#Ideas and suggestions for different cards

1 messages Β· Page 15 of 1

gusty steppe
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1/A- (following 1st option variants)
d- Now it also has Guard.
e- Now it also has Salvage.

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1/II- (following 1st concept); (changes to base card) Buff;
Added keyword combinations (mainly with Salvage):
(variants)
a- Now it has both Blitz and Salvage.
b- Now it has both Salvage and Shock.
c- Now it has both Smokescreen and Salvage.

burn NationUSSR NationFIN infantry πŸ”οΈ

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1/II/A- (following 1/II option variants)
d- Now it has both Guard and Salvage.

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2- Buff?;
If this unit is removed from your deck, add two copies of it into your deck.

[shoutout/credits to @sterile gyro; though it is not the exact same place where it would be added, it is still a pretty interesting concept to play around, specially with what triggers it]

burn NationUSSR infantry πŸ”οΈ

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2/II- (following 2nd concept)
Removed Alpine; (out of necessity)
Add a copy into your deck if so.

[pretty much the same thing as the original card but now it replaces itself if removed]

burn NationUSSR infantry πŸ”οΈ

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2/III- (following 2nd concept)
If this unit is removed from your deck, add a copy of it into your hand and deck.

[pretty much the same deal as the 2nd option but now it adds a copy into your hand instead]

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2/IV- (following 2nd concept)
Removed Alpine; (again, out of necessity)
(insert base effect). Add a copy to your hand if so.

[a pretty similar effect to the previous option but not it enters the battlefield as well]

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3- Buff;
Removed Alpine;
(insert base effect). Deployment: Get Blitz.
(alternative variants)
a- Deployment: Get Shock.
b- Deployment: Get Guard.

[this unit happen to be in your hand and there is not chance of it getting into your deck to use its passive? fear not, as this might do the trick to give it an alternative use]

burn NationUSSR infantry πŸ”οΈ

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3/A- (following 3rd option variants)
c- Deployment: Get Salvage.
d- Deployment: Get Ambush.

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4- Buff;
Removed Alpine;
(insert base effect). Deployment: It also counts as a tank.

[why this change in particular? well I dunno, I just saw a tank in the artwork and though of this effect lmao]

burn NationUSSR infantry πŸ”οΈ tank NationUSSR Hello

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

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5- Buff;
Removed Alpine;
(insert base effect). Deployment: Gain X additional kredits.
(variants)
a- Deployment: Gain 1 additional kredit.
b- Deployment: Gain 2 additional kredits.

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6- Buff;
Removed Alpine;
(insert base effect). Deployment: Draw a card.

burn NationUSSR infantry cards

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7- Questionable Buff;
Reduced cost to 2k; (read the bottom note)
Removed Alpine;
(insert base effect). Deployment: Shuffle it into your deck.

[as for this idea, this card cannot be deployed directly from hand but it returns to your deck, basically it is a way to gain another chance to get its passive to trigger and some other synergies]

[ofc, given that it has both a reduced cost and deployment effect, there are ways to bypass its restrictions to make it enter the battlefield from hand; and as I'm so humble I'll leave you to figure out how lol]

burn NationUSSR infantry πŸ”οΈ NationUSSR burn

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7/A- (following 7th option)
Reduced cost to 0k.

[if considitions are met, this can be really horrifying to play against]

lost hawk
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this with %petly 2/4% burn

agile coyoteBOT
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Cards found: 1

gusty steppe
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we have a winner

lost hawk
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or any Shuffle triggers

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or one copy in Control to never get fatigue damage

gusty steppe
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(well as this was a pretty short thread, I might as well follow it with 89th INFANTRY REGIMENT ideas)

gusty steppe
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89th INFANTRY REGIMENT (buff ideas)
As for this unit I believe I have a pretty unusual take on it, and that is that I do not find it that good to begin with, it is true that is is a beginner card and it is meant to be replaceable, but I cannot help it but think that even then it sucks as a whole and even more with each season.

The unit itself is pretty simple, a considerably though unit for a cheap cost that provides Guard, it sounds pretty good until you realize how futile it is to use it, there are to many ways to get rid of units like this, let alone that agressive decks can easily deal with it either with deployment effects, trading against it, etc. And this while also considering that there are other cards in the Soviet nation that also provide Guard that are just slightly more expensive, hell we have many options in the Standard range, being these T-70, 456th RIFLE REGIMENT and more importantly, 178th GUARD RIFLES which completely powercreeps the hell out of it.

Again, I know that this is a starter card that is meant to be simple, but my personal philosophy leads me to try to make it slightly better, specially for those players that might not aim for aggro decks at the start.

So, while taking this points into account, I've thought some ideas to make this classic Soviet unit into a more practical tool to play with:

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

[a pretty simple yet effective change for its purpose, from which it can effectively provide a good defense against enemy advancements; and as always, this change could be applied to any following options too, but carefully ofc]

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1/A- (following 1st option)
Costs 1 more to deploy if you started this battle.

[pretty much the same effect as with 185th FOLGORE]

burn NationUSSR NationIT infantry

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1/B- (following 1st option)
Costs 1 more to deploy if you control the frontline.

[sligh nerf conditional effect]

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1/II- (following 1st concept)
Costs 1 less to deploy if the enemy controls the frontline.

[pretty much a similar deal to the previous option, but more aimed as an evident counter to aggro]

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2- (changes to base card) Buff;
Added keywords:
(variants)
a- Now it also has Shock.
b- Now it also has Ambush.
c- Now it also has Alpine. [aimed as a support for a Soviet Alpine deck] πŸ”οΈ

[small but considerable changes to give this unit additional combat value; as always this small additions could also be applied to any of the following options too]

burn NationUSSR infantry

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3- Buff;
Deployment: If it started in your deck, gain +1 attack.

[shoutout/credits to @sterile gyro; his original idea was to give this unit Bond, while I did not state it I think that would pretty much kill it, so I gave it a similar concept effect as I've did before with T-34 1942]

burn NationUSSR infantry

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3/A- (following 3rd option)
Deployment: If it started in your deck, gain +1 defense.

[same deal as before but with a more defensive approach]

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3/II- (following 3rd concept)
Deployment: If it started in your deck, it gets (see variants).
(variants)
a- ...it gets Shock.
b- ...it gets Ambush.
c- ...it gets Alpine.

[pretty much the same concept as with the 2nd option, but now it is conditional (screw you 178th RIFLE REGIMENT)]

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3/II/A- (following 3/II concept)
Deployment: If it started in your deck, it gets a random combat keyword.

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4- Buff;
Deployment: if it started in your deck, draw a card.

[slightly gain of both tempo and hand size]

burn NationUSSR infantry

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4/A- (following 4th option)
Now it draws a Soviet card instead.

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4/B- (following 4th option)
Now it draws a Guard unit.

[further enforcing its nature as a defensive tool]

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4/C- (following 4th option)
Now it draws a copy of this unit.

[yeah it is pretty much the exact same effect from CHOCO BOYS]

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5- Buff;
Deployment: Give a friendly infantry Guard.

[inspired by SPITFIRE Mk V PL's effect]

burn NationUSSR infantry

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5/A- (following 5th option)
Deployment: Give a friendly infantry Guard until end of your next turn.

[as I'm not that much of an evil person, I also considered this small change for those players that aim for aggro playstyles]

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5/II- (following 5th concept)
Deployment: Choose an infantry in your hand. Give it Guard.

[pretty much a HULL DOWN like effect but for infantry units, and this time they get Guard]

burn NationUSSR infantry

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6- Buff;
If it started in your deck, it costs the enemy +1 kredits to target this unit.

[just to clarify, when I mean "target this unit" I only mean both targeted orders and deployment effects, not attack]

burn NationUSSR infantry

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6/A- (following 6th option)
Now it costs the enemy +2 kredits to target this unit.

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6/B- (following both 6th and 6/A options) Nerf;
Now it has Bond. Applies to both variants.

[I know what I've said before about giving it Bond, but given how good and disruptive of an effect it can be to the opponent, it is a fair addition]

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6/II- (following 6th concept)
If it started in your deck, it costs the enemy +1 kredits to attack this unit.

[now it pretty much works the other way around for the opponent, any targeting effect like orders or deployment effects are fair game, but not if it attemps to attack it with an unit]

burn NationUSSR infantry

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6/II/A- (following 6/II option)
Now it costs the enemy +2 kredits to attack this unit.

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6/II/B- (following 6/II and 6/II/A options)
Now it has Bond. Applies to both variants.

[same reasoning as with 6/B option, the addition of bond is just a reasonable given how good this effect can turn to be]

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7- Buff;
If it started in your deck, at the end of your turn, fully repair this unit.

[pretty much the same effect as with 42nd RIFLES, or to be more precise its older version ofc]

burn NationUSSR infantry

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7/A- (following 7th option) Nerf;
Now it has Bond.

[pretty obvious as to why isnΒ΄t?]

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7/II- (following 7th concept)
If it started in your deck, at the start of your turn, fully repair this unit.

[now it does actually have the same effect as with 42nd RIFLES]

burn NationUSSR infantry

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7/II/A- (following 7/II option) Nerf;
Now it has Bond.

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8- Buff;
Deployment: If it started in your deck, add a copy of this unit to hand.

[pretty much a similar concept/nature as 178th GUARD RIFLES, but cooler as it is the original card]

burn NationUSSR infantry

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8/A- (following 8th option)
(insert idea effect), add a copy of it into your deck.

[similar deal as before, but with less immediate value]

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8/B- (following 8/A option)
(insert idea effect), add two copies of it into your deck.

[double the value, but still not immediate]

lost hawk
gusty steppe
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but only works once as it adds tokens, they would not have its deployment effect triggered again

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but it is true that it can stretch the deck to avoid morale damage

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8/C- (following both 8/A and 8/B options) Nerf;
Now it has Bond. Applies to both variants.

[shoutout to @lost hawk for pointing out the flaw]

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8/II- (following 8th concept)
Deployment: If it started in your deck, shuffle a copy of it into your deck.

[same deal as before, but now it can also provide some shuffle synergies too]

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8/II/A- (following 8/II option)
(insert idea effect), shuffle two copies of it into your deck.

[same deal as before but with double the value]

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8/II/B- (following both 8/II and 8/II/A options)
Now it has Bond. Applies to both variants.

[shoutout again to @lost hawk for pointing out the flaw]

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8/III- (following 8th concept)
Deployment: If it started in your deck, add a LIGHT INFANTRY to your hand.

[now it pretty much works as an alteranative to 321st RIFLE REGIMENT]

burn NationUSSR infantry

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9- Buff;
Cannot be Suppressed.

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9/A- (following 9th option)
Cannot Retreat or be Suppressed.

[pretty much the same effect as with 10th GUARDS REGIMENT but on a cheaper unit]

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9/B- (following 9th option)
Cannot Retreat, be Suppressed or removed from the battlefield.

[now it can also withstand any of those Japanese or German effects that might also get rid of it]

burn NationUSSR infantry

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9/C- (following 9th, 9/A and 9/B options) Nerf;
Now it has Bond. Applies to all variants.

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9/II- (following 9th concept)
If it started in your deck, it cannot be Suppressed.

[similar deal as before but more conditional]

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9/II/A- (following 9/II option)
If it started in your deck, it cannot Retreat or be Suppressed.

[again, same effect as with 10th GUARD REGIMENT]

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9/III- (following 9th concept)
Draw a card when this unit Retreat or is Suppressed.

[similar concept as with T-34-85 but slightly different in practice]

burn NationUSSR infantry

mortal nest
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Now scrolling up became a sports like holy

gusty steppe
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you can still use the search tab to find a specific card you might want to check

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if I could I would make a more compressed format, but it is what it is

mortal nest
gusty steppe
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heh it would be funny, a rank for the ultimate yapper in the server I presume

mortal nest
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Basicly

gusty steppe
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I'm not even sure if any member of the dev team have even checked/considered this ideas but oh well

mortal nest
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Probably because thers like 5-20 staff member (probably just Dev) overseing 35K member

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So community Helper and guided might sound prudent

deft leaf
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This with blitz would make the max value of 9k in the Jet Prototype deck be equivalent to 29k

deft leaf
gusty steppe
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CARD QUESTION: 321st RIFLE REGIMENT; 16th RIFLES; 52-K
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:

  • 321st RIFLE REGIMENT: (used it quite a lot); I personally find it one of my favorite Soviet units atm, cheap and pretty fine as a decent aggro counter or clog unit to put at the frontline given that it has "two lives", but even though I do really like its current form I can't help it but think that it is essentially pretty underwhelming when compared to other aggro units as of right now, it is both quite expensive for that purpose and its stats and effect do not help it that much imo. I'd say it could use a small buff.

  • 16th RIFLES: (maybe used it here and there); I'm not gonna lie, I used to hate this card with all my being when I was starting the game, given that if you did not remove it or counter it in any form it was a really terrific unit to fight against as it could grew a lot; but now I can objectivelly say that it is not a really amazing unit, its use pretty much fell out of use in favor of more fast or proactive cards than it, and the living proof of it is the existence of 573rd RIFLES, a Standard unit that adds two copies of this unit! a SPECIAL unit!! I don't know what you might think of it, but to me that is enough proof to consider this card worthy of either a buff or complete rework.

  • 52-K: (used it here and there); a pretty interesting unit as a whole, which is essentially a straight upgrade of BURNING SKY as an artillery, with the added cost of 2k, which makes up for balance in cost and usage; and while the card is technically fine, I fell that at times it can be slightly underwhelming or weaker than expected, let alone expensive to use afterwards given its operation cost and lack of keywords to protect itself. Imo it could be buffed just slightly.

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ADDITIONAL CARD QUESTION: 178th GUARD RIFLES
Same questions as before.

Personal opinion about it:

  • 178th GUARD RIFLES: (used it quite a lot); while a pretty useful unit to play around given its sheer defensive value, I cannot help it but feel that it is one of the most powercreep cards I've ever saw in the game (in my rather short game hours in it atleast) and here is why; at first if we do exclude any type of Suppress effect on it, we can easily combine both its stats and the added 89th INFANTRY REGIMENT ones, we technically have a total of 2/7.

I do not need to point out how terribly unbalanced this can be, specially if we consider both its cost, rarity and lack of Bond, as it pretty much makes it completelly redundant to use any of the other Soviet Guards in a cost range of 1-4k and maybe slightly beyond that, and lets not talk about that in between those units there are others with a higher rarity than Standard if we consider only sheer defensive value, as it not only has a pretty big effective statline but also it has "two lives" making it also effective to slow down any type of enemy advancement either by removal or attacks.

In my must humble opinion, this card is nuts, and I sincerely belive it should be nerfed all things considered, but what is your take about it, objectively speaking while considering other similar cards.

prime iron
prime iron
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@gusty steppe another idea for 321st is also: Destruction: Add a 1/1 LIGHT INFANTRY in the same line

lost hawk
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I rly like 178th, although I wouldn't be mad over it being 1/3

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16th could be 0/2 as Major suggested, or even a 1/1

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321st... maybe give added Light Inf Blitz? thinkingbread

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52K I believe is fine

dim shadow
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321st has definitely been powercreeped. But I did used to use it a lot when true light infantry decks were a thing. If it currently existed it could get an attack buff to meet up to Korchins.

16th is a good card too slow for the current meta, but by its nature its risky to buff it. It punishes new players and teaches them removal (or AOE) because it is an immense threat if you are unlucky enough not to draw removal. If you gave it a stat buff so it isn't immediately helpless, you might want to switch its wording to mobilize. If you want it to scale faster, also just give it mobilize so at least players can neutralize half its scaling if they can't outright remove it.

I use 52k in most of my soviet decks. I just like the card. It is a good Anti-air card and because its an artillery it acts as a removal magnet to distract from more important threats. Its a great card to direct the battlefield and I don't think it needs a buff to stay in its position.

Now for 178th, I think it should be a 2-1. If each kredit is with about 4 stats worth of soviet guard, I think it is more interesting for 178th to be 3-4 in stats divided between two units. Otherwise you can go the 0 attack route and make it a 0-4 purely for delaying the enemy.

gusty steppe
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btw now that I think about it (and forgot to mention it), why does 321st RIFLE REGIMENT's effect do need to specifically say "add a 1/1 LIGHT INFANTRY"? isn't that too redundant or there is an actual explanation for that?

lost hawk
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Can be base for stuff like "2/2 Light Inf" maybe?

gusty steppe
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thats a good take, and quite reasonable given the redundancy of its wording

proper sierra
lost hawk
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kinda off-topic but I remember %infantry regiment 61% being "Salvaged units you deploy become 4/4 instead of 1/1"

agile coyoteBOT
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Cards found: 1

lost hawk
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it was later changed into this, which was a wording fix instead of a buff

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as even during the "4/4" times having two of these guys on board made Salvaged units 7/7

gusty steppe
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so not only it was "redundant" but also wrong all together

lost hawk
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essentially

gusty steppe
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(given that both 321st RIFLE REGIMENT and 16th RIFLES ideas lists are quite short, I'll just upload them both at the same time)

gusty steppe
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321st RIFLE REGIMENT (buff ideas)
As for this unit, I have to say that I personally find it one of my favorite units in the game right now, given that it is a pretty neat concept for a cheap aggro card, that has the capacity of both giving preassure, blocking off the frontline and also as a good tool to get rid of frontline threats consistently.

But the issue I find with it is that overtime, a lot of cheap cards came as well that pretty much shifted its utility as it was much more slower and inneficient than them, as it is quite expensive to play on turn 1 or 2 in comparison, while giving you less rewards into doing so.

Obviously, we can consider the LIGHT INFANTRY archetype now reserved, from which if I'm not wrong, it was a useful tool there but "not anymore" (as it is also rotated, except in Draft).

So, to make this seemengly outdated unit into a far better option in par with the newest additions, I've thought a few ideas for it:

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

[a pretty simple yet effective change to add as always, and in fact it is so simple that it makes it pretty much on rate with other modern aggro units too]

[as always, this change can be applied to any of the following options too]

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1/A- (following 1st option) Nerf;
Reduced defense to 1. (1/1)

[credits to @sterile gyro; now it is pretty much a LIGHT INFANTRY that you can craft but much more cooler]

burn NationUSSR infantry

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1/II- (following 1st concept); (changes to base card) Buff;
Increased attack and defense to X.
(variants)
a- Increased attack to 2. (2/2) [credits to @dim shadow]
b- Increased defense to 3. (1/3)
c- Increased attack and defense by 1. (2/3)

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1/II/A- (following 1/II option variant "c")
Increased attack and defense by 1; (2/3)
Now it has Bond.

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

[as it is a pretty simple but pretty on rate addition, it could also be applied to any of the following options too]

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2- Buff;
Destruction : Add a LIGHT INFANTRY with Blitz to your support line.

[credits to @lost hawk; another pretty simple yet very effective addition given its nature]

burn NationUSSR infantry

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3- Buff;
Destruction: Add a LIGHT INFANTRY to the same front.

[credits to @prime iron; yet again another really simple but effective change, which funnily enough it is also on rate with other Soviet effects]

burn NationUSSR infantry

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3/A- (following both 2nd and 3rd options) MERGE;
Destruction: Add a LIGHT INFANTRY with Blitz to the same front.

[shoutout/credits to both @lost hawk and @prime iron]

burn NationUSSR infantry NationUSSR Hello

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4- Buff;
Destruction: Add a X/X LIGHT INFANTRY to your support line.
(variants)
a- Add a 1/2 LIGHT INFANTRY to your support line.
b- Add a 2/1 LIGHT INFANTRY to your support line.
c- Add a 2/2 LIGHT INFANTRY to your support line.

[shoutout/credits to @prime iron; a pretty clever use of the awfully outdated and redundant wording of this unit]

burn NationUSSR infantry NationUSSR Hello

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4/II- (following both 4th and 2nd options) MERGE;
Now it adds a X/X LIGHT INFANTRY with Blitz to your support line. Applies to all variants.
(variants)
a- Add a 1/2 LIGHT INFANTRY with Blitz to your support line.
b- Add a 2/1 LIGHT INFANTRY with Blitz to your support line.
c- Add a 2/2 LIGHT INFANTRY with Blitz to your support line.

[shoutout again to both @prime iron and @lost hawk for the chance to allow me to make this up]

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4/III- (following both 4th and 3rd options) MERGE;
Now it adds a X/X LIGHT INFANTRY with Blitz to the same front instead. Applies to all variants.
(variants)
a- Add a 1/2 LIGHT INFANTRY with Blitz to the same front.
b- Add a 2/1 LIGHT INFANTRY with Blitz to the same front.
c- Add a 2/2 LIGHT INFANTRY with Blitz to the same front.

[yet again shoutout to @prime iron; srry for all that pinging lmao]

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5- Buff/Rework;
Destruction: If the enemy turn, add a copy of this unit to your support line.

[seems 106th INFANTRY REGIMENT's effect did severly damage a part of my psyche, I'm always bringing this goddamned effect if possible]

[and as another fun fact, I considered the possiblity of making it work like: "Add a copy of this unit to the same front", but that'll be too disgusting for everyone]

burn NationUSSR NationJP infantry

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5/A- (following 5th option)
Now it has Bond.

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5/II- (following 5th concept)
Destruction: If the enemy turn, add a copy of this unit to your hand.

[same deal as before but without that much battlefield presence, though on a second thought this change might not be that helpful unless any of the 1st option changes are explicitly applied too]

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5/II/A- (following 5/II option)
Now it has Bond.

[again, this option in particular might need further changes to be functional, but in just in case here is a Bond option]

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5/III- (following 5th concept) Alternative Buff;
Destruction: If your turn, add a copy of this unit to your support line.

[now you can technically use this unit as a cannon fodder generator to trade against any frontline threats you might encounter, the only limit are your currnet kredits per turn and the chance of the enemy to remove it in his turn]

burn NationUSSR infantry NationUSSR Hello

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5/III/A- (following 5/III option) Nerf;
Now it has Bond.

sterile gyro
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NOOOO

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!uk bomber deal 1

agile coyoteBOT
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Cards found: 10, showing 1 - 5

sterile gyro
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πŸ˜” πŸ˜” πŸ˜”

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Vildebeest otk

gusty steppe
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welp, seems that option is discarded then lmao

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5/IV- (following 5/III option)
Destruction: If your turn, add a copy of this unit to your hand.

