#Ideas and suggestions for different cards

15827 messages · Page 16 of 16 (latest)

gusty steppe
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1/II/A- (following 1/II option) Nerf;
Deal 1 damage to an unit. Deal 3 if it is damaged.

[now it also has its conditional damage reduced, though still for a 1k order is quite solid and cheap]

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2- Buff;
Del 2 damage to an unit. Deal 5 damage instead if it is damaged.

[credits to @wet smelt; though it is a fairly simple change, it works as a magnificent alternative as a removal order]

burn NationUSSR order

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2/A- (following 2nd option) Buff;
Deal 2 damage to an unit. Deal 6 instead if it is damaged.

[pretty much the same deal as before but with a higher conditional damage, which in this time can pretty much tie with EXTENDED BARRAGE in terms of cost and "downsides"]

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2/II- (following 2nd concept) Buff;
Deal 3 damage to an unit. Deal 4 instead if it is damaged.

[we could technically consider this option as an upgraded version of base FROM THE PEOPLE]

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2/II/A- (following 2/II option)
Deal 3 damage to an unit. Deal X instead if it is damaged.
(variants)
a- Deal 5 damage instead if it is damaged.
b- Deal 6 damage instead if it is damaged.

[same deal as before but with an increase in its conditional damage]

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2/II/B- (following both 2/II and 2/II/A options) Nerf;
Increased cost to 3k. Applies to all variants.

[given the new amount of damage it can provide, it is safe to say it might need a cost increase as well]

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3- Rework;
Deal 2 damage to an unit and give it +1 operation cost. Repeat this effect for each combat keyword it has.

[credits to @prime iron;a pretty interesting concept, though I cannot help it but think it can be slightly busted at times]

burn NationUSSR order NationUSSR Hello

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3/A- (following 3rd option) Nerf;
Now it deals 1 damage to target instead.

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3/B- (following 3/A option) counter buff;
Reduced cost to 1k.

[now it is effectively a cheap order than can escalate in power accordingly to target's text]

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3/II- (following 3rd concept) Buff/Nerf;
Reduced cost to 1k;
Deal 1 damage to an unit and give it +1 operation cost.

[pretty much the same concept as @prime iron's idea, but this time without the repeat effect part for simplicity]

burn NationUSSR order NationUSSR Hello

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3/II/A- (following 3/II option)
Deal 1 damage to an unit and give it +2 operation cost.

[same deal as before but with a bigger debuff effect]

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3/II/B- (following both 3/II and 3/II/A options) Buff;
Reduced cost to 0. Applies to both variants.

[given the simplicity of said concept, I think it is reasonable to reduce its cost down to 0k, atleast for the 1st option]

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3/III- (following 3/II concept) Buff;
Now it has Bond;
Deal 2 damage to an unit and give it +1 operation cost.

[pretty much restored to its original damage, and to go straight to the point it also has Bond]

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3/III/A- (following 3/III option) Buff;
Now it gives target unit +2 operation cost instead.

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4- Buff/Rework;
Deal 2 damage to an unit. Give adjacent units +1 operation cost.

[credits to @proper sierra; although this one version is a slightly modified version of the original idea, it kinda reminds me of SURAZH GATE]

burn NationUSSR order NationUSSR Hello

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4/A- (following 4th option) Buff;
Now it gives adjacent units +2 operation cost instead.

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4/II- (following 4th concept) Buff;
Deal 2 damage to an unit, then give target and adjacent units +1 operation cost.

[kredits to @proper sierra; still not the original idea, although this time the operation cost debuff is also applied to target unit]

burn NationUSSR order

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4/II/A- (following 4/II option)
Now it gives target and adjacent units +2 operation cost instead.

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4/II/B- (following both 4/II and 4/II/A options) Nerf;
Increased cost to 3k. Applies to both variants.

[given that this effect can effectively be a pretty powerful tool equal to SCORTCHED EARTH, it is safe to say it can have its cost increased]

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4/III- (following 4th concept) Buff;
Deal 2 damage to an unit. Give all units +1 operation cost.

[pretty much a smaller version of SCORTCHED EARTH]

burn NationUSSR order

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4/III/A- (following 4/III option) Nerf;
Deal 1 damage to an unit. Give all units +1 operation cost.

[same deal as before but with a smaller damage output]

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5- Buff/Rework;
Deal 2 damage to an unit. Deal 4 and Suppress it instead if it is damaged.

[credits to @wet smelt; this is truly a terrifying concept to provide the Soviets with, though it might be interesting]

burn NationUSSR order NationUSSR Hello

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5/A- (following 5th option) Nerf?;
Deal 2 damage to an unit. Suppress it if it is damaged.

[same deal as before but without the additional conditional damage]

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5/B- (following 5th option) Buff;
Deal 2 damage to an unit. Suppress it and deal 4 instead if it is damaged.

[while virtualy the same thing, the key difference here comes in the order of effects, pretty useful against units with Destruction]

burn NationUSSR order

wet smelt
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Jo i have a crazy idea

gusty steppe
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6- Rework;
Target an unit. Deal damage to it equal to its attack.

[kinda inspired by DILEMMA's concept, though this time the same unit's attack is used against it]

[now that I think about it this could also be used with THE MIGHTY FALL....]

burn NationUSSR order NationUSSR Hello

wet smelt
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2k convert a unit into a unit costing 2 less if damaged. Then deal 2 damage to it

gusty steppe
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thats fked up

wet smelt
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I know

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Its peak tough

gusty steppe
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I mean, it is pretty cool to play around the old MONASTYR effect (or if you want an evil version of URAL FACTORIES) but I think it could be slightly different

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

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6/II- (following 6th concept) Buff;
Target an unit. Deal to it equal to its attack. If friendly, give your HQ equal defense.

[you are still sacrificing a unit though]

burn NationUSSR order NationUSSR Hello

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6/II/A- (following 6/II option) Nerf;
Increased cost to 3k.

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7- Rework;
Fully repair target unit. Distribute damage between all units equal to its defense.

[kredits to @sterile gyro;this can pretty much suppose either a big AoE wipe out or a single target removal]

burn NationUSSR order NationUSSR Hello

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7/A- (following 7th option) Buff;
Now it can distribute damage between all.

[basically, it can also damage both HQs]

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7/II- (following 7th option) "Nerf";
Fully repair target unit. Distribute damage between all units equal to repaired damage.

[credits to @sterile gyro; (I think this was the original idea intended lol), pretty much the same concept as 158th BUSHMASTERS]

burn NationUSSR order NationUSSR Hello

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7/II/A- (following 7/II option)
Now it distributes damage between all instead.

[again, it can also damage HQs]

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7/III- (following 7th concept)
Deal 2 damage to an unit. Distribute damage between all units equal to its remaining defense.

[again, technically speaking this can either mean a somewhat big AoE effect or single target removal]

burn NationUSSR order

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

[pretty obvious as to why isn't?]

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7/IV- (following 7/III concept) Buff/Nerf?;
Deal 2 damage to an unit. Distribute damage between all equal to its remaining defense.

[yet again, now it can also damage both HQs]

burn NationUSSR order

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

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8- Rework;
Convert target damaged unit into a random unit with 2 less cost. Then deal 2 damage to it.

[credits to @wet smelt; a pretty fked up concept, though nonetheless still pretty interesting]

burn NationUSSR order NationUSSR Hello

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8/A- (following 8th option) Nerf;
Convert target damaged unit into a random unit with 1 less cost. Then deal 2 damage to it.

[same deal as before but with a less punishing effect as before]

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8/II- (following 8th option)
Deal 2 damage to an unit. Convert it into a random unit that costs 2 or less if it is already damaged.

[same deal as before, but the key difference here is that target can actually be destroyed before being Converted]

burn NationUSSR order

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8/II/A- (following 8/II option)
Now target is converted into a random unit that costs 1 less instead.

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9- Toxic Rework;
Increased cost to 3k.
Destroy target unit with 1 or fewer combat keywords.

[pretty much inspired by MONASTYR, and to be fair, this makes up for a pretty powerful upgrade of EXPOSED]

burn NationUSSR order

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

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

gusty steppe
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(damn picking up the next batch of Soviet cards is really tricky, specially if I want it to make sense, many of these are so random lmao)

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(before anyone asks, I've already picked 3 for the next question, though feel free to share your personal picks for the next one)

gusty steppe
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solid pick

versed grove
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Perfect

versed grove
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! Soviet suppress

agile coyoteBOT
versed grove
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Well, they can't be suppressed

gusty steppe
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they don't, they can only counter it/protect against it

gusty steppe
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CARD QUESTION: LA-5; LITTLE COBRA; MIG 3
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:

  • LA-5: (never used it); A pretty simple fighter with an average statline for its cost, it reminds me of my beloved HEINKEL HE 219, although of course it lacks any form of passive effect or keywords whatsoever, making it pretty simple and lackluster objectively speaking, and when I started the game (until its rotation) I don't remember it being used a single time by anyone whatsoever, and its pretty obvious as to why, even if we consider the option of a Soviet air deck I don't feel this card can do any meaningful. I think it deserves a buff.

  • LITTLE COBRA: (used it a few times); I'm not gonna lie, I hate this card with all my guts, the sole concept of a cheap Blitz fighter with the stats of a 4-5k (as seen before) for the mere cost of 3k makes me sick, as you are pretty much outvaluing any card the enemy might through at you, on top of the fact that you gain a lot of tempo and a considerable tough to destroy fighter; besides the most obvious use this card has been seen is alongside 336th GUARDS NAVAL as it allows it to be duplicated and bypass its "downside", which objectively speaking is non existent in any way or form since you can also play it alone. A pretty interesting concept, but I honestly think it should be nerfed, it is not a healthy unit.

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  • MIG 3: (almost never used it); another pretty interesting 4k Soviet fighter, that in contrast with LA-5 this unit does actually have an effect going around it for aditional value, in expense ofc of 1 point of defense; as for its concept it reminds me of KATALINA anti-countermeasure effect, that punishes players that uses countermeasures in a pretty interesting way, though I cannot help it but think this card's current version is too weak to be relevant at all and worth using around, even if we consider it as a "0k fighter", its conditional discount (while in hand) makes it quite clumsy, and not only that but gambling the fact that the enemy actually runs countermeasures. I believe this unit could get either get a buff or rework.
prime iron
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Honestly for Mig 3 I have an idea

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The premise is that it's the anti hand or battlefield disruptor just from the effect considering it's idea is essentially making it a punishment for CM

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If in hand or in the battlefield, when this card is affected by an enemy card, remove it instead and return it at the end of enemy turn

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May have to tweak stats for it to work

gusty steppe
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(the one artillery that can bounce to hand if attacked)

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that sounds interesting

prime iron
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As for Airocobra SSR, maybe 4/4?

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The fact it power creeps LA-5 is insane

gusty steppe
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I technically don't mind it "powercreeping" LA-5 (and others 4/5 fighters) but it literally has no real downside when played

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not to mention it also shifts away YAK 9 PL (even though that unit is Polish it is still technically Soviet)

proper sierra
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For lil cobra replace "another" with "a" (allows it to kill itself)

gusty steppe
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I mean, on one hand I like that idea and thought about it at first, though I think it would be much fair if that was a conditional (say, if you don't have any other units it destroys itself instantly)

lost hawk
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for Lil Cobra, maybe "Deployment: Destroy another random friendly unit. Get Blitz if you do"?

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making Blitz conditional makes it less value from 336th and also make it no longer a cheap 4/5 Blitz on empty board

gusty steppe
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a pretty reasonable take given its power

lost hawk
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for Mig 3, maybe put it into play when enemy CM activates, possibly adjusting stats

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Sov does have several other "put into play" like Casino Rifles or Machines of War Lad

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for La-5, I have a crazy rework idea
make it 4/7
"Dpeloyment: Choose One - Destroy a friendly unit OR deal 2 damage to itself"
supplementing both self destruction and "damaged" archetypes (for stuff like 220th)

gusty steppe
versed grove
gusty steppe
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that could have a fun outcome if you pair it up with FRONTAL DEFENSE and a lot of 1/1 units like LIGHT INFANTRY or such lol

versed grove
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Kill your units synergy

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!marauder

agile coyoteBOT
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Cards found: 1

gusty steppe
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you could also use AIR SCORT or SAVOIA-MARCHETTI SM.79 for that same purpose

dim shadow
# gusty steppe CARD QUESTION: LA-5; LITTLE COBRA; MIG 3 What do you think about this cards? Are...

In regards to LA-5, Its similar to the Corsair and spitfires and generally all the other big blank fighters. Which is to say, they aren't inherently bad cards. Any one of them is a serious threat to consider if you have an exposed HQ. Its just that there is almost always a better or more interesting option. I think I've used LA-5 once and it still forced the enemy to remove it. If the game were less removal focused, these would all be deadly aircraft.

I think if you wanted to do something with the LA-5 to justify it, there are two ways it can go:

1- Deployment: Add claim the skies to hand.

This alone would make it a good card, as it essentially becomes a 5-7 blitz unit.

2- Modify other cards to promote the usage of big blank fighters. Perhaps Cobra or Mig could get deployment: Draw a blank fighter from your deck and reduce its cost by 2.

Or maybe even just give it 0 operation cost.

Little cobra is OP. At the very least give it Bond, or even better, it is destroyed when it enters the battlefield unless you have deployed another unit or something. If you want to make it something completely different, maybe give it show on draw and: Cannot be deployed until a unit of greater cost has been destroyed.

Honestly, maybe: 3k, 4-3 2op, Deployment: Destroy a random friendly unit. Gain blitz if you do.

I've used mig a little in soviet air decks. I probably would've done LA-5 instead had I tried making an air deck earlier because it has better stats. Again, a fighter with decent stats is generally a decent enough threat. If you wanted to make it better, I think you can try to guarantee an enemy countermeasure by developing one for them or both players drawing one from their deck.

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More clarification on my idea for the mig:

4k, 4-4 2op
Show on draw: Develop a countermeasure for the enemy and put it in their hand. This card is free to play and operate and has blitz if it is triggered.

dim shadow
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OH WAIT.

I just had an idea for something to do with blank units like LA-5 and all those others that are in the game. Think a research type card that lets you develop a tree of buffs for blank units in deck until you reach a final development that applies all the selected buffs.

For example:

Britain- Squadron Doctrine

USA- Force doctrine.

Germany- Armored doctrine.

Soviet- Tactical doctrine.

Japan- Aggression doctrine.

Finalize, order, 0k.
Apply your developed effects to your blank units everywhere and draw 2 cards.

Squadron Doctrine, Britain, 1k. Elite.
Draw on turn 1.
Choose one: Finalize applies +1 defense, or +1 attack. Add Card 2 to hand.

Card 2: 1k.
Choose one, Finalize applies ambush, or +2 defense. Add card 3 to hand.

Card 3: 1k.
Choose one, Finalize applies Fully repair at end of turn, or reduce cost by 2k. Add finalize to hand.

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I'll try and develop this concept further for all major nations.

prime iron
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The aircraft they used alongside tactics definitely were experimental during the Spanish civil war

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Don't forget also the other experimental aircraft they went later as the war dragged on

dim shadow
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If you have better names for them, then feel free to say them.

prime iron
dim shadow
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None of their bombers are blank as far as I'm aware.

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They do have the BF-109 and a Pnzr-4 though.

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Maybe Combined doctrine would be more thematic?

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The US has the widest variety of pure stat blocks I'm pretty sure.

prime iron
dim shadow
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The Russians are kind've against the whole idea with most of their units.
The British have some really big fighters.

dim shadow
# prime iron I meant historically

Well until you can come up with something better than armoured or combined, I'm sticking with it. I do need a theme so I can actually research it and come up with names for the other two cards.

dim shadow
strange brook
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Wait never mind you mean Germans one

dim shadow
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Yea they aren't necessarily bad, just weak.

gusty steppe
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once you reach that rarity, those cards should get something better

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lets follow the same unit type that you've mentioned, SPITFIRE Mk IA is technically speaking the best stat/cost blank unit in the entire game

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it doesn't need to do anything fancy to be useful given that its own cost investment pays off its performance

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on the contrary LA-5 is a Limited unit with 1 less attack, that doesn't seem like much of a big deal but makes up for a difference

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and if we take into account other similar types of units with lesser/equal/higher rarities its value as a card thins out considerably more

gusty steppe
dim shadow
gusty steppe
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oh no I didn't mean to insult you in any way or form, its just that in the verge of wanting to make ingame things better we might think of new concepts out of the box, I also did that before lmao

deft leaf
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I think the only one that needs a buff is Mig 3. I think it should operate for free if your enemy played an order last turn

gusty steppe
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but I can't see why it couldn't be a thing tbh

deft leaf
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Think about it: a 4k 0op 4/4 fighter is nothing new

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It's really competent

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And the fact that this buff is conditional makes a limited card strong but not dominant

gusty steppe
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oh no I do get that, its not a revolutionary concept by any means, the only thing that seems slightly odd to me would be for it to be "Soviet", given that they mostly rely on either unit presence and related states rather than orders, and ofc countermeasures (but as a counter/punishment)

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but given the presence of orders within Soviet decks (specially control ofc) it would be pretty good

gusty steppe
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LA-5 (buff ideas)
As for this reserved unit, I have to say that I had quite the DILEMMA to properly evaluate it as it is, on one hand as 4k 4/5 fighter is a pretty solid choice, specially if we compare it to other 4k Limited fighters that also rely on pure stat value, which leaves it in a pretty good spot technically speaking.

