stats and rarity, I love it]
⚡
11/A- (following 11th option)
Now it has Shock.
[further trade value as always]
11/II- (following 11th concept)
Has Blitz if your HQ was damaged since last turn.
[now you can essentially get Blitz if you HQ was either damaged last turn, or the same turn it is played/deployed too!]

11/II/A- (following 11/II option)
Now it has Shock.
12- Rework;
Deployment: Add a T-70 to your support line. Destroy it end of your next turn.
[now it pretty much works as a combination of both MOBILE DEFENSE and 654th RIFLES' effects]

12/A- (following 12th option)
Now it adds a (see variants) to your support line instead.
(variants)
a- Add a T-80 to your support line. (advantage being its 0 operation cost)
b- Add a BT-7 to yours support line. (same as before but with less damage)
12/II- (following 12th concept) Nerf
Deployment: Deal 1 damage to your HQ. Add a T-70 to your support line. Destroy it end of your next turn.
[same deal as before but with a small downside to tone it down a little bit and allow self damage synergies as well]
12/II/A- (following 12/II option)
Now it adds a (see variants) to your support line instead.
(variants)
a- Add a T-80 to your support line. (its advantage comes with its 0 operation cost)
b- Add a BT-7 to your support line. (same deal as before but with less attack)
13- Rework;
Destruction: Deal 1 damage to your HQ. Convert a random card in hand into this unit. Give it equal stats and +1+1.
[as a clarification, it would essentially "duplicate" itself indefinitelly just like with 6th MOTORS RIFLES, but with the difference being that its doesn't draw a card, it lacks Blitz and its stats grow over time over and over]

13/A- (following 13th option)
Now it deals 2 damage to your HQ.
[thus it basically got its old effect back]
14- Rework;
Deployment: Convert a random infantry unit in the enemy hand into ROUTED TROOPS.
[pretty much inspired by Ki-44 TOJO's effect, but this time instead of discarding said unit, it'll be Converted instead]

14/A- (following 14th option)
Increased cost to 3k.
14/II- (following 14th option)
Deployment: Convert a random tank unit in the enemy hand into ROUTED TROOPS.
[basically the same deal as before, but now it'll Convert/Discard a random tank instead]

14/II/A- (following 14/II option)
Increased cost to 3k.
14/III- (following both 14th and 14/II options) MERGE;
Deployment: Choose one - Convert a random infantry OR tank in the enemy hand into ROUTED TROOPS.
[now you have a pretty flexible choice to choose here, you can make the enemy either lose an infantry or a tank, and better yet while avoiding the issue of Convert another ROUTED TROOPS]

14/III/A- (following 14/III option)
Increased cost to Xk.
(variants)
a- Increased cost to 3k.
b- Increased cost to 4k. (a pretty reasonable price to consider too)
(3)
This is amazing
25th kinda sucks. It doesn't fit into light infantry, and it's just too slow to justify it costing 8 kredis. My design would add some heavy tank lethality to the light infantry deck to justify that price tag. Also I got rid of the 67.
67
te voy a matar
wouldn't that just make it a better IRON VICTORY?
It’s more value, but more expensive. I probably could have made it affect infantry on the battlefield only tho
you know what, since you took your time to bring this unit up I might as well consider it too for the next batch of cards for the questions
6/5
At the end of your turn, convert a light infantry that you control on the battlefield into a T-34/76D
CARD QUESTION: 13th RIFLE REGIMENT; 190th GUARD RIFLES; 95th RIFLE 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!
My personal takes about them:
-
13th RIFLE REGIMENT: (used it here and there); a pretty interesting small infantry unit with a curious destruction effect, but that I personally don't really like given how weak it is both the unit and its effect as a whole, nowadays a 2k 2/2 infantry is terrible to say the least, and its effect while it can have some good outcomes, it is not consistent enough as say a Develop effect, hell even if it was straight up a Deployment effect it would be much better. Imo it could have a substantial buff.
-
190th GUARD RIFLES: (I love this card, I always bring one copy of it); A really cool concept for a 2k infantry unit, its stats are over the top for its cost, but it comes with an obvious and necessary downside, which is that it cannot be operated at all, unless 4 enemy units are destroyed in total in its presence, from which the beast awakens, providing you of both a fully repaired version of it with both Guard and infinite Shock.
The best part about it is that is "sucks" in its base form, but it is intimidating enough that the enemy is forced to do something about but without Suppressing it, thus there is a high chance of always getting it to waste valuable resources into it. I personally would like it so buff it slighty either in its passive or conditional, what do you think?
- 95th RIFLE REGIMENT: (never used it, maybe in Draft); what can I say about this unit.... I do not like it at all, it has essentially the same issue as with T-80, which is that it has mediocre stats for a 2k unit that also has a downside; it is true that it can provide you with a tool to damage/remove enemy units as well, but here is the thing, it does a worse job overall if compared to another Standard Soviet card, and that is BLOODY SICKLE, which is cheaper and it allows you to draw a card pretty efficiently, while this does that for double the cost and the card replaced with a bad unit instead.
There is the chance that it was a good unit for self damage decks, but I sincerely doubt about that, and funnily enough this unit had much bigger stats long ago. I belive this card could get a considerable buff or rework.
YOU SPEAK SPANISH????
ADDITIONAL CARD QUESTION: 25th INFANTRY REGIMENT
Same questions as before.
My personal opinion about it:
- 25th INFANTRY REGIMENT: (never used it, maybe in Draft); what can I say about this unit, it also sucks as a whole, while I kinda understand its concept, it is not really useful at all, specially with that cost in particular it has, 8k for a 6/7 Guard infantry is bad, and the fact that it adds additional LIGHT INFANTRY in its same front doesn't really make it much better;
there is already card that does that, the BP-43 ARMORED TRAIN, and tbh it is not really a tool for the Soviet Token deck but as pure value as a Guard given that it costs 5k and is though as hell to destroy.
The only place where I see that this unit can be "useful" is in Draft, and thats is only because of how random matchs ends up being overall, which comes in handy for it (as of right now), maybe even at low ranks where a battle gets too long that this unit could shine a little bit, but thats it.
I personally believe it could be buffed or reworked entirely to make it worth using at all.
I never realized
but ofc, I'm from Argentina
Hello then neighbor
Brazil?
Im from Chile
oh, thats cool!
I’ve met you, one from Venezuela, and I think I’ve seen a few from Brazil
That’s kinda it
mh, curious
maybe 13th can get "If it's your turn, Develop it instead" at the end
did anybody tell you that you are a fricking genious lmao
25th can maybe get cheaper and replace Guard with Smokescreen 
I mean, it would still be kinda bad I belive, the main issue is its cost
Give it ambush
that's why "cheaper" part
oops
in your personal opinion, what would be the minimum cost it could get in that format? (we can also consider Albry's Ambush variant)
maybe 6K?
maybe allow 95 to be "Choose One - deal 1 damage to unit and your HQ OR 2 damage to unit and your HQ"
giving it bigger, more risky punch while also allowing it to keep smaller one
13th RIFLE REGIMENT (buff & "rework" ideas)
As for this unit, I don't really have much to say about it, and what I can I say its not much different from what I've stated before; I do not find this unit good in any ways whatsoever, and while its concept is interesting it is not practical or consistent for what one might aim for.
For starters as a 2k unit its stats are terrible to trade against other units with its same cost or even less, and given that it is a Destruction effect, not only it is slow to trigger but it also is vulnerable to any form of control effect that might cancel it, say Suppression, Convert, Send to hand, etc. which rduces its usefulness considerably if we compare it to other Soviet (or Ally nation) units of the same cost (and Rarity why not).
So without further adding into it, I've thought some ideas that might as well make this interesting unit into a truly useful Soviet option to gain value in battle:
1- (change to base card) Buff;
Reduced cost to 1k.
[a more in tone value for its stats, and while its Destruction effect is still the same, it does still not provide a guaranteed outcome]
[and as always this very same change and variants could be applied to any of the following options too]
1/B- (following 1st concept); (change to base card) Buff;
Reduced operation cost to 0k.
[similar deal as before, if you think that the previous option was a little too much, here is an alternative option]
[just like before, this very same change can be applied to any of the followin options as well]
1/C- (following both 1st and 1/A optiosn); (change to base card) MERGE;
Reduced cost to 1k;
Reduced operation cost to 0k.
[pretty much the same deal as with the previous two options but now into one single card, pretty nice isn't?]
1/II- (following 1st concept); (changes to base card) Buff;
Increased attack/defense to X.
(variants)
a- Increased defense to 3. (2/3)
b- Increased attack to 3. (3/2)
c- Increased both attack and defense to 3. (3/3)
[pretty much the same deal as before, but now it has a more competitive statline to fight against other units of its same cost range]
[and just like before, this very same changes could also be applied to any of the following options if it deems necessary]
1/II/A- (following 1/II concept); (change to base card) Buff;
Increased attack/defense to 4.
(variants)
a- Increased defense to 4. (2/4) [pretty much tied to 845th RIFLES]
b- Increased attack to 4. (4/2) [now it is the other way around]
1/III- (following 1st concept); (changes to base card) Buff;
Added keywords:
(variants)
a- Now it has Blitz.
b- Now it has Shock.
c- Now it has Guard.
[all keywords are meant as a way to increase the value this unit might have on the battlefield, and can also be specially paired up with the cost changes from the 1st options as well]
[it could technically be also applied to any of the following options, but it depends]
1/III/A- (following 1/III concept); (changes to base card) Buff;
Added keyword combinations:
(variants)
a- Now it has both Blitz and Shock.
b- Now it has both Guard and Shock.
c- Now it has both Blitz and Guard.
[all combinations meant to give it either defensive and/or offensive value]
2- Buff;
(insert base effect). Reduce its cost by 1.
[a pretty simple yet effective modification to the original effect, now the added unit will be slightly easier to deploy, specially if a cheap one]