[a sliightly slower variant of the previous option, which might in fact be helpful (or less busted) in an alternative way to the original card]

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5/IV/A- (following 5/IV option)
Now it has Bond.

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6- Buff/Rework;
Increased attack to 2. (2/2)
Destruction: If it has 2+ attack, add a copy with -1-0 to your support line.

[a kinda convoluted wording that I always struggle to write properly, but the idea here is that its effect triggers if this unit has 2 or more attack, hence why it reads "2+ attack" to play around the lack of space]

[from which if you understood my take on this option, it can also trigger its effect if you buff its attack and destroy it]

burn NationUSSR infantry NationUSSR Hello

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6/A- (following 6th option)
Now it adds a copy with -1-1 to your support line instead.

sterile gyro
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!jpn 1k tank attack

agile coyoteBOT
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Cards found: 6, showing 1 - 5

sterile gyro
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Type 93

gusty steppe
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I mean, it is one of the most broken cards in the game

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it is basically a GREIF but Limited (for some reason)

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6/B- (following both 6th and 6/A options) Buff;
Now it triggers if it has 1 attack or more (1+) instead. Applies to both variants.

[now it would trigger its effect up to two times (without buffs)]

burn NationUSSR infantry NationUSSR Hello

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6/C- (following both 6th and 6/A options) Nerf?;
Reduced/Restored attack to 1; (1/1)
Now it triggers its effect if it has 1 attack or more (1+). Applies to both variants.

[same deal as before but with a much weaker unit, I'm not sure why I didn't start off with this option but oh well]

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6/II- (following both 6th and 3rd concepts) DEADLY MERGE;
Destruction: If it has 2+ attack, add a copy of it with -1-0 to the same front.

[now it would essentially do the exact same effect as with the 3rd option, which can be pretty annoying if you can keep buffing it to keep triggering its effect]

burn NationUSSR infantry NationUSSR Hello

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6/II/A- (following 6/II option) Nerf;
Now it adds a copy with -1-1 to your support line instead.

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6/II/B- (following both 6/II and 6/II/A options) Buff;
Now it triggers if it has 1 attack or more (1+) instead. Applies to both variants.

[thus now again, it'll triggers its effect one additional time (minus buffs included) than before]

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6/II/C- (following 6/II/B option) Nerf;
Reduced/Restored attack to 1. (1/2)
Now it triggers its effect if it has 1 attack or more (1+) instead. Applies to both variants.

sterile gyro
#

Typing for 5 mins

gusty steppe
#

16th RIFLES (buff ideas)
As for this unit, I have to say that the opinion I had about it had changed quite a lot with the pass of time, as I when started the game, I hated it with all my being given how punishing it could end up being (until I got good) but after some time, and learning how to "play properly" (hot take here) I realized that this card is not that much of a big deal but funnily enough, it sucks.

While on paper a card that is immune to enemy attacks and that can exponentially grow over time sounds good, it ends up being too slow for that purpose given that for one, its base stats sucks, and even with some turns of buffing itself it will struggle to trade against other units. The other problem is that it is obviously too vulnerable to any type of removal order or deployment effect, hell as it is too cheap it is also vulnerable against cards like ROUT or FLAMMPANZER to name a few.

And lastly, even if it is a cheap card to play it is also unreliable to play against aggroo decks, as you can't really "wait" for it to be strong enough to trade and survive just enough to justify its usage; which if we consider this and the previous point it makes an all around shiny trash card.

And to summarize all of my random babbling and wannabe wise text, just look at 573rd RIFLES, the joke is at plain sight, this card is so bad that it was needed to bring a STANDARD unit to add 2 copies of it, pretty sad.

So, to make this quite iconic unit into a more menacing unit worth of its rarity (and existence) I've thought some ideas that might make it pretty good:

#

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

[a pretty simple but v e r y effective change, specially for this unit, pls give it a break, poor guy]

#

2- (change to base card) Buff;
Increased defense to 2. (0/2)

[credits to @prime iron; funnily enough, I didn't even consider giving this unit a stat increase, which tbh it was quite dumb from my part]

#

2/A- (following 2nd concept); (change to base card) Buff;
Increased attack and defense to X.
(variants)
a- Increased attack to 1. (1/1) [credits to @lost hawk]
b- Increased both attack and defense to 1. (1/2)
c- Increased attack to 2. (2/1)

#

2/B- (following 2/A option variants)
d- Increased attack and defense to 2. (2/2)

#

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

#

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

[yeah thats it lmao; this change could also be applied to any of the previous/following options as well if necessary]

#

3/A- (following 3rd concept)
Now it has Mobilize.

[shoutout/credits to @dim shadow; now it would essentially get +2+2 if it is not taken out, which kinda reminds me of 2e BRIGADE's effect]

#

3/B- (following both 3rd and 3/A options) MERGE;
Now it has both Shock and Mobilize as well.

[not much to add here, it is self explanatory]

#

3/II- (following 3/A concept) Nerf?/Rework;
Now it also has Mobilize;
Removed passive text.

[shoutout/credits to @dim shadow; this is pretty much the alternative take if we want to add Mobilize to this unit, but take it more as a "base form" or "cliffhanger" for further options]

sterile gyro
#

Mobilize is count as nerf

#

:3

gusty steppe
#

that makes not much of a difference

#

I know, just wait a second

#

3/II/A- (following 3/II option) Buff;
Increased defense to 2. (0/2)

[starting point as a reference to the incoming buffs]

#

3/II/B- (following 3/II/A option) Buff;
Increased attack and defense to X.
(variants)
a- Increased attack to 1. (1/1)
b- Increased defense to 2. (1/2)
c- Increased attack and defense to 2. (2/2)

#

3/II/C- (following 3/II/B option variant "c") Nerf;
Increased cost to 2k;
Increased both attack and defense to 2. (2/2)

#

3/III- (following 3/II concept)
Now it has both Shock and Mobilize.

[take this option more of a base change to be applied to any of the previously seen options without the original passive effect, I didn't want to edit further images as it would be redundant and tedious to do so and read here]

#

4- Buff; [fixed]
At the start of your turn, fully repair this unit and give it +1+1.

[now it pretty much has the exact same effect as 17th RIFLE REGIMENT, which would allow it to be more effective when you use in actively on board]

burn NationUSSR infantry NationUSSR Hello

#

4/II- (following 4th option)
Now it has Mobilize.

[now it can pretty much become an "unstopable" behemot in no time]

#

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

#

4/II/B- (following both 4/II and 4/II/A options) Nerf;
Increased cost to 2k. Applies to both variants.

#

5- Buff;
At the start of your turn, it randomly gains +1+1 or +2+2.

[a semi direct buff into its original effect, which now it would allow it to be an even greater threat than before, but only if RNG allows it]

burn NationUSSR infantry NationUSSR Hello

#

5/A- (following 5th concept)
At the start of your turn, it randomly gains +1+1, +1+2 or +2+1.

[same deal as before but even more random]

#

5/B- (following 5th option)
At the start of your turn, it randomly gains +1+2, +2+1 or +2+2.

[same deal as before, but now +1+1 is replaced by +2+2 instead]

#

5/C- (following 5th concept)
At the start of your turn, it randomly gain +1+1, +2+2 or -1-1.

[credits to @sterile gyro; a more riskier RNG than before]

burn NationUSSR infantry

#

5/II- (following 5th concept) Buff;
At the start of your turn, it gains +X+X.
(variants)
a- ...it gains +1+2.
b- ...it gains +2+1.

#

5/II/A- (following 5/II option)
At the start of your turn, it gains +2+2.

#

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

#

6- Buff;
(insert base effect). Cannot be Suppressed.

burn NationUSSR infantry NationUSSR Hello

#

6/A- (following 6th option)
(insert base effect). Cannot Retreat or be Suppressed.

[basically the exact same effect as with 10th GUARDS REGIMENT]

burn NationUSSR infantry NationUSSR Hello

#

6/II- (following 6th concept)
(insert base effect). Cannot be targeted by enemy orders.

[now it'll be a truly fun time to play with or against this unit]

burn NationUSSR infantry NationUSSR Hello

#

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

#

6/III- (following 6/II concept)
(insert base effect). Cannot be targeted by enemy units.

[it basically means it cannot be targeted by deployment effects, nothing else, nothing more]

burn NationUSSR infantry NationUSSR Hello

#

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

#

7- Buff;
At the start of your turn, deal 1 damage to each HQ. Get +1+1 if so.

[now it would pretty much work like a T-35 but much better in many ways]

burn NationUSSR infantry NationUSSR Hello

#

7/II- (following 7th concept)
At the start of your turn, deal 1 damage to all but this unit. Get +1+1.

[same deal as before, but now it has the same effect as WINTER WARFARE, though it doesn't affect itself]

#

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

#

7/III- (following 7/II concept)
At the start of your turn, deal 1 damage to all other units. Get +1+1 if so.

[now it'll pretty much work like if it had an upgraded version of FRONTAL DEFENSE]

#

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

deft leaf
deft leaf
gusty steppe
#

lmao

gusty steppe
#

52-K (buff ideas)
As for this unit, I don't really have much to say about it, it is a pretty simple card to analize as a whole, being just a 2/2 artillery with the included effect from BURNING SKY, which adds additional value and flexibility to it, hence it explains both its cost and operation cost.

But even though it is quite an amazing air removal tool to have around within Soviet decks, I feel that it could be just slightly better, not by dealing more damage but by focusing a little more in its unit aspect, a slightly lower operation cost and/or a combat keyword to help it out a little bit, specially when you do not use it against an air unit to compensate its added cost.

So, while this might be a little nitpicky from my part, I've though just a couple of ideas that might make this card considerably better than before:

#

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

[shoutout to @deft leaf; a pretty simple yet very fitting change to this unit, it doesn't really need to have that much of an operation cost]

[and as always, this very same change as it is simple, it can be applied to any of the following options as well]

#

2- (changes to base card) Buff;
Added keywords:
(variants)
a- Now it has Smokescreen.
b- Now it has Ambush.

[yet again, another simple additions to boost up its survival on the battle, both being useful depending on the context, and even more if no air units are present]

#

2/A- (following 2nd concept)
Now it has both Ambush and Smokescreen.

#

3- Buff;
(insert base effect). If none, draw a BURNING SKY from your deck.

[another pretty simple yet very specific addition that might make or not a difference in its performance, take into account it draws an already present card from your deck, not straight up add to hand.... yet]

burn NationUSSR artillery πŸ”₯

#

3/A- (following 3rd concept)
(insert base effect). If none, add a BURNING SKY to hand. Discard end of next turn.

[now it pretty much offers you the same deal as before, but now it straights up gives you a copy of BURNING SKY that is discard at the end of next turn, similar to how MOLOTOV COCKTAIL works in some way]

burn NationUSSR NationFIN artillery πŸ”₯

#

3/II- (following 3rd concept)
(insert base effect). Get -X operation cost if none.
(variants)
a- Get -1 operation cost if none.
b- Get -2 operation cost if none.

#

3/II/A- (following 3/II concept)
(insert base effect). If none, gain X kredits.
(variants)
a- If none, gain 1 kredit.
b- If none, gain 2 kredits.

[a similar deal to the previous option, but now you gain some kredits back as it did not trigger its main effect, but you still need to have the minimun cost to pay up]

#

3/II/B- (following both 3/II and 3/II/A options) MERGE;
(insert base effect). If none, gain X kredits and give it -1 operation cost.
(variants)
a- If none, gain 1 kredit...
b- If none, gain 2 kredits...

#

4- Buff;
Deals double damage against air units. Deployment: Deal 2 damage to an enemy air unit.

[now it pretty much works the exact same way as before, but with the addition that it can now have that same effect while attacking air units]

burn NationUSSR artillery πŸ”₯

#

5- Buff;
Deployment: Deal 2 damage to all enemy air units.

[credits to @sterile gyro]

burn NationUSSR artillery

#

5/II- (following 5th option)
Deployment: Deal 4 damage to an enemy air unit and 2 damage to all other enemy air units.

#

5/II/A- (following 5/II option)
Now it deals 1-2 damage to all other enemy air units instead.

#

5/III- (following 5/II concept)
Deployment: Choose one - Deal 4 damage to an enemy air unit OR 2 damage to all enemy air units.

burn NationUSSR artillery NationUSSR Hello

#

5/IV- (following 5th concept)
Deployment: Deal 4 damage to an enemy air unit and 2 damage to adjacent air units.

burn NationUSSR artillery

#

5/IV/A- (following 5/IV option)
Now it can also deal damage to adjacent units as well.

#

5/IV/B- (following 5/IV option)
Now it can also deal damage to adjacent targets as well. (HQ included)

#

5/IV/C- (following 5/IV/B option)
Now it deals 1-2 damage to adjacent targets instead. (again, HQ included)

#

6- Buff;
(insert base effect). Pin adjacent air units.

[I know that in handsight, this is pretty much an upgraded version of 3.7” ANTI-AIR GUN, though trust me, when time comes I'll also want to suggest buffs for that card too]

burn NationUSSR artillery

#

6/A- (following 6th option)
(insert base effect). Pin adjancent units.

[same deal as before, but now it can also Pin non-air units as well]

#

6/II- (following 6th concept)
Deployment: Choose one - Deal 4 damage to an enemy air unit OR Pin target air unit and adjacent units.

[pretty much the same deal as before but with a wider margin of choice for what you might need]

burn NationUSSR artillery

#

6/II/A- (following 6/II option)
Now it can also Pin adjacent units. (basically, non-air units as well)

#

(given that 52-K suggestion list was pretty short, I might as well just follow it up with 178th GUARD RIFLES list)

#

178th GUARD RIFLES (nerf ideas)
As for this unit, I also do not have much to say about it tbh... technically, but the fact that I really love this unit concept as a whole, but objectively speaking I hate it how it was done, given its design it is arguably the best Soviet Guard within a cost range of 1-4k, and maybe slightly more than that, and why is that imo? well here is my reasoning:

For starters you are paying 2k to get 2 Guard units in total, being the second one 89th INFANTRY REGIMENT upon destruction, which pretty much powercreeps the hell of that unit given that it is the same rarity and only costs 1k more than it.
Then you have the fact that if you combine both of these units stats, you effectively have a total of 2/7 in a single Guard! for only 2k!, this essentially can render useless any other Guards with a similar statline and cost within that range.
But lets say this is a quite exaggerated take, specially on the attack, as multiple orders or attacks could take it out and spreat this damage, well here is the other issue, given how its effect works, it now naturally has an "additional life" to extend its presence in battle, thus protecting your HQ or key units for a longer time by essentially doing nothing.

Sure, you could argue that if you Suppress it or remove it from the battlefield you can get rid of it, but it is such a low cost unit that it ends up being not worth the value of that kind of tool but a the same time it does, it is quite a unfair dilemma given how dirt cheap it is if you ask me.

I know many people do like this card, I do as well but I feel that it needs to be tone down for its own good, even if it excels at countering aggro decks which I despise, so here are my ideas for that purpose:

#

1- (change to base card) Nerf;
Increased cost to 3k.

[might seem like a pretty harsh change, but keep in mind its defense in total can be considered 2/7, and as it has 2 lives it can stick for longer, it is only fair imo]

#

1/II- (following 1st concept); (changes to base card) Nerf;
Reduced defense to X.
(variants)
a- Reduced defense to 3. (1/3)
b- Reduced defense to 2. (1/2)
c- Reduced defense to 1. (1/1)

[following my point about its additional lives and total defense, any of this changes are reasonable within that context as well if we want to keep its original cost intact]

#

1/III- (following 1/II concept); (change to base card) Nerf;
Reduced attack to 0. (0/4)

[now it would be pretty much a small meat wall that cannot deal any damage, but only delay an enemy attack, kinda similar to BRYANSK IRREGULARS]

#

1/III/A- (following both 1/II and 1/III options) MERGE;
Reduced attack to 0; Reduced defense to X.
(variants)
a- Reduced defense to 3. (0/3)
b- Reduced defense to 2. (0/2)
c- Reduced defense to 1. (0/1)

[this change in particular might be a little too harsh, even to me, but anyways I'll leave this here as a possible change too]

#

2- (change to base card) Nerf;
Now it has Bond.

[a pretty simple yet somewhat effective and imo a nerf that should have been since the start, it can also be applied to any of the previous/following options as well if necessary]

#

3- Nerf;
Destruction: Add a 1/2 89th INFANTRY REGIMENT to your support line.

[pretty much the same wording as with 321st RIFLE REGIMENT but applied into this card as a nerf, with the sole purpose to reduce its total defense value in its second life]

#

3/A- (following 3rd option)
Now it adds a 1/1 89th INFANTRY REGIMENT to your support line instead.

#

3/II- (following 3rd concept) Nerf;
Destruction: Add a LIGHT INFANTRY with Guard to your support line.

[pretty much the same deal as with 321st RIFLE REGIMENT but now it adds a LIGHT INFANTRY with Guard]

#

3/II/A- (following 3/II option)
Now it adds a 1/2 LIGHT INFANTRY with Guard to your support line.

#

4- Nerf;
Destruction: Add a 89th INFANTRY REGIMENT to your hand.

[now its defensive value, while technically untouched, it won't be as consistent as before]

#

4/II- (following 4th concept)
Destruction: Add a LIGHT INFANTRY with Guard to your hand.

[same deal as before, but with a much weaker unit to rely on, but at the same time useful for the Tokens deck]

#

4/II/A- (following 4/II option)
Now it adds a 1/2 LIGHT INFANTRY with Guard to your hand.

#

5- Buff/Nerf;
Increased attack to 2;
Removed Guard.

[now despite the name, it won't be able to Guard anymore, but in exchange it got an increase in its attack power to compensate and make up for its cost]

#

5/A- (following 5th option)
Added keywords:
(variants)
a- Now it has Blitz.
b- Now it has Shock.

[additional value to compensate its lack of Guar,d, though I feel that its defense could be slightly lower too]

#

5/B- (following 5/A options) Nerf;
Now it has Bond. Applies to both variants.

#

5/C- (following 5/A concept)
Now it has Bond, Blitz and Shock.

burn NationUSSR infantry

deft leaf
#

Bond, blitz and shock is insane

gusty steppe
#

most possibly, yes

#

(SMALL POINTLESS QUESTION) What Soviet cards do you prefer for the next batch of cards to be considered now? and I do mean either card type, unit type and/or rarity.

If you want a reference there is the roadmap to choose from.

proper sierra
#

35th rifle regiment?

gusty steppe
#

CARD QUESTION: 199th RIFLE REGIMENT; 35th RIFLE REGIMENT; ILYUSHIN IL-2
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:

  • 199th RIFLE REGIMENT: (never used it); I'm not entirely sure what to think about this unit tbh, it is obviously intended for it to be played alongside a US or British deck with tokens, being these either BREWSTER F2A or GARRISONS for more consistency, but outside of that I cannot see much play with it, and all of this if we are taking it from theory, in practice I never saw this card being used at all since as far as I'm aware of, USSR doesn't have that much of a synergy to work with this card and those nation's strategies. So while following this line of thought, I think it could be buffed.

  • 35th RIFLE REGIMENT: (never used it); I do not have much to say about this unit in particular as I do not have any experience with it except for some Draft matches that didn't help me that much to gather information for a solid opinion, on a first sight it seems as a pretty simple yet solid unit to play around on your turn if you happen to get a friendly unit destroyed, which I think would be either good in a Tokens or Aggro deck. But nonetheless, I think it could be slightly buffed as well by giving it another conditional effect and/or a keyword (mainly Blitz).

  • ILYUSHIN IL-2: (used here and there); a pretty damn interesting card if you ask me, that pretty much works like a budget version of 336th GUARDS NAVAL, but ironically it is unplayable in comparison, as its effect is worse and its more expensive for some reason (when it should be the other way around, cost wise), while I do get that it is a more affordable option for more "poor" players without Elite wildcards, I personally think it could be buffed greatly.

prime iron
#

Or even just:

gusty steppe
#

(blank space)

prime iron
#

Add to your support line or same front a friendly unit was destroyed this turn. (With Blitz)

gusty steppe
#

even if its in the same turn, it works exactly the same but faster

prime iron
gusty steppe
#

I might buy that idea if it added that unit to hand, just like with SPECIAL REINFORCEMENTS, or maybe make it work like HONORIFICS.

#

hell it could probably be a 1-2k that reads: "Convert this unit into your last destroyed (Soviet?) unit"

#

similar to KV-85

prime iron
gusty steppe
#

I feel that text is too long, it would be better if it said something like "If in your hand, when a friendly unit is going to be destroyed, send it to hand and replace this unit in its place"

#

though when the time comes I'll try it out if it fits

prime iron
#

That was the main idea I had

#

But the latter does work too

deft leaf
gusty steppe
#

AHAHAHAH

#

ok I didn't expect that take (I mean the very first part)

deft leaf
deft leaf
#

Right now, Ilyushin is just a really bad way to play Little Cobra. With this effect, it would synergize with waaay more archetypes

gusty steppe
#

it would also technically work like SAVOIA-MARCHETTI SM.79

#

but with a more limited range of units to target

sterile gyro
#

Or is it just me acting up

lost hawk
#

199th seems fine, I played it here and there actually

for 35th, I like how it technically can work with Spearhead (dont have 35th yet so didnt test it), but maybe amp the stats, op cost and "When friendly unit is destroyed, give it -1 cost if in hand or -1 op cost if in battlefield"

Il-2 can definitely be buffed, at least with slight stat increase, or sth like "0op 2/3 Blitz"

dim shadow
# gusty steppe CARD QUESTION: 199th RIFLE REGIMENT; 35th RIFLE REGIMENT; ILYUSHIN IL-2 What do ...

I've used 199th in Garrison decks where it can be a good offensive unit to pair with the rest. It grows fast enough to be a threat and the shock allows it to free up the frontline. The enemy also needs to be a bit more specific when dealing with it because it has smokescreen.

I've never used 35th.