Though ofc we cannot ignore the existence of HEINKEL HE 219, which is essentially the same thing but with an additional passive effect that can work either as a pseudo counter against ground unit attacks or some synergies with self damage, and that leaves me thinking... why not give this unit something similar?

Even though it is technically a solid choice in theory, it doesn't offer anything truly remarkable for its nation, nor effects nor synergies, and while Soviet air is technically a thing, its current tools are pretty scarse and tbh not really used with cards like this; which only leaves it as a cheap early player choice (which also doesn't/didn't happen enough).

This could probably be a little of overthinking from my part, but I believe this card deserves the chance to be a slightly better option overal, thus here are my ideas for that goal:

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

[shoutout/credits to @dim shadow; while not a 0k op by any means, it can still be a pretty nice cost to have around if you plan on running this unit as an additional bonus]

[could technically be applied to any of the following options as well, though I would not recommend it for most of them]

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

[credits to @dim shadow; a simple yet very effective change, though in this form it basically powercreeps BF 110 C ZERSTÖRER, so take it more of a "cliffhanger"]

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

[added a very small yet quite significant "downside" to make up for its free operation cost]

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1/II/A- (following 1/II concept) Nerf;
Deployment: Deal X damage to your HQ.
(variants)
a- Deal 2 damage to your HQ.
b- Deal 3 damage to your HQ. (might be too much?)

[alternative downside variant to make up/pay for its free operation cost]

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1/III- (following 1/A option) Nerf;
When this unit attacks, deal 1 damage to your HQ.

[now it pretty much follows the same principle as BF 110 C ZERSTÖRER, though this time it is a "blood" type of payment instead]

burn RoundelUSSR fighter

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1/III/A- (following 1/III option) Nerf;
When this unit attacks, deal X damage to your HQ.
(variants)
a- ...deal 1-2 damage to your HQ. (tied to RNG)
b- ...deal 2 damage to your HQ. (higher "blood" payment, might make it unreliable)

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

[pretty simple yet quite powerful combat keywords to have around for such unit]

burn RoundelUSSR fighter

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2/A- (following 2nd option) Buff;
Now it has both Ambush and Shock.

[I know, this is horrible]

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2/II- (following 2nd option) Nerf;
Added Bond alongside other keywords:
(variants)
a- Now it has both Bond and Shock.
b- Now it has both Bond and Ambush.

[same deal as before but with a small downside into it]

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2/II/A- (following 2/II option)
Now it has Bond, Ambush and Shock.

[pretty much the same deal as before but with all keywords combined into one]

gusty steppe
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god damit

prime iron
gusty steppe
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it does? (checks the Collection)

prime iron
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!kirkenes

agile coyoteBOT
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Cards found: 1

prime iron
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See

gusty steppe
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would you look at that

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3- Buff;
Deployment: Draw a random air unit from your deck.

[credits to @dim shadow; while its original idea was more aimed towards "blank fighters", I think it makes more sense if this can be used instead for air decks/to draw those units more easily]

burn RoundelUSSR fighter cards

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3/A- (following 3rd option) Buff;
(insert idea effect). Reduce its cost by X.
(variants)
a- Reduce its cost by 1.
b- Reduce its cost by 2.

[credits to @dim shadow; pretty much the original idea, or atleas the other half that was missing which was the added discount on draw]

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3/B- (following 3rd option) Buff;
(insert idea effect). If Soviet, reduce its cost by X.
(variants)
a- If Soviet, reduce its cost by 1.
b- If Soviet, reduce its cost by 2.

[pretty much the same deal as before, but the added discount ends up being slightly more conditional than before]

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3/C- (following 3rd option) Buff;
(insert idea effect). If non-Soviet, reduce its cost by X.
(variants)
a- If non-Soviet, reduce its cost by 1.
b- If non-Soviet, reduce its cost by 2.

[loosely inspired by YAK 3's concept]

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4- Buff;
Deployment: Add a CLAIM THE SKIES to hand.

[credits to @dim shadow; a pretty interesting and powerful concept given its stats and the effect of said added order]

burn RoundelUSSR fighter RoundelUSSR Hello

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

[for obvious reasons and given that it shares its same rarity, it needs some kind of downside, this can be a good start of possible additions]

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4/B- (following 4th option) Nerf;
(insert idea effect). Deal 2 damage to your HQ.

[same deal as before, but with a more direct downside, that ofc it can still be benefitial in some cases]

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4/II- (following 4th concept)
Deployment: Draw a CLAIM THE SKIES from your deck.

[slightly different approach from the original idea, now instead it'll allow you to access said order without generating additional value/cards]

burn RoundelUSSR fighter cards

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4/II/A- (following 4/II option)
(insert idea effect). If none, draw a card and deal X damage to your HQ.
(variants)
a- If none, draw a card and deal 1 damage to your HQ.
b- If none, draw a card and deal 2 damage to your HQ.

[pretty much a big BLOODY SICKLE that instead of dealing damage to an unit it provides you a big fighter]

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4/III- (following 4/II concept)
Deployment: Deal 1 damage to your HQ and draw a card.

[same deal as before but without the CLAIM THE SKIES draw effect]

burn RoundelUSSR fighter cards

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4/III/A- (following 4/III option)
Now it deals 2 damage to your HQ instead.

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4/IV- (following 4th concept)
Deployment: Add a BLOODY SICKLE to hand.

[pretty much the same deal as before but while also going back to the original concept]

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5- Buff;
When your HQ is dealt friendly damage, add an equal attack to this unit.

[slightly inspired by 845th RIFLES' concept, though this time it works the other way around]

burn RoundelUSSR fighter RoundelUSSR Hello

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5/A- (following 5th option)
When your HQ is dealt friendly damage, add an equal defense to this unit.

[same deal as before but defense related instead]

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5/II- (following 4th concept)
When your HQ is dealt friendly damage, give +X+X to this unit, where X equals damage dealt.

[this is a pretty fked up concept]

burn RoundelUSSR fighter

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5/II/A- (following 5/II option) Nerf;
Reduced both attack and defense by 1. (3/4)

[a necessary change if you ask me]

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5/III- (following 5th concept)
Gets +1+1 when your HQ takes friendly damage.

[pretty much the same concept as with 456th RIFLE REGIMENT, though ofc it lacks the Guard part]

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5/IV- (kinda following 5th concept) Buff;
Each time your HQ is dealt friendly damage, deal equal damage to the enemy HQ.

[now it pretty much works like HEINKEL HE 219 but with friendly damage instead]

[correctly pointed out by @wet smelt, this ends up being just a direct upgrade of PUSH as a whole, thus it is not valid at all as an option nor its variant]

burn RoundelUSSR fighter RoundelUSSR Hello

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5/IV/A- (following 5/IV option)
~~Now it deals damage to a random enemy instead.

[basically, it can now damage enemy units as well besides the HQ]~~

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6- Buff;
When this unit is dealt damage, your HQ gets equal amount of defense.

[pretty much the same concept as with 845th RIFLES]

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6/A- (following 6th concept) Nerf;
When this unit is dealt damage, your HQ gets +X defense.
(variants)
a- ...your HQ gets +1 defense.
b- ...your HQ gets +2 defense.

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7- Buff;
When your HQ is dealt friendly damage, dealt that amount of damage to this unit instead.

[pretty much the same concept as ROYAL ULSTER RIFLES but only working against friendly damage]

[it shouldn't count Bond/Morale damage... right?]

burn NationUSSR NationUK fighter

#

7/A- (following 7th option) Nerf;
When your HQ is dealt friendly damage, dealt that amount of damage plus X to this unit instead.
(variants)
a- ...deal that amount of damage plus 1 to this unit instead.
b- ...deal that amount of damage plus 2 to this unit instead.

[same deal as before, but now if it ends up absorbing that damage it'll take more damage]

#

8- Buff;
Deployment: Fight target enemy unit.

[in this simple form, it is pretty much an upgraded version of 113. SCHÜTZEN given its cost range, and HENSCHEL HS 129 given its unit type, as it is it might not be balanced, but take it as a "cliffhanger"]

burn RoundelUSSR fighter

#

8/A- (following 8th option) Nerf;
Increased cost to 5k.

[might be slightly unfair to pair it up with HENSCHEL HS 129's cost, though in the end it is a Limited card, thus far more affordable to craft]

#

8/II- (following 8/A option) Buff;
(insert idea effect). Gain X kredits if target is an air unit.
(variants)
a- Gain 1 kredit if target is an air unit.
b- Gain 2 kredits if target is an air unit.

[now while its cost might restrict it a little bit, it might pay off considerably if you target an air unit, thus allowing you to effectively pay for a 3k 4/X fighter]

#

8/II/A- (following 8th option) Nerf;
(insert idea effect). Costs +1 kredits to target ground units.

[pretty much the same deal as before, though now its main benefit comes from mainly targeting air units, though you can still target ground units, but for a slightly higher cost]

#

8/III- (following 8th option) Buff;
Has +2 attack against units without combat keywords. (insert idea effect).

[now it pretty much behaves just like HENSCHEL HS 129, though this time it'll have more damage against "blank" units]

burn RoundelUSSR fighter

#

8/III/A- (following 8/III option) Nerf;
Increased cost to 5k.

#

8/IV- (following 8th concept) Buff;
Deployment: Your air unit with the highest attack Fights target enemy unit.

[slightly redundant though semi interesting way to apply the CLAIM THE SKIES effect as a deployment effect, though ofc it lacks its buff]

#

8/IV/A- (following 8/IV option)
Now it affects your air unit with the lowest attack instead.

#

9- Buff;
Deployment: Deal 4 damage to an enemy unit without combat keywords.

[pretty much the same concept as EXPOSED]

burn RoundelUSSR fighter

#

9/A- (following 9th option) Buff;
Now it deals X damage to an enemy unit without combat keywords.
(variants)
a- Deal 5 damage...
b- Deal 6 damage... [this one might be too much]

#

10- Buff;
Costs 1 less to deploy for each enemy air unit on the battlefield.

[to pair up with MIG 3's nature, now this unit can be used as a counter/punishment against air decks]

burn RoundelUSSR fighter

#

10/A- (following 10th option)
Costs 1 less to deploy for each friendly air unit on the battlefield.

[same deal as before, though this time you are probably the one using an air deck, thus you can be benefited from it]

#

10/B- (following both 10th and 10/A options) MERGE;
Costs 1 less for each air unit on the battlefield.

[now it'll pretty much have its cost reduce by th presence of any air unit in battle]

#

11- Buff;
Reduced cost to 2k;
Deployment: Choose one - Destroy target friendly unit OR deal 2 damage to this unit.

[credits to @lost hawk; while not the original idea by any means (yet), this can prove to be a seemingly interesting concept to play around]

burn RoundelUSSR fighter RoundelUSSR Hello

#

11/II- (following 11th option) Buff;
Increased/Restored cost to 4k;
Increased defense to X.
(variants)
a- Increased defense to 6. (4/6)
b- Increased defense to 7. (4/7)

[credits to @lost hawk; original idea, pretty curious concept to play around with as it provides an interesting conditional value if conditions are met]

#

11/III- (following 11th concept) Buff;
Reduced cost to 3k;
Deployment: Choose one - Deal 2 damage to your HQ OR deal 2 damage to this unit.

[shoutout/credits to @lost hawk; while slightly shifting away from the original idea, here is another option involved in self damage, or what I like to call it "blood payment"]

burn RoundelUSSR fighter

#

11/III/A- (following 11/III option) Nerf;
Now it deals 3 damage to your HQ instead.

#

11/III/B- (following 11/III option) Buff;
Increased/Restored cost to 4k;
Increased defense to X.
(variants)
a- Increased defense to 6. (4/6)
b- Increased defense to 7. (4/7)

#

12- Buff;
When this unit is targeted by an enemy order, draw a card.

[such a lovely effect, I miss my T-34-85....]

burn RoundelUSSR fighter cards

#

12/A- (following 12th option) Nerf;
Now it has Bond.

#

13- Buff;
Each time your HQ is dealt 3 damage or more damage, draw a card.

[now it'll pretty much work like an ATS that benefits you instead]

burn RoundelUSSR fighter cards

#

13/A- (following 13th option)
Each time your HQ is deal 3 or more damage per turn, draw a card.

[same deal as before but now it'll only trigger once per turn]

#

13/II- (following 13th concept)
Each time this unit takes 3 or more damage, draw a card.

[same deal as before, but now its draw effect is tied to damage this unit takes instead]

#

14- Buff;
Destruction: Give your HQ +X defense.
(variants)
a- Give your HQ +3 defense.
b- Give your HQ +2 defense.

[basically a Ki-43 HAYABUSA that instead of dealing damage on destruction, it heals you]

#

15- Buff;
Deployment: Remove all combat keywords from target unit.

[basically a pseudo Suppress without it being completely like that]

burn RoundelUSSR fighter

#

15/A- (following 15th option)
(insert idea effect). Deal 2 damage for each.

[now besides of removing target's combat keywords, it'll also deal damage to it for each]

#

15/B- (following 15th option)
(insert idea effect). Draw a card if friendly.

[pretty self explanatory]

#

16- Buff;
At the end of your turn, fully repair this unit if it did not attack.

[a pretty simple effect that is triggered if you do not explicitly attack with this unit]

burn RoundelUSSR fighter

#

16/II- (following 16th concept) Buff;
Fully repair this unit when your HQ is dealt friendly damage.

[now instead of tying its repair mechanic to its inactivity, it'll now payoff any self damage you dealt to yourself instead]

#

16/II/A- (following 16/II concept) Buff;
Fully repair this unit when it attacks and destroys an enemy (see variants).
(variants)
a- ...an enemy air unit.
b- ...an enemy ground unit.

#

17- Buff;
Deals double damage against damaged units.

[a pretty simple yet quite devastating concept]

burn RoundelUSSR fighter

#

17/A- (following 17th option) Nerf;
Deals +2 damage against damaged units.

#

17/II- (following 17th concept) Buff;
Deals double damage against units without combat keywords.

[yet again, same deal as before but now it counters any "blank" units instead]

#

17/II/A- (following 17/II option) Nerf;
Deals +2 damage against units without combat keywords.

#

18- Buff;
Now it has Fury; (don't worry, keep reading)
Damage this unit deals to the enemy HQ is also dealt to yours.

[pretty much a similar concept as to Ki-84 FRANK, though in this case you can either use it against units or pay a toll with your HQ's defense if you attack the enemy HQ instead]

burn RoundelUSSR fighter RoundelUSSR Hello

#

18/A- (following 18th option) Toxic Buff;
Now it deals X damage to your HQ instead.
(variants)
a- ...deal 3 damage to your HQ.
b- ...deal 2 damage to your HQ.

[this is not balanced at all lmao]

#

19- Buff;
Destruction: Add a Suppressed 4/1 LA-5 to your support line.

[now it pretty much has a second breath upon destruction (unless Suppressed)]

burn RoundelUSSR fighter

#

19/A- (following 19th concept)
Reduced defense to 1. (4/1)
Deployment: Get +4 defense. Destruction: Add a Suppressed LA-5 to your support line.

[pretty much the same concept/text form of 36th CAVALRY]

#

20- Buff;
Draw a copy of this unit from deck when your HQ takes friendly damage.

[pretty much inspired by M4A1's concept and others, and this time this effect is tied to self damage effects]

burn RoundelUSSR fighter

#

20/A- (following 20th option)
Draw a copy of this unit from deck when your HQ is damaged by an air unit.