Hear me out
2k 1op 2/2 Destruction: Add a random Soviet infantry to your hand. It has Covert
OR
2k 1op 2/2 Destruction: Add a random Soviet infantry that cost 1 more to your Support Line, it has Covert
You want 13th rifle relevant, make the infantry bonus worthwhile via Covert 
2/A- (following 2nd option)
Now it reduces its cost by X instead.
(variants)
a- Reduce its cost by 2.
b- Reduce its cost by 3. (this might be too much of a discount)
The enemy doesn't know jack what you just deployed unless they attack it 
the most horrible part about that is that it can be ANY Soviet infantry
thus basically allowing any unit you get to be both invisible, and not targeteable/affected by any orders or deployment effects (except of course my goat TIP OF THE SPEAR and maybe that Polish fighter)
2/II- (following 2nd concept)
(insert base effect). Reduce its cost and operation cost by 1.
[thus giving it a pretty similar effect to PILOT ESCAPE]

2/II/A- (following 2nd option)
Now it reduces its cost and operation cost by 2.
3- Buff;
(insert base effect). Give it Blitz.
[pretty much the same original effect, but now the added infantry has additional value, which can led up to some interesting results]

3/A- (following 3rd option)
Now it gets Guard.
[a more defensive approach, it can be either good or bad]
3/B- (following 3rd concept)
(insert base effect). Give it a random combat keyword.
[similar deal as before, but now more randomized and in tone with the current Soviet archetype running around]
3/II- (following 3rd concept)
(insert base effect). Give it Covert.
[credits to the mad man of @prime iron]

4- Buff/"Rework";
Destruction: Add a random Soviet infantry with cost 3 or less to your support line.
[now instead of adding a random outcome to your hand, it'll now add a more specific unit to your support line]

4/A- (following 4th option)
Now it adds a random Soviet infantry with cost 2 or less instead.
4/II- (following 4th concept)
(insert base effect). Put it into play if it costs 3 or less.
[pretty much a similar deal as before, but now the base effect remains untouched, though it'll still add that unit to your support line if conditions are met]

4/II/A- (following 4/II option)
Now it puts it into play if it costs 2 or less instead.
4/III- (following 4th concept)
Destruction: Add a random Soviet infantry with a cost of 3 or less to your support line. Give it Covert.
[shoutout/credits to @prime iron; pretty much followed his crazy idea, which is incredibly interesting if you ask me]

4/III/A- (following 4/III opion)
Now it adds a Soviet infantry with cost 2 or less instead.
4/IV- (following both 4/II and 4/III concepts) MERGE
(insert base effect). Put it into play if it costs 3 or less. Give it Covert.
[pretty much the same idea as before, but now with a more flexible and menacing effect as a whole]
5- Buff/"Rework";
Destruction: If it's your turn, Develop a Soviet infantry. Otherwise add a random Soviet infantry to hand.
[credits to @lost hawk; a pretty damn cool concept that does not thrive too much away from the original idea, but at the same time makes it a lot better]

6- Buff;
(insert base effect). Give it this ability if it costs 3 or less.
[pretty much inspired by KOKURA'S SWORD's effect, but now applied to a Soviet unit]

6/A- (following 6th option)
Now it gives it this ability if it costs X or less.
(variants)
a- Give it this ability if it costs 2 or less.
b- Give it this ability if it costs 1 or less.
[to tone its effect down a little bit]
7- Buff;
(insert base effect), plus one for each time this effect triggered this battle.
[to clarify my intention: this effect would trigger again for each time this Destruction effect in particular had triggered, not just any Destruction effect, thus giving you a benefit for using more than one copy of this unit]

7/II- (following 7th concept)
(insert base effect). Repeat this effect if it costs 2 or less.
[just to clarify it would only trigger again once, just to "double" the value it might give you]

8- Buff;
(insert base effect). Give it +1+1.
[another pretty simple yet straightforward buff to the added unit to hand]

8/A- (following 8th option)
(insert base effect). Give it +X+X.
(variants)
a- Give it +1+2.
b- Give it +2+1.
c- Give it +2+2.
[thus further increasing the value of the unit you get]
8/II- (following 8th concept)
(insert base effect). Give it +1+1 if it costs 2 or less.
[pretty much the same idea as before but now it is aimed to increase the power of those units that might be weaker than what you prefer to have]
8/II/A- (following 8/II option)
(insert base effect). Give it +X+X if it costs 2 or less.
(variants)
a- Give it +1+2...
b- Give it +2+1...
c- Give it +2+2...
9- Toxic Buff;
Destruction: Add a random Soviet unit to your hand.
[now it can essentially add ANY Soviet unit to your hand, and not just infantry units]
[all ideas that branch from this option follow the same ideas previously seen but applied to this concept instead]

9/II- (following both 9th and 2nd option) MERGE;
(insert idea effect). Reduce its cost by 1.
9/II/A- (following 9/II option)
Now it reduces its cost by X.
(variants)
a- Reduce its cost by 2.
b- Reduce its cost by 3.
9/II/B- (following 9/II concept)
(insert idea effect). Reduce its cost and operation cost by X.
(variants)
a- Reduce its cost and operation cost by 1.
b- Reduce its cost and operation cost by 2.
[could probably have its cost increased given the value it might provide]
9/III- (following both 9th and 3rd concepts) MERGE
(insert idea effect). Give it Blitz.
[now the added Soviet unit will have a more aggresive approach added into it]

9/III/A- (following 9/III option)
Now it gives it Guard.
[a more defensive approach, though it would come with some funny outcomes ofc]
9/III/B- (following 9/III concept)
(insert idea effect). Give it a random combat keyword.
[pretty much the same deal as before, but now randomized as with the new Soviet archetype]
9/IV- (following both 9th and 4th concepts) MERGE;
Destruction: Add a random Soviet unit with cost 3 or less to your support line.
[now you can imagine the wide range of units it might translate into that can be added]

9/IV/A- (following 9/IV option)
Now it adds a random Soviet unit with cost 1 or less instead.
9/IV/B- (following 9/IV concept)
(insert base effect). Put it into play if it costs 3 or less.
[pretty much the same deal as before, but now its original effect is restored and the new effect works conditionally]

9/IV/C- (following 9/IV option)
Now it puts it into play if it costs 2 or less instead.
9/V- (following bth 9th and 5th concepts) MERGE;
Destruction: If it's your turn, Develop a Soviet unit. Otherwise add a random Soviet unit to hand.
[shoutout/credits to @lost hawk; pretty much the same idea but now adapted to the 9th concept]

9/VI- (following both 9th and 6th concepts) MERGE;
(insert idea effect). Give it this ability if it costs X or less.
(variants)
a- Give it this ability if it costs 2 or less.
b- Give it this ability if it costs 1 or less.
[pretty much again the same idea as with KOKURA'S SWORD's effect, but conditional to unit cost]
9/VII- (following both 9th and 7th concepts) MERGE;
(insert idea effect), plus one for each time this effect triggered this battle.
[just to clarify, it would essentially again for each time this effect in particular had triggered in battle, not just any Destruction effect ofc]

9/VII/A- (following 9th option)
(insert idea effect). Repeat this effect if it costs X or less.
(variants)
a- Repeat this effect if it costs 2 or less.
b- Repeat this effect if it costs 1 or less.
[similar deal as before, but now it'll "double" its value if the outcome is not as favorable as you might expect]
9/VIII- (following both 9th and 8th concepts) MERGE;
(insert idea effect). Give it +1+1.
[essentially the same idea but now the added unit gets more stats]

9/VIII/A- (following 9/VIII option)
(insert idea effect). Give it +X+X.
(variants)
a- Give it +1+2.
b- Give it +2+1.
c- Give it +2+2.
[this options might be a little too much given that you can get anything besides infantry units]
9/VIII/B- (following 9/VIII option)
(insert idea effect). Give it +1+1 if it costs 2 or less.
[this restriction might tone down its potential power in general]
9/VIII/C- (following 9/VIII/B option)
(insert idea effect). Give it +X+X if it costs 2 or less.
(variants)
a- Give it +1+2.
b- Give it +2+1.
c- Give it +2+2.
[again, even though it has a restriction as to which units to buff, it can still be dangerous to apply to any unit]
10- "Rework";
Deployment: Develop a Soviet infantry.
[now instead of relying on a Destruction effect, you now will have access to the random unit more faster and with a more "consitently" than before]

10/II- (following 10th option)
(insert idea effect). Reduce its cost by 1.
[pretty much the same deal as with the 2nd option, but now we include it in a Develop effect]

10/II/A- (following 10/II option)
Now it reduces its cost by X.
(variants)
a- Reduce its cost by 2.
b- Reduce its cost by 3.
10/III- (following 10th option)
(insert idea effect). Reduce its cost and operation cost by X.
(variants)
a- Reduce its cost and operation cost by 1.
b- Reduce its cost and operation cost by 2.
11- Buff/"Rework";
Deployment: Develop a Soviet infantry. Give it Blitz.
[similar to the 3rd option, but now implemented into both a Deployment and Develop effect]

11/A- (following 11th option)
Now it gets Guard.
11/B- (following 11th option)
(insert idea effect). Give it a random combat keyword.
[same deal as before but randomized]
11/II- (following 11th option)
(insert idea effect). Give it Covert.
[shoutout/credits to @prime iron; pretty much the same idea he provided before but now applie to this Deployment/Develop concept]
12- Buff/"Rework;
Deployment: Develop a Soviet infantry. Give it +1+1.
[pretty much the same deal as with the 8th option, but applied into this concept instead]

12/A- (following 12th concept)
(insert idea effect). Give it +X+X.
(variants)
a- Give it +1+2.
b- Give it +2+1.
c- Give it +2+2.
12/II- (following 12th concept)
(insert idea effect). Give it +1+1 if it costs 2 or less.
[slight restriction to avoid it being too consistent with the power that it now provides by allowing what to choose]
12/II/A- (following 12/II option)
(insert idea effect). Give it +X+X if it costs 2 or less.
(variants)
a- Give it +1+2.
b- Give it +2+1.
c- Give it +2+2.
13- Buff/"Rework;
Deployment: Develop a Soviet infantry. Repeat this effect if it costs 2 or less.
[now it pretty much allows you to get double the value if you choose an infantry unit with cost 2 or less, but just to clarify it'll only happen once ofc]

13/A- (following 13th option)
Now it repeats its effect if it costs 1 or less.
[thus reducing its power/value slightly]
14- Buff/"Rework";
Deployment: Develop a Soviet infantry unit. Give it this ability if it costs 2 or less.
[pretty much the same effect of KOKURA'S SWORD but on a conditional deployment effect]

