KARDS - The WWII Card Game

KARDS - The WWII Card Game

Underbalanced/overpower cards
In this thread you can express your concern about cards in Kards, whether they are too weak or too strong.
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Showing 1-8 of 8 comments
Void May 9, 2021 @ 1:50am 
Aggro is overpowered
Last edited by Void; May 12, 2021 @ 12:44am
VagrantHere May 9, 2021 @ 2:15am 
Countermeasures are way to strong... Most of them you should only be aloud one copy in your deck & "ALL" countermeasures sure be discarded after you cast them whether or not they are activated by your opponent. Countermeasures when cast should show a deduction from the players credit pool. Some countermeasures should be orders instead.

Artillery... Low credit cost/low operation cost artillery should have either there credits or operation cost raised... most likely there operation cost.

Some unit buff cards shouldn't buff defense.

I don't remember the name of the card right now, but the French order card that adds 3 copy's of a card to your opponents hand that "Cost 1 credit- your HQ takes 1 damage or Remove the top card from your deck", this card is way overpowered! The very least thing is that it's cost from your hand should be zero. But this card is just a mess all around.

Off the top of my head these are the areas that are the most demoralizing to "play" against.
Don't get me wrong I don't feel yet that any card needs to be removed but these areas need major work in my opinion.
Originally posted by VagrantHere:
Countermeasures are way to strong... Most of them you should only be aloud one copy in your deck & "ALL" countermeasures sure be discarded after you cast them whether or not they are activated by your opponent. Countermeasures when cast should show a deduction from the players credit pool. Some countermeasures should be orders instead.

Artillery... Low credit cost/low operation cost artillery should have either there credits or operation cost raised... most likely there operation cost.

Some unit buff cards shouldn't buff defense.

I don't remember the name of the card right now, but the French order card that adds 3 copy's of a card to your opponents hand that "Cost 1 credit- your HQ takes 1 damage or Remove the top card from your deck", this card is way overpowered! The very least thing is that it's cost from your hand should be zero. But this card is just a mess all around.

Off the top of my head these are the areas that are the most demoralizing to "play" against.
Don't get me wrong I don't feel yet that any card needs to be removed but these areas need major work in my opinion.

My name is G-AWZK if you remember. I want to defend countermeasurement deck a bit. First of all, a full countermeasurement is not fully developed by the community, there is only one video on youtube that vaguely tries to build a deck around countermeasurements(It did not end well, a video by Jotora). My version of the countermeasurement deck is purely experimental. The idea behind a countermeasurement deck is what every the opponent does, it gets countermeasured and your 87 grenadier will get +2+2. Combining with removal cards, you are manipulating the board in a way. When your units grow up to about 20/20 there's little the opponent can do. Even so, countermeasurement decks is still very hard to play with. BUT when you actually set up the game succesfully, you are almost going to win(I once countered a guy that tried to remove my unit with two tactical strikes and hammer, all being intercepted or downing-ed)
This work well against research decks because of the counter-order-measurements you bring. It is also strong against discard. Still, I feel sorry for every single player I disgusted with my countermeasurement deck
VagrantHere May 9, 2021 @ 4:31am 
I understand you may find it fun to "play" with countermeasures. Whether a deck has 1 or 40 countermeasures in makes no difference thou. These type of cards in general make a lot of old mistakes that other card games have made in the past that they've had to correct. Countermeasures could be a fun mechanic to use in the game but in my opinion in Kards the countermeasures are broken as I described in my earlier comment. I remember you & ours matches, I think you can say I understand how to work around countermeasures; the fact of the matter is eventually I have to 1. Move, 2. Play Units, or 3. Attack. Whereas the deck you used had to just wait & furthermore was rewarded if I didn't make the mistake of activating your countermeasures.

Just to be clear I'm not mad at you for playing with those cards, I feel those cards are broken.

Quick story if your interested. In 1994 I played in a Magic the gathering tournament, made it
to the final round & lost to my opponent. My opponent had a 60 card deck he had 1 creature
in it Juggernuat 5-3, 4x counter spells, 4x unsummon, 4x boomerangs, 4x powersink, 4x mana drains... if your not familiar with those cards or if I listed the right names basically his whole deck was just a bunch of all the different types of counter spells.

Finally, I am not saying that countermeasures should not be in the game. Countermeasures could be fun if they were massively reworked. For both players!
General E. Drunk May 9, 2021 @ 4:04pm 
Originally posted by VagrantHere:
Quick story if your interested. In 1994 I played in a Magic the gathering tournament, made it
to the final round & lost to my opponent. My opponent had a 60 card deck he had 1 creature
in it Juggernuat 5-3, 4x counter spells, 4x unsummon, 4x boomerangs, 4x powersink, 4x mana drains... if your not familiar with those cards or if I listed the right names basically his whole deck was just a bunch of all the different types of counter spells.
Brings back memories. I didn't participate in any tournaments so it's quite different, but anyone with a deck like that wouldn't have been able to find an opponent to play them where I'm from :D
boredboi May 12, 2021 @ 12:24pm 
i think all the cards that give hq health and artillery are overpowered
VagrantHere May 13, 2021 @ 2:03am 
@meme_master0811 Yeah health gain can be tricky in some cases especially the commander 10 order deck. I don't think HQ heath gain cards are bad in general, you need a way to survive rush decks other than "guard" units. Now health unit buff needs to be looked at in my opinion. A glass cannon lets say with 10 attack & 2 defense is big trouble but there's tons of ways to remove it... where as a 2 attack 10 defense is real trouble to deal with. To artillery, yes all of the low cost with low operation cost artillery need to be addressed. I think there operation cost need to be increased. The higher tier/late game artillery doesn't seem bad to me.
DARKCA5TLE May 13, 2021 @ 10:49am 
Nerf:
Mare
Patriotic Firestorm/Ura

Buff:
Me262
Firefly
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Date Posted: May 8, 2021 @ 11:41pm
Posts: 8