[same deal as before but as a passive counter/answer against air threats]

gusty steppe
#

damn you are right

#

I might make a reupload/adjustment of it, but later

formal sundial
#

what's the message count now

#

only 15206

dim shadow
gusty steppe
gusty steppe
#

5/IV/A- (following 5/IV option) Buff; (REUPLOAD)
Increased damage dealt to 1-2.

[same deal as before but with some RNG for some additional damage]

#

5/IV/B- (following 5/IV concept)
When your HQ is dealt friendly damage, deal 1 damage to a random enemy.

[pretty much the same concept as before, but now it can damage any enemy in sight]

#

5/IV/C- (following 5/IV/B option) Buff;
Increased damage dealt to 1-2.

[yet again, same deal as before but with some RNG for additional damage]

#

5/V- (following 5/IV concept) Less Toxic Buff;
Once per turn, when your HQ is dealt friendly damage, deal equal damage to the enemy HQ.

[readjusted version from the original idea, now while it can still prove to be powerful, it will not be as consistent to just be a better PUSH alternative]

burn RoundelUSSR fighter RoundelUSSR Hello

#

5/V/A- (following 5/V option) "Nerf";
Now it deals damage to a random enemy instead.

proper sierra
gusty steppe
#

kinda redundant by that point don't you think?

proper sierra
#

You can do 60 damage if you find all 3🥱 (make sure they are dead dead)

gusty steppe
#

still redundant for the most part, not many decks will have more than 20 defense through the course of a match

#

though it could be an interesting OTK tool in that case against bigger HQs

gusty steppe
#

(given that LITTLE COBRA's ideas list is pretty short, I might as well follow it with MIG 3's list)

gusty steppe
#

LITTLE COBRA (nerf & nerf ideas)
As for this unit, I have to say that I hate it with all my guts (de ja vu) as it is one of the most busted cards that could ever have been included in the game so far, the fact that you can get access to a 3k fighter with the statline of a 4-5k fighter is already pretty good, but on top of that it gets to have a natural unconditional Blitz effect, no Bond, no self damage, no nothing for that power.

Its true that the deployment effect is a "thing" but lets be honest, there are too many ways to play around it which are not difficult to do so, at first you can just not have any previous units in battle so no destruction happens, you could also just sacrifice cannon fodder, play PETLYAKOV Pe-2FT to block its deployment or with the enemy's aid to counter/block it as well, and lastly and the most popular, using 336th GUARDS NAVAL to both duplicate it and bypass its "downside".

Imo this is a clear example of a very oppresive unit that clearly breaks any scheme already stablished, even if it is a Special card, it is not an excuse for such amount of unconditional power, thus I've thought several ideas to approach that issue:

#

1- (change to base card) Nerf;
Increased cost to 4k;

[a pretty simple yet very reasonable cost change, not only this kills off any of that bs of "put into play" effects at 3k range, but also properly pairs it up with other 4k fighters with conditional/downsides for its Blitz]

#

1/A- (following 1st option); (change to base card) Nerf;
Increased operation cost to 3k.

[similar deal as before, might not be as impactful as the previous option but it'll sure be more expensive to operate effectively]

#

1/II- (following 1st concept); (changes to base card) Nerf;
Reduced defense to X.
(variants)
a- Reduced defense to 4. (4/4) [shoutout/credits to @prime iron]
b- Reduced defense to 3. (4/3) [shoutout/credits to @dim shadow]

[another simple yet very reasonable adjustment to this unit, given its cost and its passive Blitz it makes sense that it should be more fragile, in the end it is unconditional]

#

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

[shoutout/credits to @dim shadow; another fairly reasonable addition to tone down this card, though even if it kinda approaches the issue of no (Soviet) units on board, it can still be bypassed with other cards]

[this change can actually be applied to any of the previous/following options if necessary]

#

3- Nerf;
Removed Blitz;
Deployment: Destroy another random friendly unit. Gets Blitz if you do.

[credits to both @lost hawk and @dim shadow; a masterpiece of an idea, I'm not surprised you both thought the same concept lmao]

burn RoundelUSSR fighter

#

3/A- (following 3rd option) Nerf;
Reduced defense to X.
(variants)
a- Reduced defense to 4. (4/4)
b- Reduced defense to 3. (4/3)

[credits to @dim shadow; not gonna lie, at first I thought this was quite a cruel change, but you know what, screw this thing, it is not that much of a big deal if compared to other fighters with equal cost lol]

#

3/B- (following 3rd option) Doubtful Buff;
Increased attack to 5 and reduced defense to 3. (5/3)

[might actually regret this, but given the fact that it is considerably more fragile, it might be reasonable to boost its attack slightly, big maybe]

#

4- Nerf/Rework;
Reduced both attack and defense by 2. (2/3)
Deployment: Destroy another random friendly unit. Gets +2+2 if you do.

[credits to @prime iron; I love this concept, and to be fair it pretty much pairs up with other fighters with equal cost while also not sacrificing its Blitz as with the previous idea]

burn RoundelUSSR fighter

#

4/A- (following 4th option) Nerf;
Now it gets +2+1 instead.

[effectively reducing its potential stats to 4/4]

#

4/II- (following 4th concept) "Buff";
Reduced defense to 3 and defense to 2; (3/2)
Deployment: Destroy another random friendly unit. Gets +1+3 if you do.

[pretty much the same deal as before, but the key difference here is that its stats pair up with say... HURRICANE Mk I]

burn RoundelUSSR fighter

#

4/II/A- (following 4/II option) Nerf;
Now it gets +1+2 instead.

[pretty much the same deal as with 4/A option, as now it maximum stat potential will cap at 4/4]

#

5- Nerf;
Deployment: Destroy another random friendly unit. If none, destroy this unit.

[now you won't be able to deploy this unit without any previous unit on the battlefield, it can still be played around it]

burn RoundelUSSR fighter

#

5/II- (following 5th concept) Nerf;
Deployment: Destroy a random friendly unit.

[credits to @proper sierra; I'm not gonna lie, I thought at first this would be kinda cruel but again... screw this OP thing, lets tie its performance to RNG and board competence]

#

5/II/A- (following 5/II option) "Buff";
(insert idea effect). Draw a card if this unit.

[now if you stumble upon the unfortunate outcome of it destroying itself upong deployment, you will get a small compensation for that]

burn RoundelUSSR fighter cards

#

5/II/B- (following 5/II/A option) Buff;
(insert idea effect). Draw 2 cards if this unit.

[now you'll essentially be able to have in hand a semi-flexible card that can provide you a powerful Blitz Fighter or a CONVOY HX 175 upon deployment]

burn RoundelUSSR fighter cards

#

6- Huge Nerf/Rework;
When this unit enters the battlefield, destroy another random friendly unit.

[now there is no chance of playing around its downside besides not having other units]

#

6/A- (following 6th option) Even bigger Nerf;
When this unit enters the battlefield, destroy a random friendly unit.

[same deal as before but now it can also destroy itself]

#

7- Nerf/Rework;
At the end of your turn, destroy another random friendly unit.

[similar concept as the 6th option, but now it'll trigger at the end of every turn; if you think this is unfair, keep in mind the whole concept of this unit is borrowed power for little cost, this should compensate it]

burn RoundelUSSR fighter

#

7/A- (following 7th option) Nerf;
At the end of your turn, destroy a random friendly unit.

[now it can also destroy itself, thus tying its survivability to RNG]

#

7/B- (following 7/A option) "Buff";
At the end of your turn, destroy a random friendly unit. Prioritize others.

[now it'll basically behave just like the previous two options, it can still destroy itself but only if left alone in the battlefield at the end of your turn]

burn RoundelUSSR fighter RoundelUSSR Hello

gusty steppe
#

MIG 3 (buff & rework ideas)
As for this (surprisingly non reserved) unit, I have to say that I find it... quite disapointing as a whole, while on paper it seems like a pretty solid counter to play against enemy countermeasures (specially decks built around them) I have to say that I find it terribly bland and slow for that purpose.

While technicaly speaking a 0-2k 4/4 fighter sounds pretty nice, its inconsistency leaves much to expect from it,
as it basically has a double conditional for its effect, being the first one having it in hand, and the following one is goes to actually having the enemy trigger a countermeasure, which not only it is so damn situational (depending on what the enemy has picked) but it is also tied to the same downsides of a countermeausure, which makes it in the end terribly inconsistent.

Atleasts that what I saw in recent times since I've started, m a y b e when it came up alongside the countermeasures it was the most amazing thing ever, but I cannot really see a world where it performs better than KATALINA for that matter, as it offers pretty much the same raw power while being cheap and functionaly great.

So to make this sad little/medium unit more worthy of an actual pick for air decks and counter to countermeasures, I've thought several ideas for it that might acomplish that perfectly:

#

1- Buff;
If in your hand, this unit costs 2 less each time a countermeasure triggers.

[slight adjustment to its passive effect, might not make that much of a difference but it could probably be a nice addition within nations that do actually run countermeasures, basically making it an air RHODOS GIANT]

burn RoundelUSSR fighter

#

1/II- (following 1st concept) Buff/Rework;
Costs 1 less for each enemy countermeasure triggered this battle.

[pretty much following the 1st option flexibility, though now it'll apply its so desired discount at all times instead]

burn RoundelUSSR fighter countermeasure RoundelUSSR Hello

#

1/II/A- (following 1/II option) Buff;
Costs 1 less for each countermeasure triggered this battle.

[now it can also get its discount with your own countermeasures as well]

burn RoundelUSSR fighter RoundelUSSR Hello

#

1/II/B- (following 1/II/A option) "Nerf";
Increased cost to 5k;

[slight cost adjustment to make up for its flexibility, though given the existence of certain Soviet cards, this might be more of an upside than anything]

#

2- Buff;
If in your hand, this unit gets +1+1 when an enemy countermeasure triggers.

[pretty much follows the same concept as KATALINA, though it is buffed while in your hand]

burn RoundelUSSR fighter

#

2/A- (following 2nd option) Buff;
If in your hand, this unit gets +1+1 and -1 cost when an enemy countermeasure triggers.

[pretty much the same deal as before while also re-applying its original effect as well]

#

2/B- (following 2nd option) Buff?;
If in your hand, this unit randomly gets +1+1 or -1 cost when an enemy countermeasure triggers.

[pretty much the same deal as before but now tied to RNG, which tbh might make it kinda inconvenient]

#

2/C- (following 2/B option) Buff;
Now it can get is cost reduced by 2 instead.

[thus restoring its original effect while having it tied to RNG]

#

2/II- (following 2nd concept) Buff;
If in your hand, this unit gets +1+1 when a countermeasure triggers. It costs 1 less if an enemy.

[now it'll pretty much can potentially be used with friendly countermeasures, while at the same time getting more benefits if an enemy countermeasure triggers instead]

#

2/II/A- (following 2/II option) Nerf;
Reduced both attack and defense by 1. (3/3)

[just to tone it down slightly given its flexibility]

#

2/III- (following both 2nd and 1st concepts) MERGE;
Deployment Gets +1+1 for each enemy countermeasure triggered this battle.

[slightly inspired by KATALINA's effect, now it can truly become a remarcable threat in the long term against countermeasures, say... it is a build up RETALIATION]

burn RoundelUSSR fighter countermeasure RoundelUSSR Hello

#

2/III/A- (following 2/III option) Nerf;
Reduced both attack and defense by 1. (3/3)

[lets be honest, even if we take into account that it is situational, it can be a truly counter-nuke unit to have around]

#

2/III/B- (following 2/III concept) Buff;
Deployment: Gets +1+1 for each countermeasure triggered this battle.

[now it is pretty much an air RHODOS GIANT that can be buffed up to oblivion]

burn RoundelUSSR fighter countermeasure

#

2/III/C- (following 2/III/B option) Nerf;
Reduced both attack and defense by 1. (3/3)

[obviously to tone down its added flexibility]

#

2/III/D- (following both 2/III/B and 2/III/C options) Nerf;
Increased cost to 5k. Applies to both variants.

[yet again the same reasoning as before, its added potential makes it a remarkable threat in the mid/long run]

#

3- Rework;
If in your hand, put it into play when an enemy countermeasure triggers.

[credits to @lost hawk; pretty cool concept, though as he has mentioned it might need a stats adjustment from here]

burn RoundelUSSR fighter countermeasure

#

3/A- (following 3rd option) Buff/Nerf;
Reduced cost to 3k;
Reduced both attack and defense by 1. (3/3)

[here is the stat adjustment, which works pretty fine for its added purpose]

#

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

[now it could technically be considered a direct counterpart of YAK 3 given its conditional power]

#

3/II- (following 3rd option) Nerf;
If in your hand, put it into play when 2 or more enemy countermeasures triggers.

[shoutout/credits to @lost hawk; pretty much the same deal as before, but now its conditional is slightly bigger to tie it up to its stats and cost, basically to keep it in its original form as much as possible]

burn RoundelUSSR fighter

#

3/II/A- (following 3/II option) Buff;
If in your hand, put it into play when 2 or more countermeasures triggers.

[now it can also be affected by your own countermeasures as well]

#

4- Rework;
Draw from your deck when an enemy countermeasure triggers.

[pretty much inspired by M4A1's concept, though this time applied to countermeasures, careful with overdrawing lmao]

burn RoundelUSSR fighter

#

4/II- (following 4th option) Buff;
(insert idea effect). If in your hand, it costs 2 less.

[basically the same deal as before but while also restoring back its original effect as well, thus making it pretty flexible]

#

4/II/A- (following 4/II concept) Buff;
(insert idea effect). If in your hand, it gets +1+1.

[same deal as before, but now instead of getting a cost discount it'll get a stat buff (while in hand)]

#

4/III- (following 4th concept) Buff;
Draw a copy from your deck when a countermeasure triggers.

[a pretty similar idea as the 4th option, but now it can also be triggered by friendly countermeasures as well, though the key difference here comes that it can only draw 1 copy per countermeasure ofc]

burn RoundelUSSR fighter countermeasure cards RoundelUSSR Hello

#

4/III/A- (following 4/III option)
(insert idea effect). If in your hand, it costs 2 less.

[same deal as before, but now it can get its cost reduced if a countermeasure triggers while in hand]

#

4/III/B- (following 4/III option) Buff;
(insert idea effect). If in your hand, it gets +1+1.

[yet again, same deal as before but now instead of getting its cost reduced it now gets a stat buff while in hand]

#

5- Bizarre Rework;
Show when drawn: Add a random countermeasure to the enemy hand. Reduce this unit cost equal to it.

[credits to @dim shadow; a pretty unusual concept that I'm not gonna lie, it was quite tricky to actually apply the idea in a proper text given how long it is, though I think this might make the trick]

burn RoundelUSSR fighter countermeasure RoundelUSSR Hello

#

5/A- (following 5th option) Buff;
Reduced cost to 3k.

[while it might technically powercreep cards like ME BF 190 E, YAK 3, etc., we have to take into account that it provides the enemy an additional tool that WILL be used against you]

#

5/B- (following 5th option) Buff;
Show when drawn: Add a random countermeasure into the enemy deck. Reduce this unit cost equal to it.

[pretty much the same deal as before, but now it won't give the enemy an immediate tool to use against you as soon as you draw this unit, while keeping its positive effects for it]

#

5/II- (following 5th concept) Buff;
Show when drawn: The enemy draws a card. Reduce this unit cost equal to cards in the enemy hand.

[pretty much the same deal as before, though now it'll basically be a 3k base fighter that can get its cost reduced even further]

burn RoundelUSSR fighter

#

5/II/A- (following 5/II option) "Nerf";
Increased cost to 5k.

[this might tone down its possible power, thought again this is mostly a possitive thing given the existence of certain Soviet cards]

#

5/II/B- (following 5/II option) Nerf;
Reduced attack/defense to X.
(variants)
a- Reduced defense to 3. (4/3)
b- Reduced both attack and defense to 3. (3/3)

[same reasoning as before, though now the adjustment is applied to the unit's stats instead]

#

5/III- (following 5/II concept) Buff;
Show when drawn: The enemy draws a card. Reduce this unit cost equal to that card cost.

[loosely inspired by ME 410 HORNISSE's effect, though instead of dealing damage to the enemy HQ it'll give this unit a cost discount]

burn RoundelUSSR fighter

#

5/III/A- (following 5/III option) "Nerf";
Increased cost to 5k.

#

6- Rework;
Deployment: The enemy discards a random countermeasure.