I used to use Ilyushin but I didn't like it. While it does make using cards cheaper, being able to provide up to 8k in value, It just never worked well for me. You run out your hand too fast for it to be all that useful.

gusty steppe
#

(as 199th RIFLE REGIMENT ideas list is quite short, I might as well follow it with 35th RIFLE REGIMENT ones aswell, though I have to say that the later is considerable longer)

#

199th RIFLE REGIMENT (buff ideas & 1 rework)
As for this unit, I have to say that this is one of the most unimpressive cards I've ever saw until now, specially since it is both one of the newest cards that had come lately and it is Soviet; I cannot deny its concept is really interesting, as it is technically "at the same level" with other similar infantries with Bond from the other main nations (MAGINIFICIENT SEVEN, 211th TOKYO, THE POLAR BEARS, etc.) but I cannot help it but feel that it is mediocre (just like current POLAR BEARS lmao).

And the card itself is not bad in particular at all, imo it is pretty solid, which kinda contradicts with what I've just said before, but hear me out, the only thing that holds this unit back is the presence of Bond, without that it would be a pretty good unit to consider using for Soviet US/UK decks (as some cards might intend to be built with).

It doesn't nothing t o o fancy of a change, but here are some ideas that might make this card just enough of cool unit to play around with in more diverse and fun decks:

#

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

[again, considering that it has Bond on it and its passive effect is conditional, it is reasonable to lower its cost too]

[as always, given the simplicity of this change, it could also be applied to any of the followin options as well]

#

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

[similar deal as before but now we are adjusting its operation cost instead, again its Bond and passive restrictions holds it back a lot]

[this change as well as its following variant could also be applied to any of the following options too]

#

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

[now it cannot be more cheaper than it was (unless its cost got down to 0k, which would be terrifying)]

#

2- (change to base card) Buff;
Removed Bond;

[shoutout/credits to @deft leaf; a pretty logical change if you ask me, now it doesn't have that silly restriction anymore, you could argue that this might kill any bond synergies..... who in the hell is playing this card for Bond synergies anyways?!]

burn NationUSSR NationUS NationUK infantry

#

2/II- (following 2nd option)
Gets +1+1 and Shock when you deploy or add a British or US unit.

[shoutout to @deft leaf; though it is not the full thing (yet) it is a pretty interesting option to play around with too]

#

2/II/A- (following 2/II option)
Removed Shock;

[as it can now get Shock from its passive effect, it is logical to remove its natural Shock too]

#

2/III- (following 2nd concept)
Removed Bond, Smokescreen and Shock;
Gets +1+1, Smokescreen and Bond when you deploy or add a British or US unit.

[credits to @deft leaf; a pretty damn interesting option as a defensive tool]

#

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

[I know I've already stated before that any cost changes could be applied to any of these options, though I want to highlight this one too as it does lack all of its original keywords]

#

3- Buff;
Fully repair it and get +1+1 when you deploy or add a British or US unit.

[pretty much the same concept as with 42nd RIFLES and 17th RIFLE REGIMENT's effects but with a much more active nature]

[as for the wording, well I think it is clear enough to understand how it works, even if it is slightly ambiguous right?]

burn NationUSSR NationUS NationUK infantry

#

3/A- (following 3rd option)
Removed Bond.

#

3/II- (following 3rd option)
Removed Shock.

[might not be a good idea]

#

3/II/A- (following 3/II option)
Removed Bond. (again lol)

#

4- Buff/Rework;
Gets +1+1 and Shock when your HQ is damaged.

[now instead of trying to use that bizarre US/UK hybrid with tokens and bs unit synergies, now you can get another ol' reliable Soviet self damage tool instead]

burn NationUSSR infantry

#

4/A- (following 4th option)
Removed Bond.

#

4/II- (following 4th concept)
Gets +1+1, Smokescreen and Shock when your HQ is damaged.

[shoutout/credits to @deft leaf]

#

4/II/A- (following 4/II option)
Removed Bond. (yet again, wow I'm so original)

#

4/III- (following 4th concept) Buff/Rework;
Fully repair this unit and get +1+1 when your HQ takes damage.

[yet again, the same concept as with 42nd RIFLES and 17th RIFLE REGIMENT's effects but now with a more semi-active passive instead]

burn NationUSSR infantry NationUSSR Hello

#

4/III/A- (following 4/III option)
Removed Bond. (...)

gusty steppe
#

35th RIFLE REGIMENT (buff & rework ideas)
As for this unit, I don't really have much to say about it, as I do not have a solid experience with it as a whole tbh, I only saw it and tried a few times in Draft but thats it, and from what I can suppose in general it is a pretty damn bland card in its entirety, while it could have some shining moments if you manage to get a friendly unit destroyed and have this unit at hand it might provide some decent value but... thats about it.

Even if we consider its conditional 0k, it doesn't really offer anything special besides its rarity, its 3/4 stats are pretty average and it lacks any kinda of additional effects to make it truly worthy of being picked to play, being this things either Blitz, card draw, etc. which is quite disapointing given that again, its rarity its tied to other cards with much relevant and impactful effects on board.

So, to make this old outdated unit into a more powerful card for these current times (atleast for the date this message is posted) I've thought some ideas that might make it a desirable option to craft and pick:

#

1- Buff;
Deploys for 0 kredits if a friendly unit was destroyed since last turn.

[not a very impressive change but I think it is a good start; it is pretty much inspired by those British passive effects that are tied to 1-2 turns effectively, like E.G: THE POLAR BEARS]

[this change could also be applied to any related cards in which it might fit into]

#

1/A- (following 1st option) Slight nerf;
Deploys for 0 kredits if a friendly Soviet unit was destroyed since last turn.

[might not be a change that necessary, but just in case here is an option to limit how consistent its effect can be triggered]

#

1/II- (following 1st concept) Rework;
Costs X less to deploy, where X equals the cost of the last friendly unit destroyed this battle.

[pretty much an alternative way to play around its old effect by making it more consistent but at the same time not as it is tied to unit's cost]

[and as a fun fact, this option works more like a "base option" or "cliffhanger" for other more beefier variants]

burn NationUSSR infantry

#

1/II/A- (following 1/II option) Buff;
Increased attack/defense by X.
(variants)
a- Increased defense to 5. (3/5)
b- Increased attack to 4. (4/4)
c- Increased attack to 4 and defense to 5. (5/4)

[this is what I meant with beefier options, as to make up with its new passive effect and to give it more value in the long run if possible]

#

1/II/B- (following 1/II/A option variants)
d- Increased attack to 5. (5/4)
e- Increased cost to 4k; Increased attack and defense to 5. (5/5)

#

1/III- (following 1/II option) Buff;
Increased defense to 6. (3/6)

#

1/III/A- (following 1/III option) Buff;
Increased cost to 4k;
Increased attack to X.
(variants)
a- Increased attack to 4. (4/6)
b- Increased attack to 5. (5/6)
c- Increased attack to 6. (6/6)

#

1/IV- (following 1/II option) Buff;
Increased cost to 5k;
Increased attack and defense to X.
(variants)
a- Increased attack to 6 and defense to 7. (6/7)
b- Increased attack to 7 and defense to 6. (7/6)
c- Increased both attack and defense to 7. (7/7)

#

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

[shoutout/credits to @prime iron; a pretty simple yet very effective addition to this unit as a whole]

burn NationUSSR infantry

#

2/A- (following 2nd concept) Buff;
Added combined keywords (with Blitz):
(variants)
a- Now it has both Blitz and Shock.
b- Now it has both Ambush and Blitz.

[this might be a little too much value already]

#

2/II- (following 2nd concept)
Now it has Guard.

[instead of being an aggressive option, not it works as a possible cheap Guard unit to work around with]

#

2/II/A- (following 2/II option)
Added combined keywords (with Guard):
(variants)
a- Now it has both Guard and Shock.
b- Now it has both Blitz and Guard.
c- Now it has both Ambush and Guard. [this might be the complete demise of aggro lol]

#

2/III- (following 2nd concept)
Now it has both Ambush and Shock.

[this can be pretty much be considered a Guardless version of 61st KIRKENES but potentially more cheaper to deploy]

#

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

[a pretty simple yet on rate effect for its cost, specially if played for free]

burn NationUSSR infantry cards

#

3/II- (following 3rd concept)
(insert base effect). Deployment: Draw 2 cards if not.

[to be sure I'll clarify, it'll only draw 2 cards if its effect did not trigger, or as another way to view it, if no friendly untis were destroyed in that turn before its deployment]

#

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

[given how its passive effect works, no matter what cost you might add it won't make a difference but only when it is not triggered]

#

4- Rework;
Deployment: Add a copy of your last destroyed unit with cost 3 or less to your support line.

[shoutout/credits to @prime iron; I'm not gonna lie, I didn't like at all how its original idea was intended to work, but I think this toned down version is worth to play with]

burn NationUSSR infantry NationUSSR Hello

#

4/A- (following 4th option) Nerf;
Now it adds your last destroyed unit with cost 2 or less instead.

#

4/II- (following 4th concept)
Deployment: Add a copy of your last destroyed unit with cost 3 or less to your hand.

[pretty much the same deal as before but now say copy is added to hand instead, useful if it had any deployment effect ofc]

burn NationUSSR infantry NationUSSR Hello

#

4/II/A- (following 4/II option)
Now it adds a copy of your last destroyed unit with cost 2 or less instead.

#

4/III- (following 4th concept)
Deployment: Add a copy of your last destroyed unit with cost X or less to your hand. It costs 1 less this turn.
(variants)
a- ...with a cost of 3 or less.
b- ...with a cost of 2 or less.

[pretty much the same deal as before but with a temporal discount applied too]

#

4/III/A- (following 4/III option)
Now the added copy to hand costs 2 less to play instead. Applies to both variants.

[same deal as before, but the temporary discount is increased (oh the redundancy)]

#

5- Rework;
If in your hand, before a friendly unit is going to be destroyed, Convert it into this unit and viceversa.

[credits to @prime iron; the good news is that I actually could manage to make the idea fit! and it is awesome! and the better news is that there is the chance that you might "duplicate" said unit on board!!]

[might this be the first Soviet countermeasure ever?]

burn NationUSSR infantry countermeasure NationUSSR Hello

#

5/A- (following 5th option)
Increased defense to X.
(variants)
a- Increased defense to 5. (3/5)
b- Increased defense to 6. (3/6)

#

6- Rework;
When a friendly unis is destroyed, this unit is Converted into it and gains this ability.

[this is pretty much a Soviet version of 123s but with a more Soviet-ish flavour into it]

[yes, you could technically make a pretty fun loop effect with ILYUSHIN IL-10 as both units will be added/Converted one after another]
burn NationUSSR infantry

#

6/A- (following 6th option)
Increased defense to X.
(variants)
a- Increased defense to 5.
b- Increased defense to 6.

[lets suppose that it could also get its attack icnreased as well, but for the sake of simplicity I'll just make the defense increase images and leave the others as a (text) possibility as well]

#

6/II- (following 6th option)
Reduced cost to 2k.

[while seemingly powerful for its cost, its form is pretty much temporary given how its effect works]

#

6/II/A- (following 6th option)
Reduced attack/defense to X.
(variants)
a- Reduced attack to 2. (2/4)
b- Reduced defense to 3. (3/3)
c- Reduced attack and defense by 1. (2/3) [now it is tied in stats with 123s]

#

7- Rework; (alternative 1)
Deploys for 0 and operates for free if a friendly unit was destroyed this turn. Fully repair it each turn if so.

[credits to @deft leaf; I'm not entirely sure if this wording as it is is right, as for the looks of it, it might seem it can fully repair itself every turn if deployed for 0k, though thats not the intention here ofc]

burn NationUSSR infantry NationUSSR Hello

#

7/A- (following 7th option); (alternative 2)
Deploys for 0 and operates for free if a friendly unit is destroyed each turn. Fully repair this unit if so.

[credits to @deft leaf; I think this one alternative might have fixed that little technical issue, and now it might work as intended]

#

8- Rework;
Deployment: Add a RUSH to your hand.

[plain and simple, but utterly effective]

burn NationUSSR infantry order NationUSSR Hello

prime iron
#

Next level rage for the enemy when they think they're about to destroy it

gusty steppe
prime iron
gusty steppe
#

oh I'm so dumb, I just searched for it but somehow ignored it lol

gusty steppe
#

8/A- (following 8th option) Buff;
Now it has Blitz.

prime iron
gusty steppe
#

8/II- (following 8th option) Toxic Buff;
(insert idea effect). Repeat this effect after it attacks and destroys an unit.

[same deal as before, but double/triple the headache for the opponent to deal with]

burn NationUSSR infantry

#

8/II/A- (following 8/II concept)
(insert idea effect). Add 2 if the enemy controls the frontline.

[just to clarify, it would only add 2 copies of it in total, not 3]

#

8/III- (following 8th concept) Rework;
Deployment: Add a 99th KHOLM and RUSH to your hand. Lose 2 kredits at the start of your next turn.

[it is pretty much inspired by 20. PANZERGRENADIER's concept, and also I've "tied" its total cost with the deployment "downside" to allow it to be cheaper]

burn NationUSSR infantry NationUSSR Hello

#

8/III/A- (following 8/III option)
(insert idea effect). Lose 1 kredit at the start of your next turn.

#

8/IV- (following 8/III concept)
Increased cost to Xk;
Now it has Blitz;
Deployment: Add a 99th KHOLM and RUSH to your hand.
(variants)
a- Increased cost to 4k.
b- Increased cost to 5k.

[now it is pretty much the same deal as 20. PANZERGRENADIER but slightly different... technically speaking]

burn NationUSSR infantry NationUSSR Hello

#

9- Rework;
Deployment: Your friendly units get a random combat keyword the don't have.

[pretty much inspired by FORGED IN FIRE's effect minus the card draw]

#

9/A- (following 9th option)
(insert idea effect). This gets Blitz.

[as for this addition, it wouldn't cancel out the base effect for itself, but on the contrary it would allow it to have 2 combat keywords in total]

#

9/II- (following 9th concept)
Deployment: Give a friendly unit 2 random combat keywords. If none, it gets 3 random combat keywords.

[as for this option, instead of being an AoE like buff effect, it will now work for single targets, with the addition of giving out 3 random combat keywords if target had none to begin with]

burn NationUSSR infantry

#

9/II/A- (following 9/II option)
(insert idea effect). If none, get 3 random combat keywords.

[difference here is that if you do not target any friendly unit (basically, you do not control anything on board) this unit will get buffed instead]

#

10- Rework;
Deployment: Give your HQ +1 defense for each combat keyword your units have.

[the effect is self explanatory on its own, big potential of AoE healing the more combat keywords you have in total]

burn NationUSSR infantry

#

10/A- (following 10th option)
Now it gives your HQ +2 defense for each combat keyword your unit have.

[this might be a really terrible idea]

#

10/II- (following 10th concept)
When a friendly unit is added or deployed, give your HQ +1 defense for each combat keyword it has.

[similar concept as before ofc, though this time it works more passively and on the long run rather than as a boost of healing]

#

10/II/A- (following 10/II option)
Increased cost to 4k.

#

10/III- (following 10th concept)
Your HQ gains +1 defense when a friendly unit gains a combat keyword.

[yes again, just like before another passive alternative for the combat keyword archetype, though this time you get benefits for giving your units combat keywords instead]

burn NationUSSR infantry

#

10/III/A- (following 10/III option)
Now your HQ gains +2 defense instead.

#

10/IV- (following 10th concept)
Deal 1 damage to the enemy HQ each time a friendly unit gains a combat keyword.

[now you can also deal some burn damage with the combat keyword soup (it is really hot)]

burn NationUSSR infantry NationUSSR Hello

#

10/IV/A- (following 10/IV option)
Now it deals X damage to the enemy HQ instead.
(variants)
a- Deal 1-2 damage to the enemy HQ...
b- Deal 2 damage to the enemy HQ....

[cost could be increased ofc]

#

11- Rework;
Enemy units that enter the battlefield are dealt 1 damage for each combat keyword they have.

[now for this option, it'll work as a passive defense that might fend off or weaken entering enemy units that might have any combat keyword, specially Blitz]

burn NationUSSR infantry

#

12- Rework;
Is immune to damage during your turn. At the start of your turn, fully repair this unit.

[pretty much inspired by Ki-100 GOSHIKISEN's effect, and ofc 42nd RIFLES and 17th RIFLE REGIMENT's effects as well]

burn NationUSSR infantry NationUSSR Hello

#

13- Big Rework;
Increased cost to 7k;
Reduced defense to 3; (3/3)
If in your hand, reduce its cost by 1 when a friendly unit is destroyed. Gets +1+1 for each cost reduced.

[shoutout/credits to @lost hawk; though his original idea was more aimed towards reducing both deployment and operation costs, I though it would be much more interesting if it had another benefit going on]

burn NationUSSR infantry NationUSSR Hello

gusty steppe
#

ILYUSHIN IL-2 (buff & rework ideas)
As for this unit, I have to admit that i find it quite interesting as a whole, as it is essentially a more accesible version of 336th GUARDS NAVAL and in some way also ILYUSHIN IL-10, but in reality it is not that practical as those two, given that not only those cards are far more cheaper in comparison, but they generate far more value while buying you tempo, this cards unfortunately does not achieve that.

Instead you have a quite clunky and expensive bomber that only grasps a fragment of the power of the already mentioned units, which is kinda sad. I know that comparing a Standard card with an Elite one is a little unfair, but I personally think those two are way above rate in value, but thats another topic.

Without further to add, here are my ideas to make this humble bomber into a more useful and flexible tool to play around with:

#

1- (change to base card) Buff;
Reduced cost to Xk.
(variants)
a- Reduced cost to 4k.
b- Reduced cost to 3k.

[yet again, the simplest of all buffs applied as the first option, and as always this very same change could also be applied to any of the following options as well]

#

1/A- (following 1st option) Nerf;
Reduced defense to 3. Applies to both variants.

[not entirely sure if this might be a necessary change, but anyways just in case here is an alternative option to make up for its reduced cost]

#

1/B- (following 1st option) Nerf;
Now it has Bond. Applies to both variants.

[alternative option to tone down its new cost without necessarily touching its stats]

#

1/II- (following 1st concept) Buff
Increased attack to 3. (3/4)

[shoutout to @lost hawk; a pretty simple yet quite effective addition to make it a more attractive option to pick]

#

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

[to avoid some powercreep and busted outcomes, this change might come pretty good as well so it would basically pair up in stats with IL-2M PL]

#

1/III- (following 1st concept) Buff;
Reduced operation cost to Xk.
(variants)
a- Reduced operation cost to 1k.
b- Reduced operation cost to 0k.

[now instead of being a clunky and hella expensive weak hitting bomber, now it can be instead more economical to operate]

#

1/IV- (following 1st concept) Buff;
Deployment: Choose an unit in hand with cost 4 or less. Put it into play.

[alternative buff option to make this card even more interesting to play with]

burn RoundelUSSR bomber2

#

1/IV/A- (following 1/IV option) Nerf;
Now it has Bond.

#

2- (change to base card) Buff;
Now it also has Blitz.

[shoutout to @lost hawk; a pretty simple yet very effective addition to this unit]

#

2/A- (following 2nd option) Buff;
Reduced operation cost to Xk.
(variants)
a- Reduced operation cost to 1k.
b- Reduced operation cost to 0k.

[further buff to increase its usage even more actively than before, I did not check but I'm completely sure this idea does in fact powercreep some outdated trash bombers, I sincerely don't care lmao]

#

2/B- (following 2/A option) Nerf;
Reduced defense to 3. (2/3) Applies to both variants.

[shoutout to @lost hawk; as it was pretty much the statline suggested by him alongside the Blitz addition and operation cost]

#

3- Buff;
Removed Heavy armor 1;
(insert base effect). Draw a card.

[shoutout to @dim shadow; while it was not exactly a direct idea, his comments about the issues involved around this card made me think of this as an option, and I think it might be pretty good]

burn RoundelUSSR bomber2 cards

#

3/A- (following 3rd option)
(insert idea effect). Draw a card if (see variants).
(variants)
a- Draw a card if Soviet.
b- Draw a card if an air unit.

[both of these might be a little redundant technically, but it could make it an interesting tool around Soviet decks]

#

4- Buff;
Removed Heavy armor 1.
Deployment: Add a copy of an unit in your hand if it costs 2 or less to your support line.

[basically the exact same effect as 336th GUARDS NAVAL but slightly weaker and expensive]

[as for this option in particular, it could also have some cost reductions as seen in the first options]

burn RoundelUSSR bomber2 RoundelUSSR Hello

#

4/A- (following 4th option)
Now the added copy has Blitz.

[basically to give some meaningful value to justify it usage]

#

4/B- (following 4th option)
Now the added copy has Heavy armor 1.

[now instead of a more aggresive approach, this option might give it a little more of survivability, plus a combat keyword]

#

4/II- (following 4th concept)
Now the added copy gets +X+X.
(variants)
a- ...with +1+1.
b- ...with +1+2.
c- ...with +2+1.

#

5- Buff;
Removed Heavy armor 1;
Deployment: Add a copy of an unit with cost 3 or less to your support line. Destroy it end of turn.

[pretty much the same deal as seen with the 4th option, which is the same effect as 336th GUARDS NAVAL, but this time the added copy has a temporal lifespan in battle, similar to Polish effects]

burn RoundelUSSRRoundelPL bomber2

#

5/A- (following 5th option) Buff;
Now added copy has Blitz too.

#

5/II- (following 5th concept)
Deployment: Add a copy of an unit in hand with cost 3 or less to your support line. Destroy it start of your next turn.

[now instead of being destroyed at the same turn it is played, it'll last atleast one additional turn, this can be specially useful with cheap Guard units]

#

5/II/A- (following 5/II option)
Now it is destroyed at the end of your turn instead.

[pretty much the same deal as before but now it can also operate for one additional turn too]

#

5/III- (kinda following 5th concept)
Removed Heavy armor 1;
(insert base effect). If an air unit, add a copy to hand.

[now it has some air synergies, which pretty much allows it to behave like 336th GUARDS NAVAL]

burn RoundelUSSR bomber2

#

6- Rework;
Deployment: Deal 3 damage to an unit.

