Which cards would you adjust the loyalty of?

By LordMalinari, in Warhammer: Invasion The Card Game

. . . to increase/decrease their power level, or to hinder/encourage them being splashed? I'm sure during the Core Set / Core Set +1 environment quite a few people weren't happy with the single loyalty on Rip Dere 'Eads Off!; and I think Repair the Waystones has been mentioned in a balance thread as being underpowered due to its loyalty (I might be wrong).

Which cards would you love to adjust the loyalty of, and why?

It's not the loyalty that makes Repair the Waystones weak. It's the extremely narrow effect and the fact that the base quest mechanic itself (counters only when unit on it, lose all counters when unit leaves, doesn't do anything till 3 counters) is very hard to trigger.

If I could change loyalty on cards, I'd probably stick an extra loyalty on Lobber Crew - right now they are probably too splashable in Destruction decks.

I'd remove some loyalty from, oh, a whole bunch of the High Elf and Dwarf cards. Both HE and Dwarf seem low on splashable cards compared with Dark Elf and Greenskin which means that the Order card pool is effectively narrower than the Destruction side.

Clamatius said:

I'd remove some loyalty from, oh, a whole bunch of the High Elf and Dwarf cards. Both HE and Dwarf seem low on splashable cards compared with Dark Elf and Greenskin which means that the Order card pool is effectively narrower than the Destruction side.

Master Rune of Valaya is pretty splashable thankfully (although Mob Up makes it less useful) but I think one of the major problems with the "Splashability" of the HE cards is simply that they haven't had any majorly awesome cards printed so far apart from the Repeater Bolt Thrower and possibly Banish. High Elves have unit healing (which isn't a massively useful mechanic at the moment) while the Dark Elves have HP reduction, targeted discard and various other effects that don't require support to be decent to splash.

Sure, I'm not saying that there are no splashable cards - Demolition is excellent, for example. I agree that generally the HE unit healing mechanic and the dwarf capital healing mechanic are not great, much like lifegain in Magic (only worse since healing is capped). Doesn't mean they are useless, just not that good. There also seem to be a number of good cards in Dwarf that specifically require Dwarf units, which again effectively reduces the pool that could be splashed into an Empire deck - e.g. playing Dwarf Ranger pretty much ensures that you will only want Dwarf units in your deck.

As for the current HE cards, Repeater Bolt Thrower is solid, for sure, but it's pretty slow and needs a big resource engine to work like Shrine to Taal or Contested Stronghold. Banish seems weak, especially considering that Pilgrimage is comparable but neutral. Dragonmage is a good card but has high loyalty - I suspect it will magically get a lot better with the release of Assault on Ulthuan.

totally agree. It's almost like they purposefully wanted Destruction to be more eclectic and Order more homogenized.

Repeater Bolt Thrower. Sure it's better than the Dark Elf counterpart, but 6 cost is a bit much i think to include in Dwarf or Empire deck. And i don't wanna hear the 'oh well empire has access to more resources' speech - so Empire more resources to pay for Order's higher cost cards that are justified in their cost because you have more resources???

Banish. Does same thing as Pilgrimage, but has the restriction of non-attached unit. costs one more (minimum). why? only reason i can think of is to make appealing only to High Elves.

Repair the Waystones. I actually think faction quests should be costly for their alliances to run as they are a chance to show what that's faction 'thing' is. I agree 3 is ok for this. It sucks now, but i'm expecting HE to have some cool quest only supports and for them to be drawing massive amounts of cards as one of their themes...

Master Rune of Dismay. undecided, but maybe one less loyalty, only to help Empire (& HE possibly?) deal with rush decks.

Reiksguard Knights. Not that they're splashed per se, but another loyalty like their Swordsmen brothas would make sense

Lobber Crew. we all know why. Compare the cost to Vigilant Elector. Its immediate effect to VE or even Grudge Thrower Assault.

Banna of da Red Sunz. I think should be 2 loyalty like Gates of Sigmar.

Rip dere 'eads Off!. Seriously. This one card is the epitome of the difference between Destruction & Order to me: faster & more eclectic decks Vs. slower & more mono-faction decks.

Caught the Scent. maybe one too many. Chaos has discard theme as well & wouldnt run in an orc deck probably since youre going to be more interested in bashing in skulls. But still OK maybe since in the time you'll take to get the resources opponent has drawn a potential key card they're holding onto.

Will of Tzeentch. I think is best played asap, when you have a better chance of removing something juicy i think. 6 cost for Dark Elves, who also discard, prohibits that. But a very situational card and marginal at that, so no big deal.