[while following its original anti-countermeasure concept, now it'll have a more direct approach, though tbh this kinda makes it a Japanese fighter lmao]

burn RoundelUSSR fighter

#

6/A- (following 6th option)
Deployment: The enemy puts a random countermeasure in hand into their deck.

[similar deal as before, but instead of straight up making the enemy discard its countermeasure, it'll now shrink its hand instead]

#

7- Rework;
Deployment: Target an enemy. Deal damage equal to total cost of all active enemy countermeasures.

[now you can essentially nuke that pesky countermeasure user if it ends up relying too much on its so precious countermeasures (me lmao)]

burn RoundelUSSR fighter

#

7/A- (following 7th concept) Nerf;
Deployment: Target an enemy. Deal damgage equal to cost of a random active enemy countermeasure.

[similar deal as before, but now its damage will not be total but randomly selected (to an active enemy countermeasure)]

#

8- Rework;
Operates for free if you've played an order last turn.

[credits to @deft leaf; a pretty mild effect, though still quite powerful and useful in certain circumstances]

burn RoundelUSSR fighter

#

8/II- (following 8th concept) Buff;
Costs 2 less and operates for free if you've played an order last turn.

[same deal as before, but now its deployment cost can also be temporarily reduced as well]

#

8/II/A- (following 8/II option) Nerf;
Costs 1 less and operates for free if you've played an order last turn.

#

8/III- (following 8/III option) Buff;
Costs 0 to play and operate if a countermeasure triggered last turn.

[while following the original effect and @deft leaf's idea, now it'll benefit from any countermeasures triggered last turn instead]

burn RoundelUSSR fighter countermeasure RoundelUSSR Hello

#

8/III/A- (following 8/III option) "Nerf";
Costs 2 less to play and operate if a countermeasure triggered last turn.

[same deal as before, and while the operation cost concept is "untouched" its deployment cost is another topic to talk about]

#

9- Rework;
Draw a card and shuffle a MIG 3 into your deck when an enemy countermeasure triggers.

[now it pretty much works like an evil combination of both BLOHM & VOSS BV 138 and 6th MOTOR RIFLES, though this time it relies on enemy countermeasures instead]

burn RoundelUSSR fighter countermeasure cards RoundelUSSR Hello

#

9/A- (following 9th concept) Buff?;
Shuffle a MIG 3 into your deck when a countermeasure triggers.

[now it can also triggers its effect with your own countermeasures, though while it might now be unable to draw you cards anymore, it'll provide you with more copies of itself, thus replacing said cards]

gusty steppe
#

10- Rework;
When this unit is targeted by an enemy card, remove it from the battlefield instead until end of the enemy turn.

[credits to @prime iron; for some reason I forgot to do this option even though I did wrote it down; even though it is not the same idea I feel that this concept makes more sense overall, which btw makes it pretty annoying and decently powerful]

burn RoundelUSSR fighter

#

10/A- (following 10th option) Nerf?;
Now it returns at the end of your turn instead.

[thus not allowing it to be able to be used in your turn again]

#

10/II- (following 10th concept) Buff;
Retreat this unit before damage is applied when it is attacked. If it returned to hand, it costs 2 less.

[pretty much the exact same effect as BM-13N US6, though given its obvious lack of Blitz, it now has an additional conditional discount if it returns to hand]

burn RoundelUSSR fighter

gusty steppe
#

CARD QUESTION: 1005th RIFLES; 222nd GUARD RIFLES; 1357th RIFLES
What do you think about this cards? 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:

  • 1005th RIFLES: (I hate this card, mainly because of Tow); what can I say about this unit... I personaly find it terrible, I'm not sure how did it perform before when it was released/mainstream, but I don't find it that good to begin with, for the most part I feel it is pretty much a worse version of JAGDPANTHER, given that not only it has the very same issues as that unit, but also it is an infantry that costs substantialy more, and while its effect might be good, I don't think it is that useful within this unit if compared to say... T-34-85 which would you look at that! a better option with a better unit type, stats and equal effect; and just like many Ambush units unless they either have Guard or any other form of complementary effect with them, they suck (specially now with Shock). I'd say it should be greatly buffed, if not reworked.

  • 222nd GUARD RIFLES: (never used it); I'm not entirely sure what to think about this unit, to start with ven though it has a very high cost, it is a Guard with 7/7 stats, which pretty much makes it a formidable defensive tool, but if we only did focus on that it'll pretty much be a worse 25th INFANTRY REGIMENT, but its doesn't end here ofc, as it has with itself a Pincer effect that allows it to fully repair a friendly unit of your choice at the end of your turn, if its effect somehow ends up being shutdown it already provided you a good outcome technically, though I'm not entirely sure that outside of that it might be truly useful or practical. What do you think of it? Should it need an adjustment? Keep in mind modern meta and Pincer status right now.

#
  • 1357th RIFLES: (used it rarely, but I love its artwork); another tricky card to analize for me, on a quick look and use I didn't find it that useful to begin with, even though it is obviously aimed as a synergy tool within "Repair decks" and its potential attack increase, I find it very expensive and clumsy to play with, thus the loss of tempo and lack of disproportionate trade against other units with equal cost (or many more) actually makes it unreliable, atleast imo, not to mention that as it is an infantry it moves very slowly and is also prone to removal, thus also killing off any remaining reasons to play it. I might be wrong in this, but I think it should be buffed, either cost wise and/or stats/keywords.
#

(btw, as another small quick question, should I consider thinking off Pincer effects for card ideas?)

prime iron
gusty steppe
#

I do remember them

#

saw some when playing with the campaign (and I think you've shared with me others)

#

(I'm not gonna lie, at this point I'm tempted to pinging Karma to see if he can share with me the Tow upgrade options lol)

prime iron
#

First part I guess

gusty steppe
#

@thorn ivy hi! sorry to ping ya but.. if you see this message, it is possible that you might share with me or us here all of the ToW upgrade options? I'm interesting into looking at them to get a grip on what the Dev team had thought for "buffs" for the different cards in that gamemode. Again srry for the inconvenience.

#

(lets see if he sees this)

prime iron
wet smelt
#

222nd 9k. 2op 7/7 guard
Deployment: convert a unit into YAK 9

gusty steppe
#

any unit?

wet smelt
#

1005th
4cost 1op 5/3 ambush
When you destroy a unit on the enemy turn, convert 2 enemy units into routed troops

wet smelt
gusty steppe
#

its not a bad concept, but thats just a incredibly better version of WOLVES REGIMENT

#

if it can target enemy units ofc

wet smelt
#

But it gives a 4/5 fighter not routed troops

#

And costs 9

gusty steppe
#

while it is not converting it into a ROUTED TROOPS, it can sure come in handy to remove greater threats

#

mh..

#

mh....

#

I'll think about it, it is a very interesting concept

wet smelt
#

1357th
4k 3/6 guard
When this unit takes 7 damage in total, convert it into 1357th rifles and give it a random combat keyword

lost hawk
#

For 1005th, maybe work with Ambush archetype and do something like "When you deploy a Ambush card (including this), draw a card"?
Or other ambush related effects

#

For 222, given its high cost and how Pincer is shelved as a whole, I'd rework it, maybe into "Your units cant be retreated or suppressed", making him a global No Retreat
Or, another similar option, "Deployment: Your units get "Can't be retreated or suppressed"

#

1357 maybe could get a combat keyword on top of getting attack

gusty steppe
#

(I wonder what will happen with Pincer archetype in a future...)

lost hawk
#

I bet it will stay in reserve pool forever

gusty steppe
#

sadge

gusty steppe
#

wait now that I'm editing 1005th RIFLES' ideas, I've noticed it is the only (or one of the few) that is grammaticaly correct, it says "an order" and not "a order".

#

I have so much joy right now

gusty steppe
#

as always your takes amuse me lmao

#

wait, even 222nd GUARD RIFLES? is it that bad?

#

I'm kinda in a middle ground with that card

deft leaf
#

The problem with any repair infantry is that suppression and removal are way too efficient

prime iron
deft leaf
#

If you want any of them to work, it needs to be "at the start of your turn, fully repair this unit if damaged. If you do, [proc effect]"

prime iron
#

Pincer: When this unit is destroyed, add a copy to your support line with Blitz

prime iron
agile coyoteBOT
#

Cards found: 1

deft leaf
#

Because then you'll actually get the effects to proc without giving up all of your deck's tempo

gusty steppe
#

oh right

prime iron
#

Draw when the enemy targets or attacks this unit

prime iron
#

!T-38

agile coyoteBOT
#

Search language: EN. No cards found...

prime iron
#

!t-28

agile coyoteBOT
#

Cards found: 1

prime iron
#

T-28 Sr. Essentially

deft leaf
#

The concept is great, the effect is garbage

#

If you manage to use the same concept for an actually decent effect, kudos to you

gusty steppe
#

I might include that one for the next batch lol

prime iron
#

@deft leaf

#

There

#

Way better card

gusty steppe
#

thats far better than a handlock effect

#

hell even without the -2 discount it would be awesome

prime iron
#

Oh yeah true

gusty steppe
#

the expert has talked, so it must be a really good option

gusty steppe
#

ok "last" minute before I start yapping about 1005th RIFLES, any additional ideas?

proper sierra
#

Fury🥱

gusty steppe
#

1005th RIFLES (buff & rework ideas)
As for this reserved unit, I have to say that while the artwork is really dope (as with many Soviet cards), I always found it to be HORRIBLE as an actual unit, not only it has the exact same issues as JAGDPANTHER, which are an absurdly high cost while having a very low defense (thus a bad ratio in value), but this unit somehow ends up being worse by being an Infantry, and while its draw effect is nice (on paper) we already have the so glorious T-34-85 which is a tank with better stats, passive effect and rarity, thus making it redundant imo.

I do get the idea of that pseudo mini archetype where Ambush units are the main focus but lets be honest, most of them suck and are either too slow or unreliable to play with, on top of that with Shock being a thing now it ends being far worse to rely on, besides your usual removal tools.

And while this unit (plus JAGDPANTHER and others) are mainly intended to be used to block/control the frontline, its laughable defense values leaves it room to be destroyed by even the cheapest cards out there, plus again Shock units.

[not to mention it is a horrible card to have in the Campaigns, oh god I hate it]

So, to make this sad unit with a great artwork actually usable at all, I've thought several ideas that might actually make it a great unit to use around]

#

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

[there, now it actually has a reasonable cost considering both its unit type and stats, might not be the greatest change ever but it might make it more useful overall]

[as always, this change (and its variants) can also be applied to any of the following options if necessary ofc]

#

1/A- (following 1st option) Nerf;
Reduced attack to 4. (4/3)

[just in case the 5 attack within a 3k Ambush unit ends up being too powerful, here is a counter change to adress that possible issue]

#

1/B- (following 1/A option) Buff;
Increased defense to 4. (4/4)

[and now given that its attack is lower, it can also be reasonable to increase its defense a little bit, big maybe here]

#

1/II- (changes to base card) Buff;
(kept cost at 4k)
Increased attack/defense to X.
(variants)
a- Increased defense to 4. (5/4)
b- Increased defense to 5. (5/5) [shoutout to @prime iron]
c- Incresed defense to 5 and reduced attack to 4. (4/5)

[various changes in regards of its statline at 4k]

#

1/II/A- (following 1/II's variants, option "b") Nerf;
Increased cost to 5k.

[a pretty robust and solid unit to have around for 5k, kinda pairs it up with T-34-85 in terms of raw power, although its Ambush changes the way it can be possibly be used]

#

1/II/B- (following 1/II's variants, option "b") Nerf;
Now it has Bond.

[alternative "downside" if you think that increasing its cost might be too much]

#

1/III- (following 1st concept); (change to base card) Buff;
Draw a card when the enemy targets or attacks this unit.

[shoutout/credits to @prime iron; pretty much inspired by RAF MUSTANG's concept, and it fits it like a glove]

#

2- (changes to base card) Buff;
Added keywords:
(variants)
a- Now it also has Shock.
b- Now it also has Guard.
c- Now it also has Fury. [credits to @proper sierra; didn't consider it at first, but it is a solid option indeed]

[this combat keywords could technically be applied to any of the followin/previous options, though with caution]

#

2/A- (following 2nd concept) Buff;
Now it has Blitz.

[pretty delicate change to consider here, as it pretty much powercreeps at some degree 101st AIRBORNE, even though it lacks its characteristic deployment effect]

#

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

[now it pretty much has the exact same old cost of the already mentioned 101st AIRBORNE]

#

2/C- (following 2/A option) Nerf;
Now it has Bond.
(alternative variant)
a- Increased cost to 5k.

[same deal as before, but with an increased nerf adjustment]

#

3- Rework;
When 1005th RIFLES attacks and destroys an unit, draw a card.

[now it pretty much has the exact same effect as P-47D THUNDERBOLT (there might be others, but I don't remember)]

burn NationUSSR infantry cards

#

3/A- (following 3rd option) Buff;
When 1005th RIFLES destroys an enemy unit, draw a card.

[pretty much the same deal as before, but now it can also trigger its effect if any unit attacks it and ends up being destroyed; also as another small hint, it could also trigger its effect with external effects that might allow it to destroys other enemy units as well]

#

4- Rework;
When an enemy unit is destroyed, add a ROUTED TROOPS to the enemy hand.

[credits to @wet smelt; while it is quite distant from its original idea, I didn't find it fair at all for an Standard unit, thus I've thought this concept in its place]

[while technically benefitial for the enemy to retrieve some value with their own destroyed units, it also clogs their hand and forces them to play these, thus repeating the cycle]

burn NationUSSR infantry NationUSSR Hello

#

4/A- (following 4th concept) Buff?;
When an enemy unit is destroyed, add a ROUTED TROOPS (in)to the enemy deck.

[pretty much the same deal as before, but now it will kinda work like RESISTANCE, but it'll instead deprive the enemy of getting its own cards, though it might technically help them with Morale damage in the long run I suppose]

#

5- Rework;
Units dealt combat damage by this unit are Converted into ROUTED TROOPS.

[now it pretty much works like a gigantic SISSI, or in any case like alternative to WHITE GUARD]

burn NationUSSR infantry NationUSSR Hello

#

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

[I originally intended to increase its operation cost, but thats lame lmao]

#

5/II- (following 5th concept) Buff;
Units dealt combat damage by this unit are destroyed.

[pretty much the same deal as before, but now it'll actually destroy the damaged unit in combat]

burn NationUSSR infantry NationUSSR Hello

#

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

[same deal as with 5/A option, there was another nerf intended for it, but I changed it last minute]

#

6- Rework;
When a friendly unit with Ambush destroys an unit, draw a card.

[shoutout/credits to @lost hawk; while technically not his idea, the general concept of playing around the Ambush archetype inspired me to think of this]

burn NationUSSR infantry

#

6/A- (following 6th option) Nerf;
Now it only triggers once per turn.

#

6/II- (following 6th concept) Buff;
Draw a card when you deploy or add an unit with Ambush.

[shoutout/credits to @lost hawk; while it is not the exact same idea, it is quite close to what he proposed, but with the addition of the "add" effect, plus it should also count itself right?]

#

6/II/A- (following 6/II option) Nerf;
Now it only triggers once per turn.

#

6/III- (following 6th concept) Buff;
When you deploy an unit with Ambush (including this), draw a card.

[credits to @lost hawk]

burn NationUSSR infantry cards

#

6/III/A- (following 6/III option) Nerf;
Now it only triggers once per turn.

#

6/IV- (following 6th concept) Buff;
Your HQ gets +1 defense when an unit with Ambush destroys an unit.

[while it can technically (and literally) count enemy Ambush units, it might still make it an interesting to unit to have around as a support/counter]

#

6/IV/A- (following 6/IV option) Buff;
Now your HQ gets +2 defense instead.

#

7- Rework;
Deal 2 damage to a random enemy when you deploy an unit with Ambush.

[at first I thought this was a good idea, but then I properly checked the Collection and found out there are a considerable amount of Ambush units withing the Soviet nation.... so yeah this might be busted]

#

7/II- (following 7th concept) Buff;
Give your HQ +2 defense when you deploy an unit with Ambush.

[same deal as before, although now it'll work mostly as a support tool than a burn one]

#

8- Rework;
When another friendly unit is destroyed, your HQ gains +1 defense.

[pretty much the exact same effect as with 329th ENGINEER BATTALION, though ofc it is considerably more expensive and lacks Smokescreen]

burn NationUSSR infantry NationUSSR Hello

#

8/A- (following 8th option) Toxic Buff;
Now your HQ gains +2 defense instead.