[pretty much the exact same text as FROM THE PEOPLE but on a deployment effect]

burn RoundelUSSR bomber2

#

6/A- (following 6th option)
Deployment: Deal 3 damage to a ground unit.

[same deal as before, but now it cannot be used against air units]

#

6/II- (following 6th concept) Rework;
Deployment: Add a FROM THE PEOPLE to your hand.

[pretty much the same deal as before but with an obvious added cost in total for its use]

burn RoundelUSSR bomber2

#

6/II/A- (following 6/II option)
(insert idea effect). It costs X kredits this turn.
(variants)
a- It costs 2 kredits this turn.
b- It costs 1 kredit(s) this turn. [small typo here]
c- It costs 0 kredits this turn.

[pretty much the same deal as before but with a temporal discount to make up for the additional added cost]

#

6/III- (following 6th concept)
Deployment: Deal 2 damage to an unit, and 1 to adjacent units.

[alternative version of FROM THE PEOPLE, now it can effectively damage/destroy several units at once]

#

6/III/A- (following 6/III option)
Now it deals 3 damage to target instead.

#

7- Rework;
Deployment: Add a I-16 ISHAK with Blitz to your support line.

[pretty much inspired by 654th RIFLES's concept, and like so its cost could also be reduced]

burn RoundelUSSR bomber2

#

7/A- (following 7th option)
Now I-16 ISHAK gets (see variants) instead.
(variants)
a- I-16 ISHAK gets Heavy armor 1.
b- I-16 ISHAK gets Ambush.
c- I-16 ISHAK gets Fury. [this one can be pretty nasty]

#

8- Rework;
Deployment: Choose an unit in hand with a cost of 3 or less. Destruction: Add a copy of it to hand.

[now it basically works like a combination of both 336th GUARDS NAVAL and ILYUSHIN-10 but just differently enough to not be a copy cat]

burn RoundelUSSR bomber2 RoundelUSSR Hello

#

8/A- (following 8th option)
Now it can only target units with cost 2 or less.

[cost can be reduced as shown at the first options]

#

8/II- (following 8th concept)
Deployment: Target an unit with cost 3 or less. Destruction: Add a copy of it to hand.

[now you can essentially add a copy of any target unit (within that range cost) in the battlefield]

burn RoundelUSSR bomber2

#

8/II/A- (following 8/II option)
Now it can only target units with cost 2 or less.

[cost could also be reduced slightly]

#

9- Rework;
Reduced cost to 4k;
Draw a card when the enemy targets this unit with an order or unit.

[pretty much inspired by T-34-85..... oh I do really miss that tank]

burn RoundelUSSR bomber2 cards

#

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

#

9/II- (following 9th concept)
Reduced cost to 4k;
Draw a card when this unit is targeted by an order or unit.

[same deal as before but now it can also draw a card if you target with friendly cards too]

#

9/II/A- (following 9/II option)
Reduced cost to 3k.

#

10- Rework;
Gets +1 attack when the enemy draws a card until end of your turn.

[now it can essentially work like a tool of preassure for the enemy if it wants to draw multiple cards at once]

burn RoundelUSSR bomber2

#

10/A- (following 10th option) Buff;
Reduced cost to Xk.
(variants)
a- Reduced cost to 4k.
b- Reduced cost to 3k. (might be too much)

[given that this unit is quite simple, it would be reasonable to reduce its cost to make it more interesting to play with]

#

10/II- (following 10th concept) Buff;
Gets +1+1 when the enemy draws a card until end of your turn.

[now it not only get a bigger attack depending on the enemy card draw, but also it could also potentially repair/get thougher to destroy too]

burn RoundelUSSR bomber2

#

10/II/A- (following 10/II option)
Reduced cost to 4k.

#

11- Rework;
Deployment: Destroy target unit with cost 4 or less. Add a random unit from the same nation that costs 1 less.

[pretty much the same effect as the URAL FACTORIES but with the touch of the old MONASTYR's effect, not necessarily busted but it can be considerably effective]

burn RoundelUSSR bomber2 RoundelUSSR Hello

#

11/A- (following 11th option)
Now it adds a random unit from the same nation that costs 2 less instead.

#

11/II- (following 11th option) Nerf;
Now it can only target units with cost 3 or less.

#

11/II/A- (following 11/II option)
Now it adds a unit from the same nation that costs 2 less.

#

12- Rework;
Deployment: Target an unit.
Destruction: Add a Soviet unit with equal cost to your hand.

[on a second thought, this might be a really REALLY busted effect to consider applying]

#

12/A- (following 12th option)
Now it adds a Soviet unit that costs equal or less to hand instead.

[the outcome can be greater the higher the target unit cost is, but it is now not guaranteed]

#

12/II- (following 12th concept)
Deployment: Target an unit. Destruction: Add a Soviet unit with equal cost into your deck. Draw a card.

[now besides the obvious card draw, you can now get some long term value if this bomber effectively ends up being destroyed]

burn RoundelUSSR bomber2

#

12/II/A- (following 12/II option)
Now it adds a Soviet unit that costs 1 or more into your deck instead.

[same deal as before, but with a guaranteed additional value]

#

12/II/B- (following 12/II option)
Now it adds a Soviet unit that costs 2 or more into your deck instead.

[same as before but even greater]

#

13- Rework;
Reduced cost to 4k;
Damage dealt to this unit is reduced by its Heavy armor 1.

[pretty much inspired by KV-2, and to be honest it is an idea I want to suggest for that same card as well; and before you ask, yes it would also reduce combat damage dealt to it too]

burn RoundelUSSR bomber2 RoundelUSSR Hello

#

13/A- (following 13th option) Buff/Nerf;
Reduced cost to 3k;
Reduced defense to 3. (2/3)

[a more accesible but slightly more fragile nightmare fuel of a bomber]

gusty steppe
#

CARD QUESTION: 99th KHOLM, 220th RIFLES, 573rd RIFLES
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:

  • 99th KHOLM: (used it quite a lot, but not in (j)aggro); I'm not gonna lie, this card in particular is quite complicated to evaluate as a whole obectively, as on one hand since the start I really liked it given that USSR had not really many effective cheap and fast units to rely on for aggroo strategies or as counters for those, but on the other hand its dirt cheap cost paired up with its old 2/3 stats was calling for trouble, unsurprisingly enough it got into (j)aggro hands and whatnot.

But I personally even though I "celebrated" its nerf, I'll objectively say that it wasn't a fair adjustment at all, given that its drawback doesn't pay up for its role at all, and not because the bs argument of "erm it actually costs 2k" because thats a lie, but because it cannot offer anything different than other similar units with equal costs and stat lines, even more now with recent additions for other nations. So while it might sound bizarre to say, specially from me, I sincerely believe it could be buffed, possible change could be to reverit it back to its previous version but with another take to make it actually balanced.

  • 220th RIFLES: (never used it); Tbh I'm not entirely sure what to think about this card as a whole, there aren't many cards out there that could support this unit as it is, and even if you could count on some for that purpose it is still pretty damn expensive to play effectively, but there is the chance it might be viable and fun to play with in certain scenarios. As I lack pretty much experience with this card, I want your takes about it, specially if it is first hand experience, but I'm leaning towards a cost/operation cost reduction for it.
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  • 573rd RIFLES: (I hate it); Many that might know me will probably guess what is my personal take about t h i s card in particular, and for those don't it basically summarizes in that I hate the concept of a card with a lower rarity/value being able to generate higher value cards this consistently, there is not an excuse for that even if said generated card sucks as a whole (by that point, buff the damn thing for god sake). I might hear out some different opinions about it, but I personally think the card/unit added should be changed or the whole unit reworked for that matter.
deft leaf
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99th Kholm is fine and fits a very particular archetype. Since it was so brutal in aggro, most we could do would be to make it a 1k 0op 1/3 blitz (same effect)

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It's a shame it feel in popularity, but I personally think that 3hp in the Frontline turn 1 opping for 0 is awful

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I also didn't want to give it the same effect as Panzer IV-J because it kills the spirit of the card. That being said, it would very much make it perfectly balanced for a 1k 0op 2/3 blitz infantry

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220th rifles needs less cost and less hp. It's rather weak as is.

3k 1op 2/5 ambush, blitz (same effect) would make it worth it

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573rd rifles is stupid. Should proc the effect when it kills an enemy unit to add one copy of 1st rifles to your support line

gusty steppe
deft leaf
proper sierra
#

Ambush on the 573rdSickle

lost hawk
#

Kholm I found fine even as 2/3
220th is fine too imo
573rd, if you want to change the unit, maybe make it add two Light Infs? Or, after a cost adjustment, sth like 2 Kholms? burn

gusty steppe
gusty steppe
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99th KHOLM (buff, "nerf" & rework ideas)
As for this unit, i have to admit that I always liked its concept as a whole since the start, as it was pretty much an unsual card for the Soviets to have, and that is a cheap blitz infantry to rely on for either early stages or aggro decks, which was fine in theory at the beginning ofc, but as my might know there were issues along the way.

For one its high defense paired up with its low cost and non existant downside made it truly a disgusting unit to fight against given the disproportionate amount of tempo it could give you, and funnily enough as with any card in the game like this it was used (and corrupted) by Jaggro, what a twist of fate. Its high stats allows it to pretty much pair up in power with 15th CAVALRY REGIMENT but by being far more though to destroy, and lets not mention the existance of RUSH even after its slight nerf, it was a pretty dominant unit/combo that I hated.

But objectively speaking, even though it truly needed a nerf, I have to say the way it was done was not the right one by any means, as is original downside doesn't pay up for just +1 additional defense, when again, compared to 15th CAVALRY REGIMENT or hell we could say it is a worse 2nd MARINES BATTALION, which pretty much kills the whole card and its purpose, which was to be a reliable preassure tool and anti aggro card. Specially now that there are multiple other cards within other nations with a similar cost and statline that makes it redundant, atleast imo.

Before beginning and as side note, I'll use the old version for the ideas I though for this card, with the current version being a "complementary" or alternative if the thought of reversing its nerf is not possible.

So, while taking this points into account I've thought some ideas to rethink its current version and make it a more interesting and valuable infantry to play with around:

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1- (change to base card) Buff/Nerf;
Restored defense to 3; (2/3)
Now it has Bond.

[I believe this should have been the first nerft to be considered to be applied to give it another type of downside, and imo a more meaningful one that delayed kredit payment]

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1/II- (following 1st concept) Buff/Nerf;
Deployment: Lose 2 kredits at the start of your next turn.

[given how values rates works in this game, we can objectively say that 2/3 Blitz is 2k cost, and given that it has 0 operation cost its downside should have been increased instead for a more hefty drawback]

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2- Buff/Nerf;
Restored defense to 3. (2/3)
Deployment: Gets +1 operation cost at the start of your next turn.

[now instead of losing a single kredit for the entire match, you'll lose its free operation cost, the upside of this is that there'll be no drawbacks if it was destroyed in the same turn it was played]

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2/A- (following 2nd option); (change to base/current card) Buff/Nerf;
Deployment: Gets +1 operation cost at the start of your next turn.

[pretty much the same deal as before but now said unit will have 2/2 instead]

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2/II- (following 2nd concept) Buff/Nerf;
Restored defense to 3. (2/3)
Gets +1 operation cost a t the start of your turn.

[pretty much a similar deal as before but now its downside will increase over time, making it effectively more of a deadweight unit if left for too long]

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2/II/A- (following 2/II option); (change to base/current card)
Gets +1 operation cost at the start of your turn.

[same deal as before but with its current 2/2 stats, the reasoning is pretty simple since again it won't give you any drawbacks if left at the frontline or destroyed instantly]

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3- Buff;
Restored defense to 3. (2/3)
Deployment: Lose 1 kredit at the start of your next turn if in the battlefield.

[this can be pretty much considered a direct buff to the old card]

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3/A- (following 3rd option)
Now you lose 2 kredits at the start of your next turn instead. (if still in the battlefield)

[same deal as before, but with a heavier downside]

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3/B- (following 3rd concept); (change to base/current card) Buff;
Deployment: Lose 1 kredit at the start of your next turn if in the battlefield.

[yet again, it is the exact same idea as before but applied to the current card to give it more breathing room]

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3/II- (following 3rd concept) Buff/Nerf/Rework;
Restored defense to 3. (2/3)
At the start of your turn, lose 1 kredit.

[now its downside will be more prevalent over time]

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3/II/A- (following 3/II option)
At the start of your turn, lose 1-2 kredits.

[same deal as before but with more RNG to determine your luck in tempo in exchange for its power]

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4- Buff/Nerf/Rework;
Restored defense to 3. (2/3)
At the start of your turn, this unit gets -0-1 if in the frontline.

[now instead of having an economical downside into it, it'll now be semi-guaranteed to be destroyed if left in the frontline, which also means its "bonus" defense is more effective at the support line]

burn NationUSSR infantry

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4/A- (following 4th option; (change to base/current card)
At the start of your turn, this unit gets -0-1 if in the frontline.

[pretty much the same deal as before but applied to the current version of this unit]

#

4/II- (following 4th concept) Rework;
Restored defense to 3; (2/3)
This unit takes 1 damage when it moves into the frontline.

[now it'll essentially work as a good supportline unit to have around, and if you move it to the frontline it'll become its newer version, while not giving you an economical downside]

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4/II/A- (following 4/II option) Nerf;
Now it takes 2 damage when it moves into the frontline instead.

[heavier downside but still useful]

#

4/II/B- (following 4/II option); (change to base/current card)
This unit takes 1 damage when it moves into the frontline.

[pretty much the same deal as before but applied to the current version instead]

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5- Buff/Nerf/Rework;
Restored defense to 3. (2/3)
Deployment: Choose a card in hand, then shuffle it into your deck.

[given that this card is/was more of a Japanese unit rather than a Soviet one, this effect might also come in handy, but with the obvious expense of tempo/hand size lost]

burn NationUSSR NationJP infantry

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5/A- (followingn 5th concept)
Deployment: Shuffle a random card in your hand into your deck.

[now you won't have the sweet possibility to choose]

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6- Buff/Nerf/Rework;
Restored defense to 3. (2/3)
Deployment: Deal 1-2 damage to your HQ.

[now it pretty much works like your usual Soviet self damage unit, but now its outcome its tied to luck]

burn NationUSSR infantry

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6/A- (following 6th option)
Deployment: Deal 2 damage to your HQ.

[I'm not entirely sure about this one, it might be too harsh of a downside already]

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6/II- (following 6th concept) Alternative experimental Nerf;
Restored defense to 3. (2/3)
Deployment: Deal morale damage to your HQ.

[I'm not entirely sure if the wording might be right, but if you want to be a jerk just take it as a fanmade card and move along...]

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6/III- (following 6th concept) Rework;
Restored defense to 3. (2/3)
At the start of your turn, deal 1 damage to your HQ.

[cheap power should come with a considerable downside, and I think that this one might do the trick while also being benefitial in certain decks]

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6/III/A- (following 6/III option)
Now it deals 1-2 damage to your HQ instead.

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220th RIFLES (buff ideas)
As for this unit, I'm not entirely sure what to think about it for the most part, it seems... right but I'm not sure where it can really fit or what purpose/role it can truly achieve on its own, its stats are terrible given its cost and while its effect might be interesting to play around, I sincerely belive it would be so slow to properly setup that it wont be meaningful at all, and thats it without considering any removal card whatsoever.

It might be an interesting card in a future if there is more support to... whatever archetype it aims for, so in the mean time I've thought some possible ideas that could be implemented into it:

#

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

[a pretty simple yet very adjustment to be considered, now it might be slightly more flexible to play around in battle]

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1/A- (following 1st option)
Reduced defense to 5. (2/5)

[given its total cost reduction, it is not unreasonable to give it an equivalent cut in its defense as well]

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1/II- (following 1st concept); (change to base card) Buff;
Increased attack to 3. (3/6)

[now its cost can truly match slightly more its high cost without relying too much on its passive effect (more variants to come on 2nd option)]

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1/II/A- (following 1/II option)
Reduced defense to 5. (3/5)

[another simple yet quite reasonable exchange of power for balance]

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1/III- (following 1st concept); (change to base card) Buff;
Reduced cost to 3k.

[similar to the very first option, this one also reduced the total cost required to deploy and operate this unit, but this time it makes ofc an earlier option to deploy]

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1/III/A- (following 1/III option) Nerf;
Reduced defense to X.
(variants)
a- Reduced defense to 5. (2/5)
b- Reduced defense to 4. (2/4)

#

1/III/B- (following 1/III/A variants)
Increased attack to 3; Reduced defense to 4. (3/4)

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

[now it pretty much works like a semi-better alternative to 4th KUBAN COSSACKS in every single way lol]

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1/IV/A- (following 1/IV option)
Reduced defense to X.
(variants)
a- Reduced defense to 5. (2/5)
b- Reduced defense to 4. (2/4)

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2- (following 1/II concept) Nerf;
Increased attack to 3. (3/6)
Has +1 attack for each damage dunit on the battlefield.

[given that now it has an additional higher attack, its pasive effect could also be slightly cutted to avoid making it too consistent in its power]

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2/A- (following 2nd option) Nerf;
Reduced defense to 5. (2/5)

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3- Buff/"Rework";
Gets +2 attack for each time ant unit is damaged.

[now instead of having a temporal attack buff to rely on damaged units, now it'll get a permanent buff instead, which can come with pretty interesting combos]

burn NationUSSR infantry NationUSSR Hello

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3/A- (following 3rd option)
Now it only gets +1 attack instead.

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3/II- (following 3rd concept) Buff;
Gets +2 attack for each time any target is damaged.

[now it can also have its effect triggered if any HQ is damaged as well]

burn NationUSSR infantry NationUSSR Hello

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3/II/A- (following 3/II option)
Now it only gets +1 attack instead.

[hard to guess why isn't?]

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4- Surprise Rework;
Your cards cannot damage your HQ. This unit gets equal attack instead.

[pretty much inspired by TYPE 89 CHI-RO's effect]

[as an example of how it might work, lets say you use BLOODY SICKLE, instead of dealing 1 damage to your HQ it'll instead give this unit +1 attack]

burn NationUSSR infantry NationUSSR Hello

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

[given that its only main effect is to provide you protection against your own cards and buffing itself if so, it is not that crazy of a change]

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4/II- (following 4th concept)
When a friendly card damages your HQ, give it equal defense instead.

[now instead of giving this unit additional attack buffs, it'll now heal your HQ by the same amount of damage it should have taken in the first place, yet again inpired by TYPE 89 Chi-Ro's effect]

burn NationUSSR infantry NationUSSR Hello

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4/II/A- (following 4/II option)
Reduced cost to 3k.

[again, given that it cannot snowball anymore it might not be a crazy option to think off as well]

lost hawk
#

Crossfire shh

gusty steppe
#

hell you don't need to go that far, you can use WINTER WARFARE

#

for example

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another crazy option might be FRONTAL DEFENSE

lost hawk
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I already use 220th in my Frontal Defense deck

gusty steppe
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573rd RIFLES (buff & rework ideas)
As for this unit and for starters, I have to say that I deeply hate this card's concept as a whole, and for one reason only that I won't hesitate to repeat: "lower rarity cards should not by any means be able to generate higher rarity cards consistently no matter how bad said card is, by that point buff the damn thing instead", as stated this does not include Develop given that it is tied to chance %, it is not guaranteed.

Moving on and while following my personaly philosophy about rarities, this card is wrong all around imo, not only its stats and cost is horribly mediocre on curve but it is also able to generate two Special infantry units on destruction, absolutely disgusting if you ask me.

While the idea is not half bad as a concept, the outcome it has in the end is not good at all as it pretty much kills said generated card, 16th RIFLES, which is already a lackluster and this card makes it useless and redundant (as a craftable card) in all its glory.

So, to make this card... different than its current version and actually more interesting and cost balanced, I've thought some ideas that might achieve that purpose:

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1- (change to base card) Buff;
Increased attack to 3. (3/3)

[now instead of being a mediocre unit for its cost, now it'll be slightly less mediocre and more competent to trade against other units]

[and yes, as always this very same change and its variants can also be applied to the following options if it deems necessary ofc]

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1/A- (following 1st option) "Nerf";
Reduced attack to 2. (3/2)

[unironically, this "nerf" directly helps this card purpose, which is to trigger its cursed Destruction effect faster than before]

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1/B- (following 1st option); (change to base card) Buff;
Increased attack to 4. (4/3)

[pretty much the same reasoning as before but with a much higher attack to truly match the cost invested]

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1/C- (following 1/B option) "Nerf";
Reduced defense to 2. (4/2)

[yet again the same reasoning as with 1/A option, but in this case it has an even higher attack]

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2- (change to base card) Buff;
Now it also has Ambush.

[credits to @proper sierra; a pretty simple addition, I'm not entirely sure how it could help this card in particular but hey it might work!]

[and just like with the 1st option, this very same change and variants could also be applied to any of the following options as well]

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2/A- (following 2nd concept); (change to base card) Buff;
Added an additional keyword:
(variants)
a- Now it also has Shock.
b- Now it also has Guard.
c- Now it also has Moblize. (yeah, a Soviet Mobilized unit, pretty much to make it tone with 16th RIFLES]

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3- Rework;
After this unit destroys an unit, add a 16th RIFLES to your support line.

[credits to @deft leaf; pretty much inspired from 77th REGIMENT's effect (or atleast thats my guess), which is pretty awesome, though it still has the original issue of rarities although I might give this a pass]

burn NationUSSR infantry NationUSSR Hello

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3/II- (following 3rd concept)
Removed Bond;
After this unit destroys an unit, add a LIGHT INFANTRY to your support line.

