Judging by FFG's "upcoming" page we should see the first CP of the next cycle, Wolves of the North, turning up soon.
I wondered what other players expected from the set?
Some of my thoughts based on what we know about this cycle:
- The injection of more wildlings, Night's Watch and perhaps neutral 'creature' characters might make the epic battles events more viable. The kingdom locations that allow a card draw when you reduce the cost of these characters may get better if there are more viable cards of these types. That could revive this mechanic, which seems to have never really got off the ground. If it is the case, it won't help Baratheon much as their in-house epic phase event gives 3 cards for winning.
- The Baratheon location "The Wall" may become more interesting with more genuine Night's Watch cards to interact with. Denys Mallister in POTS already shows a new use for this card.
- Without knowing how stackable agendas will function it's hard to speculate on their effect. They could make the army that does not kneel when an opponent has an agenda more attractive if they are popular.
- The focus on the North might be intended to make Stark more viable by boosting a number of their synergies or strengths. Although, of course, our European friends already find them formidable. I've not decided in my own mind quite why this is the case. Some other threads have seen suggestions that it is the lack of Lanni control decks. It would be interesting to see a top-tier European Stark deck take on the ubiquitous N. American Lanni deck for a few games.
- Will direwolves make a decent archetype? I doubt it, even with these new wolves. Not only are most of the Core Set direwolves weak, but it seems that a deck focused on them (with kennels and kennelmaster etc.) will be the epitome of Stark's weaknesses: more big military than you need but a dirth of everything else.
- Lots of new neutral characters, if powerful, could lead to sameness between decks of different houses. That would be a shame.
Most of all, I am a little wary of the trend to introduce new mechanics in every CP cycle. It seems to me that there are lots of interesting mechanics to explore within the existing rules and I hope future CP cycles develop what we have rather than plastering more "add-ons" onto the game. There is a difficulty for new players in dealing with old tech (e.g. if they don't have Carrion Birds when playing Kings of Winter or if they go up against Bara characters that become powerful w/out cards in shadows). I'm not suggesting the season or shadows mechanics are broken, but that it will become frustrating if new players fell they need a series of old CPs just to have silver bullets or deterrents against these. Indeed, Stark players would have trouble using shadows cards for their house if they don't have winter tech from old CPs. The elegance and simplicity of the LCG distribution model could be undermined if too many new cards rely on older cards to function.