[this might be too much already for a Standard unit]

#

9- Rework;
Gets +1 defense and Guard when your HQ is damaged.

[pretty much the same concept as 456th RIFLE REGIMENT, though this time it comes within an already beffy unit that can be really threatening]

burn NationUSSR infantry

#

9/A- (following 9th option) Questionable Buff;
Now it gets +2 defense instead.

#

9/II- (following 9th concept)
Gets Shock when your HQ is damaged.

[pretty much the same deal as before, though we can technically consider it an "alternative" to 204th GUARDS but as with a "retaliation" kinda of effect]

burn NationUSSR infantry

#

9/II/A- (following 9/II option) Buff;
Gets +X defense and Shock when your HQ is damaged.
(variants)
a- Gets +1 defense and Shock when your HQ is damaged.
b- Gets +2 defense and Shock when your HQ is damaged. [questionable]

#

9/III- (following 9th concept) Toxic Buff;
Has Blitz if your HQ was damaged this turn.

[now it kinda follows the same concept as seen in the 2nd option, but now its Blitz effect is entirely conditional; slightly inspired by M4 SHERMAN PL's effect]

burn NationUSSR infantryNationUSSR Hello

#

9/III/A- (following 9/III option) Buff?;
Has Blitz if your HQ was damaged last turn.

[same deal as before, but now its conditional effect is tied to what happened in a previous turn instead]

#

9/III/B- (following 9/III/A concept) Buff?;
Has Blitz if your HQ was damaged by the enemy last turn.

[same deal as before, but now it can only be triggered by enemy damage]

#

9/IV- (following 9/III concept) Toxic Buff;
Has Blitz if your HQ was damaged since last turn.

[now you have a frame of action of 2 turns to trigger its Blitz effect, either with self damage of enemy's]

burn NationUSSR infantryNationUSSR Hello

#

9/IV/A- (following 9/IV option) Nerf?;
Has Blitz if your HQ was damaged by the enemy since last turn.

[while technically redundant to word it this way, there might be instances where you might actually get damaged by the enemy in your own turn, say E.G: A Destruction effect or countermeasure]

#

10- Rework;
When this unit destroys an unit, deal excess damage to the enemy HQ.

[pretty much the same concept as seen in 756th REGIMENT, though this time it can also trigger with the enemy attacker's destruction too]

burn NationUSSR infantry

#

10/A- (following 10th option)
When this unit destroys an unit, your HQ gets excess damage as defense.

[kinda odd wording here but the concept remains the same... kindoff, this time instead of burn effect it'll give you healing]

#

11- Rework;
Destruction: Draw a card. If it's the enemy turn, draw 2 instead.

[quite simple effect yet very effective and flexible change for card draw given its purpose]

#

11/A- (following 11th option) Nerf;
Now it has Bond.

[oh wows]

#

12- Rework;
Has +X defense in your turn.
(variants)
a- Has +2 defense in your turn.
b- Has +1 defense in your turn.

[technically speaking and if not mistaken, this additional defense will be removed on the enemy turn, but work as a "permanent" addition if the unit is damaged, thus working as well as a repair effect]

burn NationUSSR infantry

#

12/A- (following 12th concept)
Has +X defense on the enemy turn.
(variants)
a- Has +2 defense on the enemy turn.
b- Has +1 defense on the enemy turn.

[same deal as before but working the other way around instead]

#

13- Rework;
Deals double damage against units in the frontline.

[pretty much the exact same effect as 2/5 MARINES, with a whole 10 base damage to work with!]

burn NationUSSR infantry

#

13/A- (following 13th option) Nerf?;
Deals +X damage against units in the frontline.
(variants)
a- Deals +2 damage against units in the frontline.
b- Deals +3 damage against units in the frontline.

[imagine pairing this up with things like FRONTAL DEFENSE burn]

#

13/II- (following 13th concept)
Deals double damage against tanks.

[this types of effect suck for the most part, but I thought it would be a funny addition given the weapon displayed in the artwork]

#

14- Rework;
When 1005th RIFLES destroys an unit, Convert it into 1005th RIFLES.

[while a pretty bizarre effect, it will pretty much allow it to bypass the Ambush limitations by refreshing it each time it destroys an unit, plus it might also repair itself]

burn NationUSSR infantry

#

15- Rework;
Deployment: Target damaged unit is sent to owner's hand.

[slightly inspired by both German return cards effect and specially 83rd NAVAL BRIGADE's concept]

burn NationUSSR infantry NationUSSR Hello

#

15/A- (following 15th option) Buff;
Deployment: Target damaged unit is sent to owner's deck.

[now target unit is yeeted into oblivion lmao]

#

16- Bland Rework;
Cannot be Pinned or Suppressed.

[meh]

#

17- Rework;
Ignores enemy Shock.

[lets say that now it'll pretty much have the ultimate Ambush effect, thus negating any Shock attacks against it (basically, a normal trade if possible)]

burn NationUSSR infantry NationUSSR Hello

#

18- Rework;
Pincer: Shock.

[pretty hard change for a thing like this to be applied or return, but who knows!]

#

18/II- (following 18th concept)
Pincer: Draw a card when the enemy targets this unit with an order.

[pretty much the exact same original effect but now as a Pincer effect!]

burn NationUSSR infantry NationUSSR Hello

#

18/II/A- (following 18/II option) Buff;
Pincer: Draw a card when the enemy targets or attacks this unit.

[shoutout/credits to @prime iron; now it'll basically have a Pincer RAF MUSTANG effect]

#

18/III- (following 18th concept)
Pincer: Buff.

[yeah thats about it, still cool right?]

#

18/IV- (following both 18th and 17th concepts) MERGE;
Pincer: Ignores enemy Shock.

[now it'll basically be able to trade normally against attacking Shock units, as Pincer effect ofc]

#

19- Toxic Rework;
Deployment: Set target enemy unit's operation cost to 4.

[pretty much inspired by SCORTCHED EARTH and No. 9 COMMANDO's concepts]

burn NationUSSR infantry manhattan NationUSSR Hello

#

19/A- (following 19th concept) Buff?;
Deployment: Target an enemy unit. Double its operation cost.

[same deal as before, but situationally more horrible]

deft leaf
gusty steppe
deft leaf
#

Because a standard 4k infantry should never be able to hold the Frontline 0-1 against elite and special 8k heavy tanks

#

The way this is written, this infantry alone would prevent any Tigers (or even the Soviet Heavy tanks) from every taking the Frontline

#

Plus, it has Ambush, so instead of a 1-1 trade your opponent nets 0-1. Or 1-2

#

This is way too much value

gusty steppe
#

that makes sense

#

I have to say that I do not really like that idea since it is mediocre (at best), and while it is technically true the fact that it can block the frontline against big tanks (which I don't think it is an issue) it is still a very fragile unit that can be taken down by anything else

#

and for the most part, big tanks are not viable unless they have a good deployment effect or passive (say MAUS, T-34-85 1945, etc.)

deft leaf
gusty steppe
#

eh fair enough

#

you're are right, it would be cruel to hinder a unit type that already sucks lol

gusty steppe
#

222nd GUARD RIFLES (buff & rework ideas)
As for this reserved unit, as I have that I found it (and still find it) quite hard to evaluate accordingly, on one hand as it is an 7/7 Guard, even with 9k is a pretty solid unit, though ofc its use doesn't end there ofc as its Pincer allows it to both repair itself and a friendly unit at the end of every single turn of yours, making it pretty much a gigantic wall of defense hard to destroy (that also "protects" its Pincer partner).

But here is the issue, even though a semi obvious power level in its design and concept, as for todays meta it is pretty much unreliable since there are so many ways to cut off/cancel Pincer effects, either with Removal, Suppression, etc., making it quite hard to play with it (specially considering its big cost which is no joke, its almost an entire turn worth of kredits).

And considering the fact that unless Pincer as a whole is buffed/reworked in a future, this card has no hope of being useful all things considered; so for the purpose of it being a truly threatening and practical unit to have around, I've thought a couple of ideas for it if it ever comes back:

#

1- (change to base card) Buff;
Reduced cost to 8k.

[a pretty simple yet quite reasonable change considering how frail Pincer effects are and its rarity]

#

1/A- (following 1st option) Buff;
Reduced cost to 7k.

#

1/B- (following 1st option) Buff/Nerf;
Reduced cost to 6k;
Reduced attack to 4 and defense to 6. (4/6)

[same deal as before but with stats tweaked to avoid powercreep, it can still be further adjusted ofc]

#

1/II- (following 1st concept) Buff/Nerf;
Reduced cost to 7k;
Pincer: At the start of your turn, fully repair this unit.

[alternative variant where while it costs considerably less, its effect doesn't go off instantly neither]

#

1/II/A- (following 1/II option) Buff;
Reduced cost to 6k.

[while you could argue that it powercreeps 122nd KORSUN cost/stat wise, we have to keep in mind its cost cannot be reduced as the later]

#

1/II/B- (following 1/II/A option)
Reduced attack to 4 and defense to 6. (4/6)

[but anyways, to avoid any balance issues here is an alternative with its overall stats reduced to match its cost and rarity]

#

2- (change to base card) Buff;
Pincer: At the end of your turn, fully repair this unit. Cannot be Suppressed.

[basically the same original card but now it cannot be Supressed, thus allowing it to keep both its Pincer and Guard (not sure if this additional effect could also be transfered as Pincer, if so then great!)]

burn NationUSSR infantry

#

2/A- (following 2nd option) Nerf;
Pincer: At the start of your turn, fully repair this unit. Cannot be Suppressed.

[same deal as before but with a considerably weaker effect since it cannot go off immediately after its deployment]

#

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

[credits to @deft leaf; a pretty clever solution to further increase its value and utility as an expensive Pincer Guard]

burn NationUSSR infantry

#

3/A- (following 3rd concept)
(insert base effect). Gets +X+X if you do.
(variants)
a- Gain +1+1 if you do.
b- Gain +2+2 if you do.

[pretty much the same deal as before, but now it'll behave somewhat like 17th RIFLE REGIMENT, but only be buffed if previously damaged ofc]

#

4- Rework;
Deployment: Convert target unit into YAK 9.

[credits to @wet smelt; a pretty bizarre concept for such a big unit, but at the same time quite intriging given its flexibility and situational usefulness, making it somewhat similar to WOLVES REGIMENT]

burn NationUSSR infantry NationUSSR Hello

#

4/A- (following 4th option) Buff;
(insert idea effect). Give it Blitz if friendly.

[pretty self explanatory]

#

4/II- (following 4th option)
(insert idea effect). (se variants) if an enemy.
(variants)
a- Pin it if an enemy.
b- Retreat it if an enemy.

[now it'll pretty much do the same thing as before, but if an enemy, even though it provides him a decent Fighter, it'll still be hindered, if not returned to hand if possible]

#

4/II/A- (following 4/II option)
(insert idea effect). Pin and Retreat it if an enemy.

[same deal as before but with combined debuffs for more power and less disadvantage to yourself]

#

4/III- (following 4th concept)
Deployment: Convert target unit into a random unit that costs 1 less.

[a pretty simple yet somewhat effective effect to remove any buffs within a target and possibly add a worse/different unit than the original]

burn NationUSSR infantry

#

4/III/A- (following 4/III option) Buff;
Deployment: Convert target unit into a random unit that costs X less.
(variants)
a- ...into a random unit that costs 2 less.
b- ...into a random unit that costs 3 less.

[same deal as before but with a bigger range of effect against target, though it could be argued that it might not be as effective against units with low cost as it only Converts them, not destroy and add]

#

5- Rework;
Your units cannot be Pinned or Suppressed.

[credits to @lost hawk; now this would be pretty much a budged KING TIGER but that can only block some debuffs for all of your units, plus it is a nice big Guard]

burn NationUSSR infantry NationUSSR Hello

#

5/A- (following 5th option) Nerf;
Your other units cannot be Pinned or Suppressed.

[same deal as before, but now it cannot protect itself against said debuffs, making it considerably less oppressive]

#

5/II- (following 5th concept) Rework;
Deployment: Your units get: "Cannot be Pinned or Suppressed."

[credits to @lost hawk; pretty much the same deal as before but now as a one time thing that is no longer tied to the presence/survival of this unit in particular]

#

5/II/A- (following 5/II option) Nerf;
Deployment: Your other units get: "Cannot be Pinned or Suppressed."

[same thing as before, but now it cannot affect itself]

#

6- Rework;
Pincer: When this unit is destroyed, put a copy of it to your support line.

[credits to @prime iron; a pretty powerful effect that if played correctly, it can have incredibly powerful outcomes, which btw it works almost exacltly as T-28, but ironically/comically better lmao]

burn NationUSSR infantry NationUSSR Hello

#

6/II- (following 6th concept)
Pincer: When this unit is destroyed, put a copy of it to your hand.

[same deal as before, but now said copy will be added instead to your hand, which might be pretty useful if you plan on reusing deployment/pincer effects again]

#

6/II/A- (following 6/II option) Buff;
Pincer: When this unit is destroyed, put a copy of it to your hand with Blitz.

[shoutout to @prime iron; pretty much the same concept as before but now with the remnants of the Blitz effect that could not make it into the text for the original idea(not enough for it to fit)]

#

6/III- (following 6th concept)
Pincer: When its Pincer partner is destroyed, put a copy of it to hand.

[pretty much the same deal as before but now working the other way around for some shenanigans]

burn NationUSSR infantry

#

7- Rework;
Pincer: When its Pincer partner is destroyed, Convert this unit into it.

[semi experimental wording to play around with the "Pincer partner" effect and Convert, this time the unit destroyed will have a "second life" of sorts]

burn NationUSSR infantry

#

7/A- (following 7th option) Alternative;
Pincer: When this unit is destroyed, Convert its Pincer partner into this.

[pretty much the exact same effect as before but with an alternative wording]

#

8- Bland Rework;
Pincer: When the enemy targets or attacks this unit, draw a card.

[a T-34-85 style type of effect but now as a Pincer, or to be more precise more similar to RAF MUSTANG]

burn NationUSSR infantry NationUSSR Hello

#

9- Rework;
Pincer: If it leaves the battlefield undestroyed, add a copy to hand.

[kinda self explanatory, but basically if any of the Pincer affected units ends up being Removed/Returned to hand/Shuffled/etc., it'll give you a copy of it]

burn NationUSSR infantry

gusty steppe
#

1357th RIFLES (buff & rework ideas)
As for this reserved unit, I have to say that just like with 1005th RIFLES, I do find its concept pretty nice and specially its artwork good as well, but in this case I might say that I prefer this one in comparison, as a whole it has a pretty substantial statline that combines pretty well with its passive effect, which increases its damage over time when damaged or fully repaired, pretty neat if you ask me.

But... here is the thing, not only it is quite slow to act and have an effective power in battle, but it also lacks any type of use besides being a (possibly) big hitting unit you can use around, as for one you need it to be damaged, then you need tools to repair it (pretty scarse and/or bad to use nowadays), and on top of that it has an incredibly high cost for its over all performance (atleast from what I tried so far).

I'm not exactly sure how did the "Repair decks" perform in the past when it was released, I bet it was a decent mechanic but not a game changer by any means, and let alone (if we consider some cards nowadays) not very used that much, and this gets worse with something like this card.

I might be wrong in some of my takes here, but I do believe this unit deserves to be considerably better all things considered, so for that purpose I've thought several ideas to achieve that goal when it ever comes back:

#

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

[a pretty simple yet very effective change for this unit in particular, and imo I find it to be the most optimal option considering its power level compared to other 4k Standard infantries]

#

1/A- (following 1st option) Nerf?;
Reduced defense to X.
(variants)
a- Reduced defense to 6. (3/6)
b- Reduced defense to 5. (3/5) [kinda low, there'll be an alternative]
c- Reduced defense to 5 and increased attack to 4. (4/5) [here it is]

#

1/II- (following 1st option) Nerf;
When this unit takes damage, it gets +2 attack.

[now while keeping its new reduced cost and original statline, it'll lose its "fully repair" synergy, though I have the feeling this doesn't make that much of a difference]

#

1/III- (kinda following 1st concept) Buff;
When this unit is damaged or is fully repaired, it gets +2+1.

[a pretty similar concept as to BLOODY ELEVENTH, but on a more expensive unit]

#

2- (change to base card) Buff;
Added keywords:
(variants)
a- Now it has Guard.
b- Now it has Blitz.