[shoutout to @lost hawk; though it wasn't explicitly stated, his idea pretty much inspired me into this alternative version of @deft leaf's concept]

burn NationUSSR infantry NationUSSR Hello

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

[give than its effect is pretty moderate in comparison to the original deal, I think it is fair to reduce its cost too]

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3/II/B- (following 3/II option)
Increased defense to 4. (2/4)

[as to boost its power and survivability when attacking/destroying other units, which makes it a frontline terror tool]

#

3/III- (following 3/II concept) Buff;
Increased both attack and defense by 1. (3/4)

[now instead of getting a cost reduction, it'll now get its so deserved stat increase to match its cost]

#

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

[an even more deadly and fearful unit than before]

#

3/III/B- (following 3/II concept) Buff;
Increased defense to X.
(variants)
a- Increased defense to 5. (2/5)
b- Increased defense to 6. (2/6)

[while its attack might not be that impressive, it can truly become a headache for the enemy even if it is not at the frontline]

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4- Buff/Rework;
Destruction: Add two 99th KHOLM to your support line.

[credits to @lost hawk; this is truly a delightful sight if you ask me personally, and pretty on rate with the expansions it came around with]

burn NationUSSR infantry NationUSSR Hello

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4/II- (following 4th concept) "Nerf";
Destruction: Add two LIGHT INFANTRY to your support line.

[credits to @lost hawk; pretty much the same deal as before but now tied to the now reserved/"dead" LIGHT INFANTRY or Soviet tokens deck]

#

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

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4/II/B- (following 4/II option)
Destruction: Add two LIGHT INFANTRY with (see varians) to your support line.
(variants)
a- ...with Blitz to your supportline. (watered down version of the 4th option)
b- ...with Mobilize to your support line. (watered down version of the original card)

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5- Rework;
Removed Bond;
Deployment: Give a friendly unit: "Cannot Retreat or be Suppressed."

[a pretty simple concept but I believe that it that there should be more cards around that, btw there is a small typo, I'm not going to fix that]

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

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6- Rework;
Gets +1+1 at the start of your turn.

[oh how the tables has turned, now it pretty much has the exact same effect as 16th RIFLES but without the Smokescreen benefit.... (yeah that is not a very helpful I suppose)]

burn NationUSSR infantry

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6/A- (following 6th option)
Reduced cost to 2k.

[I mean, it kinda powercreeps 16th RIFLES but... that was already a thing so whatever]

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6/II- (following 6th concept)
At the start of your turn, fully repair this unit and give it +1+1.

[now it pretty much works like 17th RIFLE REGIMENT but on a smaller scale]

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6/II/A- (following 6/II option) RNG Nerf;
At the start of your turn, fully repair this unit or give it +1+1.

[now instead of getting both effects at the same time, it'll only get the benefits from one each turn]

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6/III- (following 6/II concept)
Reduced cost to 2k.
After this unit attacks and destroys an unit, fully repair it.

[pretty much inspired by WINTER REGIMENT's effect, but with the difference being its lack of Salvage and Jaggro stench.... kind off]

#

6/III/A- (following 6/III option)
Removed Bond.

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7- Rework;
Damage your HQ takes is added to this unit as attack and defense.

[a pretty similar concept as to 456th RIFLE REGIMENT but with the key difference in its lack of Guard and increased stat gained]

[I'm not entirely sure if Bond/Morale damage would also trigger this unit effect as well]

burn NationUSSR infantry

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7/II- (following 7th concept)
Morale damage your HQ takes adds equal attack and defense to this unit.

[as I've previously mentioned, I'm not sure if Bond/Morale damage could also count with the previous effect, so I've made this one as a new alternative Soviet self damage effect attribute]

[you can guess how crazy it might get in exchange of stat buffs and HQ morale, though it is very likely that it might suck]

burn NationUSSR infantry NationUSSR Hello

#

8- Rework;
Deployment: Target an unit. Your HQ gains +X defense when it is destroyed.
(variants)
a- Your HQ gains +2 defense when it is destroyed.
b- Your HQ gains +3 defense when it is destroyed.

[pretty much inspired by 738. JΓ„GER REGIMENT's effect, or you could just say it is a copy cat of it lmao]

#

9- Rework;
Deployment: Copy target unit stats until end of turn.

[slightly inspired by 2nd INFANTRY REGIMENT, though in this case it'll copy target's stats rather than its combat keywords, and also this effect is temporary]

burn NationUSSR infantry NationUSSR Hello

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9/II- (following 9th concept) Rework;
Deployment: Target an unit, Swap its stats with this unit until end of turn.

[I kinda feel this is too br'sh, but anyways as you might guess judging by the previous option, it'll now temporarily steal target unit stats and likewise set its stats to 2/3 until end of turn, this sounds like a completely healthy concept!]

burn NationUSSR infantry NationUSSR Hello

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10- Rework;
When it attacks and destroys an unit, it can operate again.

[I'm not sure which card had a similar concept, but I'm not going to search it lmao, I think it was a brΒ΄sh bomber]

burn NationUSSR infantry

#

10/A- (following 10th option)
Reduced cost to 2k.

#

10/II- (following 10th concept) Buff;
When it attacks and destroys and unit, it can operate again for free.

[same deal as before but now it can unleash terror against frontline threats]

#

11- Rework;
Reduced cost to 2k;
Enemy units attacked by this unit Retreat.

[a pretty curious idea that I had though of as another alternative for an anti-frontline tool, and ofc other key targets you might want to move around or bounce to hand]

burn NationUSSR infantry

#

11/A- (following 11th option)
After an enemy unit is attacked by this unit, it Retreats.

[pretty much the exact same effect but with a different phrasing, take your pick!]

#

12- Rework;
Increased attack and defense by 1. (3/4)
Retreat this unit before damage is applied when it is attacked.

[pretty much the exact same effect as BM-13N US6, though this time it is now in a Bond Infantry unit that also has Blitz]

burn NationUSSR infantry NationUSSR Hello

#

12/A- (following 12th option)
Reduced/Restored defense to 3. (3/3)

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12/II- (following 12th concept)
Reduced cost to 2k;
Now it also has Guard.

[while it might seem kinda pointless to have a Guard that will only cancel 1 unit attack in total, I thihk it might be actually more fun and annoying than what it might seem]

burn NationUSSR infantry

#

12/II/A- (following 12/II option)
Increased/Restored cost to 3k;
Increased stats to X/X.
(variants)
a- Increased attack to 3. (3/3)
b- Increased both attack and defense by 1. (3/4)

#

13- Experimental Rework;
Deployment: Develop a Soviet RIFLES unit.

[this might seem pretty ambiguous (thats why I label it as Experimental) but it'll basically Develop any Soviet infantry that only has the word RIFLES in it, say E.G: 16th RIFLES, (this unit), 845th RIFLES, etc.]

burn NationUSSR infantry

#

13/II- (following 13th concept)
Deployment: Develop a Soviet infantry unit.

[this is pretty much a Soviet 15. AUFKLΓ„RUNG at this point]

#

13/II/A- (following 13/II option) Nerf;
Deployment: Develop a Soviet infantry with cost 3 or less.

[same deal as before but with a less range of units to pick from]

#

14- Rework;
Deployment: Take control of an enemy unit with cost 1 or less.

[pretty much inspired by 39th RIFLE REGIMENT, and I belive it might be one of the most horrible ideas I might have in a long time]

burn NationUSSR infantry NationUSSR Hello

#

14/A- (following 14th option) Nerf
Deployment: Take control of an enemy unit with cost 1 or less this turn.

[didn't had much text space to clarify it better, but in short it'll basically work like CONFUSION thus allowing it to be a slightly more accesible (Standard) and flexible alternative]

burn NationUSSR infantry

gusty steppe
deft leaf
#

No sarcasm

#

Just picture them American high tier fighters with this

gusty steppe
#

yeah that... thats sounds terrifiying, I like it

gusty steppe
#

CARD QUESTION: BERIEV B-4; 272nd GUARDS; 336th GUARDS NAVAL
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!

[time to analize a full batch of 3 Elite cards!]

My personal takes about them:

  • BERIEV B-4: (never used it but I do have it); I'm not gonna lie, I'm not sure what to think about this card at all, one one hand the first impression I have about it is that it might just be a very technical tool that you could play around to cheapen your units, being the cheaper units the ones that might get the most benefits from it; but on the other hand I cannot help it but think that it is pretty much a card terribly inneficient cost-wise as a whole, given that you are paying 3k for a 2k "one time" discount for another unit deployment, which could also be mitigated if you move it to the frontline but... that is just more kredit investment and plus it is extremely fragile (and it is not a bomber, so good look with the Smokescreen). I might be wrong about this, but I think this card should either get a big buff or rework.
#
  • 272nd GUARDS: (used it a lot); Hot personal take about this unit, and that is that is one of the broken cards in the entire game as it is right now, and here is why I believe that; for one you are essentially paying an 8k unit that it pretty much has the same issue as 178th GUARD RIFLES, which is getting in practice a total of 14/14 in stats when destroyed, an while it is true that IOSEF STALIN II does lack Guard, it pays up a lot considering its dirt cheap operation cost and counter against cards that might return it to hand.

From which it comes the other issue, why the hell does a card of a certain level gets access to generate another unit far more powerful from its same rarity as consistently as it is with no downsides into it? as it is a Guard you are pretty much guaranteing its triggering unless Suppressed (which is not an argument to defend it), not to mention that as it is actually a Destruction effect, it also comes with the deal of being exploitable in many ways, suchs as other Destruction card relates effects to trigger it more than once, Salvage, etc.

And lastly, before anyone points out, I know that "as a Guard" it is technically terrible given that it costs 8k for an 6/6 infantry, but again the Destruction effect is still a thing and Suppressing it becomes a top tier priority (or atleast bouncing it to avoid that to happen).

You might call this take as a butthurt opinion, which is reasonable, though I personaly believe this card should be nerfed/reworked entirely, hell just make it add a Special Soviet tank and it'll be great!

#
  • 336th GUARDS NAVAL: (I don't remember if I had it and/or used it); Here is another hot take about this unit (what a surprise), but I belive this card is also terribly busted as a whole, and I don't really need to explain it that much given that its effect is self explanatory, but the fact that it can actually for 4k be able to duplicate and play for free any unit in hand with cost 3 or less is actually horrible, specially if we take into account cards like SU-76M or LITTLE COBRA that do actually skip their deployment effects that are downsides on its own to name a few.

Tt has such much of a value that it pretty much becomes mandatory to run around given that you cannot go wrong with it as it doesn't make you spend any additional resources, while also providing you a decently stated infantry too. I personally believe this card should probably have its effect cost range be reduced to 2 or less or make it considerably more expensive.

#

(yeah I had to actually separate the whole thing in three fricking messages lmao)

proper sierra
#

14/14 cough cough

gusty steppe
#

oops lmao

lost hawk
#

Beriev might maybe be sth like "Your units cost 1 (or 2) less to deploy, deal 1 damage to your HQ after you deploy a unit"

#

so it fits for Self Damage

#

other elites are very strong, and ye, if you want to change them, it would be nerfs

gusty steppe
#

I can't believe my eyes, thought for a second you'll atleast disagree greatly with nerfing the other two but actually talk about buffing them

lost hawk
#

faced (and played) enough 336th into stuff like Kirks, 9/9 Guard or Lil Cobra to even dare saying to buff it

#

272nd also doesnt need a buff

gusty steppe
# lost hawk why would I disagree lol

eh I dunno, given that you are pretty much a Soviet enjoyer, it is safe to assume you might disagree to nerf/tone down Soviet cards that are powerful

lost hawk
#

anyway
I also just came up with idea for 336th

#

instead of "cost 3 or less", go "attack 3 or less"

gusty steppe
#

yeah thats true

lost hawk
#

or "defense 3 or less"

gusty steppe
#

those two options work flawlessly

#

I'm not gonna lie I'm loving the "3 defense or less" option, I'm tired of seeing "LITTLE" COBRA being duplicated into oblivion lol

wet smelt
#

Beriev:
Same body
When you add a card, first add a light infantry in the frontline if possible

#

272nd is honestly quite solid as is in soviet control, altough it could use salvage and attack set to 4

#

Guards naval also seem preety good. It could grant a buff to the placed unit and may be reduced to 3/3 or 3/2 if needed.

  • give it blitz
  • give it shock
  • give it ambush
  • give it +1+1
  • give it +3-1
  • it becomes veteran (if possible)
deft leaf
deft leaf
#

No guard, no keywords, just an infantry the spawns heavy tanks if it kills an enemy unit

deft leaf
gusty steppe
#

BERIEV BE-4 (buff & rework ideas)
As for this unit, I have to say that I find it quite hard to analize as a whole, one one hand its concept makes it a pretty interesting card, as it both combines card discount and self unit Retreat, which while uncommon it is somewhat of a thing in other Soviet units too.

And while it can be interesting I cannot help it but think it is not efficient at all for what it should be doing ass you are pretty much paying up a 3k fighter with horrible stats for a 2k discount that is very likely to only trigger once per turn given its Retreat passive, and if you can manage to move it to the frontline to allow you to get an additional discount use, it'll pretty much reduce its effectiveness by 1 kredit technically, making it pretty much a convoluted and redundant card to rely on.

It might be true that you could pair it up with units that cost 2 or less for a free deployment, but it is so damn slow that you might as well try anything else more efficient.

So, to make this seemingly interesting support fighter into a more powerful card worth of its rarity and nation, I've thought some ideas for it:

#

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

[yet again a pretty simple but quite effective change to this card, which also pairs up pretty well with its passive effect in some way; this very same change and its variants could be applied to any of the following options to come too]

#

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

[defense could be reduced, though I feel that might not be that necessary]

#

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

[alternative approach to make it easier to operate around, and most importantly move it to the frontline to gain kredit value]

#

1/II/A- (following 1/II option)
Reduced cost to 2k;
(alternative variant)
a- Reduced defense to 3. (1/3)

#

1/II/B- (following 1/II option)
Reduced cost to 1k;
Reduced defense to X.
(variants)
a- Reduced defense to 3. (1/3)
b- Reduced defense to 2. (1/2)

#

2- Buff;
Your units cost 3 less to deploy. When you deploy an unit, Retreat this unit.

[shoutout/credits to @deft leaf; a pretty simple take but pretty logical as it can pair up with its cost and concept even more than before]

burn RoundelUSSR fighter

#

2/A- (following 2nd option)
Now your units cost 4 less to deploy instead.

[this might be a little too busted]

#

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

#

3- Buff;
Your units cost 2 less to deploy, When you deploy two units, Retreat this unit.

[now instead of immediately Retreating it'll give you a time frame to deploy an additional unit instead]

burn RoundelUSSR fighter

#

3/A- (following 3rd option)
Now it reduces the cost of your units by 1 instead.

#

4- Buff;
Your units cost 2 less to deploy. When you deploy a non-Soviet unit, Retreat this unit.

[now it'll essentially be always available unless you want to use an ally nation unit, which in this case given its rarity its not much of an issue ofc]

#

4/A- (following 4th option)
Now your units cost 1 less to deploy instead.

#

4/II- (following 4th concept)
Your units cost 2 less yo deploy. When you deploy a Soviet unit, Retreat this unit.

[pretty much the same deal as before but working the other way around instead, now it'll be more benefitial with non-Soviet units than before]

#

4/II/A- (following 4/II option)
Now your units cost 1 less to deploy instead.

#

5- Rework;
Your units cost 2 less to deploy. Deal 1 damage to your HQ when you do.

[credits to @lost hawk; a pretty curious and nice concept that fits pretty well within soviet artchetypes and nature]

#

5/A- (following 5th option)
Now your units cost 1 less yo deploy instead.

#

5/II- (following 5th concept) Nerf;
Your Soviet units cost 2 less to deploy. Deal 1 damage to your HQ when you do.

[pretty much the same deal as before but now the discount is only applied to Soviet units ofc]

#

5/II/A- (following 5/II option)
Now your Soviet units cost 1 less to deploy instead.

#

6- Rework; (remade old idea design)
Deployment: Choose an unit in hand. Reduce its cost by 2. When you deploy an unit, Retrea this unit.

[now it pretty much works very similarly to the original card, but now instead of being a passive effect it can now activelly reduce card costs as you please]

burn RoundelUSSR fighter RoundelUSSR Hello

#

6/A- (following 6th option)
Now it reduces target unit cost by 3 instead.

#

6/II- (following 6th concept)
Deployment: Chose an unit in hand. Reduce its cost by 2. Deal 1 damage to your HQ.

[shoutout/credits to @lost hawk; pretty much followed its concept and applied it to this idea as a combination]

burn RoundelUSSR fighter RoundelUSSR Hello

#

6/II/A- (following 6/II option)
Now it deals 2 damage to your HQ instead.

#

6/III- (following 6/II option)
Deployment: Choose an unit in gand. Reduce its cost by 3. Deal 1 damage to your HQ.

[same deal as before but with a stronger effect]

#

6/III/A- (following 6/III option)
Now it deals X damage to your HQ instead.
(variants)
a- Deal 2 damage to your HQ.
b- Deal 3 damage to your HQ.

#

7- Rework;
Your Soviet cards cost 2 less to play. When you play a Soviet card, Retreat this unit.

[technically speaking, as it is obviously also a Soviet card it might Retreat itself upon deployment, lets say that it won't do that, though it could be adjusted]

burn RoundelUSSR fighter

#

7/A- (following 7th option)
Now your Soviet cards cost 1 less to play instead.

#

7/II- (following both 7th and 3rd options) MERGE;
Your Soviet cards cost 2 less yo play. When you play 2 Soviet cards, Retreat this unit.

[pretty much the same deal as beofre but now its Retreat effect doesn't trigger immediately]

#

7/II/A- (following 7/II option)
Now your Soviet cards cost 1 less to play instead.

#

7/III- (following both 7th and 6th options) MERGE;
Deployment: Choose a Soviet card in hand. Reduce its cost by 2. When you play a Soviet card, Retreat this unit.

[pretty much the same deal as with the 6th option, and again to make it simple lets say it won't triggers its Retreat effect on its own deployment by itself]

#

7/III/A- (following 7/III option)
Now it reduces the cost of choosen Soviet card by 3 instead.

#

7/IV- (following 7th and 6th options) MERGE;
Deployment: Choose a Soviet card in hand. Reduce its cost by 2. Deal X damage to your HQ.
(variants)
a- Deal 1 damage to your HQ.
b- Deal 2 damage to your HQ.

[shoutout to @lost hawk]

#

7/IV/A- (following 7/IV option) Buff;
(insert idea effect). Reduce its cost by 3. Deal X damage to your HQ.
(variants)
a- Deal 1 damage to your HQ.
b- Deal 2 damage to your HQ.
c- Deal 3 damage to your HQ.

#

8- Rework;
Deployment: Reduce the cost of your Soviet cards in hand by 1. Deal 2 damage to your HQ.

[pretty much a similar concept to FRONT AND HOMELAND but slightly different, plus it also deals damage to your HQ]

burn RoundelUSSR fighter RoundelUSSR Hello

#

8/II- (following 8th concept)
Deployment: Reuce the cost of your Soviet cards everywhere by 1. Deal 5 damage to your HQ.

[pretty much the same deal as before but now you are investing some HQ defense on the long term of battle]

burn RoundelUSSR fighter RoundelUSSR Hello

#

8/II/A- (following 8/II option)
Increased cost to Xk.
(variants)
a- Increased cost to 4k.
b- Increased cost to 5k.

[even though it has the downside of the self damage, this card might prove to be pretty powerful given its effect's nature, so this additional changes might be reasonable to apply as well]

#

9- Rework;
When you deploy an unit, add a LIGHT INFANTRY to the battlefield, into the frontline if possible.

[credits to @wet smelt; a pretty simple concept tbh, but pretty interesting as it can generate additional value with Tokens in a pretty curious way]

burn RoundelUSSR fighter infantry RoundelUSSR Hello

#

9/A- (following 9th concept)
When you play another card, add a LIGHT INFANTRY to the battlefield, into the frontline if possible.

[same deal as before, but now it'll always trigger no matter which card are you playing from hand]

burn RoundelUSSR fighter infantry RoundelUSSR Hello

gusty steppe
deft yarrow
gusty steppe
#

(given that 272nd GUARDS and 336th GUARDS NAVAL have both short suggestion lists, I might as well share them both at the same time)

gusty steppe
#

272nd GUARDS (nerf & rework ideas)
As for this reserved unit (I didn't use that start in a while huh?), I have to say that I personaly I always have found it disgustingly OP as a whole, and even if we analize it in a more objective point of view, it still is quite a broken unit, and it being an 8k Elite is no excuse for that.

For starters on a quick look you see a pretty darn expensive Guard with a "tiny" stat pool of 6/6, pretty mediocre up to this point specially if we compare other similar Guards within both Elite and Special rarities ofc, but the deal doesn't end here as its magic comes with its Destruction effect, which is no less than adding a fricking IOSEF STALIN II into the battlefield.

I believe I don't really need to emphazise how tide changing this can be, but anyways this effect pretty much boosts this unit stat line to a whole 14/14 in total, and as previously seen in other similar cards this also allows it to have a "second breath", thus doubling its value considerably. Although it is true that said added tank does lack Guard, the fact that you essentially generated 10 kredits worth of an unit, with 8/8 2 Heavy armor and 1 operation cost (why on god's earth it has 1 op WHY?!) it allows you to essentially win the board's control.

I'm obviously aware that there are tools that "can" counter this, either Suppression, removal from battlefield (not destroy) or bouncing to hand/deck (this unit not the tank), but just because such tools exists doesn't really excuse it to be this valuable as unconditionally as it is now. Not to mention that there are many ways to exploit this said effect, either by other Destruction related orders or cards, Salvage, etc.

This might be a butthurt opinion, specially since I have a considerable amount of spite against it since my start of the game, though objectivelly speaking I believe it should be toned down for good, and here are my ideas aimed at that purpose:

#

1- Nerf/Rework;
Destruction: Draw a heavy tank from your deck. Put it into play.

[a pretty simple play of words that doesn't drift too much from other identical Soviet cards, and while at first it might seem kinda redundant, it is safe to say you'll pretty much require to have said heavy tank in deck rather than it just pooping out of thin air, big difference there imo]

#

1/A- (following 1st option) Nerf;
Destruction: Draw a Soviet heavy tank from your deck. Put it into play.

[pretty much the same deal as before, but now it'll only be able to draw Soviet heavy tanks as opposed to any heavy tank in the game (which are few that are not Elite)]

#

1/II- (following 1st option) Alternative effect;
Destruction: Draw a heavy tank from your deck. Reduce its cost by 2.