14/A- (following 14th option)
Now it gives it its ability if it costs 1 or less instead.
15- Buff/"Rework";
Deployment: Develop a Soviet infantry. Put it into play if it costs 3 or less.
15/A- (following 15th option)
Increased cost to 3k.
[its cost could be even 4k, but by that point it would probably need to have its stats increased as well]
keep in mind it deploys an infantry unit
15/II- (following 15th option)
Now it puts it into play if it costs 2 or less.
[slightly toned down effect]
15/II/A- (following 15/II option)
Increased cost to 3k.
15/III- (following 15th option)
Now it puts it into play if it costs 1 or less instead.
[thus, now it won't need a cost increase as it would be on rate.... kindoff]
16- Toxic Buff/"Rework"; :man
Destruction: Add a random Soviet unit that costs 1 more to your support line. Give it this ability if an infantry.
[it would pretty much behave like KOKURA'S SWORD at all times, but only if the added Soviet unit is an infantry too]

16/A- (following 16th option)
Reduced cost to 1k.
[funnily enough, this type of "buff" will prevent it to access more expensive and powerful units on death, though it is highly debatable ofc]
16/II- (following 16th concept)
Now it is added into your hand instead.
[same deal as before, but now instead of adding said random unit to your support line, now it'll got to your hand]
16/II/A- (following 16/II option)
Reduced cost to 1k.
[same reasoning as mentioned before, less cost equals less unit cost range to add]
16/III- (following 16th concept)
Now it is added into your deck instead.
[pretty much the same deal as before, but with a much slower effect to rely on, this would aim more for a long term investment, but ofc it needs to add an infantry for that to happen]

16/III/A- (following 16/III option)
Reduced cost to 1k.
[now this type of change looks reasonable now that the added unit doesn't have an "easy" access to your hand]
16/IV- (following 16th concept)
Destruction: Add a random Soviet infantry to your hand. If it's the enemy turn, give it this ability.
[credits to @sterile gyro; now it pretty much works almost the exact the same was y KOKURA'S SWORD]

16/IV/A- (following 16/VI option)
Increased cost to 3k.
16/V- (following 16/IV concept)
Destruction: Add a random Soviet unit to your hand. If it's the enemy turn, give it this ability.
[same deal as before, but now it'll add any Soviet unit besides alongside infantry]

16/V/A- (following 16/V option)
Increased cost to Xk.
(variants)
a- Increased cost to 3k.
b- Increased cost to 4k.
17- Buff/"Rework";
Destruction: Add a random Soviet infantry that costs 1 more to your support line. Give it Covert.
[credits to @prime iron]

17/A- (following 17th option)
Now it is added in your hand instead.
18- Rework;
Deployment: Target an unit. Destruction: Add a copy of target unit to your hand.
[credits to @sterile gyro; pretty much the exact same deal as with SURVEIL but without needing you to sacrifice/Convert a card in your hand]

18/A- (following 18th option)
Increased cost to 3k.
18/II- (following 18th option)
(insert idea effect). Reduce its cost by 1.
[same deal as before, but now with some added value into the same effect to justify its use]

18/II/A- (following 18/II option)
Increased cost to 3k.
(4)
190th GUARD RIFLES (buff ideas)
As for this unit, I have to say that I pretty much love its concept as a whole, the idea of having access to a big unit with a really low cost but that has an equivalent downside to restrict its use is pretty great imo, and when you finally succeed into unlocking its full power it can truly become a combat beast that also provides Guard.
Though while it is true it has a lot of good points in its favor, while kinda nitpicky from my part, I do believe it could get somes slight buffs into it given that normally, most of the time it is too slow and unreliable to get its goal effect/Veteran form in the long run, specially against aggro decks; and worst part of it is that all the effort and "value" that equals the time and resources to get it to be Veteran can easily be shut down by any type of control effect, which kinda kills his whole purpose.
And another to take into account while taking that "gained value" it has, is that its "Shock" effect comes again too late to be used when deemed necessary, it is true that it has high stats for it to trade in combat, but again it could do better than that.
So, to make this pretty interesting unit into a more flexible beast and let hell loose upon the battlefield, I've thought some ideas that might do the job for it, both normal and Veteran versions:
1- Buff;
Reduced enemy unit required to become Veteran to 3.
[given that most of the time it is pretty slow to get its Veteran effect to trigger, I think that a slight cut into its conditional effect would not really be a big deal but benefitial in general]

2- Bizarre/Technical Buff;
Cannot attack or move. Becomes Veteran when 4 enemy units have been destroyed.
[as you might have noticed, it reads almost exactly the same as the original text, but here is the key difference: it also counts enemy units destroyed BY the enemy. This might not be t h a t necessary of a change but it could a nice addition too]
2/A- (following 2nd option)
Now it only requires 3 enemy units destroyed to become Veteran.
2/II- (kinda following 2nd concept) Buff;
Cannot attack or move. Becomes Veteran when 4 units have been destroyed.
[now its conditional effect also counts friendly unit destruction, thus now it can substantially speed up its Veteran trigger process]

2/II/A- (following 2/II option) Logical Nerf;
Now it requires 5 units destroyed to become Veteran.
[given that now its conditional effect is considerably more flexible, rising up its number required is a logical choice here]
2/III- (following 2nd concept)
Cannot attack or move. Becomes Veteran when 4 enemy or Soviet units have been destroyed.
[essentially the same deal as with the 2/II option, but now bsides the enemy units, it'll also count any Soviet unit destruction as well, but not from any other nation (friendly ofc)]

2/III/A- (following 2/III option)
Reduced units required to 3 become Veteran. (either enemy or Soviet)
[given that it is far less flexible than the 2/II option, it might be reasonable to also consider reducing its required number for its Veteran trigger too]
2/III/B- (following 2/III option) Nerf;
Increased required units destroyed to 5 to become Veteran. (both enemy and Soviet)
[following the same line of though as before, given that now it still has more flexibility than its original version, it is also reasonable to consider increased its required number as well]
3- Questionable Buff;
Cannot move. Becomes Veteran when you have destroyed 4 enemy units.
[now it can actually attack normally, thus helping it out into getting its required enemy unit quota to get its Veteran trigger faster than before, while also allowing it to be more useful in battle]
[but here is the issue, given that it can now attack normally, it could theoretically attack the enemy HQ, how so if it cannot move? well, you can either use some French move to the frontline related effects, and others]
[also as a side note, any changes from the 2nd option could technically be applied in this same format if possible, though that might be too much]

3/A- (following 3rd option)
Increased operation cost to Xk.
(variants)
a- Increased operation cost to 2k.
b- Increased operation cost to 3k.
[given that it can not actually do something, it would be wise it limit its actual performance given its stats/cost rate]
3/II- (following 3rd option)
Increased cost to 3k.
[similar reasoning as before, even though it "cannot" move, it can still trade against frontline enemies, thus a 3k cost might not seem to bad given its nature]
3/II/A- (following 3/II option)
Increased operation cost to Xk.
(variants)
a- Increased operation cost to 2k.
b- Increased operation cost to 3k.
[pretty much the same reasoning as with 3/A option, it has stats too powerful for it to have a cheap operation cost]
4- (kinda following 3rd concept) Buff;
Cannot move or attack the enemy HQ. Becomes Veteran when you have destroyed 4 enemy units.
[pretty much the same deal as with the 3rd option, but now there are "no" chances of it being able to be a threat against the enemy HQ, unless we consider Japan ofc]

4/A- (following 4th option)
Increased operation cost to Xk.
(variants)
a- Increased operation cost to 2k.
b- Increased operation cost to 3k.
[even though it still has some limitations in its actions, if compared to the original deal, it is far more flexible, thus it needs an increase in its operation cost as well]
190th GUARD RIFLES - VETERAN VERSION (buff ideas)
V/1- (change to base card) Buff;
Now it has Shock.
[ever wanted to get to use this unit's mostly decorative Shock effect when it becomes Veteran? fear not! now it can actually do his job correctly]

V/1/A- (following V/1 concept) "Rework";
Removed passive text: "Gains Shock at the start of your turn."
[thus, to tone it down slightly given that it already has the so desired Shock for value]
V/1/B- (following V/1 option)
Gains Shock at the start of each 2 turns.
[pretty much an identical version of the original card, but now its "infinite" Shock recharges more slowly in exchange of its already natural Shock]
V/2- Rework;
Cannot be targeted by enemy orders.
[now instead of getting access to infinite Shock, it can now have the chance of now be so vulnerable to enemy orders]

V/2/A- (following 2nd option)
Now it has Shock.
V/2/II- (following 2nd concept) Buff;
Cannot be targeted by enemy orders or deployment effects.
[now the enemy might be forced to either get rid of this unit before hell let loose or look for another alternatives if so]

V/2/II/A- (following V/2/II option)
Now it has Shock.
V/2/III- (kinda following 2nd concept) Rework;
Cannot Retreat, be Suppressed or Converted.
[pretty much the same concept of 10th GUARDS REGIMENTS, but now it also has Convert immunity]

V/2/III/A- (following V/2/III option)
Now it has Shock.
V/3- Rework;
At the end of your turn, add a LIGHT INFANTRY to the same front.
[pretty much the same concept as with BP-43 ARMORED TRAIN or 25th INFANTRY REGIMENT's effects]

V/3/A- (following V/3 option)
Now it has Shock.
V/3/II- (following V/3 concept) Buff?;
At the end of your turn, add a 89th INFANTRY REGIMENT next to it.
[pretty much followed the text format of the previous option to fit the name of 89th INFANTRY REGIMENT (you know the Standard 1/3 Guard infantry) into it]

V/3/II/A- (following V/3/II option)
Now it has Shock.
V/4- Rework;
When this unit becomes Veteran, add a NO RETREAT to your hand.
[a slightly bland card addition but that it can prove to be useful in certain scenarios]