[now this options, while complementary to its effect, will now allow it to serve a more useful purpose overall]

#

2/A- (following 2nd option) Nerf;
Now it has Bond. Applies to both variants.

[might not be that necessary of a change, but just in case here it is anyways]

#

3- Rework;
Now it has Guard;
When this unit takes 7 damage in total, Convert it into 1357th RIFLES.

[credits to @wet smelt;a pretty unusual yet quite interesting way to allow it to both fully repair itself and trigger any friendly Convert synergies as well]

burn NationUSSR infantry

#

3/II- (following 3rd concept)
When this unit takes 8 damage in total, add a copy of ii to your hand.

[similar deal to the previous option, but this time it'll duplicate itself but either if it takes excess damage, was given defense and then damaged even further or the same thing as before but fully repaired instead]

#

3/II/A- (following 3/II option) Nerf;
After this unit takes 8 damage in total, add a copy of it to your hand.

[same deal as before but now it cannot trigger its effect if it effectively ends up being destroyed]

#

3/III- (following 3rd concept)
When this unti takes 7 damage in total, fully repair it.

[kindoff the same concept as the original, but now it'll only fully repair itself instead, besides it won't be able to do that if it takes lethal damage ofc]

#

4- Buff;
When this unit takes damage or is fully repaired, it gets +2 attack and a random combat keyword.

[credits to @lost hawk; a pretty simple yet extremely effective change for this unit in particular, and somehow I didn't though something like that lmao]

burn NationUSSR infantry

#

5- Rework;
If this unit leaves the battlefield undestroyed, add a copy of it to your support line.

[now it'll pretty much have a very similar effect as to IOSEF STALIN II, though now with a more flexible "if removed" effect]

burn NationUSSR infantry

#

5/II- (following 5th option)
If this unit leaves the battlefield undestroyed, add a copy of it to your hand.

[same deal as before but considerably less convenient, or is it?]

#

5/II/A- (following 5/II option)
Now it also gets its cost reduced by X.
(variants)
a- Reduce its cost by 1.
b- Reduce its cost by 2.

[now it'll be slightly less inconvenient to re-deploy again if so]

#

5/III- (following 5/III concept)
If this unit leaves the battlefield undestroyed, add a copy of it to your hand. Draw a card if so.

[same deal as before but again, slightly less convenient at some degree, but to now leave it with the plain effect I've added a card draw to complement it]

#

5/III/A- (following 5/III option) Buff;
Now it also reduces its cost by X.
(variants)
a- Reduce its cost by 1.
b- Reduce its cost by 2.

[same deal as before but the added copy is now cheaper ofc]

#

5/IV- (following 5/III concept) Toxic? Buff;
If this unit leaves the battlefield undestroyed, add two copies of it into your deck.

[same deal as before but now it'll add two additional copies of itself instead; oh boy this can be an interesting gimmick/counter]

#

5/IV/A- (following 5/IV option) Buff;
(insert idea effect). Draw a card if so.

[added card draw value to further increase its power ofc]

#

5/IV/B- (following 5/IV option)
Now it reduces its cost by X.
(variants)
a- Reduce its cost by 1.
b- Reduce is cost by 2.

[this might be really fked up in the long run]

#

6- Bland Rework;
Deployment: Your units get a random combat keyword.

[now it'll pretty much work as a simple complement unit to 77th GUARDS]

[given how simple it is, it could technically use the cost discounts from the 1st option too]

#

6/A- (following 6th option) Nerf;
Deployment: Your other units get a random combat keyword.

[same deal as before but now it cannot affect itself; now this time it being a 4k doesn't sound too bad]

#

7- Rework;
Destruction: If it has 3 attack or more, add a 1357th RIFLES with -1-1 to your support line.

[now it'll be able to have multiple lives if it meets its requirements, which to be honest are not that hard to acomplish for a unit that has very decent stats]

#

8- Rework;
When this unit is dealt damage, your HQ gets equal amount of defense.

[pretty much the exact same effect as with 845th RIFLES, though this time on a considerably more expensive but beffier unit; I know 461st RIFLES is a thing, but only by looking at it I can now it definitely sucks]

burn NationUSSR infantry

#

8/A- (following 8th concept) Nerf?;
When this unit takes damage your HQ gets +X defense.
(variants)
a- When this unit takes damage, your HQ gets +3 defense.
b- When this unit takes damage, your HQ gets +2 defense.

[while technically a "worse" version of the 845th RIFLES, it can still have some uses with its self damage synergy by giving out more heal than what it takes in damage]

#

8/II- (following 8th concept) Buff;
When this unit takes damage or is fully repaired, your HQ gets +X defense.
(variants)
a- ...your HQ gets +3 defense.
b- ...your HQ gets +2 defense.

[same deal as before but now it also counts its original fully repair mechanic as well]

#

8/III- (following 8/II concept); (change to base card) Buff;
When this unit takes damage or is fully repaired, it gets +2 attack and your HQ gains +X defense.
(variants)
a- ...your HQ gains +3 defense.
b- ...your HQ gains +2 defense.

[now it pretty much works as the original card but with additional HQ healing as well]

#

9- Rework;
When an enemy unit damages anything but this unit, Fight it.

[now it pretty much works like 1st GRENADIER REGIMENT but instead of destroying them it'll Fight them]

#

9/A- (following 9th option) Buff;
Reduced cost to 4k.

#

10- Rework;
At the end of its third turn, add a random Soviet tank with equal cost to its defense to the support line.

[just to clarify, it is kinda obvious it means its turns on the battlefield, and besides it'll work semi similarly to both IRON DIVISION and 38th GUARD RIFLES]

burn NationUSSR infantry tank NationUSSR burn

#

10/A- (following 10th option) Nerf;
Now it triggers its effect at the start of your turn instead.

#

10/II- (following 10th option)
At the end of its third turn, add a random Soviet tank with equal cost to its defense to your hand.

[pretty much the same deal as before but now said tank is added to hand instead]

#

10/II/A- (following 10/II option) Nerf;
Now it triggers its effect at the start of your turn instead.

#

11- Rework;
At the end of your turn, it gets a random combat keyword. Your HQ gets defense for each it already had.

[now it'll not only get a random combat keyword each turn but subsequently give your HQ defense for each it had already]

burn NationUSSR infantry

#

11/A- (following 11th option) Nerf;
Now it triggers at the start of your turn instead.

#

12- Rework;
At the start of your turn, fully repair this unit and lose 2 kredits.

[now you'll have an unit that has a big an consistent amount of defense all the time (if it survives), though with some economical cost ofc]

#

12/A- (following 12th option) Nerf;
Now you lose X kredits instead.
(variants)
a- ...and lose 3 kredits.
b- ...and lose 4 kredits.

[might be a little harsh of a nerf, but lets keep in mind it can heal up to 7 (or more) defense in a single go, though that might not really mean it is balanced I guess]

#

12/II- (following 12th concept) Buff;
At the start of your turn, if damaged, fully repair this unit and lose 2 kredits.

[pretty much the same deal as before, but now the credits loss is only a thing if this unit is damaged]

#

12/II/A- (following 12/II option)
Now you lose X kredits instead.
(variants)
a- ...and lose 3 kredits.
b- ...and lose 4 kredits.

[same deal as before and same harshness, though now with some breathing room if it ends up being not damaged ofc]

gusty steppe
#

thats what I think so too

#

(I'm the one editing these lmao)

deft leaf
prime iron
#

15526 Messages

gusty steppe
#

CARD QUESTION: 128th RIFLES; T-28; ZiS-2
What do you think about this cards? 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:

  • 128th RIFLES: (never used it); Not exactly sure about this unit, seems like a pretty simple yet somewhat effective Pincer unit to play around with, but its poor defense and the downsides of the whole Pincer effect might leave it quite vulnerable to any kinda of removal/damage, not to mention that if playing it alone (or if trying to use it more actively) it'll pretty much behave just like HIMEJI REGIMENT. I suppose it could be buffed (or reworked), but what are your takes on it?

  • T-28: (also never used it); Of all of the Pincer units, this is the most interesting one to look at, as an old reserved card, it had the now current effect from "add to top of your deck" as an effect, as for the Pincer itself it is.... cool but I cannot help it but think it works basically like a worse SHERWOOD FORESTERS, which in contrast it is an Standard 5/6 Guard infantry, not exactly the same but you get what I mean; even though it might allow it to retrieve again its Pincer partner (or itself) upon destruction, it also handlocks you and doesn't provide anything else besides it, also as Pincer and Blitz tank I think it is quite expensive in total, both in costs and operation. I think this card deserves a pretty good buff if not a rework around its concept (maybe discarding Pincer).

  • ZiS-2: (yet again, never used it); Not much to say here, a pretty interesting Pincer effect on a fairly sized artillery unit, but not impressed at all by its design, to not say that I find it terrible, not only it carries the downsides of a Pincer effect but it is also hella expensive for that purpose alone, as a Blitz card it underperforms in comparison to others and is unreliable at best. I believe it could be buffed for good.

prime iron
#

Now for 128th Rifles, hear me out. Passive effect, Pincer on this unit or partner cannot be lost. Pincer: Ambush, Shock

#

Or wait

#

Pincer: Can only be destroyed in combat.

#

For Zis-2. Pincer: +1 attack, -1 operation cost and Blitz

gusty steppe
#

I mean, tbh it could have a base cost of 2k

#

maybe even have 0 op cost for that matter

dim shadow
#

I think I like 128th rifles as is. I don't remember using any of these but 128th rifles seems like a cheap and balanced way to force the enemy to either use AOE or think about their attack order. It could definitely use a buff now, and I here is what I think you could do:

1- Increase defense to 2-3 and change effect to: Pincer: Ambush, Cannot attack.
Essentially makes it a purely defensive unit. Probably good to use on guards.

2- Add some anti-removal effect such as cannot be suppressed or costs extra to target.

T-28 is a cheap blitz tank that can copy cards. The easy way to buff it is to give it card draw. An extra buff might be 0op. If those 2 are included then for every 3k you have you can probably send a copy of this at an enemy unit until it is destroyed.

Zis-2 seems less like its supposed to buff something else and more like the pincer is supposed to buff itself. Its effectively: If you control another unit, has blitz. As with most all artillery, it has bad stats, but there are two ways you could go about this:

1- Focus on it blitzing other things.

2- Focus on it blitzing itself.

Maybe: The first unit you deploy each turn (including this) has blitz.

The next unit you deploy has blitz.

Give a unit in hand blitz.

If you control another unit, has blitz.

Change the stats to 3-4 attack.

Add an extra effect: Gain 3 kredits when destroying an enemy. (So its more like a 2k 2-2 blitz artillery.)

Add an extra effect: Return to hand after destroying an enemy. (Could definitely use a stat tune for this.)

Just give it blitz.

There are so many things you can do with blitz artillery.

lost hawk
#

Maybe with Pincer stuff, go some unit that is stronger than usual but with negative Pincer effect?

#

Like 128th getting Blitz, Ambush by default and "Pincer: -2 attack"

#

Or even -1 if thats too harsh

#

T-28 could maybe have "Pincer: when this unit is destroyed, add a copy to your support line"

#

(gets more Spearhead value)

#

For Zis, hear me out
Blitz by default and "Pincer: Take 1 damage at the end of your turn". And either sth like 3/2, 2/3 or "Can Pincer with enemy unit"

#

Or simply lower stats alongside cost and/or op cost

wet smelt
#

128th 1k1op 3/1
Gets ambush when you convert a card

gusty steppe
#

128th RIFLES (buff & rework ideas)
As for this reserved unit, I don't really have much to say about it tbh, as always and as with any Pincer it does have its usual dowsides into it, but besides that as a 1k 3/1 Standard infantry (basically a HIMEJI REGIMENT), it can provide an Ambush effect through its Pincer, which can be pretty useful in certain cases, either to support a frontline unit, a Guard or a valuable target (no Bomber lol), but I do feel its weak stats and bland effect leaves much to desire from it.

And while technically on rate (again, same thing as HIMEJI REGIMENT), its low defense and overall incapacity to truly attack on its own without sacrificing its Pincer makes it kinda terrible in my opinion, I suppose it was useful back then in the dark ages of Kards when this came out, but I don't think it would perform that well nowadays.

So to make this peculiarly interesting Pincer unit into a more competitive and reliable card, I've thought some ideas for that purpose if it ever comes back:

#

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

[shoutout to @dim shadow; his idea had a stat change like this but with a downside to counter itself, and ofc up to this point this unit should not cost 1k anymore but 2k instead, though you should take this two options more like a "cliffhanger" for other variants]

#

1/A- (following 1st option) Nerf;
Increased operation cost to 2k. Applies to both variants.

[now to make up for its increased defense/stat line, it'll be considerably more expensive to operate]

#

1/B- (following 1st option) Nerf;
Increased operation cost to 3. Applies to both variants.

[pretty much the same deal as before but yet with greater downside, though technically speaking it can be used within throp decks]

#

2- (kinda following 1st concept) Buff;
Increased defense to X;
Cannot attack.
(variants)
a- Increased defense to 2. (3/2)
b- Increased defense to 3. (3/3)

[shoutout/credits to @dim shadow; a more similar idea to his original one, though not the same yet; this time this unit will not be able to attack but only provide Pincer and/or block the frontline]

#

2/II- (following 2nd concept) Buff/Nerf;
Increase defense to X;
(insert base effect). Cannot move or attack. Remove this effect when it loses Pincer.
(variants)
a- Increased defense to 2. (3/2)
b- Increased defense to 3. (3/3)

[now it'll pretty much be an immovable and useless brick unless it effectively had Pincer and then lost it, preferably its own Pincer ofc]

#

2/III- (following 2nd concept)
Increased operation cost to 2;
Increased defense to X;
Pincer: Ambush, Cannot attack.
(variants)
a- Increased defense to 2. (3/2)
b- Increased defense to 3. (3/3)

[credits to @dim shadow; the actual original idea, now it'll essentially be able to provide Ambush to a friendly unit but at the same time block off its attack capacity; on the other hand you could play it by itself, from which its operation cost might counter a little bit]

#

2/III/A- (following 2/III option) Nerf;
Increased operation cost to 3k. Applies to both variants.

[same deal as before but with a greater downside to make up for its cheap cost and decent stats]

#

2/IV- (following 2/III option) Buff;
Increased operation cost to 2k;
Increased defense to X;
Pincer: Ambush, +2 attack, Cannot attack. Applies to both variants.
(variants)
a- Increased defense to 2. (3/2)
b- Increased defense to 3. (3/3)

[same deal as with the 2/III option, but this time it'll also buff both this unit and its Pincer partner with additional attack for a greater Ambush effect]

burn NationUSSR infantry

#

2/IV/A- (following 2/IV option) Nerf;
Increased operation cost to 3k. Applies to both variants.

[same deal as before but with a heaftier downside, for reasons already mentioned]

#

3- (change to base card) Buff;
Added keywords:
(variants)
a- Now it has Guard. [pure defensive value even without Pincer]
b- Now it has Smokescreen. [to further increase its chances to not be attacked directly]

#

3/A- (following 3rd concept) Buff?;
Pincer: Ambush, (see variants).
(variants)
a- Pincer: Ambush, Guard.
b- Pincer: Ambush, Smokescreen.

[for anyone that might wonder for specific cases/unit interactions, as far as I'm aware off, Guard units will not get its Guard replaced by Smokescreen nor get it, and Fighters cannot have Smokescreen by any means]

#

3/II- (following 3rd concept)
Pincer: At the end of your turn, gain Ambush and Smokescreen.

[now it'll pretty much behave just like SHADOW STRIKE, minus the Shock ofc]

#

3/II/A- (following 3/II option) Buff;
Pincer: Ambush. At the end of your turn, gain Smokescreen.

[might seem as a slightly redundant option but in its defense, the Ambush is actually tied to the Pincer effect, but the Smokescreen can be kept as it is a gain (though I'm not sure if it'll actually be tied to the Pincer to begin with)]

#

3/III- (following 3rd concept); (change to base card) Buff;
Now it has Shock.

[shoutout/credits to @prime iron; a pretty simple yet very effective combat keyword to be added into this unit]

#

3/III/A- (following 3/III option)
Now it has Ambush;
Pincer: Shock.

[same deal as before but working the other way around instead]

#

3/III/B- (following 3/III concept)
Pincer: Ambush, Shock.

[shoutout/credits to @prime iron; though tbh this is not the original idea, atleast not the full thing]

#

4- Buff;
Pincer: Ambush. It costs the enemy +1 kredits to target or attack this unit.

