
Hello everyone!
As winter approaches, we sail into the last balance patch before the end of this year.
This patch includes a couple of nerfs. Spitfire decks are getting more crews. Quite a few underwhelming cards are getting buffs. Two Intel-related cards will be shifted towards Exile, with the aim of supporting the creation of some decent Exile decks.
All card changes are ordered by nations. Let’s take a look at them right now.
[h2]
FINEST HOUR[/h2]
Old: Give an air unit +2+2 and Blitz.
New: Give an air unit +1+1 and Blitz.
Blitz is one of the most practical abilities in KARDS, especially for air units, as they can attack directly from your own support line without worrying about control of the frontline. Playing air units along with this card can inflict surprising damage, which may just lead to victory. This change does reduce the damage amount and we still expect it to be a very good card.
[h2]
EMERGENCY MEASURES[/h2]
Old: Choose and discard a Spitfire to deal 4 damage to target unit and pin it.
New: Choose and discard a Spitfire to add a RAF GROUND CREW to the support line.
Spitfires will never be forgotten for their contribution during WWII, and they will not be forgotten in KARDS either. We have been pondering how to make spitfire decks better. RAF GROUND CREW makes these decks viable, but there are so few of them. These crew units are either destroyed or coming too late. As such, we have decided to provide an option to get more crew members. With one spitfire sacrificed, more of them are ready to take flight into the sky and fight the enemies.
[h2]
BLACK WATCH[/h2]
Old: Deployment: Orders in enemy hand cost 2 more.
New: Orders in enemy hand cost 2 more.
This infantry is a staple card for many control decks, being capable of slowing down the enemy and protecting your own HQ. The ability of increasing costs may strangle some expensive orders or may just hit nothing. The new version is more reliable for increasing costs. The enemy will be forced to remove BLACK WATCH. Once removed, the cost increase will also be nullified. We also increase the attack to two.
[h2]
FOR GLORY[/h2]

Encountering multiple and powerful Elite units can be very difficult and annoying for new players. This card was designed as an efficient removal against Elite units. The cost is now even lower. However, it is still a very situational card, which we don’t really expect to be part of the meta decks.
[h2]
A5M4 CLAUDE[/h2]
Old: Deployment: A friendly unit has -1 operation cost this turn.
New: Deployment: Give another friendly unit -1 operation cost.
Most temporary buffs are not efficient enough unless the buff amounts are substantial. Instead of increasing the buff amounts, we would like to change some cards from temporary to permanent.
[h2]
144TH INFANTRY REGIMENT[/h2]
Old: Deployment: A friendly unit gets +1 attack and operates for 1 less this turn.
New: Deployment: Give another friendly unit +1 attack and -1 operation cost.
This card is changed for the same reason as A5M4 CLAUDE.
[h2]
JAGDPANTHER[/h2]

This tank destroyer is changed for the same reason as SU-85 in our previous balance patch. We hope tank destroyers in KARDS can pose a serious threat against the enemy. Dealing 5 damage with an operation cost of only 1 is not something that can be ignored.
[h2]
25. PANZERGRENADIER[/h2]
Old: Has Guard while in the frontline.
New: Gets Guard when moves into the frontline.
Conditional Guard is difficult enough. The Guard will not be removed even if it is retreated back to the support line. We are also giving this unit +1 defense.
[h2]
PANZER III-G[/h2]
Old: Cannot be pinned while in the frontline.
New: Pincer: Cannot be pinned.
“Cannot be Pinned” is actually a very cool ability and it can be pretty useful. However, it is still difficult for a single tank to make a difference while the remaining friendly units are all pinned. With the Pincer ability, two units on the board can get this ability. The enemy must remove one of them to break the pincer link.
[h2]
P-47D-25-RE[/h2]
Old: Deployment: Destroy target enemy unit in the frontline.
New: Deployment: Destroy a random enemy unit in the frontline.
This fighter is a very powerful unit that has the ability to destroy the biggest threat in the frontline. The new version fits the random theme of the USA. If there are multiple enemy units in the frontline, then it takes some skills or luck to hit what you want.
[h2]
CAMPAIGN TRAIL[/h2]
Old: All your units are fully repaired and operate for free this turn.
New: Your units operate for 2 less this turn and are fully repaired at the end of the turn.
Repairing in most cases is very useful. It somehow becomes troublesome when cost reduction, which in most cases leads to combat actions, comes after repairing. With this new version, your units can attack first and get repaired at the end of the turn. Keeping your units alive is essential in getting a good value from this card.
[h2]
FIAT C.R.42[/h2]

It seems this single-seat sesquiplane fighter is flying a bit too high and fast with 0 operation cost. We need to slow it down a bit.
[h2]
186TH FOLGORE[/h2]
Old: When you deploy an Alpine unit, it gains Ambush.
New: When you deploy an Alpine unit, it gains Blitz.
The Alpine deck fell down from the hill since the OBICE DA 75/13 change. With the help of this new FOLGORE, we hope it can climb back on the Alpine mountains a bit.
[h2]
DARING STRIKE[/h2]
Old: Costs 1 less for each Intel card you've played this battle. Deal 2 damage to any target.
New: Costs 2 less for each Exile unit you control. Deal 2 damage to any target.
Along with Poland as the new ally nation, Intel and Exile were introduced. Intel is doing pretty well, while Exile is still a bit far away from forming a deck. We plan to change a few underused Intel and Exile cards in the next few balance patches, in the hopes that players can figure out some decks with Exile.
[h2]
M4 SHERMAN PL[/h2]
Old: Has +2 attack and operates for free if you have played an Intel card this turn.
New: Has Blitz and operates for free if you have played an Exile card this turn.
For the same reason, this tank’s ability is now related to Exile, instead of Intel.
That is all, these changes will be live in early November. Please continue giving us your feedback, which is very valuable to us. We are checking your feedback, as always.
Thanks and see you on the battlefield, commanders!