V/4/A- (following 4th concept)
When this unit becomes Veteran, add a (see variants) to your hand.
(variants)
a- ...add a FROM THE PEOPLE to hand.
b- ...add a THE HAMMER to your hand.
c- ...add a EXTENDED BARRAGE to your hand.
[just to clarify, this card selections are made in base of the fact that this unit requires a considerable amount of investment for it to become Veteran, though obviously some of these options can be arguable]
Spearhead 
you know what, I'll give you that honor; btw now that we might be including special and unusual cards, what other options could fit into it?
for this one, any self destruction can pop it off faster
Spearhead (if you go +3+3 route) has the lowest cost-to-friendly-units destroyed ratio in game
while also kicking multiple with one card
although I personally often go with +2+2
it is quite a remarkably flexible order
V/4/B- (following V/4/A variants)
d- ...add a RESERVES to your hand.
c- ...add a RUSH to your hand.
big body spawning a rush 
yup
I personally do really hate RUSH, but it would be reasonable if it was added by this unit in particular
I love Rush personally
I can imagine why
V/4/II- (following V/4 concept)
When this unit becomes Veteran, add a copy of this unit to your hand.
[now it is pretty much a really big PANZER I-B]

V/4/III- (following V/4 concept)
When this unit becomes Veteran, deal 4 damage to a random enemy.
[now it pretty much works like 7. SCHÜTZEN, but instead of going face it damages a random enemy instead, similar to RUSH's effect]

V/5- Rework;
At the start of your turn, add a RUSH to your hand. Discard it end of turn.
[now it can pretty much become a removal monster engine in battle, but to avoid making it too powerful I've added some Finnish flavour too]

V/5/II- (following V/5 option)
At the start of your turn, add a BLOODY SICKLE to your hand. Discard it end of turn.
[pretty much the same deal as before, but now it aims more to card draw than removal, with also some self damage synergies as well]

V/6- Really Toxic Rework;
190th GUARD RIFLES can move and attack during the same turn.
[pretty much the same effect seen on 59. PANZERGRENADIER, but now it is present into this gigantic monster instead]

V/6/A- (following V/6 option) Nerf;
Increased operation cost to 2k.
[obviously given that it has gigantic stats and can now move like a tank, it is logical to increase its operation cost too, though I'm not sure if anything past 2k would be fair, what do you think?]
(5)
95th RIFLE REGIMENT (buff & rework ideas)
As for this unit, I'm not gonna lie but I always considered this unit to be terrible as a whole, the fact that it coexists with another identical Soviet card that does the same but better is pretty sad, and I'm talking about BLOODY SICKLE, which costs half as much to play and draws you a card alongside the same effect.
This unit however not only it is more expensive to play, but instead of providing you a card draw it only gives you a mediocre body of 2/2, while also dealing damage to your HQ, which from my perspective atleast makes it really a dumb choice to pick at all as it less efficient overall.
There is the chance this might be a decent choice within the self damage decks, but again BLOODY SICKLE can do that job far better and more efficiently.
And lastly and to put more salt into the wound, this card was reworked into its current version, which was a 5k with 7/5 and the text "Deployment: Deal 1 damage to your HQ.", it might be a little bland but it was still more instersting than the current crap available now.
So, to make this sad attempt of a Soviet unit into a proper card to rely on as a whole, I've took my time and thought some ideas that might achieve that goal:
1- (change to base card) Buff;
Reduced cost to 1k.
[yet again the simplest but more efficient ways to buff a card, and that is by reducing its cost to 1k, which pretty much would pair it up slightly more to BLOODY SICKLE than before]
[this change in particular could be applied to any of the following options to come, but with caution ofc]
1/II- (following 1st option)
Reduced cost to 0k.
[now I know that giving it a 0k cost might be too extreme, though tbh it does still need to target an unit for it to deploy, so you cannot just deploy many copies without either hitting anything]
1/II/A- (following 1/II option)
Reduced stats to X/X.
(variants)
a- Reduced attack to 1. (1/2)
b- Reduced defense to 1. (2/1)
[though its deployment effect might limit its usage a little bit, it is also reasonable to consider tweaking its stats a little bit as well to avoid stat snowballs early on]
1/III- (following 1st option); (change to base card) Buff;
Increased both attack/defense to X.
(variants)
a- Increased defense to 4. (2/4)
b- Increased attack to 4. (4/2)
[as a counterpart of the previous option, here is an alternative option if we consider both its cost and lack of card draw, thus an increase of either attack and defense would be pretty good]
[as for this option and its incoming variants, this changes could be applied to any of the following options too as well, though with caution]
1/III/A- (following 1/III concept); Buff
Increased both attack and defense to 3. (3/3)
[it pretty much follows the same deal as before but now the stat increase is more "evenly" distributed]
1/III/B- (following both 1/III and 1/III/A options) MERGE;
Increased both attack/defense to 4.
(variants)
a- Increased defense to 4. (3/4)
b- Increased attack to 4. (4/3)
c- Increased both attack and defense to 4. (4/4)
[now it pretty much would be valued as a 3k unit but with a "blood" discount, or more accuratelly a self damage effect]
2- Buff;
(insert base effect). Draw a card.
[now it pretty much works like a slightly more expensive BLOODY SICKLE alongisde a unit]

Most of these are INSANE. Let’s keep in mind the deal 1 is an upside
it is still an infantry
I like this tho
where did you pull up that it costs 0k 2/3?
I mean, if we compare it to NEBELWERFER 43 that does the exact same but without self damage and a better unit type it falls apart pretty bad
hell
we could compare it to 106th INFANTRY REGIMENT and it is a terrible counterpart
which is far more chaper to operate, has a gigantic defense pool (for what it can do) and a semi-infinite trigger destruction/deployment cycle.
106 is possibly the best card currently in the game tbf
Nebel should be a 2/3, but since this guy also has sd synergy is make it a 2/3 to tarde better or 1k
Or the draw buff is good
hehe, I'm just getting started with the options lmao
Fair
2/A- (following 2nd concept) Nerf?
(insert base effect). Draw a card if it is destroyed this turn.
[pretty much inspired by GLIDE BOMBING's effect]
2/B- (following 2nd concept) ?;
(insert base effect). Draw a card when it is destroyed this battle.
[thus it pretty much does the same deal as before but triggered on target's destruction, similar deal as with an idea I had way back for GLIDE BOMBING as well]
2/II- (kinda following 2nd concept)
Deployment: Deal 1 damage to a target enemy and your HQ.
[now it pretty much works like 106th INFANTRY REGIMENT but without the bs of destruction effect, though it would be a worse version obejctivelly speaking]
2/II/A- (following 2/II option) Buff;
(insert idea effect). Draw a card.
[now instead of working like a worse version of 105th INFANTRY REGIMENT (which already was originally lmao) now it also draws a card, so we could consider it as a BLOODY SICKLE that can also target the enemy HQ]

2/II/B- (following 2/II/A concept)
(insert idea effect). Draw a card when... (see variants).
(variants)
a-... if it was destroyed this turn.
b- ... when it is destroyed this battle.
[pretty much the same deal as before but more conditionally if you actually targeted an unit, if it was the enemy HQ.... good luck getting that card draw lol]
3- Buff/"Rework";
Deployment: Choose one - Deal 1 damage OR 2 damage to an unit. Your HQ is dealt equal damage.
[credits to @lost hawk; now it pretty much works like the original deal, but now you can actually adjust its damage output as much as you need ofc]

Forgot the T there
(not on the card)
3/A- (following 3rd concept)
Deployment: Choose one - Deal 1 damage OR 2 damage to a target. Your HQ is dealt equal damage.
[now you can use this card to target anything while also choosing and adjusting the damage you are willing to both deal and take]
4- Rework;
Deployment: Deal 1 damage to all units. Repeat this effect when you damage your HQ.
[this might powercreep slightly WINTER WARFARE, so if it might not be a logical option to pick]

4/A- (following 4th option)
Increased cost to 3k.
4/II- (following 4th option)
Increased defense to 3. (2/3)
[same deal as before, but now it can withstand slightly more damage, specially its own effect ofc]

4/II/A- (following 4/II option)
Increased cost to 3k.
5- Buff/Rework;
Deployment: Deal 2 damage to an unit. The owner's HQ gains equal defense.
[shoutout/credits to @sterile gyro; while the card itself is not exactly his idea, he gave me the marvelous idea of using the RESPITE's effect for this unit, which comes to be really good as an alternative downside]
[and as a side note, there is also a catch within this card, and that is that you can actually use it to heal yourself if necessary]

5/A- (following 5th option)
Deployment: Deal 2 damage to an unit. The owner's HQ gains +X defense.
(variants)
a- The owner's HQ gains +1 defense.
b- The owner's HQ gains +2 defense.
5/II- (following 5th option)
Now it deals 3 damage to an unit instead.
[take into account it gives the owner's HQ a same amount of defense too]
5/II/A- (following 5/II option)
(insert idea effect). The owner's HQ gains +X defense.
(variants)
a- The owner's HQ gains +2 defense.
b- The owner's HQ gains +3 defense.
5/III- (following 5th option)
Now it deals 4 damage to an unit instead.
[still keep in mind it heals the owner's HQ by that same amount of damage, and funnily enough by this point it technically becomes a funny alternative to CREEPING BARRAGE, atleast cost wise ofc]
5/III/A- (following 5/III option)
(insert idea effect). The owner's HQ gains X defense.
(variants)
a- The owner's HQ gains +3 defense.
b- The owner's HQ gains +4 defense.
5/IV- (following both 5th and 3rd concepts) MERGE;
Deployment: Choose one - Deal 2 damage OR 3 damage to an unit. Give the owner's HQ equal defense.
[shoutout to @lost hawk; pretty much the same deal as within his idea, but this time it is adapted to not damage your HQ but give defense to the owner's one, which can have some interesting outcomes]

5/IV/A- (following 5/IV option)
Increased damage dealt to 3 and 4 respectivelly for the choose option.
6- Dework; (BACK TO THE ROOTS)
Now it has Blitz;
Increased attack and defense to X.
Deployment: Deal 1 damage to your HQ.
(variants)
a- Increased attack to 3 and defense to 4. (3/4)
b- Increased attack to 4 and defense to 3. (4/3)
[now with this new format it looks more like its older version, but slightly revamped as well as you'll se within its variants; and funnily enough, for the first two options I've made it deal 2 damage to your HQ]
[to make up this version/concept as it is, I've used the SU-76M as an starting point and from there made adjustments]