[pretty much the same deal, but now instead of said drawn card being played for free, it'll now have its cost reduced by a considerable amount]

#

1/II/A- (following 1/II option) Buff;
(insert idea effect). Reduce its cost by X.
(variants)
a- Reduce its cost by 3.
b- Reduce its cost by 4.
c- Reduce its cost by 5.

[more emphasis in the added discount to said tank]

#

1/III- (following 1/A option) Alternative effect;
Destruction: Draw a Soviet heavy tank from your deck. Reduce its cost by 2.

[pretty much the same deal as seen in 1/II option, but now it'll only draw Soviet heavy tanks instead]

#

1/III/A- (following 1/III option) Buff;
(insert idea effect). Reduce its cost by X.
(variants)
a- Reduce its cost by 3.
b- Reduce its cost by 4.
b- Reduce its cost by 5.

[again, more emphasis in the added discount to said Soviet heavy tank]

#

2- Nerf/Rework;
Destruction: Add a KV-1 1939 to your support line.

[alternative effect as I had mentioned before hand, though ofc now looking at it, it might be reasonable to cut its cost a little bit to justify its use, even if its added unit is technically "better" as it keeps Guard presence in battle]

burn NationUSSR infantry tank NationUSSR Hello

#

2/A- (following 2nd option)
Reduced cost to Xk.
(variants)
a- Reduced cost to 7k.
b- Reduced cost to 6k.
c- Reduced cost to 5k. (might be tto much, it'll probably need a stat reduction at this point)

[as said in the previous point, given that it no longer summons an Elite Behemoth (though this time it is Special), this change is reasonable as it might justify both its new change and its use overall]

[as there'll be other variants with this concept and I don't want to share 2 images for each with a cost variant, lets say this very same changes can be applied to those as well]

#

2/II- (following 2nd option)
Destruction: Add a KV-2 to your support line.

[while it might not have the Guard properties as the KV-1 1939, it provides an alternative as firepower, with both Heavy armor 2, great damage and a passive that upgrades all of your units with Heavy armor including itself ofc]

burn NationUSSR infantry

#

2/II/A- (following 2/II option)
Destruction: Add a T-34-85 1944 to your support line.

[now it'll basically combine the best of both previously seen worlds, high stats and the possibility to have Guard (though pretty hard to use the Blitz in this case), which pretty much makes it a reasonable alternative to IOSEF STALIN II]

burn NationUSSR infantry

#

2/II/B- (following 2/II concept)
Destruction: Add randomly a KV-2 or KV-1 1939 to your support line.

[now it can pretty much add one of the 2 tanks to your support line, which depending on the context one might be better than the other in some cases ofc]

#

2/III- (following 2nd concept) Rework;
Destruction: Add a Soviet medium or heavy tank to your support line.

[shoutout to @deft leaf; while not a direct idea by any means, its idea inspired me into this RNG option while following the original concept, from which it might have some interesting outcomes]

burn NationUSSR infantry tank NationUSSR Hello

#

3- Rework;
Reduced cost to 6k;
Removed Guard;
When this unit attacks and destroys an unit, add a random Soviet tank to your support line.

[credits to @deft leaf; a pretty decent concept tbh, it might allow you to generate pretty good tanks or straight up crap]

burn NationUSSR infantry tank NationUSSR Hello

#

3/A- (following 3rd option)
After this unit destroys an unit, add a random Soviet tank to your support line.

[pretty much inspired by 77th REGIMENT's effect while at the same time following the same concept as before, though this time it'll allow this unit to effectively be a more dangerous threat in many cases, both as a frontline unit or with other cards that might allow it to damage and destroy other units]

burn NationUSSR infantry tank NationUSSR Hello

#

3/II- (following 3rd concept) Buff;
After this unit attacks and destroys an unit, add a random Soviet medium or heavy tank to your support line.

[shoutout to @deft leaf; pretty much the same deal as before but now the odds of getting a bad card are now considerably much lower than before, thus increasing the odds in your favor]

burn NationUSSR infantry tank NationUSSR Hello

#

3/II/A- (following 3/II option)
After this unit destroys an unit, add a random Soviet medium or heavy tank to your support line.

[same deal as before but with an effect identical to 77th REGIMENT]

gusty steppe
#

336th GUARDS NAVAL (nerf ideas)
As for this unit, before hand I will say that I'm sorry but not sorry about this, while the unit concept itself is pretty amazing and in tone with the recent additions to the Soviet collection, it quickly ended being one of the must isufferable cards to play against, as it allows you for a mere cost of 4k to duplicate and put into play said unit.

Now only this effect on its own makes it a pretty powerful value generator, but it can also allow you to play some cards that in regular instances, it'll carry a downside with them, say "Deal 2 damage to your HQ" as with SU-76M or "Destroy another random friendly unit" from LITTLE COBRA, as with many other options; but the ones that might shine the most are those units that can have its cost reduced up to 3k or less, and the most obvious unit with this effect currently being 4th GUARD RIFLES.... I don't need to explain why this is horrible isn't? the issue is pretty obvious.

And while not that relevant, considering all of this points and its cost, the unit iself for some reason it is also decently stated, as for an infantry with 3/4 that can duplicate other units it ends up too solid for its price.

So, to tone down this unit once for all, I've though a couple of ideas that might achieve that purpose but without necessarily killing it in the process (even if there'll be opposing thoughs about it ofc):

#

1- (change to base card) Nerf;
Increased cost to 5k.

[given the sheer value this unit can provide as a whole, this change imo and objectively speaking is reasonable, specially if we take into account ILYUSHIN IL-2]

#

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

[similar idea as before but with a greater cost, and honestly any cost beyond this point will make the card unplayable, so this is the highest possible playable limit]

#

1/II- (following 1/A option) Buff;
Increased defense to X.
(variants)
a- Increased defense to 5. (3/5)
b- Increased defense to 6. (3/6)

[given that its new added cost might not make it that useful at that point, even if decently stated it is guaranteed that it'll struggle to keep up on its own, so this might do the trick to compensate]

#

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

[alternative take into this increased cost option, now it'll have a slightly higher attack to be able to trade/preassure against the enemy]

#

1/II/B- (following both 1/II and 1/II/A options) MERGE;
Increased both attack and defense to X.
(varianst)
a- Increased attack to 4 and defense to 5. (4/5)
b- Increased attack to 4. and defense to 6. (4/6)

[a more heftier variant of the previously seen options, and these ones might allow it to keep up decently enough... tough it might be too much, I'm not entirely sure]

#

2- Nerf/Rework;
Deployment: Choose an unit in your hand with a cost to 3 or less. Destruction: Put a copy into play.

[slight work around to the original effect, and this time it'll be more closely related to ILYUSHIN IL-10 than never, which would effectively slow down its effect considerably while keeping its original cost]

#

3- Nerf;
Deployment: Choose an unit in hand with a cost of 2 or less. Add a copy to your support line.

[now its main effect is considerably much weaker than before, though it still keeps its same effect to duplicate units and bypass deploymente effects that are otherwise a downside]

burn NationUSSR infantry

#

3/II- (following 3rd concept) Nerf;
Deployment: Choose an unit in hand with a cost of 3 or less. Add a copy with -1-1 to your support line.

[shoutout/credits to @wet smelt; while it is true that its main idea was to buff even further the deployment effect by giving said copy additional power in exchange of stats, the reality is that because of lack of text space it unfortunately impossibe to do so as a whole, but the stat reduction burn]

#

3/II/A- (following 3/II option)
(insert base effect). Add a a copy with -X-X to your support line.
(variants)
a- Add a copy with -1-2 to your support line.
b- Add a copy with -2-1 to your support line.

[while the "stat tax" is greater, we cannot ignore the fact that it is still a copy of said choosen unit, so its not that bad]

#

4- Nerf/Rework;
Deployment: Choose an unit in hand with an attack of 3 or less. Add a copy to your support line.

[credits to @lost hawk; not gonna lie I hate the fact that I did not thought of this as a possibility, but I love to have it available thanks to the Spearheader!]

burn NationUSSR infantry NationUSSR Hello

#

4/A- (following 4th concept)
Deployment: Choose an unit in hand with a defense of 3 or less. Add a copy to your support line.

[credits to @lost hawk; pretty much the same deal as before but now tied to said unit's defense rather than its attack]

#

4/B- (following both 4th and 4/A options) MERGE;
Deployment: Choose an unit in hand with an attack or defense of 3 or less. Add a copy to your support line.

[shoutout/credits to @lost hawk; pretty much the same deal as with the previous two options, but now as they are combined it might allow for a more flexible range of cards to choose]

burn NationUSSR infantry NationUSSR Hello

#

4/II- (following both 4th and 2nd concepts) MERGE;
Deployment: Choose an unit in hand with an attack of X or less. Destruction: Add a copy into play.
(variants)
a- Choose an unit in hand with an attack of 4 or less.
b- Choose an unit in hand with an attack of 3 or less.

[given that now its effect is considerably slower to trigger effectivelly, it might be reasonable to increase its range of cards to choose just a little bit]

#

4/II/A- (following 4/II concept)
Now it chooses an unit with a defense of X or less instead.
(variants)
a- Choose an unit in hand with 4 or less defense.
b- Choose and unit in hand with 3 or less defense.

[same deal as before but now the choose unit conditional is defense related]

#

4/II/B- (following both 4/II and 4/II/A option)
Deployment: Choose an unit in hand with an attack or defense of X or less. Destruction: Add a copy into play.
(variants)
a- Choose an unit in hand with an attack or defense of 4 or less. [not entirely sure about this one]
b- Choose an unit in hand with an attack or defense of 3 or less.

[now besides the obvious delayed effect, it can also choose any unit within that range of attack or defense, thus increasing the options to pick from]

#

5- Nerf;
Deployment: Choose an unit in hand with cost 3 or less. Add a copy to your support line. Destroy it end of next turn.

[given the fact that this effect basically allows you to borrow power (out of nowhere) by duplicating an unit and bypassing its (possible) negative deployment effects, it is not that unreasonable to consider it having a timer]

burn NationUSSR infantry πŸ•™ NationUSSR Hello

#

(anyone that disagrees is free to explain why not instead of just downvoting)

deft leaf
#

I don't think the card needs to be nerfed, since the best combos it has are somewhat limited to the mid-late game

lost hawk
#

Some of these can go even as early as T4

#

Like Su-76M or Kirks

#

Lil Cobra can also hop off T6

#

And if you happen to get both 9/9 and this early, that combo can come in pretty fast too

#

Its kinda like Sincerely Yours tbh

#

4K elite that seems simple and provides huge value

gusty steppe
#

and even if its cost were to be increased, it would still be worth using given that it still provides you an additional free copy of any card you can choose from hand

dim shadow
gusty steppe
#

if that was the case the ILYUSHIN IL-2 would see the same amount of play, and it doesn't

dim shadow
#

It just feels awkward and slow to use.

gusty steppe
#

and it doesn't duplicate

dim shadow
gusty steppe
#

this does in contrast

deft leaf
# gusty steppe even if it is a mid-late game card, the value it can provide and generate is und...

Well, the earlier a stategy comes online, the less counter strategies are available. For instance, a B-17 drops for 8k and its stats are priced at 6k. The deployment effect is priced at 4k. So, you get an average of 10k value that could go up to a lot more depending on whether you hit the enemy priority target or not.

The later a strategy comes online, the more responses there are to it, thus they are allowed to be stronger. With this card, the top three strategies that come to mind are the turn 3 3k tank + infantry 8/8 stats; the turn 5 5k blitz fighter + infantry 7/9 stats and 4dmg; and the turn 6 3k guard infantry + infantry 12/13 stats.

The only one I'm concerned with is the turn 3 tank, and even then it's not that concerning to me in the current state of the meta. By turns 5 and 6, any meta deck will have the means to deal with the value the card creates.

lost hawk
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just remember 336th can duplicate stuff

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like getting two 9/9 guards thanks to it

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or three Little Cobras

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or three Kirks

gusty steppe
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and anything in between and from other nations

lost hawk
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oh ye, other nations too

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Sov/Fra recently started running Somua

gusty steppe
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how would that be?

deft yarrow
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choose a unit with cost ❀️ in hand add two copies to support line next turn

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< 3

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lmao

gusty steppe
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I'm not sure if you are serious or you are just baiting right now

deft yarrow
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i mean its only cost 3 max

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so you cant really do b26

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and its elite

gusty steppe
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it is already problematic by adding 1 copy, it adding 2 is an absolutely horrible concept

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the idea is to tone it down not upgrade it by multiplying a card cost by 3

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I do agree on the philosphy of Elites/Special cards being powerful thats true, but we have to be realistic and fair

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Imagine on turn 5-6 two copies of LITTLE COBRA (to name an example) appear in the battlefield

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you literally cannot do nothing

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maybe you can take one down, but the tempo advantage is still there

crimson moon
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Guard naval’s power only changes based on the availability of different 3k or less units

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And in naval warfare this card was barely used

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Since there was not much good 3k drops

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Now its good because of good 3k or less drops

gusty steppe
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thats enough reason to tone it down don't you think?

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the other option is to adjust this new 3k drops

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(which can be a thing, but again the problem will still linger over time)

crimson moon
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So this card shouldn’t get a nerf as it is dependent on the availability of 3k or less units

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Without kirkenes, ilyushin, silesia, seahawk, gatchina this card wouldn’t see too much potential

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And the list goes on

gusty steppe
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I mean, but there definitely good 3k drops even outside of USSR cards

crimson moon
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I literally mention seahawk tho

gusty steppe
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yes, thats one of the many 3k drops you can use

crimson moon
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Also this card is a adjusted version of parade

gusty steppe
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and you don't necessarily need to use a 3k unit to make it valuable

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even a 2k unit can be useful depending on the context

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it is a free copy after all

crimson moon
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!5k ilyushin

agile coyoteBOT
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Cards found: 1

gusty steppe
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and tbh, the reason that people might not have being using it is because there were more other options more interesting to use with more explosive effects

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that card saddly sucks

crimson moon
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Adding a copy to the supportline only works with units with no deployment effects

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Except for those with negative ones

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!su-76m

agile coyoteBOT
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Cards found: 1

crimson moon
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!3k 6-5

agile coyoteBOT
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Cards found: 1

gusty steppe
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or Bond units

crimson moon
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Yea

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However, this card varies based on meta and what sov decks people use

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A much more reasonable nerf imo is to nerf its atk and def from 3-4 to 2-3

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While retaining its ability

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Cos this unit has a somewhat decent atk and def stat

gusty steppe
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that could also do the trick, as it is another issue within the unit itself

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not only it has a pretty amazing deployment effect but it can also perform pretty well as a unit

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CARD QUESTION: BT-7; ENEMY AT THE GATES; BT-7 1937
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:

  • BT-7: (used it here and there.... very rarely); oh boy what can I say about this unit in particular and where do I start.... well for starters for anyone that is not familiar with it, it is pretty much a starter card you can/could get at the beginning of the game, which is pretty obvious given its overall design; in an objective analisis of it it sucks terribly for a 2k unit, and while its 0 op is... fine if we talk about a game version where no other card exists besides this one lol. In all seriousness this unit like many other cards within the same range of cost and rarity ends up being a filler, and worst of all the recent addition/buff of M2A4 it literally puts the last nail in its coffin.
    Imo it could be buffed/updated to pair up with recent expansions.

  • ENEMY AT THE GATES: (can count the times used with 1 hand); a pretty interesting order that combined both the concept of self unit damage and a cheap AoE removal, but in practice (atleast personally) it backfired most of the time rather than helping me out given that it can actually buff enemy units, which is not something one actually wants for obvious reasons. Imo it should be buffed, and the simplest change it could have its to only make it buff friendly units, maybe for a lower number.

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  • BT-7 1937 (used it here and there); another really interesting unit as a whole, given that it is essentially a more affordably and cheaper version of KV-1 1941, though the trick comes that it needs some time to actually become something similar to said Elite tank, which most of time is not really happening given how long it takes to happen and how vulnerable this card ends up being because of its low defense and lack of defensive keywords like ambush or Smokescreen, not to mention that its base form is also terrible as a "flexible" alternative because the same issues, lack of stats and higher costs in total (1 op if compared to the BT-7, oh the irony). I believe this card could possibly get a considerable buff and/or a rework altogether, atleast for the base form that is.
prime iron
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Honestly for Bt-7

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If they made it so it gets blitz if your HQ was damaged this turn

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It'll be viable for the Soviet kit

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Bloody sickle alone or self damage

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For 1937 maybe make it on the 2nd turn

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Suppression practically makes that proc a dream, add in rout and yeah

gusty steppe
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oh boy, with the existance of ROUT I'll prefer it to be 3k imo

deft leaf
prime iron
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Actually wait

deft leaf
prime iron
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Heat me out 3K for the 1937 @gusty steppe

If in your hand, add to support line and it becomes veteran if your HQ has taken 4 or more friendly damage this turn

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If you deploy it normally, it's a 2/3 blitz, shock

lost hawk
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for BT-7, maybe "Has Blitz if it has 1 defense"
could be used with Rush shh

wet smelt
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Bt-7
Should get smokescreen
Enemy at gates -1 cost

lost hawk
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"has Blitz if damaged"

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It does make a difference if you buff it in any way

gusty steppe
gusty steppe
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BT-7 (buff ideas)
As for this reserved unit, I have to say that its current state is one of the saddest ones in all of Kards as a whole, just like with other cards/units, this unit lacks everything a unit might need to be playable in any form, its statline is terrible, it lacks any form of (combat) keywords and effects as if compared to other units with an equal or lesser cost overall.

And the only reason as to why this might be like this, its because of its natural 0 operation cost, which... would make sense if this was the only card available as a whole in the game, as now there are plenty of ways to get this bonus and with better costs, effects and stats. Hell we have seen that with the recent buff of M2A4, which is.... fine, though I find it pretty unfair that only because this card is new it gets a better treatment.

So, to make this iconic though sad and outdated tank a better early option for new players (and possibly existing archetypes) I've thought some ideas to achieve that goal:

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

[a pretty simple and quite effective change to this card, and tbh it is quite on rate if compared to other current tanks with cost 1k imo as it lacks any special traits]

[this change could also be applied to any of the following options too, though I would not recommend it]

burn NationUSSR tank

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1/A- (following 1st concept); (change to base card) Buff;
Increased defense to 2. (2/3)

[another pretty simple change to this card, and while it might kinda kill its iconic statline as a 2k tank, it might allow it to survive in battle for a considerable longer time]

[this option could also be applied to any of the followin options as well, though in contrast with the previous idea, this one can be actually reasonable in certain cases]

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2-(changes to base card) Buff;
Added keywords:
(variants)
a- Now it has Smokescreen.
b- Now it has Shock.

[shoutout/credits to both @deft leaf & and @wet smelt; tbh this changes are also the simplest yet quite reasonable to add to this unit, as it would allow it for a more efficient survival/trade in battle]

[no need to say it, but given its simplicity this can also be applied to any of the following options if it deems necessary]

burn NationUSSR tank

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2/A- (following 2nd option)
Now it has both Smokescreen and Shock.

[pretty much the same deal as before but with combined combat keywords, now not only it has a good battlefield presence but also synergizes with the combat keyword archetype as well]

[just like before, this change could also be applied to any of the following options as well]

burn NationUSSR tank NationUSSR Hello

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3- Buff;
Deals double damage against infantry.

[yes I'm not going to stop trying to get this effect to be a thing, and in this case as it is a light tank it makes the most sense, and also it pretty much makes it a direct counterpart of STUG III-F]

burn NationUSSR tank

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3/A- (following both 3rd and 2nd options) MERGE;
Added keywords:
(variants)
a- Now it has Smokescreen.
b- Now it has Shock.

[shoutout/credits to both @deft leaf & @wet smelt; yet again, now it is a can be considered a complete counterpart of the STUG III-F]

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3/B- (following both 3/A and 2/A options) MERGE;
Now it has both Smokescreen and Shock.

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4- Buff;
Has Blitz if your HQ was damaged this turn.

[credits to @prime iron; another simple yet pretty effective concept that fits pretty well withing the Soviet package and self damage archetypes]

burn NationUSSR tank ⚑

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4/A- (following 4th option) Nerf?;
Has Blitz if your HQ was damaged by a friendly cards this turn.

[shoutout/credits to @prime iron; a pretty similar concept as before but now its effect can only be triggered by explicitly damaging your own HQ with your own cards, which in fact might kill a little its flexibility]

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4/B- (following 4th concept)
Has Blitz if your HQ's defense was damaged or increased this turn.

[now entirely sure if the wording might be correct, but in short it'll basically get Blitz if your HQ is healed or damaged in said turn]

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4/II- (following 4th concept)
Has Blitz if damaged.

[credits to @lost hawk; a pretty simple yet quite effective change to this lovely tank]

burn NationUSSR tank ⚑

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4/II/A- (following 4th option)
Has Blitz and +X attack if damaged.
(variants)
a- Has Blitz and +1 attack if damaged.
b- Has Blitz and +2 attack if damaged.

[pretty much the same deal as before, but now it has the same concept as SU-100]

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4/III- (following 4/II concept)
Gets Blitz if it was damaged this turn.

[shoutout/credits to @lost hawk; pretty much the same deal as before, but with the key difference of it now getting and keeping Blitz even if it ends up being repaired/buff afterwards]

burn NationUSSR tank ⚑

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4/III/A- (following 4/III option)
Gets Blitz and +X attack if it was damaged this turn.
(variants)
a- Gets Blitz and +1 attack if it was damaged this turn.
b- Gets Blitz and +2 attack if it was damaged this turn.

[pretty much the same deal as before, but now with an additional but conditional attack buff]

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4/III/B- (following 4/III/A option) Buff;
Gets Blitz and +X attack when it takes damage.
(variants)
a- Gets Blitz and +1 attack when it takes damage.
b- Gets Blitz and +2 attack when it takes damage.

[now it is pretty much the same deal as before but with the removal of conditional "in this turn" to allow it to be buffed by damage even if its not the same turn it was played; inspired by 1357th RIFLES's concept]

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5- Buff;
Is immune to damage during your turn.