[credits to @dim shadow; a pretty solid idea to allow it to not be so ass]

#

4/A- (following 4th option) Buff;
Now it costs the enemy 2 kredits to target or attack this unit instead.

#

5- Buff;
Pincer: Ambush. Pincer on its unit and its Pincer partner cannot be lost.

[credits to @prime iron; now it'll pretty much behave like your regular Deployment effect but without "Deploy" and "ment"]

#

6- Rework;
Pincer: Cannot be destroyed with anything but combat damage.

[credits to @prime iron; how would this work? you might ask... hehe, I have no idea! though I might suppose it would not allow it to be targeted by effects that can explicitly destroy it, or any indirect effects, and as for the general damage sources it might just leave it at a minimum of 1 defense]

burn NationUSSR infantry

#

6/A- (following 6th option) Buff;
Now it has Ambush.

[oh wows]

#

6/II- (following 6th concept) Rework;
Pincer: If it has 1+ defense and it is going to be destroyed, set its defense to 1 instead.

[similar deal as before, but now it'll explicitly have atleast 1 additional life when taking lethal damage/destroyed directly by capping its defense to 1 (atleast once ofc)]

#

7- Buff;
Pincer: Ambush. When the enemy targets this unit with an order, draw a card.

[now this unit will pretty much have the same effect as T-34-85]

burn NationUSSR infantry

prime iron
#

Like it'll literally chunk your health

#

But will leave you at 1 no matter what

gusty steppe
#

basically like 2nd CALIFORNIA but against everything

gusty steppe
#

thats fked up, I like it

#

(never experienced it so I like it on paper lmao)

prime iron
#

This one essentially means if you chunk it with orders

#

It'll leave it at 1 HP

gusty steppe
#

7/A- (following 7th option) Buff;
Pincer: Ambush. When the enemy targets or attacks this unit draw a card.

[now this unit will have the exact same effect as RAF MUSTANG, ot atleast half of it]

#

8- Rework;
Now it has Ambush;
Reduced attack to 1; (1/1)
Pincer: -2 attack, +2 if friendly.
Can Pincer enemy units.

[shoutout/credits to @lost hawk; now it'll essentially be able to either buff or debuff units depending on their side of the board as long as the Pincer remains active]

burn NationUSSR infantry NationUSSR Hello

#

9- (kinda following 8th concept) Rework;
Now it has Ambush;
Pincer: Blitz, -1 attack.

[credits to @lost hawk; now it'll essentially work like an actually useful ZiS-2 lmao, though with the small downside of it getting less damage while the Pincer remains active]

burn NationUSSR infantry NationUSSR Hello

#

9/A- (following 9th option) Nerf;
Pincer: Blitz, -2 attack.

[same deal as before but with a considerably higher downside as a Pincer]

#

10- Buff/Rework?;
Pincer: Ambush. Gets +2 attack when it loses Pincer.

[kinda following up the 1st option concepts, though this time the defense buff is gained through a semi-conditional effect from which it is triggered by losing Pincer, preferably this one, again I'm not sure if this secondary effect can also be tied to Pincer as well]

burn NationUSSR infantry

#

10/A- (following 10th option) Nerf;
Now it gains +1 defense instead.

[not exactly to nerf this unit but intended for it to work as a whole Pincer effect, thus buffing its Pincer partner ofc]

#

11- ANZAC Rework;
Now it has Ambush;
Gets +1+1 when you play a card that did not start in your deck.

[accordingly to the new revealed cards (up to this date) I've thought about this as an option while following the archetype the Soviets will get]

#

11/A- (following 11th option) Nerf;
Reduced attack to X.
(variants)
a- Reduced attack to 2. (2/1)
b- Reduced attack to 1. (1/1) [lol, a TKS]

[given how common tokens are already (and will be even more after the update), I think it is reasonable to put its stats slightly lower]

#

11/II- (following 11th concept)
Now it has Ambush;
Gets +1 defense when you play a card that did not start in your deck.

[pretty much the same deal as before, but now the only thing increasing here is its defense]

deft leaf
gusty steppe
#

T-28 (buff & rework ideas)
As for this reserved unit, I have to say that I find its concept really interesting as a whole, a "cheap" Blitz tank that can provide both a Pincer effect and the ability to duplicate either itself or its Pincer partner on destruction, allowing it (in theory) to keep a constant threat in both a medium and long run, but here is the issue I do suppose so, its not really practical for both its effect, the unit itself and the nature of Pincer.

To start with a 3k tank with 2/3, Blitz (and Smokescreen) and 1 operation cost is horrible to say the least (in a bad way), as the first idea you might think of using it is as a constant Blitz unit to play in battle and deal a good amount of damage/trading, not only that is not cost effective but also it is not possible; here is the second big issue about it, and that is that the added copy is put on top of your deck, making it pretty much a spiritual ancestor of 175th INFANTRY REGIMENT, as it basically handlocks you without actual benefits for that, making you lose both Tempo and a considerable amount of kredits.

So to make this seemingly interesting light tank into a truly useful and deserving to be called Elite unit, I've thought some ideas that might fit into it for when it comes back in all of its might:

#

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

[a pretty simple yet quite effective change to consider as always, and to be fair it allows it to properly pair up with other light tanks with similar stats, mainly T-70, BT-7 1937, T-80, and others]

[and as with any of these simple changes, it can be applied to any of the following options ofc]

#

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

[shoutout/credits to @dim shadow; again, another very simple yet quite effective change to this tank, which btw pairs up pretty well with its Pincer effect ofc]

[and just like before, this simple change could also be applied to any of the following options if necessary]

#

1/II/A- (following both 1st and 1/II options) MERGE;
Reduced cost to 2k;
Reduced operation cost to 0k.

[now it'll pretty much work like a BT-7 but with free operation cost, Blitz and Pincer]

#

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

[considerably higher stats for its humble cost and a more efficient trading; could also be considered to apply in the following options as well]

#

1/III/A- (following 1/III concept) Buff;
Increased attack/defense to X.
(variants)
a- Increased attack to 3 and defense to 4. (3/4)
b- Increased attack to 4. (4/3)

[even greater stat buffs, though this time I don't think it is a good idea to implement it into the other following options]

#

2- Buff;
Pincer: If destroyed, draw a card and add a copy of it to the top of your deck.

[credits to both @dim shadow & @deft leaf; a pretty solid idea that makes up for its natural handlock effect, which is pretty nice overall]

burn NationUSSR tank

#

2/II- (kinda following 2nd concept) Buff;
Pincer: When this unit is destroyed, add a copy of it to your hand.

[credits to @prime iron; a pretty simple yet so hurtingly logical change to consider, specially if paired up with the cost adjustments from the 1st options]

burn NationUSSR tank

#

2/II/A- (following 2/II option) Buff;
(insert idea effect)...add a copy to your hand with -X cost.
(variants)
a- ...add a copy to your hand with -1 cost.
b- ...add a copy to your hand with -2 cost.
c- ...add a copy to your hand with -3 cost.

[creditst to @prime iron; original/complete idea]

#

2/III- (following 2/II concept) Buff;
Pincer: If destroyed, add a copy to hand that costs 0 to play until your next turn.

[same deal as before but now it'll be a free cost deployment madness, specially if you only use this tank as a cheap removal Pincer; as for the question of how much time is actually "until your next turn", well I dunno, lets say it is until start of your next turn lol]

#

3- Buff;
Pincer: When this unit is destroyed, add a copy of it to your support line.

[credits to @lost hawk; a pretty crazy option to think of, but to be fair it is not really that crazy for today standards, though it allows said unit to have an extra disposable use]

burn NationUSSR tank

#

that was cruel

#

dunno who did it, but that was malicious lmao

#

anyways

gusty steppe
#

3/II- (not really following 3rd option) Buff;
Pincer: If destroyed, draw a card and add a copy of it to your hand.

[pretty much the same line of thought as with the 2nd option, though for some reason I've labeled it as a 3rd one; btw the copy added is from the unit destroyed not the card drawn]

#

3/II/A- (following 3/II option) Buff;
(insert idea effect)...add a copy of it to hand with -X cost.
(variants)
a- ...add a copy of it to hand with -1 cost.
b-...add a copy of it to hand with -2 cost.
c-...add a copy of it to hand with -3 cost.

[same deal as before but with the added discount]

#

4- Rework;
Pincer: Deals double damage against infatry and HQ.

[yes, I don't need you to point out the obvious, this is beyond fcked up]

burn NationUSSR tank NationUSSR Hello

#

4/A- (following 4th option) Nerf;
Increased cost to Xk.
(variants)
a- Increased cost to 4k.
b- Increased cost to 5k.
c- Increased cost to 6k.

[pretty obvious reasons as to why]

#

4/II- (following 4th concept)
Pincer: Deals double combat damage.

[a pretty simple yet very powerful Pincer effect I suppose]

#

5- Buff;
Pincer: When this unit is destroyed, add two copies of it into your deck.

[pretty simple yet quite powerful effect that not only upgrades the base effect by removing the handlock downside, but also duplicates it and supports the new incoming token archetype for USSR]

burn NationUSSR tank

#

5/A- (following 5th option) Buff;
Now it shuffles them into your deck instead.

#

5/II- (following 5th concept)
Pincer: When it is destroyed, Convert two random cards in your deck into it.

[now it'll pretty much work like a 6th MOTOR RIFLES but by Converting either itself or its Pincer partner]

burn NationUSSR tank

#

6- Rework;
Pincer: Is immune to damage during your turn.

[now it'll pretty much will be able to have the same effect as Ki-100 GOSHIKISEN but this time affecting two units simultaneosly instead]

burn NationUSSR tank NationUSSR Hello

#

6/II- (following 6th concept) Buff/Nerf;
Pincer: Is immune to damage, destroy this unit in 3 turns.

[now it'll pretty much will turn the battlefield into a playground for it and its Pincer partner (unless Removed, Suppressed, etc.) but with the downside of both having a temporal lifespan in exchange]

#

6/II/A- (following 6/II option) Nerf;
Now it takes 2 turns to destroy it and its Pincer partner.

#

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

[now it'll pretty much work like 39th RIFLE REGIMENT, or as another way to look at it, it'll work just like a better FLAMMPANZER]

burn NationUSSR tank NationUSSR Hello

#

7/II- (following 7th concept) Toxic Rework;
When this unit attacks an unit, take control of it instead if it costs 1 or less.

[pretty much the exact same deal as before, but now the "take control" effect is triggered every single time it attacks (if possible)]

burn NationUSSR tank

#

(I would follow it up right away with the ZiS-2 ideas, but the autoMod demoralized me lmao)

gusty steppe
#

tried to ping up to three people (as per usual) and the damned autoMod suspended me for a total of 10 minutes

lost hawk
#

Ye... thats kinda stupid restriction imo

#

Forces you to ping people in seperate messages

#

(which works btw, I recently literally pinged 18 people in a row and no one had any problems)

gusty steppe
#

I've saw that (thought for a minute that it was restriction that could be remove to certain members)

lost hawk
#

I think only mods are immune to it

gusty steppe
#

it would be pretty silly if not lmao

#

argh you know what I'll begin uploading the ZiS-2 ideas already

dim shadow
#

I expect to be pinged a bit too often.

gusty steppe
#

if the damned autoMod doesn't DAGGER STRIKES me then yeah I might

dim shadow
#

Or just don't ping me and just put TK in the message.

gusty steppe
#

good idea

dim shadow
#

thx

gusty steppe
#

ZiS-2 (buff & rework ideas)
As for this reserved unit, I have to say that from all Pincer units as for today, even though the vast majority are horribly dissapointing (except for the handful that were reserved last), this one I do effectively find as one of the worst by an gigantic rate, if not the worst one objectively speaking.

To start with the most obvious problem, and no technically it is not the Pincer itself (yet) but it is its cost/unit type, a 4k 2/2 artillery sucks, and I mostly mean a thing that has nothing else besides those two things, there are obviously artilleries that has a statline around those numbers, the one that I can think that is the most comparable is PAK 40, though that one has Ambush and an immediate conditional removal effect with conditional draw; this one instead provides you a conditional Blitz (you need another unit).

On of the obvious problem of it being a rather expensive artillery, we also run the problem of its main purpose, it being to provide a source of Blitz to a friendly unit, which sounds fine but... 4k for a Blitz effect? that such a big kredit investment that is not reliable at all, plus lets not forget the operation cost involved as well, and we can compare it to other similar options as FINEST HOUR (exclusive to air units ofc) and ROMANIAN BRIDGEHEAD, that while both are considerably harder to craft, they do provide a considerably cheaper and reliable Blitz effect, plus their stats buff.

Overall and with all things considered, I do personally think this card needs a considerable change to be even remotely near to the word "playable", and with that in mind I've thought several ideas to achieve that goal:

#

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

[a pretty simple yet quite effective change for this god forsaken unit, though personaly I don't think it is enough to make it worth it... yet]

#

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

#

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

[similar deal to before, though while it might still not be a reliable source of Blitz, it might now be able to attack on its own without being deadweight]

#

1/II/A- (following 1/II option)
Reduced cost to Xk.
(variants)
a- Reduced cost to 3k.
b- Reduced cost to 2k.

[now this option paired up with free operation cost might make it a more attrative budget option to Blitz your units]

burn NationUSSR artillery

#

1/III- (following 1st concept); (changes to base card) Buff;
Increased attack to X.
(variants)
a- Increased attack to 3. (3/2)
b- Increased attack to 4. (4/2)

[shoutout/credits to @dim shadow; (seems I can ping 1-2 people, so I'll work with that instead lmao)]

[this change looks reasonable enough given its absurdly high cost and speed of being deployed at all]

#

1/III/A- (following 1/III concept) Buff;
Increased defense to X.
(variants)
a- Increased defense to 3. (2/3)
b- Increased defense to 4. (2/4)

[shoutout/credits to @dim shadow; same deal as before, but now it'll essentially offer you value the other way around, and that is by being more though to kill ofc]

#

1/III/B- (following 1/III concept) Buff;
Increased attack & defense to 3. (3/3)

[now it'll pretty much have the same statline as with the old FRENCH 75]

burn NationUSSR artillery

#

1/III/C- (following 1/III/B option) Nerf;
Increased operation cost to 2k.

[given its obvious statline and effect, I think it is reasonable to increase its operation cost slightly, though just enough for it to still be powerful and reliable given its unit type]

#

1/IV- (following 1st concept); (change to base card) Buff;
Reduced cost to 3k;
Reduced defense to 1. (2/1)

[credits to @deft leaf; a fairly simple yet very reasonable change to make up for its reduced cost]

#

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

[now it'll pretty much pairs up in terms of cost/statline with 45mm ANTI-TANK GUN]

#

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

[though not the most amazing change in the world, it can still prove to be useful in certain scenarios, specially with combat keywords and what not to help its survival as a weak and expensive artillery]

[technically speaking, this changes can also be applied to any of the previous/following options as well]

#

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

[same reasons as before but now combined into one]

#

3- Buff;
Pincer: Blitz, -X operation cost.
(variants)
a- Pincer: Blitz, -1 operation cost.
b- Pincer: Blitz, -2 operation cost.

[shoutout/credits to @prime iron; though it is not the full idea (yet) it was pretty much inspired by it (or fragmented to be more accurate)]

burn NationUSSR artillery

#

3/A- (following 3rd concept) Buff;
Pincer: Blitz, +X attack.
(variants)
a- Pincer: Blitz, +1 attack.
b- Pincer: Blitz, +2 attack.

[credits to @prime iron; same thing as before, its not the full thing but a fragment of it, though on its own it can prove to be quite good... I suppose]

#

3/II- (following both 3rd and 3/A options) MERGE;
Pincer: Blitz, +1 attack, -X operation cost.
(variants)
a- Pincer: Blitz, +1 attack, -1 operation cost.
b- Pincer: Blitz, +1 attack, -2 operation cost.

[credits to @prime iron; now for real now it is the real deal and the original idea... well with a pretty obvious additional variant as well ofc]

burn NationUSSR artillery

#

3/II/A- (following 3/II option)
Pincer: Blitz; +2 attack, -X operation cost.
(variants)
a- Pincer: Blitz; +2 attack, -1 operation cost.
b- Pincer: Blitz; +2 attack, -2 operation cost.

[same deal as before, but with a greater attack buff]

#

4- Buff/Nerf?;
Reduced cost to 2k;
Pincer: Blitz, -1 attack.