6/A- (following 6th option)
Increased both attack and defense to 4. (4/4)
(variants)
a- Deployment: Deal 1 damage to your HQ.
b- Deployment: Deal 2 damage to your HQ.
[I'm not entirely sure which deployment effect should I leave for this variant in particular, so I've made up two options for it]
6/II- (following 6/A concept)
Increased both attack and defense to 4. (4/4);
Deployment: Deal 1 damage to your HQ.
[given that now it is not that dirt cheap as before, making it only deal 1 damage to your HQ seems fair enough]
6/II/A- (following 6/II option)
Increased attack/defense to 5;
Deployment: Deal 2 damage to your HQ.
(variants)
a- Increased defense to 5. (4/5) [equivalent to 7. SCHÜTZEN in power]
b- Increased attack to 5. (5/4) [equivalent to SU-76M in power]
6/II/B- (following 6/II/A variants)
c- Increased both attack and defense to 5. (5/5)
[now it is pretty much paired up with 17th RIFLE REGIMENT in terms of power, but not so much in passive effect ofc]
6/III- (following 6/II/B option)
Increased cost to 4k.
Deployment: Deal X damage to your HQ.
(variants)
a- Deal 1 damage to your HQ.
b- Deal 2 damage to your HQ.
[slightly complicated to evaluate as a whole, but here are again 2 options for its blood payment or downside]
6/III/A- (following 6/III option)
Increased attack/defense to 6;
Deployment: Deal 2 damage to your HQ.
(variants)
a- Increased attack to 6. (6/5)
b- Increased defense to 6. (5/6)
6/III/B- (following 6/III/A variants)
c- Increased both attack and defense to 6. (6/6)
[one step away from its former glorious form]
6/IV- (following 6/III option) GLORIOUS RETURN;
Increased attack/defense to 7.
Deployment: Deal 2 damage to your HQ.
(variants)
a- Increased defense to 7. (5/7)
b- Increased defense to 7. (7/5)
[now it pretty much has its old stats and effect back, but with a pretty obvious upsides as well]

6/IV/A- (following 6/IV option) Nerf;
Deployment: Deal 3 damage to your HQ. Applies to both variants.
[given that it has pretty big stats for a 4k unit with Blitz, it is reasonable to also give it a slightly bigger blood payment/downside too, to avoid giving it its old cost of 5k]

7- Rework;
Deployment: Give an unit: "Damage this unit deals is also dealt to the owner's HQ."
[now it pretty much has the same effect as RECKLESS ASSAULT but targeteable to any unit on board]

7/A- (following 7th option)
Increased cost to Xk.
(variants)
a- Increased cost to 3k.
b- Increased cost to 4k.
7/II- (following 7th concept) Unusual/Experimental Rework;
Pincer: Damage this unit deals is also dealt to owner's HQ. Can Pincer enemy units.
[pretty much the same concept as before but with the catch its Pincer effect can target enemy units as well, thus allowing it to temporarily block an enemy unit until either is removed]

7/II/A- (following 7/II option)
Reduced attack to X.
(variants)
a- Reduced attack to 1. (1/2)
b- Reduced attack to 0. (0/2)
[thus now it'll deal less damage to your own HQ if attacked while it has its Pincer active]
7/III- (following 7/II concept)
Pincer: +2 attack. Damage this unit deals is also dealt to owner's HQ. Can Pincer enemy units.
[now it pretty works the same way but while also sharing some traits from RECKLESS ASSAULT too, which is the increased attack, that obviously it gives you both and advantage and disadvantage at the same time while active]

7/III/A- (following 7/III option)
Reduced attack to X. (from the unit, not the Pincer effect)
(variants)
a- Reduced attack to 1. (1/2)
b- Reduced attack to 0. (0/2)
[pretty much the same reasoning as before, this change is made to tone down the downside this effect might give you]
8- Buff/"Rework";
Deployment: Deal 1 damage to an unit. Give it +1+X if friendly.
(variants)
a- Give it +1+0 if friendly.
b- Give it +1+1 if friendly.
[just to clarify, the conditional effect triggered if target's friendly doesn't override the first effect, so it actually is damaged before the buff]

8/A- (following 8th option)
(insert idea effect). Give it +2+X if friendly.
(variants)
a- Give it +2+0 if friendly.
b- Give it +2+1 if friendly.
[same deal as before, but with a higher attack bonus buff]
8/II- (following 8th concept)
Deployment: Deal 1 damage to an unit. Give it a random combat keyword if friendly.
[pretty much the same deal as before but instead of giving a friendly unit a stat buff, it gives it a random combat keyword]

8/III- (following both 8th and 8/II options) MERGE;
Deployment: Deal 1 damage to an unit. Give it +1+X and a random combat keyword if friendly.
(variants)
a- Give it +1+0 if friendly.
b- Give it +1+1 if friendly.
8/III/A- (following 8/III option)
(insert idea effect). Give it +2+X and a random combat keyword if friendly.
(variants)
a- Give it +2+0 if friendly...
b- Give it +2+1 if friendly...
9- Rework;
Now it has Blitz;
Destruction: Deal 1 damage to the enemy HQ for each unit it controls.
[the enemy likes to play with swams of units huh? well fear not, this little card might do the trick to punish those spinless fucks heheh]

9/A- (following 9th option)
Reduced cost to 1k.
[might be too much given how this effect works, but meh]
9/II- (following 9th concept)
Now it has Blitz;
Destruction: Give your HQ +1 defense for each enemy unit in battle.
[pretty much the same deal but now it works the other way around, it gives your HQ defense instead]

9/II/A- (following 9/II option)
Reduced cost to 1k.
9/II/B- (following 9/II option)
Destruction: Give your HQ +2 defense for each enemy unit in battle.
[pretty much the same idea but with doubled]

9/II/C- (following 9/II option)
Increased/Reduced cost to Xk.
(variants)
a- Reduced cost to 1k. [I regret nothing]
b- Increased cost to 3k.
10- Rework;
Draw a card each time you damage your HQ.
[now it might seem that it does nothing anymore, but actually it does allow you to benefit from any card that might/can damage your HQ, thus allowing you to get some interesting synergies and value gaining from them]

10/A- (following 10th option)
Increased cost to 3k.
10/II- (following 10th option)
Deployment: Deal 1 damage to your HQ. Draw a card each time you damage your HQ.
[now it is essentially the same card as before, but now it'll grant you a card draw when deployed, thus making use of its passive effect on that same instant]

10/II/A- (following 10/II option)
Increased cost to 3k.
11- Rework;
Deployment: Draw a 34th GUARDS from your deck. Then deal 1 damage to your HQ.
[I know that 34th GUARDS is reserved, though this option might be quite interested if implemented for the Soviet self damage deck]

11/A- (following 11th option)
Reduced cost to 1k.
11/II- (kinda following 11th concept) Rework;
After your HQ has taken 5 or more damage, Convert this unit into a 34th GUARDS.
[now you can technically run in your deck 8 copies of 34th GUARDS, though 4 of these have these previous form]

11/II/A- (following 11th concept)
After your HQ has taken 6 or more damage, Convert this unit into a 25th INFANTRY REGIMENT.
[now it actually Converts into a unit with Guard itself, though this one is pretty terrifying on its own]

12- Rework;
Deployment: Draw a card from your deck that can damage your HQ. It can no longer damage your HQ.
[the wording might need some adjustments, but in short it can draw cards from your deck that will specifically damage your HQ, E.G: BLOODY SICKLE or T-80, when played or when its effect triggers, it won't damage your HQ]

12/A- (following 12th option)
Reduced cost to 1k.
12/II- (following 12th concept)
Destruction: Draw a card from your deck that can damage your HQ. It can no longer damage your HQ.
[pretty much the same deal as before but as a Destruction effect instead]

12/II/A- (following 12/II option)
Reduced cost to 1k.
Honestly, I like all of them. I have used each in their particular niche and I think they do their job well
!25th rifle
Cards found: 1
25th INFANTRY REGIMENT (buff & rework ideas)
As for this unit, I don't really have that much to say about this as a whole, other than it has a pretty cool concept on its own, but baddly executed if you ask me; for one as a Guard unit it is absurdly expensive for what it offers, and while at times it can prove to be rather difficult to remove directly like other Soviet Guards, this one in particular proves to lack both immediate and relevant effects to support it, being a mere token generator.
As a comparison, within the Soviet kit we have both the BP-43 ARMORED TRAIN and 122nd KORSUN Guard units, which if you have noticed this unit takes both units traits/power in one single card, but obviously given its lack of downside and its Standard rarity, it was given an absurdly high deployment cost, making it effectivelly unplayable on normal circumstances.
And when I mean "normal" circumstances, I do mean in normal matches with constructed decks, but not in the case of Draft were it can see some use given the nature of that gamemode, but thats it.
And a last point to take into account is that it suffers the same problem (and greater) as with BP-43 ARMORED TRAIN, or to be more specific "flaw" in its design, which is the total uncompatibility of the Tokens/LIGHT INFANTRY deck (now reserved) given how slow it is to enter in battle.
So, to make this slow and akward to play unit into a truly useful card to use in your Soviet/Ally decks, I've though some ideas that might achieve that purpose:
1- (change to base card) Buff;
Reduced cost to 7k.
[a pretty simple yet (almost) always welcomed option to buff a card, and in this case I belive it fits it]
[and as always, this very same change (and variants) can be applied to any of the following options, but as a side note, there'll also be "stat variants" for this cost reduce and others to expand the possible changes]
1/A- (following 1st option); ("change" to base card) CLIFFHANGER;
Reduced cost to Xk.
(variants)
a- Reduced cost to 6k.
b- Reduced cost to 5k.
c- Reduced cost to 4k.
[**NOT INTENDED ** to apply as an actual buff into the card itself, but as a base change for the following variants of the "1st" option and the others that are yet to come]
1/II- (following 1st option) Buff/Nerf;
Reduced cost to 7k;
Reduced attack/defense to X.
(variants)
a- Reduced attack to 5. (5/7)
b- Reduced attack to 4. (4/7)
c- Reduced both attack and defense by 1. (5/6)
[as mentioned before, this are "stat variants" I was talking about, to pair and balance it with its new cost; which also serves as another good option to be applied in the followin options to come too!]
1/III- (following 1/A option's variant "a") Buff/Nerf;
Reduced cost to 6k;
Reduced attack/defense to X.
(variants)
a- Reduced attack to 3. (3/7)
b- Reduced attack to 2. (2/7)
c- Reduced attack to 4 and defense to 6. (4/6) [this one could still cost 7k]
[same reasoning and deal as before but applied to the cost range of 6k]
1/III/A- (following 1/III option variants)
d- Reduced attack and defense to 5. (5/5)
1/IV- (following 1/A option's variant "b") Buff/Nerf;
Reduced cost to 5k;
Reduced attack/defense to X.
(variants)
a- Reduced attack and defense to 5. (5/5)
b- Reduced attack to 4 and defense to 5. (4/5)
c- Reduced attack to 3 and defense to 6. (3/6)
[yet again, same reasoning as before and possibility to be applied to any of the followin options as well]
1/IV/A- (following 1/IV option variants)
d- Reduced attack to 3 and defense to 5. (3/5)
e- Reduced attack to 1. (1/7)
1/V- (following 1/A option's "c" variant) Buff/Nerf;
Reduced cost to 4k;
Reduced attack and defense to X.
(variants)
a- Reduced attack to 1. (1/7)
b- Reduced attack to 2 and defense to 6. (2/6)
c- Reduced attack to 3 and defense to 5. (3/5)
[yet again but I still need to clarify, this changes are a follow up of my previous statement of how I'm sharing this stat/cost adjustment, while also showing a possible change to any of the following options to come too]
1/V/A- (following 1/V option variants)
d- Reduced attack to 4 and defense to 5. (4/5)
e- Reduced attack to 4 and defense to 6. (4/6)
f- Reduced attack to 0. (0/7)
1/VI- (following 1st concept) Buff/Nerf;
Reduced cost to 3k;
Reduced attack/defense to X.
(variants)
a- Reduced attack to 0. (0/7)
b- Reduced attack to 0 and defense to 6. (0/6)
[from all of these cost/stat variants I could think off, I belive this one is the perfect and most desirable option in general, specially for the Tokens deck]