[yet again, inspired by Ki-100 GOSHIKISEN's concept]

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6- Buff;
When BT-7 attacks, deal 2 damage to a random adjacent unit from target.

[the small unit wrecker burn]

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6/A- (following 6th option) Nerf;
When BT-7 attacks, deal 1 damage to a random adjacent unit from target.

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6/B- (following 6th concept)
When BT-7 attacks, deal 1 damage to adjacent units from target.

[same deal as before, but now it can damage a maxium of 3 units in total]

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7- Buff;
Deployment: Target enemy unit in the frontline must Retreat.

[this effect might be slightly German-ish, though it would still fit for its general purpose]

burn NationUSSR NationGR tank

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7/A- (following 7th option)
(insert idea effect). Deal 1 damage to your HQ.

[a small added downside for a pretty decent effect, seems reasonable enough to me!]

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7/B- (following 7th option)
Now it has Bond.

[pretty much the same deal as the previous option, but now with Bond]

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7/II- (following 7th concept)
Deployment: Target enemy infantry must Retreat.

[pretty much inspired by M16 HALF-TRACK's effect, but given that this unit has 0 op and a lower rarity, it being only able to target enemy infantry fits it pretty well imo]

burn NationUSSR NationGR NationUS tank

#

8- Buff; (read carefully)
Reduced cost to 0k;
Deployment: Deal 1 damage to your HQ plus 1 for each other BT-7 you deployed this turn.

[while at first glance it might seem like the most meta breaking thing in history, though you'll quickly realize that it has a considerable downside into it, and that is a Bond like effect for each consecutive deployment in the same turn]

[there are cards that can obviously mitigate this by countering its Deployment effect, specially PETLYAKOV Pe-2FT, though it would still be an interesting strategy to have]

burn NationUSSR tank NationUSSR Hello

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8/II- (following 8th concept) Buff;
Costs 1 more to deploy if you started the battle.

[pretty much inspired by 185th FOLGORE's concept, which if it triggers it'll pretty much behave like with the very 1st option of this list]

burn NationUSSR NationIT tank

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8/II/A- (following 8th option)
(insert idea effect). Deployment: Draw a BT-7 from deck.

[now it can also draw itself from your deck if you happen to not start the battle]

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9- Buff;
Deployment: Deal 1 damage to a random other target. Gets +1+1 if your HQ.

[pretty much inspired by the "nowhere" to find T-26's concept, though this time it is revamped; ofc this concept allows it to target and damage/destroy any target on the battlefield while also giving you the chance of it getting stronger with self damage]

burn NationUSSR tank

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9/A- (following 9th option)
Now it gets +1+2 instead.

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9/II- (following 9th concept)
Deployment: Deal 1 damage to any target. Gets Blitz if your HQ.

[now you can get to choose if you want to damage a specific target or your HQ to get this unit a Blitz boost]

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10- Buff;
Deployment: Draw a card if the enemy controls the frontline.

[a pretty simple yet quite curious concept for an anti-aggro tool, fitting for a light tank role]

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10/A- (following 10th option) Buff;
Costs 1 less to deploy for each enemy at the frontline. Deployment: Draw a card if so.

[pretty much the same deal as before but with an added discount for further value and tempo regain]

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11- Buff;
Deployment: Fight target enemy unit. Draw a card if an infantry.

[inspired by both 40 ROYAL MARINE and PAK 40's concepts]

burn NationUSSR tank

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11/A- (following 11th option)
Deployment: Fight target enemy unit. Gets +X+X if an infantry.
(variants)
a- Gets +0+1 if an infantry.
b- Gets +1+0 if an infantry.

[now instead of proving you of a card draw, it'll essentially be able to buff itself before damage for a more swift destruction of target or survival of the BT-7]

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11/B- (following 11/A option)
Dployment: Fight target enemy unit. Gets +1+1 if an infantry.

[same deal as before but with a combined buff]

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12- Buff;
Deployment: Add a BT-7 to the same front if the enemy controls the frontline. Destroy it end of next turn.

[pretty much a MOBILE DEFENSE but noticeable weaker, atleast in the Guard aspect ofc]

burn NationUSSR tank

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13- Buff;
When this unit deals damage, your HQ gets equal amount of defense.

[pretty much inspired by 845th RIFLES's concept, though this time it works the other way around]

burn NationUSSR tank

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13/A- (following 13th option)
When this unit deals combat damage, your HQ gets equal amount of defense.

[now its effect will only trigger if it explicitly deals combat damage, no Fight, no indirect damage with orders, etc]

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13/II- (following 13th concept)
When this unit attacks and destroys an unit, your HQ gains +X defense.
(variants)
a- ...your HQ gains +2 defense.
b- ...your HQ gains +3 defense.

[pretty much the same deal as before but now again its effect is more tied to a proactive style of healing instead]

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13/III- (following 13/II concept)
When this unit attacks and destroys an unit, draw a card.

[pretty much inspired by P-47D THUNDERBOLT's concept (the first I've thought of), but given its low stats it shouldn't be THAT much of an issue right?]

burn NationUSSR tank cards

gusty steppe
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right... dang it forgot about that unit

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13/III/A- (following 13/III option)
Now it draws a BT-7 from your deck instead.

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13/III/B- (following 13/III option)
Now it draws both a card and a BT-7 from your deck instead.

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13/III/C- (following 13/III/A option)
(insert idea effect) Reduce its cost by X.
(variants)
a- Reduce its cost by 1.
b- Reduce its cost by 2.

[now it'll be able to keep its presence for a pretty low price if you manage to destroy units with it]

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13/III/D- (following 13/III/A option)
(insert idea effect). Give it Blitz.

[alternative form to give Blitz to this unit, though it can be slightly slow at first]

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14- Toxic? Buff;
Deployment: Choose an unit in hand with a cost of 1 or less. Put it into play.

[pretty much the exact same effect as ILYUSHIN IL-2, though in contrast it is much weaker ofc]

burn NationUSSR tank NationUSSR Hello

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14/A- (following 14th option)
Deployment: Choose a Soviet unit in hand with a cost of 1 or less. Put it into play.

[slightly more conditional effect, though I'm not entirely sure if this is necessary at all ofc]

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15- Buff;
Damage this unit or your HQ takes adds an equal amount of attack to this unit.

[now it can pretty much work like an inverse 845th RIFLES, though this time its attack is getting buffed in expense of both your HQ and its own body's defense loss]

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16- Buff;
Deployment: Deal 2 damage to an unit and give it +1 attack.

[pretty much a smaller but controlled version of ENEMY AT THE GATES, which can be either used as a removal tool and/or buff tool, though it comes with some obvious risks]

burn NationUSSR tank

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16/A- (following 16th option)
Now it gives +2 attack instead.

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17- Buff;
Before an enemy unit damages BT-7, deal 1 damage to it.

[now it essentially has a pseudo Ambush/Shock like effect into it]

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18- Buff;
Deployment: Give target enemy unit +1 operation cost.

[a pretty simple yet very effective way to clog the enemy's actions]

burn NationUSSR tank

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18/A- (following 18th option)
Deployment: Target an enemy unit. Give it +2 operation cost. Destruction: Remove this effect.

[pretty much the same deal as before, but now instead of being a permanent debuff, it'll wear off once BT-7 is destroyed]

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19- Buff;
Destruction: Draw a BT-7 from your deck. Give it Blitz.

[yet again another alternative way to give this unit Blitz, and this time it is related to Destruction, which can also allow an interesting behaviour to reuse said unit up to 4 times in total]

burn NationUSSR tank NationUSSR Hello

gusty steppe
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(oh boy it was quite some time since I've made a pseudo post here, where did I left it... ah yes ENEMY AT THE GATES and BT-7 1937, lets go with them both at once)

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ENEMY AT THE GATES (buff ideas)
As for this order, I don't really have much to say about it tbh, my personal experience with it is quite limited as there was not much of a time frame for me to try it out or see others use it, so I'm not entirely sure if this was an actually good card or not, specially within that concept of self unit damage.

As far as I've tried and I can suppose about it, it always felt kinda akward as an AoE removal order, given that not only it can damage your own units but it also is quite expensive objectively speaking, and not only that but even if we consider the attack buff, it is also applied to the enemy units as well, which in certain circumstances it can do more harm than anything else.

And while I'm pretty much aware of its rarity and what is the main aim of the card itself, I think it pretty much got hardly shifted away by far better options out there right now, say CROSSFIRE or FORWARD OBSERVERS to name a few, that while they are a higher rarity they are less punishing overall, hell you can even take into account BLOCKADE as a more direct counterpart that can be much better (even if it sucks, but less nonetheless).

So to make this pretty interesting Soviet AoE order a more powerful and useful order, I've thought some ideas for when it comes back:

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

[shoutout/credits to @wet smelt;a pretty simple option to apply as always, and in this case I think it is a pretty reasonable option all things considered]

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

[pretty much the same option as before, and while technically you could argue it can be a better option to DESPERATE MEASURES at some degree, take into account it can still deal a considerable amount of damage to your own units, thus not making it a truly viable (ja)ggro option]

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1/II- (following both 1st and 1/A options) Nerf;
Now it has Bond. Applies to both variants.

[pretty much the same deal as the previous options, but as an additional downside it'll now have Bond, thus further enforcing its "self damage" payment]

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2- Buff/Nerf;
All units get +1 attack and are dealt 2 damage.

[credits to @deft leaf; a pretty reasonable "nerf" to this order, which to be honest it makes it much better as it won't punish you as much if an enemy unit survives with said buff]

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2/II- (following 2nd option) Buff/Nerf;
Deal 2 damage to all units.

[now it won't give any attack buffs at all but only deal damage, thus removing its second downside completely]

burn NationUSSR order

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2/II/A- (following 2/II option) Nerf;
Now it has Bond.

[given that it now lacks the attack buff downside, this might work as an alternative payment for its power]

#

3- Buff;
Deal 2 damage to all units. Your units get +2 attack.

[now it'll basically work just like before but with the key difference that only your own units will get the attack buff]

burn NationUSSR order

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3/A- (following 3rd option) Nerf;
Deal 2 damage to all units. Your units get +1 attack.

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3/II- (following 3/II option)
Deal 2 damage to all units. Your Soviet units get +2 attack.

[pretty much the same deal as before, but given that only your units are getting a buff we might as well tone down its range of effectiveness]

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3/II/A- (following 3/II option) Nerf;
Deal 2 damage to all units. Give all Soviet units +1 attack.

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4- Buff/Nerf;
Deal 2 damage to all units and your HQ.

[pretty much the same deal as the original card, but now it'll have its usual self damage effect, or what I like to call "blood payment"]

burn NationUSSR order

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

[now given that it can actually damage your HQ, I think it is semi-reasonable to consider giving it a cost discount as well]

#

4/II- (following both 4th and 3rd options) Buff;
Deal 2 damage to all units and your HQ. Your units get +2 attack.

[now the buff effect is back again but only for your own units, in the end you are still sacrificing HQ defense for this card's effect]

burn NationUSSR order

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4/II/A- (following 4/II option)
Reduced cost to 3k.

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4/II/B- (following 4/II option)
(insert idea effect). Your units get +1 attack.

[pretty much the same deal as before but with a smaller buff attack]

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4/II/C- (following 4/II/B option)
Reduced cost to 3k.

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5- Buff/Rework;
Reduced cost to 3k;
Deal 2 damage to all units in the frontline.

[yes, this would basically make it a direct counterpart of EAGLE CLAWS, though this time it'll damages frontline units instead]

burn NationUSSR order NationUSSR Hello

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5/II- (following 5/II option) Buff;
(insert base effect). Give them +2 attack if friendly.
(alternative variant)
a- Increased/Restored cost to 4k.

[now it'll basically behave like its original version but only for friendly units, or say the 3rd option]

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5/II/A- (following 5/II option)
(insert base effect). Give them +3 attack if friendly.
(alternative variant)
a- Increased cost to 4k.

[same deal as before but with a bigger buff attack]

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5/III- (following 3rd concept)
Reduced cost to 2k;
Deal 2 damage to all units in the frontline and your HQ.

[you could pretty much consider this a compressed version of WINTER WARFARE but with double the power]

burn NationUSSR order NationUSSR Hello

gusty steppe
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BT-7 1937 (buff & "rework" ideas)
As for this unit, I have to say that I have quite a mixed opinion about it, on one hand I really love its whole concept given that it is quite flexible technically, being at first a cheap Blitz tank you can rely on for some purposes and that can also become Veteran and provide you with a far more accesible and cheaper version of KV-1 1941 technically speaking, but on the other hand and in reality it sucks entirely for these purposes.

As a Blitz tank its stats are poor and it is pretty expensive to play with, which is quite ironic given that it should be technically an "upgraded" version of the Standard BT-7; as for the additional main effect its overall lack of Ambush and Smokescreen plus its poor defense makes it laughably easy to remove at any point in the game, and on top of that the absurd amound of turns (4) you need for it to become a smaller version of KV-1 1941 really makes it not worth the hussle to play to begin with.

There is the chance it might be an interesting option alongside other Veteran related cards like 266th GUARD RIFLES, but at that point it comes so late it makes it terrible, you are better off playing with 125th RIFLE REGIMENT even if it has a weaker effect.

So to make this card a far better option worth of its rarity, I've thought several ideas that could achieve that goal, mainly for the base card:

#

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

[a pretty simple yet quite effective change for this little tank, and to be fair given its rarity it shouldn't really be that much of an issue]

[given how simple the change is, it could also be applied to any of the following options to come as well]

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1/II- (following 1st concept) Buff;
Increased attack/defense to X.
(variants)
a- Increased defense to 4. (2/4)
b- Increased attack to 3. (3/3)

#

1/II/A- (following 1/II concept) Buff;
Increased cost to 3k;
Increased both attack and defense by 1. (3/4)

[could also technically have Bond, big maybe there]

#

2- (changes to base card) Buff;
Added keywords:
(variants)
a- Now it has Shock. [shoutout to @prime iron]
b- Now it has Smokescreen.
c- Now it has Ambush.

[different additional keywords for different purposes, some more useful for its survival, others for attack]

burn NationUSSR tank

#

2/A- (following 2nd concept) Buff;
Added keyword combinations:
(variants)
a- Now it has both Shock and Smokescreen.
b- Now it has both Ambush and Shock.
c- Now it has both Ambush and Smokescreen.

[same deal as before but with further value which can be useful for the combat keyword archetype as well]

#

3- Buff;
Becomes Veteran at the start of its third turn on the battlefield.

[now it'll take it less time to reach its so desired Veteran effect]

burn NationUSSR tank πŸ•›

#

3/A- (following 3rd option)
Becomes Veteran at the start of its second turn on the battlefield.

[shoutout/credits to @prime iron; while following the same line of concept, this is also a pretty reasonable take into its Veteran conditional effect as it'll still take it quite some time to reach it]

#

4- Buff/"Rework";
Becomes Veteran after it destroys an enemy unit.

[credits to @deft leaf; a pretty simple yet very effective option that also synergizes quite well with its Blitz effect and maybe HULL DOWN]

burn NationUSSR tank NationUSSR Hello

#

4/II- (following 4th concept) Buff;
Becomes Veteran after you have destroyed an enemy unit.

[now it pretty much works the same way as with 190th GUARD RIFLES, allowing it to not necessarily being the one that needs to destroys say enemy unit]

burn NationUSSR tank

#

4/II/A- (following 4/II option) Nerf;
Becomes Veteran afer you have destroyed X enemy units.
(variants)
a- ...after you have destroyed 2 enemy units.
b- ...after you have destroyed 3 enemy units.

[now its Veteran conditional effect takes a few more enemy units destructions for it to be triggered]

#

5- Buff/"Rework";
Becomes Veteran after your HQ has taken 3 or more damage in total.

[shoutout/credits to @prime iron; though it is not the same idea I got inspired by his, and on top of that I kinda followed the 252nd RIFLES concept as well, though I'm not sure if "in total" is correct though]

burn NationUSSR tank

#

5/A- (following 5th option) Nerf;
Becomes Veteran after your HQ has taken 4 or more damage in total.

[same deal as before but with a slightly higher condition requirement]

#

6- Buff/Rework;
Becomes Veteran after the eenmy draws 3 or more cards.

[further reinforcing its anti-draw nature to give it a little more sense and logic in its design]

#

6/A- (following 6th option) Buff;
Becomes Veteran after the enemy draws 2 or more cards.

[same deal as before but with a smaller requirement effect ofc]

#

7- Buff/Rework;
Becomes Veteran when it survives combat.

[pretty much inspired by HURRICANE Mk II-C TROP's concept and others]

burn NationUSSR tank

deft leaf
#

Insane card btw

prime iron
#

Ah yes damage friendly damage

#

Shouldn't it be friendly damage

gusty steppe
gusty steppe
#

8- Rework; (Reupload)
Increased cost to 3k;
Removed Blitz;
If in your hand, put it into play and it becomes Veteran if your HQ has taken 4 or more friendly damage.

[credits to @prime iron; I'm amazed at how I did not notice that big miss input but oh well, and btw this is not the full thing yet!]

[as for this option and its variant, given its lack of combat keywords it could also use a stat increase as seen in the 1st option, mainly if you plan to deploy it directly without its Veteran effect, stat increase can go from a +1+1 to a +2+2]

burn NationUSSR tank NationUSSR Hello

#

8/A- (following 8th option)
If in your hand, put it into play and it becomes Veteran if your H has taken 4 or more friendly damage this turn.

[credits to @prime iron; this was pretty much the original idea minus the combat keywords originaly intended for it ofc]

#

8/B- (following 8/A option)
Now it only requires 3 or more friendly damage to trigger its effect.

[given that it has to be in a single turn, it is not unreasonable to reduce it a little bit]

#

8/II- (following 8th concept)
If in your hand, put it into play and it becomes Veteran if your HQ has taken 4 or more damage.

[now it also counts damage dealt be the enemy as well]

burn NationUSSR tank

#

8/II/A- (following 8th option) Nerf;
Now it requires your HQ to take 5 or more damage instead.

[same deal as before but given its new flexbility for it to trigger, it is reasonable to increase its conditional requirement a little bit ofc]

#

8/II/B- (following 8/II concept)
If in your hand, put it into play and it becomes Veteran if your HQ has taken 4 or more damage this turn.

[while technically identical to the original option, keep in mind this also counts damage dealt by the enemy, thus it is more flexible and "less" riskier]

#

9- Buff/Rework;
Removed Blitz;
When the enemy draws a card, deal 1 damage to its HQ. Becomes Veteran when it has dealt 4+ damage.

[pretty much inspired by 392nd RIFLES's concept while combining 125th RIFLE REGIMENT's effect as well}

burn NationUSSR tank NationUSSR Hello

#

9/A- (following 9th option)
Now it only needs to deal 3+ damage to become Veteran instead.

#

9/II- (following 9th concept)
When you draw a card, deal 1 damage to the enemy HQ. Becomes Veteran when it has dealt 4+ damage.

[pretty much the same deal as before, but now it is triggered by your own card draw, which can lead to some interesting outcomes with certain cards/decks]

burn NationUSSR tank cards NationUSSR Hello

#

9/II/A- (following 9/II option)
Now it only needs to deal 3+ damage to become Veteran instead.

#

9/III- (following 9th concept)
When a player draws a card, deal 1 damage to the enemy HQ. Becomes Veteran when it has dealt 4+ damage.

[pretty much the same deal as before but now it can trigger with any player card draw instead]

burn NationUSSR tank

#

9/III/A- (following 9/III option)
Now it needs to deal 5+ damage to become Veteran instead.

[technically this is more of a buff than a nerf as it helps it out to deal more damage in total before losing its effect]

#

9/III/B- (following both 9/III and 9/III/A option) Nerf
Now it deals 0-1 damage to the enemy HQ instead. Applies to both variants.

[given how consistent this effect can be, it is reasonable to tie its damage output to some RNG]

#

VETERAN VERSION - BT-7 1937 (buff ideas)

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

[a pretty simple yet quite effective change, mostly as a buff or to pair up with the respective base card]

#

V/1/II- (following V/1 concept); (change to base card) Buff;
Increased attack/defense to X.
(variants)
a- Increased defense to 4. (2/4)
b- Increased attack to 3. (3/3)
c- increased both attack and defense by 1. (3/4)

[pretty much the same reasoning as before, it can either work as a direct buff to the Veteran card or as a follow up to the base card (if buffed)]

#

V/1/II/A- (following V/1/II option variants) Buff;
d- Increased both attack and defense to 4. (4/4)
e- Increased attack to 3 and defense to 5. (3/5)
f- Increased both attack and defense by 2. (4/5)

[same reasoning as before; and yes those that have seen the previous version this was the 4th option, it was rather silly to have it separate from this]

#

V/2- (change to base card) Buff;
Now it has Blitz.

[while for obvious reasons is useless as a standalone buff, it can actually be good if the base card ends up having a more proactive conditional effect at the same turn]

burn NationUSSR tank

#

V/2/A- (following V/2 concept); (changes to base card) Buff;
Added keywords:
(variants)
a- Now it has Shock.
b- Now it has Ambush.
c- Now it has Smokescreen.

{some of these work great for both giving it additional value by allowing it to trade more swiftly or surviving for longer to make up for its low stats, specially its defense]

#

V/2/II- (following V/2 concept) Buff;
Added keyword combinations (with Blitz)
(variants)
a- Now it has both Blitz and Shock.
b- Now it has both Ambush and Blitz.

[same reasoning as mentioned before, the Blitz can only be relevant if the original conditional effect ends up being more proactive than the current version]

#

V/2/II/A- (following 2/II concept) Buff;
Added keyword combinations:
(variants)
a- Now it has both Ambush and Shock.
b- Now it has both Ambush and Smokescreen.
c- Now it has both Smokescreen and Shock.

#

V/3- Toxic Buff;
When a player draws a card, deal 1 damage to the enemy HQ.