[credits to @lost hawk; BLAME HIM, HE WAS THE ONE THAT THOUGHT THE ATTACK DEBUFF; ah btw, the artillery is the same one as in SPEARHEAD lmao]

burn NationUSSR artilleryNationUSSR Hello

#

4/A- (following 4th option) Buff;
Reduced cost to 1k.

[given its Pincer debuff, it is safe to assume it could also have an even lower cost... medium sized maybe here]

#

4/B- (following bth 4th and 4/A options) Nerf;
Pincer: Blitz, -2 attack. Applies to both variants.

[credits to @lost hawk; pretty much the same deal as before but with a more harsh downside, though its low cost and the unit type of this unit makes up for it at some degree]

#

4/C- (following 4th option) Nerf;
Reduced cost to 1k;
Reduced attack to 1; (1/2)
Pincer: Blitz, -X attack.
(variants)
a- Pincer: Blitz, -1 attack.
b- Pincer: Blitz, -2 attack.

[now it is even more inexpensive than before, but its new cost is reflected into its stats]

#

4/D- (following 4/C concept)
Reduced cost to 1k;
Reduced defense to 1; (2/1)
Pincer: Blitz, -X attack.
(variants)
a- Pincer: Blitz, -1 attack.
b- Pincer: Blitz, -2 attack.

[same deal as before, but instead of taking out its attack it'll now will exchange its defense for a lower cost than the original one]

#

4/II- (following 4th concept) Rework;
Reduced cost to 1k;
Reduced attack to 1; (1/2)
Pincer: Blitz, -1 attack. Gains +1 attack when it loses Pincer.

[basically it could allow to provide Blitz to a friendly unit, but at the same time not be able to use it by itself unless buffed, then if its Pincer is cancelled it'll restore its older stats once again, and maybe more if linked to more Pincer ofc]

burn NationUSSR artillery

#

4/III- (following 4th concept) Buff;
Pincer: Blitz, -X attack this turn.
(variants)
a- Pincer: Blitz, -1 attack this turn.
b- Pincer: Blitz, -2 attack this turn.

[now it'll basically work exactly the same way as with the original idea, but now the debuff is only temporary (like the Blitz technically), thus not making that harsh to play with]

burn NationUSSR artillery

#

5- Buff;
Reduced cost to 3k;
Pincer: Blitz, at the start of your turn, deal 1 damage to this unit.

[credits to @lost hawk; a pretty cruel though still clever exchange for its lower cost]

burn NationUSSR artillery

#

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

#

6- Buff;
Pincer: Blitz. Deals double damage against tanks.

[let me be, I like artilleries with actual damage bonuses; and ofc the additional sentence is not included within the Pincer]

#

6/A- (following 6th option)
Pincer: Blitz. Deals +2 damage against tanks and HQ.

[basically a very similar effect as to OT-34, though this time it deals additional damage to tanks instead]

burn NationUSSR artillery

#

6/II- (following 6th concept) Buff;
Pincer: Blitz. Deals double damage against units in the frontline.

[basically a 2/5 MARINES but with an assigned battery piece]

burn NationUSSR artillery

#

6/II/A- (following 6/II option) Toxic Buff;
Pincer: Blitz. Deals triple damage against units in the frontline.

[same deal as before, but funnily enough with a text more similar to PAK 38's one]

#

6/III- (following 6th concept)
Pincer: Blitz. Deals double damage against units without combat keywords.

[pretty much following up the combat keyword archetype, this time more clearly inspired by EXPOSED]

burn NationUSSR artillery

#

6/III/A- (following 6/III option)
Pincer: Blitz. Deals triple damage against units without combat keywords.

[yet again, same deal as before but with a text identical to PAK 38]

#

7- Buff;
Pincer: Blitz. Has +2 attack and Blitz if it does not have Pincer.

[shoutout to @dim shadow; while his idea was primarily to straight out give it Blitz, I've though of an alternative while following its original concept, which also benefits it if its Pincer partner is destroyed ofc]

burn NationUSSR artillery

#

7/A- (following 7th option) Buff;
Now it gets +3 attack and Blitz instead.

[this can be a pretty crazy card to have around]

#

7/II- (following 7th concept) "Nerf";
Pincer: Blitz. Has +1 attack if it does not have Pincer.

[similar deal to the previous one, but now it won't have Blitz if it does not have an active Pincer (preferably its own one)]

#

7/II/A- (following 7/II option) Buff;
Pincer: Blitz. It has +X attack if it does not have Pincer.
(variants)
a- ....it has +1 attack.
b- ...it has +2 attack.

[same deal as before, bigger bonuses in contrast]

#

8- Rework;
The first unit you deploy each turn (including this) has Blitz.

[credits to @dim shadow; a pretty simple and straightforward effect for this artillery, it reminds me of those new French effects like the one within FRENCH 75]

burn NationUSSR NationFR artillery NationFR NationUSSR Hello

#

8/A- (following 8th option)
(insert idea effect). Gets +1 attack if Soviet.

[same deal as before, but now it'll get its attack increased if said unit is Soviet]

#

8/II- (following 8th concept) Buff;
Deployment: The next unit you deploy this battle has Blitz.

[credits to @dim shadow; while "not" as effective as its original counterpart for the long run, it might allow you to get some Blitz out of your cards without doing too much convoluted stuff]

burn NationUSSR artillery

#

8/II/A- (following 8/II option) Buff;
(insert idea effect). Give it this ability if it did not start in your deck.

[pretty much the same deal as before, but with the addition of it now fitting into the new incoming tokens archetype for USSR]

#

8/II/B- (following 8/II/A concept)
(insert idea effect). Give it +X+X if it did not start in your deck.
(variants)
a- Give it +1+1...
b- Give it +2+2...

[same deal as before and same intended additional support for the incoming tokens archetype]

#

8/III- (following 8th concept)
Deployment: Give an unit in hand Blitz.

[credits to @dim shadow; yet again another simple yet still a genius idea to simplify and swift its overall usage]

burn NationUSSR artillery

#

8/III/A- (following 8/III option) Buff;
(insert idea effect). Give it this ability if it did not start in your deck.

[same deal as before but with my usual mediocre.. ehem I mean spectacular attempts to give additional support to the incoming token archetype ofc]

#

8/III/B- (following 8/III/A concept) Buff;
(insert idea effect). Give it +X+X if it did not start in your deck.
(variants)
a- Give it +1+1...
b- Give it +2+2...

[yet again, same deal as before but with a stat buff instead if a Token or otherwise]

#

9- Buff;
Pincer: Blitz. Gain 3 kredits when it attacks and destroys an enemy unit.

[credits to @dim shadow; now it'll pretty much provide you with a kredit gain if you manage to destroy anything with ZiS-2 specifically]

#

9/A- (following 9th option) Nerf;
Now you gain 2 kredits instead.

#

9/II- (following 9th concept) Buff;
Pincer: Blitz. Gain 2 kredits when an enemy unit is destroyed.

[similar deal as before, but now it'll trigger its effect no matter who, what and how an enemy unit was destroyed, though that might open up for some economic booms]

#

9/II/A- (following 9/II option) Nerf;
Now you gain 1 kredit instead.

#

10- Buff;
Pincer: Blitz. Return to hand when an enemy unit is destroyed.

[credits to @dim shadow; to clarify, the only card that will return to hand is this one, not its Pincer partner]

burn NationUSSR artillery

#

10/II- (following 10th concept)
Pincer: Blitz. Return to hand when it loses Pincer.

[same deal as before, but now it triggers if it loses its active Pincer effect, but this effect is only appliable to ZiS-5 ofc]

#

10/II/A- (following 10/II option) Buff;
(insert idea effect). Reduce its cost by X if so.
(variants)
a- Reduce its cost by 1 if so.
b- Reduce its cost by 2 if so.

[same deal as before, but now with an added discount for this same unit]

#

10/III- (following 10th concept)
Pincer: Blitz, return to hand when it loses Pincer.

[shoutout/credits to @dim shadow; a very similar to the previous options, but now the return effect is also appliable to the Pincer partner]

burn NationUSSR artillery

#

10/III/A- (following 10/III option) Buff;
(insert idea effect). Then reduce its cost by X.
(variants)
a- Then reduce its cost by 1.
b- Then reduce its cost by 2.

[yet again, same deal as before but with an added discount if returned to hand]

#

11- Buff;
Pincer: Blitz. Add a ZiS-5 into your deck if it ends this turn without Pincer.

[a very simple yet I believe quite effective addition to give it extra value and synergy with the incoming token deck]

burn NationUSSR artillery

#

12- Buff;
Pincer: Blitz. At the end of your turn, if it does not have Pincer, add a BLAST to your hand.

[pretty similar deal as with 11th option, but now it is directly related to one of the new cards, BLAST (0k Neutral order that reads: "Deal 1 damage to an unit.")]

burn NationUSSR artillery 💥 NationUSSR Hello

#

12/A- (following 12th option) Toxic? Buff;
Pincer: Blitz. At the end of your turn, add a BLAST to your hand.

[pretty much the same deal as before, but if it somehow has/still has an active Pincer effect, it'll still give you the BLAST order regardless of that]

burn NationUSSR artillery 💥 NationUSSR Hello

gusty steppe
#

(besides your thoughts on the ideas displayed, feel free to point out which cards you want me to cover next)

dim shadow
#

2nd infantry Regiment, IL-2M PL, T-34 76 PL. In other words, the soviet Polish exiles.

gusty steppe
#

already did those in the Polish section

dim shadow
#

Its hard to know what you haven't done.

gusty steppe
#

except IL-2M PL, didn't consider it necessary to change

gusty steppe
dim shadow
#

Is it pinned?

gusty steppe
#

in the main post message

dim shadow
#

Ah. Found it.

gusty steppe
#

another trick is to use the Discord search tab and the card names

#

as always I write them accurately for an easier time finding them

dim shadow
#

How about the TB-3? I've run it a few times and generally found good results, but its a weird card.

gusty steppe
#

didn't include it since it is brand new

#

I also didn't saw it at all, but I'm not sure what to think about it

#

(I would love to be able to Pin messages in this post)

dim shadow
#

Its also reasonably cheap.

gusty steppe
#

the I-16 SHAK spawn can be blocked or is it added regardless of position when deployed?

#

obviously if there are enough space for 3 units ofc

dim shadow
#

It just moves the units if it has to.

#

I'll just make a deck using it quickly. Are there any other cards you are considering for me to add to the deck?

gusty steppe
#

mh, dunno for a moment I thought that if you'd deployed it besides your HQ or an unit it would prevent atleast the respective adjacent I-16 SHAK to be added

dim shadow
gusty steppe
#

mh, well in that case I think it is completely fine

dim shadow
#

!37mm

agile coyoteBOT
gusty steppe
#

also in the post

dim shadow
#

Wrong 37mm

#

!37mm anti

agile coyoteBOT
#

Cards found: 1

gusty steppe
#

didn't add it as it is a pretty good card already, I don't think it needs any changes

#

not crazy powerful but not weak either, very well balanced

dim shadow
gusty steppe
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thats one is another story, I plan on making up ideas for it

dim shadow
gusty steppe
dim shadow
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I actually quite like 45mm, I just don't use it too often because its not the best.

gusty steppe
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its such a lovely artillery, prime example of HOW an artillery should look like and work like

dim shadow
gusty steppe
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good card, no need for changes imo

dim shadow
gusty steppe
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also fine, cheap draw engine and synergizes with discard

dim shadow
gusty steppe
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ok you got me there might include it (lmao how easy did I fold)

dim shadow
gusty steppe
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that one is... fine-ish

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could be slightly cheaper I suppose

dim shadow
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For that matter, the defense is less valuable with so much removal that doesn't care about health now.

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I'll run it in this deck and come back with something, but I have doubts about it.

gusty steppe
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its a card that is mostly useful in Draft, but besides that I didn't see it anywhere

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though it could definitely be better

prime iron
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@gusty steppe the moment you do Japan here's my suggestion for Chi-Ro

prime iron
dim shadow
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!sally

agile coyoteBOT
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Cards found: 2

dim shadow
gusty steppe
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welp, I meant what Soviet cards you wanted me to cover next but oh well XD

prime iron
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@gusty steppe did we already do naval brigade?

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The Himeji Wannabe

gusty steppe
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oh yeah.... should I cover that one as well?

prime iron
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Don't forget also

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!3/2 Soviet bomber

agile coyoteBOT
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Cards found: 1

prime iron
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A-20B

gusty steppe
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that is for sure in the list

prime iron
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Also 3rd guards rehiment

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We already did 1271st right?

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There's 461st

gusty steppe
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I don't want to sound rude, but to make it easier all of the cards you might think are bad are on the docs list at the Soviet Union section, those with blue colors are already shared, those that are not are on wait, and if none are there it could be for many reasons.

prime iron
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Ok

gusty steppe
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but if you find out there is some card missing and you think it could be included just point it out (if you have checked out ofc), just like with the 6th NAVAL BRIGADE

prime iron
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!B-4 203mm

agile coyoteBOT
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Cards found: 1

prime iron
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This one isn't in the list

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Stalins Sledgehammer

gusty steppe
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it is (it should be?)

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it is

prime iron
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Idk

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I wrote B-4

gusty steppe
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seach with Ctrl + F

prime iron
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But it didn't show

gusty steppe
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just type 203 and it should pop up

prime iron
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!bryansk Irregulars

agile coyoteBOT
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Cards found: 1

gusty steppe
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the cards are listed in order of cost (then I just reorganize those that I'm putting here with ideas)

prime iron
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I'll be honest this was good back in sov control

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Pre Suppression and Convert era

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Haven't seen it after its return

gusty steppe
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true, very rarely to see tbh

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mh, yeah that one could also be included

prime iron
gusty steppe
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didn't add it since it was good

prime iron
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But with Suppression and Convert

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Yeah...

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Heck even Japan getting the damn Kyoto Regiment made it irrelevant

gusty steppe
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lol

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CARD QUESTION: POLIKARPOV PO-2; PETLYAKOV PE-2; SHTURMOVIK II-2M
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:

  • POLIKARPOV PO-2: (never used it, maybe once in Draft??); a pretty simple bomber on paper, comparable in terms of cost and stats to SWORDFISH Mk I but with 1 less defense, though I have to ask, was it ever used semi-seriously? as far as I know Soviet air decks are a thing (in theory) but I never have saw this unit being used neither in low, mid or high leagues, which mind you, to me kinda reflects its overall performance besides the obvious things to point out ofc. Personally I do find this card to be a prime example of a filler card that is not used at all or is replaced by other better options out there, thus I think it should be buffed.

  • PETLYAKOV PE-2: (used it a few times in Draft); what can I say about this bomber in particular... basically the same problems before with POLIKARPOV PO-2 for the most part I suppose, while it is technically better on its statline in comparison to other 3k bombers and even some 4k ones, its lack of general effects and high operation cost leaves it much to desire tbh, again I'm not sure if this is a key card in the Soviet air decks, but my bet goes that it is not and it falls into the mediocricy pretty hard. Thus, without further to add I believe it could get a buff/"rework".

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  • SHTURMOVIK II-2M; (used many times in Draft); a pretty simple yet very straightforward powerful bomber in some cases, it reminds me a lot of my beloved (yet so bad) JU 87 B STUKA, though this unit has +1 defense and +1 heavy armor for its survivability, making it an effective flying tank (pun intended), though I'm not entirely sure if it is fine as it is, not bacause it is busted but on the contrary and ironically, I feel it is underpowered at times given its cost and overal performance. It might just be a personal thing and it might not need any changes whatosever, what do you think about it?
prime iron
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So for Petlyakov PE-2

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Here's a simple idea

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Can attack the enemy HQ no matter what

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Fighters and Smokescreen is bypassed

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Add in Shock for bonus too

lost hawk
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Smol Polikarpov might just get Shock

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Its kinda a key card for Sov Air and nothing else

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The 4/4 wasnt even used there

gusty steppe
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lol

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never tried Soviet air, I could only guess its usage but that is hilariously tragic

lost hawk
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How about baseline 3/3 and Choose One - +3+3 OR 0 op cost

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(as a Deployment)

gusty steppe
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like the 5th RANGERS (in the end I searched it lmao)

lost hawk
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5th Rangers, ye

wet smelt
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Poli is just worse swordsfish. If should get a combat keyword

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I suggest either smokescreen or shock

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Same story with petlyakow, but it could get 2

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Like fury and shock or something