1/IV/A- (following 1/IV option variants)
d- Reduced attack to 1 and defense to 6. (1/6)
e- Reduced attack to 1 and defense to 5. (1/5)
f- Reduced attack to 2 and defense to defense to 5. (2/5)
2- Buff/Nerf;
Reduced cost to 7k;
Replaced Guard with Smokescreen.
[credits to @lost hawk; funnily enough I didn't think off replacing its Guard nature into a more support role, well thought]

2/A- (following 2nd option)
Reduced cost to Xk.
(variants)
a- Reduced cost to 6k.
b- Reduced csot to 5k.
[given that now it only works as a passive threat that doesn't have Guard, it no longer needs a gigantic deployment cost, pretty much used 104th INFANTRY REGIMENT's cost as a reference]
2/II- (following 2nd concept)
Reduced cost to 7k;
Replaced Guard with Ambush.
[credits to @proper sierra; I'm not entirely sure if this was what he had in mind but it doesn't look half bad]
Guard + ambush
2/II/A- (following 2/II option)
Reduced cost to Xk.
(variants)
a- Reduced cost to 6k.
b- Reduced cost to 5k.
thats what I though, don't worry also made that one
2/III- (following both 2nd and 2/II options) MERGE;
Replaced Guard with both Ambush and Smokescreen.
[pretty much the same deal as before but with both keyword combined for a deadlier combo of value]
2/III/A- (following 2/III option)
Reduced cost to Xk.
(variants)
a- Reduced cost to 7k.
b- Reduced cost to 6k.
2/IV- (following 2nd concept)
Now it has both Ambush and Guard.
[credits to @proper sierra; I'm not entirely sure if it fixed the problem of it being slow, but it sure as hell will be troublesome if not taken care of properly]
3- Rework;
Show when drawn: Add two LIGHT INFANTRY to your support line.
[looking it now again, I.... I believe this is not one of my best ideas so far lmao
]
3/A- (following 3rd option)
Reduced cost to Xk.
(variants)
a- Reduced cost to 7k.
b- Reduced cost to 6k.
[just to make it simple, if this option in particular needs a cost reduction but also a cut in its stats, the first options can be applied for that purpose]
4- Rework;
Destruction: Add a 84th INFANTRY REGIMENT to your support line.
[it pretty much works like with 1st RIFLES but with Standard Guard units (the one added here is that 3k 1/8 infantry with Guard); though ofc, this is pretty vulnerable to Suppress]

4/A- (following 4th option)
Reduced cost to 7k.
4/II- (following 4th concept)
Destruction: Add two 89th INFANTRY REGIMENT to your support line.
[now it pretty much works exactly the same as with 178th GUARD RIFLES but double]
4/II/A- (following 4/II option)
Reduced cost to 7k.
4/III- (following 4th concept)
Destruction: Add a 178th GUARD RIFLES to your support line.
[now it adds the 178th GUARD RIFLES itself! which funnily enough, now it works like "Matryoshka" of Guards]
4/III/A- (following 4/III option)
Reduced cost to 7k.
5- Rework;
Reduced cost to 7k;
Deployment: Convert a friendly unit into T-34 1942. Destroy it end of turn. Guard Guard if you do.
[pretty much inspired by several unit effects, these being 3RD CARPATHIAN, 6TH AIRBORNE and 74. PANZERGRENADIER]
[shoutout to @rough leaf; his original idea inspired me into thinking this one, though I'll get to the one he made in a moment]

5/A- (following 5th option)
Reduced cost to 5k.
5/II- (following 5th concept)
Deployment: Convert a friendly unit into a T-34 1942. Destroy it end of your next turn. Gets Guard if you do.
[it pretty much works the same way as before, but now the Converted unit actually lasts 1 turn]

5/II/A- (following 5/II option)
Reduced cost to Xk.
(variants)
a- Reduced cost to 7k.
b- Reduced cost to 6k.
5/III- (following 5th concept) Rework;
Reduced cost to 7k;
Deployment: Convert your LIGHT INFANTRY everywhere into 99th KHOLM.
[credits/shoutout to @rough leaf; now we are talking about his idea, or most likely something similar to it]

5/III/A- (following 5/III option)
Reduced cost to 6k.
5/IV- (following 5/III option)
Reduced cost to 6k;
Removed Guard.
5/IV/A- (following 5/IV option)
Reduced cost to Xk.
(variants)
a- Reduced cost to 5k.
b- Reduced cost to 4k. [statline similar to 104th INFANTRY REGIMENT]
5/V- (following 5/III concept)
Reduced cost to 7k;
Deployment: Convert your LIGHT INFANTRY everywhere into T-70.
[pretty much the same deal as before, but instead of adding an inexpensive Blitz infantry, now it adds our belove little guard tank]

5/V/A- (following 5/V option)
Reduced cost to 6k.
5/VI- (following 5/V option)
Reduced cost to 6k;
Removed Guard.
5/VI/A- (following 5/IV option)
Reduced cost to Xk.
(variants)
a- Reduced cost to 5k.
b- Reduced cost to 4k.
5/VII- (following 5/III concept)
Reduced cost to 7k;
Deployment: Convert your LIGHT INFANTRY everywhere into BT-7.
[pretty much the same deal as with 5/V option, but now it'll add our beloved little Soviet tank instead]

5/VII/A- (following 5/VII option)
Reduced cost to 6k.
5/VIII- (following 5/VII option)
Reduced cost to 6k;
Removed Guard.
5/VIII/A- (following 5/VIII option)
Reduced cost to Xk.
(variants)
a- Reduced cost to 5k.
b- Reduced cost to 4k.
5/XI- (following 5/III concept) CORE IDEA;
Deployment: Convert your LIGHT INFANTRY everywhere into T-34 1942.
[credits to @rough leaf]

5/X- (following 5/III concept)
Reduced cost to 6k;
Removed Guard;
Deployment: Convert your LIGHT INFANTRY everywhere into 51st RIFLE BRIGADE.
[I'm not entirely sure how it would work into the battlefield, but my guess is that these 51st RIFLE BRIGADES will effectivelly trigger its effect upon Convert]
5/X/A- (following 5/X option)
Reduced cost to Xk.
(variants)
a- Reduced cost to 5k.
b- Reduced cost to 4k.
5/XI- (following 5/III concept)
Reduced cost to 6k;
Removed Guard;
Deployment: Convert your LIGHT INFANTRY everywhere into 89th INFANTRY REGIMENT.
5/XI/A- (following 5/XI option)
Reduced cost to Xk.
(variants)
a- Reduced cost to 5k.
b- Reduced cost to 4k.
6- Rework;
If in your hand, it costs 2 less each time you deploy or add a LIGHT INFANTRY.
[pretty much inspired by 34th GUARDS.... nah just kidding, I always follow this concept from the glorious RHODOS GIANT]

6/A- (following 6th option)
Reduced cost to 7k.
6/II- (following 6th option)
Now its cost is only reduced by 1 each time you deploy or add a LIGHT INFANTRY.
6/II/A- (following 6/II option)
Reduced cost to 7k.
6/III- (following 6th concept)
If in your hand, this unit costs 2 less each time you Convert a card.
[Its Converting time!]

6/III/A- (following 6/III option)
Reduced cost to 7k.
6/IV- (following 6/IV option)
If in your hand, this unit costs 2 less each time you Convert one or more cards.
[now its conditional effect is slightly more restricted than before]
6/IV/A- (following 6/IV option)
Reduced cost to 7k.
7- Rework;
At the end of turn, Convert a random other friendly unit into T-34/76D.
[credits to @versed grove; just to clarify, it would only trigger at the end of your turn, not every turn]

7/A- (following 7th option)
Reduced cost to 7k.
7/II- (kinda following 7th concept?) Rework/Buff;
At the end of your turn, add a T-70 to your support line. Destroy it end of next turn.
[I'm not entirely sure why I've put this idea in this branch, but meh; anyways the effect works just like DANUTA but with Soviet tanks, cool huh?]