[now instead of only dealing 2 damage when the enemy draws a card, now it'll trigger with your own card draws as well in exchange of a "weaker" effect, which technically speaking it does the same damage output per turn]

burn NationUSSR tank NationUSSR Hello

#

V/3/A- (following V/3 option) Even more Toxic Buff;
Now it deals X damage to the enemy HQ instead.
(variants)
a- Now it deals 1-2 damage to the enemy HQ.
b- Now it deals 2 damage to the enemy HQ.

[just as my dear friend @deft leaf has pointed out, this is a horrible idea as a whole, but anyways I'll still share it lmao]

lost hawk
deft leaf
gusty steppe
gusty steppe
#

what

simple wedge
#

Imperial Research:
Tier 1 > Fu-Go Bombs >
Deal 1 damage. Deal 2 damage to the enemy HQ.
Tier 2 > ES Duralumin >
Destroy a target with 4 or less attack. Draw cards equal to its attack.
Tier 3 > Oxygen Torpedo >
Your orders (including this) deal +2 damage this turn. Deal 1 damage to all enemies.
Tier 4 > Sentoku Type > (you get three copies, 4 kredits each)
Next turn, the enemy cannot give orders and removes 3 random cards from their deck.

gusty steppe
#

no but, what are you doing? suggesting ideas? leaking content (that would be cool)

simple wedge
#

nothing, nothing

gusty steppe
gusty steppe
gusty steppe
#

CARD QUESTION: FROM THE PEOPLE; EXTENDED BARRAGE; TURMOIL
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:

  • FROM THE PEOPLE: (used it here and there); a pretty cool order if you ask me and quite solid objectively speaking, a Standard 3k order to deal 3 damage to a target unit sounds fair isn't? well atleast that was the case until the latest expansions, with the additions of both RUSH and EXPOSED quite literally made this card redundant and inneficient to pick in every way you can image, in comparison the other two can deal more damage and are far cheaper to play without issues; the only way I can see this order in particular being used is with indirectly with NIGHT WITCHES but thats it. I sincerely believe this card could be buffed just enough to be relevant again.

  • EXTENDED BARRAGE: (no Soviet deck doesn't have it); oh boy what can I say about this card... since it was released even though I found it cool, I always thought it was a pretty busted concept for a Limited order as it is basically a THE HAMMER that can also target air units, and on top of that it costs 1k less, I know some will "adress the elephant on the room" by saying that you are also paying an additional 2k in your next turn because of it but... is it that much of a downside? in the end if we count the total kredits spent it is only 4k, which is again not that far from the THE HAMMER price and it multiple copies can be played without much issues tbh. I personally think it should be nerfed slightly, not in terms of damage but by adjusting either its cost, its downside or giving it Bond.

#
  • TURMOIL: (used it here and there); mh... pretty interesting card we have here, since I started the game I could help it but always consider this order as a counterpart from TACTICAL STRIKE as a whole, giving its conditional effect and the damage output it can deal it pretty much works the same way but in a more Soviet style, which tbh is fine but I believe as it is it ended up being pretty outdated, I don't think I need to mention it but again with the latest additions to the Soviet collection this card ended up being shifted away pretty hard, it might have its little place somewhere but I can hardly see that as a chance outside of very low ranked battles. I believe this order could be buffed.
deft leaf
proper sierra
#

For turmoil maybe increase cost a bit to add "adjacent units have +2 operating cost" to it's textLad

gusty steppe
prime iron
proper sierra
gusty steppe
proper sierra
#

For "from the people" could potentially replace "unit" with "target" (damage could be upped a bit for this)

gusty steppe
proper sierra
#

Buff radical shh

wet smelt
#

From the people
2k deal 3 damage to a unit
Extended
Nefr to 5 damage
Turmoil
Deal 2 to a unit or 5 if its damaged

versed grove
#

Like rush

#

Or maybe

#

Deal 3 damage this turn and 4 at the start of the enemy's turn

#

So it would be an extended barrage Lad

lost hawk
#

Or maybe

#

"target a unit. Deal X damage at the start of next enemy turn"

#

X is up for debate

#

Or
"Deal X at the start of your next turn"

#

Or a single target Supply Shortage?

gusty steppe
#

I mean, if we go by the name it could be "deal 3 damage to target unit. Repeat this effect at the start of your next turn"

gusty steppe
#

FROM THE PEOPLE (buff ideas)
As for this order, I have to say that as of right now it is pretty much in a sad and obscure state, as a starter Soviet order it is one of the most iconic cards you can/could get at first alongside BLOODY SICKLE for its sheer damage output that is pretty decent, but I can't help it but notice that over time this card was pretty much shifted from its original place by other new Soviet orders, and I do not meant those with a higher rarity, but instead the new ones with Standard rarity.

And when I talk about Standard orders I specifically mean both RUSH and EXPOSED, the later is technically "fine" as it behaves mostly like BURNING SKY but against plain units without combat keywords ofc, and as for RUSH well... thats another story to rant later; the point I want to make is that these two orders have an absurdly low cost in comparison and on top of that a much higher damage output than 3, making them much better options to have around, and if you got as far as downloading the game and play a few matches as a new player you'll notice the differences.

If you want, we can also consider some other orders with a higher rarity that are mostly the same, and the one that to me stands out the most is ORDERS FROM ABOVE, which is pretty much ok given that it is an Special order and it makes sense for it to be more flexible (tbh it should be able to target anything but anyways).

Or as another point of comparison we could also consider some other orders with a cost range of 1 to 3 that deals the same damage, some of these have conditional effects tied to them like say MARE NOSTRUM, AIR SUPERIORITY, etc., and the ones that can be considered straight up upgrades are BREAKTHROUGH or FIERY AMBUSH, although these can also be explained as for its rarity or nation respectively.

Considering this points, we can see this card is mostly a base for others to created, but I think it is fair to say that it needs a buff, and I've thought ideas for that goal:

#

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

[shoutout/credits to @wet smelt; a pretty simple yet quite effective change all things considered, and tbh it allows it to be on rate with other cards with a similar role]

#

1/A- (following 1st option) Buff;
Reduced cost to 1k;
Now it has Bond.

[this pretty much sets up a colliding concept with RED DAWN, so it might either a good or a bad idea to implement]

#

2- (change to base card) Buff;
Deal 4 damage to an unit.

[shoutout to @sterile gyro; although his idea was slightly more interesting, I personally think this might just be enough]

[as for the concept itself, take it as an alternative way to increase this card power without touching its cost, this time it'll deal a greater amount of damage as a middle point between BURNING SKY and THE HAMMER (for example)]

wet smelt
#

Another idea for turmoil
Deal 2 damage to a unit. Deal 4 and suppress it if its damaged instead

gusty steppe
#

I'm not gonna lie, I like it but at the same time I don't think it is a good idea to give the Soviets Suppression tools

#

though I'll consider it

#

2/II- (following 2nd concept) Buff;
Deal 3 damage to an unit. Deal 4 if your HQ was damaged this turn.

[shoutout again to @sterile gyro; while following its original idea, this option might work as another cheap though useful tool for self damage decks (still not sure if Bond works with that)]

#

2/II/A- (following 2/II option)
Deal 3 damage to an unit. Deal 4 damage if your HQ was damaged last turn instead.

[same deal as before but now its damage increase conditional is tied to the fact if your HQ was damaged or not]

#

2/II/B- (following 2/II option)
Deal 3 damage to an unit. Deal 4 damage if your HQ was damaged since last turn instead.

[same deal as before but now it'll also count any damage your HQ takes this turn as well]

#

2/II/C- (following 2/II/B option)
Deal 3 damage to an unit. Deal 4 damage if you've damaged your HQ since last turn instead.

[now it'll behave just like the previous option but only tied to friendly damage dealt to your HQ]

#

2/III- (following 2/II concept)
Deal 3 damage to an unit. Deal 4 damage if your HQ was dealt 4 or more damage since last turn.

[now to have its damage increased, your HQ needs to be dealt a certain amount of damage in total for atleast 2 turns]

burn NationUSSR order

#

2/III/A- (following 2/III option)
Now it deals X damage if your HQ was dealt 4 or more damage since last turn.
(variants)
a- Deal 5 damage instead.
b- Deal 6 damage instead. [this can be considered a powercreep, but again it is highly conditional and riskier]

#

2/III/B- (following 2/III concept)
Deal 3 damage to an unit. Deal 4 damage if your HQ was dealt 3 or more damage since last turn.

[same deal as before but with slightly less HQ damage requirements]

#

2/III/C- (following 2/III/B option)
Now it deals 5 damage if your HQ has taken 3 or more damage since last turn.

#

2/IV- (following 2nd concept) Buff;
Deal 3 damage to an unit, plus 1 for each damaged unit on the battlefield.

[a pretty simple effect but highly effective within the Soviet card kit]

#

3- Buff;
If in your hand, reduce its cost by 1 for each time your HQ is damaged. Deal 3 damage to an unit.

[retaliation is assured! -A soviet card]

burn NationUSSR order

#

3/A- (following 3rd concept)
If in your hand, reduce its cost by 1 for each time the enemy draws a card. Deal 3 damage to an unit.

[pretty much inspired by 4th GUARDS RIFLES's concept]

#

3/II- (following 3rd concept)
Costs 1 less to play for each damaged unit on the battlefield. Deal 3 damage to an unit.

[another pretty simple yet quite familiar effect within the Soviet package]

#

3/III- (not really following 3rd concept but the 2nd one lol) Buff;
Deal 3 damage to an unit, plus 1 for each card the enemy has drawn last turn.

[another addition that goes along with the concept of punishing card draw, and tbh given its design it is pretty much a base "Deal 4 damage to an unit"]

#

3/III/A- (following 3/III option) Nerf;
Reduced damage dealt to 2.

[might not be necessary, but hey! who knows]

#

4- Buff;
Deal 3 damage to an unit. Deal 1 damage to adjacent units.

[pretty much inspired by some of the Soviet cards with the "adjacent" effect on them, but this one is more similar to UNDER FIRE than anything else]

burn NationUSSR order

#

4/A- (following 4th option)
Deal 3 damage to an unit. If destroyed, deal 1 damage to adjacent units.

[now the secondary effect is conditional]

#

4/II- (following 4th concept) Buff;
Deal 3 damage to an unit. Deal 1 damage to adjacent targets.

[now besides damaging units, it can also damage HQs adjacent to target (yes including your own)]

burn NationUSSR order

#

4/II/A- (following 4/II option)
Deal 3 damage to an unit. If destroyed deal 1 damage to adjacent targets.

[yet again its secondary effect is conditional]

#

4/III- (following 4th concept)
Deal 3 damage to an unit. If destroyed, deal excess damage between adjacent units.

[say it is like a FIRE BOMB but slightly more limited in range of action when it distributes damage]

burn NationUSSR order

#

4/III/A- (following 4/III option)
Deal 3 damage to an unit. If destroyed, distribute excess damage between adjacent targets.

[now it can also damage adjancent HQs to target (yes it can still damage your HQ)]

#

5- Buff;
Deal 3 damage to an unit. Give your HQ +2 defense.

[we could technically say it works like GUNSHIP MISSION, but the key difference here is its cost and it not being able to target the enemy HQ]

burn NationUSSR order

#

5/A- (following 5th option)
Now it gives your HQ +3 defense instead.

#

5/II- (following 5/II option) Nerf;
Deal 3 damage to an unit. If destroyed, give your HQ +X defense.
(variants)
a- If destroyed, give your HQ +2 defense.
b- If destroyed, give your HQ +3 defense.

[pretty much the same deal as before but in order to get the HQ healing you need to destroy target in one go]

#

5/II/A- (following 5/II concept)
Deal 3 damage to an unit. Give your HQ +X defense if it is destroyed this turn.
(variants)
a- Give your HQ +2 defense...
b- Give your HQ +3 defense...

[same deal as before but now it has the same conditional effect as GLIDE BOMBING]

#

5/III- (following 5th concept) Buff;
Deal 3 damage to an unit. If friendly, give your HQ +4 defense.

[sacrifices must be made to survive]

burn NationUSSR order

#

5/III/A- (following 5/III option)
Now it gives your HQ +X defense instead.
(variants)
a- If friendly, give your HQ +5 defense.
b- If friendly, give your HQ +6 defense.

#

6- Buff;
Deal 3 damage to an unit. Give it +1 operation cost.

[plain and simple, yet it can still be quite effective against targets that might survive]

burn NationUSSR order

#

6/A- (following 6th option)
Now it gives target +X operation cost.
(variants)
a- Give it +2 operation cost.
b- Give it +3 operation cost.

#

7- Buff;
Deal 3 damage to an unit. Draw a card.

[now it is pretty much an oversized BLOODY SICKLE but without the self damage effect]

burn NationUSSR order cards

#

7/II- (following 7th concept) Buff/Nerf?;
Deal 3 damage to an unit. Convert a random card in your deck into FROM THE PEOPLE. Draw a card.

[now it is pretty much a 6th MOTOR RIFLES but as an order]

#

7/II/A- (following 7/II concept)
Now it Converts a random card in your hand into FROM THE PEOPLE instead.

#

7/II/B- (following 7/II concept)
Deal 3 damage to an unit. Select a card in your hand and Convert it into FROM THE PEOPLE. Draw a card.

[a pretty useful option if you end up having Token or useless cards in hand]

#

7/III- (following 7th concept)
Deal 3 damage to an unit. Draw a Soviet unit from your deck.

[yet again while following the "draw a card" concept we have now the "draw a Soviet unit" instead!]

burn NationUSSR order cards

#

7/III/A- (following 7/III option)
Now it draws a Soviet air unit from your deck.

[kinda synergizes with NIGHT WITCHES' concept]

#

7/IV- (following 7th concept)
Deal 3 damage to an unit. At the end of turn, draw a copy of this card from your deck.

[pretty much inspired by IJN MIKURA's concept]

#

7/IV/A- (following 7/IV concept)
Deal 3 damage to an unit. Draw a FROM THE PEOPLE from your deck.

[pretty much the same deal as before but now its draw effect is immediate]

#

7/IV/B- (following 7/IV option)
Deal 3 damage to an unit. Draw a FROM THE PEOPLE from your deck. It costs X less this turn.
(variants)
a- ...it costs 2 less this turn.
b- ...it costs 3 less this turn.

[now you can basically unleash chaos upon your enemy units with several of these in your deck]

#

7/V- (following 7th concept)
Draw a copy of this card from your deck when your HQ is damaged. Deal 3 damage to an unit.

[now it works essentially like either M4A1 or M36 JACKSON's concepts, either being triggered by your own cards or the enemy ones]

burn NationUSSR order cards NationUSSR Hello

#

8- Toxic? Buff;
Deal 3 damage to an unit. Add a FROM THE PEOPLE to your hand, discard it end of turn.

[now its power essentially escalates with the amount of kredits you can spend at once in a single turn, though it can be quite expensive; but funnily enough this can be countered by FINNISH BOYS]

burn NationUSSR NationFIN order

#

8/II- (kinda following 8th concept)
Deal 3 damage to an unit. Add a LIGHT INFANTRY to your hand.

[a pretty simple and plain additional effect]

#

8/II/A- (following 8/II option)
(insert idea effect). If destroyed, repeat this effect.

[I feel the wording might be kinda poor here, so to clarify it'll add two LIGHT INFANTRY if target unit is destroyed, not the added one]

#

8/III- (following 8/II concept)
Deal 3 damage to an unit. Add a POLIKARPOV PO-2 to your hand.

[I know what I've said some time before about cards of a same rarity adding other cards of the same tier, although tbh this might be reasonable given its value disparity; nonetheless I have plans to (suggest) buffs for that bomber as well]

#

9- Buff;
Costs 1 less to play for each unit you control. Deal 3 damage to an unit.

[slightly inspired by 122nd KORSUN's concept, but I kinda feel this slightly powercreeps MARE NOSTRUM, though I'm not sure....]

burn NationUSSR order

#

9/A- (following 9th concept) Nerf;
Costs 1 less for each Soviet unit you control. Deal 3 damage to an unit.

[same deal as before but slightly more conditional to get its desired discount]

deft leaf
deft leaf
gusty steppe
deft leaf
#

But you guys put some pretty great ideas on the table and all I can think of is how this is a buff to Night Witches

gusty steppe
#

I mean yeah, it is also a great way to indirectly buff NIGHT WITCHES

#

which is not a terrible order but... it is not that great tbh

#

mainly because the design of FROM THE PEOPLE

gusty steppe
#

EXTENDED BARRAGE (nerf ideas + 1 buff)
As for this order, I have to say I personally both love it and hate it, and I think it is pretty obvious as to why ofc as it is as for the date of this "post", one of the best (if not the best) removal orders in the entire game, as it pretty much a THE HAMMER that can also target air units, and on top of that it costs 1k less to play; the catch here is that you pay again the same kredits at the start of your next turn but... I don't feel that is a downside at all.

Let me explain, can we really say that having a much better version of THE HAMMER that has its cost temporarily discounted is balanced at all? even if want to count the total amount or kredits spent, it is just a 4k order, hell we could technically compare it to the now reserved FIREBOMB for that matter, which imo a 1k difference for an already existing order of the same rarity is not fair at all.

I know some might really love it (I like it as well) and will probably deny any form of nerf into it, but I gently disagree and thus I've thought some ideas to balance it out:

#

1- (change to base card) Nerf;
Increased cost to 3k;

[as a starting point, I believe this makes up for some of its power, as again it can target any unit, thus putting it at the same level of THE HAMMER can effectively tone it down]

[this change could also be applied to any of the following options, though that might be a little too much for some of them]

#

1/II- (following 1st concept)
Added Bond.

[alternative way to tone down this card, it might not be related to kredits or damage but sure it can add up some self dealt damage if not used carefully]

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

[same reasoning as with the 1st option]

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1/III- (following 1st concept) Nerf;
Deal 6 damage to an unit. Lose 3 kredits at the start of your next turn.

[now instead of increasing its base cost, now you'll lose additional kredits in your following turn, thus effectively making it a 5k order]

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1/III/A- (following both 1st and 1/III options) Nerf MERGE;
Increased cost to 3k.

[now this effectively makes it a 6k order in total]

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1/III/B- (following 1/III option) Nerf;
Increased cost to 3k;
Now it has Bond.

[this might be a little harsh of a suggestion change]

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1/IV- (following 1st concept) Nerf;
Reduced damage dealt to 5.

[kredits to @wet smelt; a pretty solid idea that pairs up its cost with its effective use]

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

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1/IV/B- (following 1/IV option) Nerf;
Deal 5 damage to target uni. Lose 3 kredits at the start of your next turn.

[now increasing its effective total cost to 5k]

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1/V- (following 1st concept) Nerf;
Deal 6 damage to target unit. Lose 2 kredits at the start of your next 2 turns.

[you wanted an EXTENDED BARRAGE? now you have it, but with a more accordingly cost in the long term]

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1/V/A- (following 1/V option) slight counterbuff;
Deal 6 damage to target unit. Lose 1-2 kredits at the start of your next 2 turns.

[same deal as before, but now its downside is less punishing, ot atleast it is tied to luck]

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2- Nerf;
Deal 3 damage to a target unit. Lose 2 kredits and repeat this effect at the start of your next turn.

[kredits to both @versed grove & @lost hawk; as they pretty had the same identical idea, so I reshuffled its wording to make it a working thing, and now it'll behave like a its name implies]

burn NationUSSR order

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2/A- (following 2nd option) Nerf;
Now you lose 3 kredits at the start of your next turn instead.

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2/II- (following 2nd concept) counter buff;
Deal 3 damage to target unit. Repeat this effect at the start of your next turn.

[now it won't cost you additional kredits, but it'll still keep its delayed removal effect, which can technically be considered a better version in some cases]

burn NationUSSR order

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

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3- Nerf/Rework;
Give target unit: "At the start of your turn, deal 3 damage to this unit. The enemy loses 2 kredits in their turn."

[kredits to @lost hawk; (oh boy this one was tricky to write) pretty much inspired by SUPPLY SHORTAGE's concept, though at the same time used the same wording concept as to E.G: ROAD TO BERLIN]

[and just to clarify, when it says the enemy it means you not the unit's owner, and ofc it makes you lose 2 kredits until it is destroyed]

burn NationUSSR order

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3/A- (following 3rd option)
Now the enemy (basically you) will lose 3 kredits in your turn. (or at the start of it)

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4- Buff;
Choose one - Deal 3 damage to a unit OR deal 6 damage to an unit and lose 2 kredits at the start of your next turn.

[credits to @sterile gyro; I'm not really akin to this option, but nonetheless here it is, and I bet people will like this one more than the previous ones for obvious reasons]

burn NationUSSR order

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4/A- (following 4th option) Nerf;
Now you lose 3 kredits at the start of your turn instead.

gusty steppe
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(since TURMOIL's idea list is quite short, I'll be sharing it as well)

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TURMOIL (buff & rework ideas)
As for this reserved order, I have to say that I liked how it worked for the most part before it got rotated, since it is essentially the counterpart of TACTICAL STRIKE but with a much better cost and a slightly more flexible targeting effect, with the downside being the requirement that needs said target unit to be damaged, but overall pretty good in the Soviet kit all things considered.

Although it is technically a solid card on its own, I can't help it but think that it was shifted away pretty hard with recent Soviet additions with an equal cost or less, being these both Standard and Limited rarity; being these EXTENDED BARRAGE (previously covereded), EXPOSED and RUSH.

These three cards had effectively made this card redundant to play with at that cost range, given that you'll pretty much prefer to either play a card with equal cost and a more powerful unconditional effect and/or an cheaper order (that can also deal more damage).

In any case, since this is quite a lovely order and had a pretty cool effect, I think it is safe to say it needs a buff to catch up and compete more fairly with these other orders, mostly for when it comes back, thus here are my ideas for it:

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

[given its concept and its rarity, I think this pretty much puts it on rate as a conditional removal order]

burn NationUSSR order

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1/A- (following 1st option) Nerf;
Now it has Bond.

[given that a 1k order that can deal 2-4 damage can be pretty powerful, this might be another good addition for it]

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1/II- (following 1st concept) Buff/Nerf;
Reduced cost to 1k;
Deal 1 damage to an unit. Deal 4 damage instead if it is damaged.

[slightly reduced base damage while keeping its conditional damage]