7/II/A- (following 7/II option)
Reduced cost to 7k.
7/III- (following 7/II concept)
At the end of your turn, add a BT-7 to the same front. Destroy it end of next turn.
[pretty much the same deal as before but with a more cheaper tank to operate, though it obviously lacks Guard]
7/III/A- (following 7/III option)
Reduced cost to 7k.
8- Rework;
Deployment: Convert adjacent units into T-34 1942.
[this thing is beyond busted, and it pretty much powercreeps (current) TRACTOR FACTORIES]

8/A- (following 8th option)
Removed Guard;
Deployment: Convert adjacent units into T-34 1942. Destroy them at the end of your turn.
8/II- (following 8th concept)
Deployment: Convert adjacent units into T-34/76D.
[pretty much the same deal as before but with the slower and slightly cheaper variant]
8/II/A- (following 8/II option)
Removed Guard;
Deployment: Convert adjacent units into T-34/76D. Destroy them at the end of your next turn.
9- Rework;
Reduced cost to 5k;
Deployment: Deal 3 damage to your HQ.
[a pretty simple yet very effective concept that aligns pretty well with the Soviet nation]

9/A- (following 9th option)
Deployment: Deal 4 damage to your HQ.
9/II- (following 9th option)
Deployment: Deal 3 damage to your HQ. Cannot Retreat or be Suppressed.
[now it is pretty much a direct uprade of 10th GUARDS REGIMENT, but with a blood payment in exchange of its power]

9/II/A- (following 9/II option)
Now it deals 4 damage to your HQ instead.
9/III- (following 1st concept)
Reduced cost to 4k;
Deployment: Deal 3 damage to your HQ.
[pretty much the same deal as before but slightly cheaper again]
9/III/A- (following 9/III option)
Deployment: Deal 4 damage to your HQ.
9/IV- (following 9/III option)
Deployment: Deal 3 damage to your HQ. Cannot Retreat or be Suppressed.
[pretty much the same deal as before but now with the 10th GUARDS REGIMENT's effect too]
9/IV/A- (following 9/IV option)
Now it deals 4 damage to your HQ instead.
10- Rework;
Costs 1 less for each of your units.
[pretty much the exact same effect of 122nd KORSUN, though this unit is considerably more expensive ofc]

10/A- (following 10th option)
Costs 1 less to deploy for each of your Soviet units.
[same deal as before but slightly more restriced in its conditional discount]
10/B- (following 10th option)
Costs 1 less to deploy for each of your units with a combat keyword.
[same again as before, but instead of being a Soviet only conditional effect, it now is affected by combat keywords]
(7)
CARD QUESTION: 334th MOUNTAIN RIFLES; 35th MOUNTAIN RIFLES; 89th 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!
[this post is kinda lonely without anyone interacting in it, but oh well I can wait]
My personal takes about them:
-
334th MOUNTAIN RIFLES: (never used the card itself); a pretty bizarre unit imo, for some reason the Soviet Union has Alpine units but without any real type of Alpine support for a proper deck, not even as an ally nation as with Italy; though it is true that you can actually get this unit in particular from the German order MOUNTAIN OFFENSIVE, it really serves no other purpose but as a token unit for that card; I know 67th BARANOVICHI is a thing within the Soviets, though it is more aimed towards LIGHT INFANTRY decks, not "Alpine", atleast from what I remember. Imo it could be either buffed or reworked, hell maybe give it the same effect as 35th MOUNTAIN RIFLES.
-
35th MOUNTAIN RIFLES: (used here and there with Germany); pretty much the exact same line of thought as with 334th MOUNTAIN RIFLES and issue I can see with it, and more oddly its passive effect works around the unusual "remove from deck" gimmick, that pretty much makes the only Soviet card with it, but interestly enough it can be used with the German deck with JET PROTOTYPE to gain value of your removed cards, which makes it ok there, but outside of that I don't see any real use for it. Imo it could be buffed or have its cost reduced.
- 89th INFANTRY REGIMENT: (never used it besides campaigns); one of the classics of the Soviet starting kit that holds up pretty well for a pretty basic card, a cheap but somewhat durable Guard for the start to fend off aggressive units, and given it does have attack it can win you some time, but I firmly believe this can get a little buff to boost its performance, specially for new players to deal with the so popular Jaggro decks, as it ends up being quite outdated for today standards.
334th Mountain rifles were a pretty fun guy to use in the short lived sov/Italy alpine decks
It was mainly pairing Alpine Tokens with it
!Tokelphine
Major power: Soviet
Ally: Italy
HQ: STALINGRAD
Soviet:
1x (1K) 329th ENGINEER BATTALION
4x (1K) BLOODY SICKLE
3x (1K) RESERVES
3x (2K) 334th MOUNTAIN RIFLES
4x (2K) FRONTAL ASSAULT
1x (2K) HEROES OF THE SOVIET UNION
4x (2K) LINE OF ENGAGEMENT
3x (3K) 503rd MOTORS
2x (3K) 67th BARANOVICHI
1x (4K) BY THE SWORD
1x (5K) DEPTHS OF WINTER
2x (5K) NO SURRENDER
1x (6K) 122nd KORSUN
1x (6K) KV-1 1941
Italy:
4x (1K) 3rd ALPINI REGIMENT
3x (2K) 2nd ALPINI REGIMENT
1x (4K) LION FOR A DAY
IMPORT CODE:
%%47|o09bo5frfV8g8C;7XnW;9A5enX84;7Fo15h7H
Orders: 21
Units: 18
Infantry: 17
Tanks: 1
Average attack: 1.89
Average defense: 3.39
Average operation cost: 1.22
Average kredit cost: 2.94
@gusty steppe
This was before Baranovichi got nerfed to oblivion
Same with Line of Engagement
67
don't have many ideas for these
although your idea with 334th getting Casino Rifles's effect is really interesting
89th might have some small benefit from Deployment
like being 1/2 and "Choose One - get +1 attack OR defense"
rn it's just a token from 178th
not my idea, I only stated what @deft leaf has told about JET PROTOTYPE's deck before, which was pretty interesting to try out before it was rotated. It might seem quite ironic but I do really suck at making decks.
oops I summoned him
334th mountain rifles is one of my favorites and I want it back. Same with 35th Mountain Rifles. I wouldn't touch 35th, but would definitely give 334th a combat keyword. Maybe Smokescreen?
Wouldn't touch 89th though. I like the card as is
Jet Prototype + 35th Mountain Rifles was one of my favorite combos. I would build entire decks with even cost cards just to run it
there should be more cards that do synergize with the"remove from deck" effect
Front and Homeland came as a means to make that deck viable as well, so I would love to have 35th Mountain Rifles back to actually pull the combo off consistently
Absolutely!
67
334th MOUNTAIN RIFLES (buff ideas)
As for this unit, tbh I don't really have much to say about it as a whole, my experience using it only limits by it being added as a "token" in MOUNTAIN OFFENSIVE, basically German Alpine decks, but I personally never really tried using (and would still not to) it into a "Soviet Alpine deck" given that I don't really see a real archetype you can build around that concept.
For starters the unit is terribly bland as one of the two single Soviet Alpine units available (for now), 35th MOUNTAIN RIFLES has a good body but it is more of a technical piece tool for the "remove from deck" archetype, and lastly 67th BARANOVICHI while not an Alpine unit itself (after its nerf) it can prove to be a quite dangerous engine for an "Alpine deck", though objectively speaking it is only a fancy way to buff LIGHT INFANTRY more consistently without trying to use bs cards like P-40B TOMAHAWK (lmao).
The overall lack of support and power of this unit leds to think that the devs either abandoned/forgot the idea of implementing more cards for a more interesting approach for a Soviet Alpine/Mountain archetype or they just intended for it to be just an Alpine token or discard option if you have nothing else to choose early on.
And as last thing to point out, and it is possible that I'm wrong, I've stated before that I feel that Alpine decks as a whole are both too slow and unrealiable to be considered worth using in the first place, as it is so ridiculously easy to stop it from being a meaningful threat, so thats add something else to this unit aswell.
So while taking this points into consideration, I've thought some ideas to make this seemingly simple and quite unused unit into a far better option overall [though again, there needs to be actually more Soviet Alpine cards]:
1- (change to base card) Buff;
Now it has Shock. (added a keyword)
[a pretty simple yet quite effective addition to be considered for both a constructed deck card and as a token]
[as always, it can be applied to any of the followin options too, though with caution ofc]
1/A- (following 1st concept); (changes to base card) Buff;
Added keywords:
(variants)
a- Now it has Ambush. [useful to both protect it or block the frontline]
b- Now it has Smokescreen. [useful to stack more Alpine units more safely]
c- Now it has Guard. [pretty useful for a cheap defensive measures]
[same deal as before but with other alternative keywords for value]
2- Buff;
If this unit is removed from your deck, it enters the battlefield instead.
[pretty much the exact same effect as with 35th MOUNTAIN RIFLES, so now it can be a perfect candidate for the "remove from deck" archetype (which is non-existent technically right now)]
🏔️
2/A- (following 2nd concept)
If this unit is removed from your deck, add another copy of it into your deck.
[pretty much a similar deal as before, but now it will be basically "immune" to the removal effect, which can also possibly save other cards from being removed too]
2/B- (following 2/A option)
If this unit is removed from your deck, add two copies of it into your deck.
[pretty much the same deal as before but now it can multiply itself like an ameba lol]
2/C- (following 2/B concept)
If this unit is removed from your deck, add a copy of it to your hand and deck.
[pretty much again the same deal as before but with a slightly different catch, instead of duplicating it into your deck, now you can actually get a copy of it to your hand while keeping another one "in the same place"]
2/II- (following 1st concept)
If this unit is removed from your deck, draw a card.
[pretty much the same line of thought but slightly less powerful, though still better than nothing]
🏔️ 
2/II/A- (following 2/II option)
Now it draws 2 cards instead.
[this option might be a little busted for its value, though again it needs to be specifically removed from deck]
2/II/B- (following 2/II concept)
If this unit is removed from your deck, gain 1 kredit.
[pretty much the same deal as before but now instead of getting card draws you are now getting some kredits back]
2/II/C- (following 2/II/B option)
Now you gain X kredits instead.
(variants)
a- ...gain 2 kredits.
b- ...gain 3 kredits.
2/II/D- (following both 2/II and 2/II/B options) MERGE;
If this unit is removed from your deck, draw a card and gain X kredits.
(variants)
a- ...draw a card and gain 1 kredit.
b- ...draw a card and gain 2 kredits.
[combined value for both card draw and kredit gain in exchange of card removal]
2/III- (following 2nd concept)
If this unit is removed form your deck, give your HQ +2 defense.
[now instead of getting either copies, card draw and/or additional kredits, now you'll get some HQ healing]
🏔️
2/III/A- (following 2/III option)
Now your HQ gets +3 defense.
2/IV- (following 2nd concept)
If this unit is removed from your deck, deal 2 damage to a random enemy.
[now instead of getting any of the previously mentioned effects, now you can deal some damage to the enemy instead]
🏔️
2/IV/A- (following 2/IV option)
Now it deals 2 damage to a random enemy unit instead.
[it can still be quite nice as a lucky removal tool, but not anymore as a burn tool anymore]
2/V- (following 2nd concept)
When this unit is removed or discarded, it enters the batlefield instead.
[this very same effect (or specifically the first sentence) can be applied to any of the previous options, though here is the thing, the idea is that the "removed" part only works when in deck, not for any "remove" effect though]
[pretty much inspired by G4M1 BETTY's effect]
🏔️
2/VI- (kinda following 2nd concept) Rework;
When a card in your deck is removed, remove this unit instead.
[now instead of removing any other card in your deck, you can actually use this unit as a "fail safe" to keep them]
🏔️
2/VII- (kinda following 2nd concept) Rework;
Draw this unit from your deck and gain 1 kredit if a card is removed from it.
[pretty much a similar effect as with M4A1, but with the twist that it can return you some kredits too]
🏔️
2/VII/A- (following 2/VII option)
Now it gives you 2 kredits intead.
[this might be too busted given how this effect works]
3- Buff;
It costs 1 less to deploy if you control no Alpine units.
[pretty much a small discount for a better headstart for an Alpine chain if you don't have any]
🏔️
3/A- (following 3rd option)
It costs 2 less to deploy if you control no Alpine units.
[same deal as before but now it is technically "free", thus allowing you to have an even better headstart for an Alpine chain]
4- Buff;
When this unit enters the battlefield, draw an Alpine unit from your deck.
[now it works pretty similarly as with 32nd INFANTRY REGIMENT (a.k.a choco boys), with the small difference that it can also trigger no matter if added or deployed]
4/A- (following 4th option)
When this unit enters the battlefield, draw a copy of it from your deck.
[pretty much the same deal as before, but now it draws a copy of itself rather than any Alpine unit]
4/II- (following 4th concept)
Deployment: Draw an Alpine unit from your deck.
[pretty much the same deal as before but now tied to a deployment effect instead]
4/II/A- (following 4/II option)
(insert idea effect). Reduce its cost by 1.
[now that I think about it, this might be a really bad idea]
4/II/B- (following 4/II option)
Deployment: Draw a copy of this unit from your deck.
[pretty much the same effect as with 32nd INFANTRY REGIMENT]
4/II/C- (following 4/II concept)
Deployment: Draw an Alpine unit from your deck that costs 2 or less.
[a slightly toned down effect to avoid to to draw more expensive Alpine units than it, though it can still be handy]
4/III- (following 4th concept)
When this unit enters the battlefield, give your HQ +1 defense.
[now instead of drawing you a card, it'll give your HQ defense instead, pretty nice isn't?]
🏔️
4/III/A- (following 4/III option)
Now your HQ gets +X defense instead.
(variants)
a- ...give your HQ +2 defense.
b- ...giev your HQ +3 defense. [this one might be too much]
5- Buff;
Deployment: Deal damage to target for each of your Alpine units.
[pretty much a direct upgrade/powercreep of 95th INFANTRY REGIMENT, so just consider this option if said unit gets buffed]
🏔️
5/A- (following 5th option)
Deployment: Deal damage to target and your HQ for each of your Alpine.
[same deal as before, but not it can also damage your HQ, effectively making it a double edged sword]
5/B- (following 5th option)
Deployment: Deal damage to target unit for each of your Alpine units.
[now it can no longer target the enemy HQ to damage it, and also it'll always need to target an unit (if any) when deployed]
6- Buff;
Damage dealt by this unit adds equal defense to your HQ.
[pretty much the exact same effect as with 80th PASUBIO or 7tH ALPINI REGIMENT]
🏔️
6/A- (following 6th option)
Increased cost to 3k.
6/II- (following 6th concept)
When this unit attacks and destroys an unit, give your HQ +1 defense.
[slightly toned down effect to avoid obvious issues, though now it can be a pretty promising tool to fend of those pesky aggro units]
6/II/A- (following 6/II option)
Now it gives your HQ +2 defense instead.
6/III- (following 6/II concept)
When this unit destroys an unit, give your HQ +1 defense.
[pretty much the same deal as before but now it can triggers its effect in any form it might be able to destroy any unit, directly or indirectly]
6/III/A- (following 6/III option)
Now it gives your HQ +2 defense.
6/IV- (following 6/II concept)
When this unit attacks, give your HQ +1 defense.
[now instead of it needing to destroy an unit, it can triggers its effect only be attacking, no matter what]
6/IV/A- (following 6/IV option)
Now it gives your HQ +2 defense instead.
7- Buff;
When you deploy or add an Alpine unit, get a random combat keyword.
[now it'll get some additional benefits from any Alpine units you add or deploy, and technically given how the text is written, it also gets a combat keyword with its own entering too]
🏔️
7/A- (following 7th concept)
When you deploy or add an Alpine unit, it gets a random combat keyword.
[now not only its effect can affect itself (technically) but it can also affect any incoming Alpine units as well, making it effectievlly a 77th GUARDS but for Alpine units only]
8- Buff;
Deals double damage against infantry.
[a pretty simple line of text, that unironically I belive should be more prevalent nowadays]
🏔️
8/A- (following 8th option)
Deals double damage against infantry and Alpine units.
[as for now, all Alpine units are infantries, but not all infantries are Alpine, so it might be a good addition in the long run if Alpine evolves]
8/II- (following 8/II option) Buff;
Deals double damage against units with equal or less cost.
[a pretty simple and self explanatory effect]
9- 🏔️ Alpine Buff; 🏔️
Deployment: Choose an infantry unit in your hand. Give it Alpine.
[a pretty powerful deployment effect that can be used to further buff any other infantry units you have in hand, I'm obviously talking about non-Alpine ones]
🏔️

9/A- (following 9th option)
Increased cost to 3k.
9/II- (following 9th option)
Now it also has Bond.
9/II/A- (following 9/II option)
Increased cost to 3k.
10- Buff;
At the start of your turn, fully repair this unit.
[pretty much the same effect as with both 42nd RIFLES and 17th RIFLE REGIMENT]
🏔️
10/II- (following 10th option)
At the start of your turn, if damaged, it gets +1 defense.
[pretty much the same deal as before but slightly toned down to avoid horrible snowballs]
10/II/A- (following 10/II option)
Now if damaged, it gets +2 defense instead.
[it is possible that it might get some additional defense as buff, but thats it]
11- Buff;
Deployment: Gets +1+1 if this is your only Alpine unit.
[pretty much inspired by 989. INFANTRY REGIMENT's effect]
🏔️
11/A- (following 11th concept)
Now it also has Bond.
[given that it can be effectively considered a 2k 3/4 unit if deployed alone, it is not an unreasonable addition]
11/II- (following 11th concept)
Has +1+1 if this is your only Alpine unit.
[pretty much the same deal as before, but now inspired by 171. INFANTRY REGIMENT's effect]
🏔️
11/II/A- (following 11/II option)
Now it also has Bond.
11/III- (following 11th concept)
Deployment: If this is your only Alpine unit, it has +X+X until end of next turn.
(variants)
a- ...it has +1+2 until end of next turn.
b- ...it has +2+1 until end of next turn.
c- ...it has +2+2 until end of next turn.
[now while it can get a temporal boost of power if it happens to be your only Alpine unit, making it effective as an aggro counter]
🏔️
12- Buff;
Deployment: Add a LIGHT INFANTRY to your hand.
[now it can directly support the LIGHT INFANTRY/tokens archetype]
🏔️
12/A- (following 12th option)
Deployment: Add a LIGHT INFANTRY with Alpine to your hand.
[pretty much following 67th BARANOVICHI's concept]
🏔️
12/II- (following 12th concept)
Destruction: Add a LIGHT INFANTRY to your hand.
[pretty much the same deal as before but triggered as a Destruction effect instead]
12/II/A- (following 12/II option)
Destruction: Add a LIGHT INFANTRY with Alpine to your hand.
[same deal as before but now again with the added Alpine keyword again]
12/II/B- (following 12/II option)
Destruction: Add a LIGHT INFANTRY to your support line.
[pretty much the exact same effect as with 321st INFANTRY REGIMENT]
13- Toxic? Buff;
Deal 0-1 damage to a random enemy when you deploy or add an Alpine unit.
[pretty much a similar effect to 3rd MAIZURU SNLF but with a less consistent damage output and no Pin on units]
🏔️
14- Buff;
Fully repair this unit when you deploy or add another Alpine unit.
[I've just though of idea right now, somehow I did not thought about it at the moment of making the edits]
🏔️
(8)
Oh yeah!
heheehehe
35th MOUNTAIN RIFLES (buff ideas)
As for this unit, I don't really have much to say about it tbh besides that it is both an interesting and pretty bizare concept for the USSR to have within their cards, for starters it is an Alpine unit, which to me is kinda "out of place" just like with 334th MOUNTAIN RIFLES, where there isn't much of a real Alpine archetype you can make besides the LIGHT INFANTRY/tokens deck with 67th BARANOVICHI (that I do not consider an Alpine deck but a fancy and clever way to buff this tokens).
Besides that personal take on that aspect, its main value comes from its passive effect, that technically also suffers a pretty similar issue as with the Alpine keyword, there isn't really much of a "remove from deck" effects within the USSR cards, and the only nation with those kinda of cards is Germany, making it pretty much an obviosly intended card to pair with.
Considering you are essentially removing a considerable amount of cards from your deck, this card makes an excellent job to both compensate the loss of cards and to gain some value if you happen to remove it too, which can be a pretty big swing in tempo and board presence; though I feel it could be slightly better than how it works right now.
As a matter of fact, it would be pretty nice if there was a more heavily invested archetype around that effect, in which the USSR could take a big part into, though ofc that is another unrelated topic, a dream if you want.
So, to make this card slightly more powerful for this quite obscure effect, I've thought some ideas that might come really good alongside it:
1- (change to base card) Buff;
Added keywords:
(variants)
a- Now it also has Blitz.
b- Now it also has Shock.
c- Now it also has Smokescreen. [credits to @deft leaf]