AcidBunny, Decode789

Deck Guides: FUN-sworn & King of Jackpot

Overview

The time has come for the Firesworns to make a comeback in Gwent and cleanse all the heresy on the ladder! With the appearance of the Hierarch Cyrus Engelkind Hemmelfart  the firesworn have gain a new morale and this time they WILL impose the righteousness upon the wicked.

The main purpose of Cyrus Engelkind Hemmelfart is to respawn our mighty Fallen Knights in Round 3.  That way we can use the Fallen Knights in Round 1 to secure a win.

The general game plan of the deck is to swarm the board with Firesworn tokens and then boosting them all up with Dies Irae and Sacred Flame and some important cards like Grand Inquisitor Helveed and Igor the Hook so it’s recommended to save these powerful allies for a long Round 3.

You can use Ulrich to spawn an extra copy of Fallen Knight in Round 1 to get an additional engine because  we need to dictate the flow of the game, winning Round 1 and go into a long Round 3. Otherwise our opponent will drain all our ressources in Round 2 and leave our congregation empty.

Pros

  • Very good in long rounds
  • Lots of points output potential
  • More than enough capable of winning round 1

Cons

  • Vulnerable to row punishes
  • Can suffer from lack of consistency in draws
  • Control decks can kill your engines before you start swarming

The Deck

Core Cards

Cyrus Engelkind Hemmelfart is what I would say firesworn decks needed for a long time. Before the hierarch entered the fray, you would use your most important engine Fallen Knight in Round 1 to win to secure yourself an ideally long Round 3. But now it’s possible to use those amazing bronze engines both in the first and the third round of the game.

Sacred Flame is a very important card in this archetype, as it not only provides you with 2 additional units but also allows you to boost every Firesworn unit on the board, essentially giving you the effect of Bone Talisman.

Dies Irae allows you to deal 3 damage while boosting all your Firesworn by one point. Which is a substantial effect, as nearly all your cards will be Firesworn, but it also gives you the option of boostin ANY unit instead if you are able to kill a unit with this card’s effect. Although most would say that this might be the best thing about this card, the fact that this card has echo increases its value even more, as I see it. The fact that it can buff your whole army of zealots twice makes it unique and fun.

Overview

Although Francis Bedlam, the King of  Beggars is a synergy card for tributes, he works really well in Jackpot, as the woes of over-profiting are all but lost to this archetype. 

The main purpose of this wily underworld kingpin is to summon himself during the round Savolla is played. And that’s really easy, since Jackpot provides you with a nice and full bank. This combination allows you to spend 9 coins and get it back immediately through King of Beggars, who will also join the fray from your deck to allow you to convert your ill gotten gains into more cold, hard points.

In the early rounds, Sewer Raiders are used to thin your deck which is especially good if you are on blue coin as your Tiger’s Eye stratagem will provide a nice and juicy advance of five coins. Mutants Maker provides you a proactive play which will grant you either 3 coins, or, if your bank is full, 3 additional points. This boost also applies to cards like Tax Collector, Sigi Reuven, Whoreson’s Freak Show and Witch Hunter Executioner. This deck not only includes point slam and coin spenders it also has control options through Whoreson Junior, Freak Show, Executioner and Vigilantes.

Overall the deck has point-slam. control and flexibility.

Pros: 

  • Has control options
  • Can be good in short and long round
  • Massive finisher

Cons: 

  • Can experience some inconsistency
  • Core cards are susceptible to bleed
  • Vulnerable to tall punish

The Deck

Core Cards

King of Beggars allows your bank to refill after paying a high tribute, summons himself to the field and serves as a spender in a pinch, so make sure to mulligan – this smooth criminal will serve you better in your deck. 

Savolla is your King of Beggars summon trigger, either in a short round or when you are being pushed. In order to achieve this combination, your bank has to have at least 7 coins to be able to afford Savolla‘s tribute and to summon the King of Beggars. In a pinch, your leader ability enables this interaction instantly.

Sigi Reuven in this deck has a profit of 10 and ideally you want to deploy him when your bank is full. In a pinch, he can also serve as a tribute enabler for Savolla, but this is not the best use for the linchpin of the Novigrad underworld.

Caesar Bilzen is played between two profit cards usually in-between Sigi Reuven and any other profit cards for maximum value. He is your finisher in most games.

Deck Guides: Metabreaker & Vampires

Overview

Tired of going against meta decks with your home-brews all the time? Want to win against a meta deck with a spicy list? Well, you’ve come to the right place!  With  the return of Araches Queen; new and and better than ever she and her swarm of creepy crawlies will overwhelm any obstacles to her way to victory!

The main purpose of Arachas Queen is to create as many Ruehin as possible in Round 2 or 3 to have an endless supply of targets for your consumes and points throughout the round.

The general game-plan of this deck is to play your Griffin, Archespore and Crimson Curse to secure round control, so you can decide whether you want to bleed or go into a long round. Normally this deck benefits from a long round so ideally you would want to win Round 1 and then go into a long Round 3 so its highly recommended to keep your Arachas Queen, Ruehin and consumes till Round 3.

If your opponent is really pushing for round 1 you can invest cards like Glustyworp and save your Kayran for Frightener: Dormant for Round 3. Also, while your army of drones can be powerful indeed, the bigger threats in your arsenal like Glustyworp are rather susceptible to tall punishes so it would be best to delay playing them as much as possible.

Pros

  • Good Tempo and point-slam potential
  • Has enough control to punish opponent’s engines
  • Is good in both long and short rounds

Cons

  • Win-Condition are susceptible to be bled out in Round 2
  • Susceptible to tall punish
  • Lacks tall punish of its own

The Deck

Core Cards

Arachas Queen is one of the core combo card in this deck as her ability to give you a second Ruehin while also consuming the first one is very good and not to be underestimated

Frightener: Dormant is a nice point slam card and while not really that important in the combo of the deck, the card itself however takes good advantage from you consuming your Ruehin over and over again to activate itself giving you solid 12 points

Kayran is the bread on butter for this deck as played at the last say card and its main target being the 2 copies of Ruehin and another tall unit will allow you to activate both Ruehins at the same time.

Overview

The long neglected archetype is here, and better than ever! Regis, freshly risen from the grave, and his fellow vampires have come to wreak havoc among mortal. Regis: Reborn, as he is known in the game, is exactly the card vampires needed as each turn of bleed increases his base power by 1. He makes for a great finisher when all enemies have been sufficiently relieved of their blood. Not only does he serve as a potent carryover for the  bleeding archetype, this powerful bloodsucker can also drain any unit by 3, adding a 6 point swing to all the carryover he provides.

Thus the main focus of the deck is to apply bleeding to  your opponent’s units as much as possible to have a very huge Regis as the last play. This is achievable with the newly buffed cards such as Fleder, Alp and NekuratAnd let us not forget the powerhouse cards which enable bleeding across multiple units like Dettlaff and Unseen Elder while Orianna slowly increases her power on the ranged row at the left side of Unseen Elder.

 

Pros:

  1. Massive long round potential
  2. Multiple synergies can be achieved
  3. Capable of surviving a bleed

Cons:

  1. Vulnerable to movement/tech tools
  2. Can experience a lack of consistency
  3. Vulnerable to tall punish

The Deck

Core Cards

  1. Regis: Reborn – A very powerful finisher allowing you to get carryover for each turn of bleed plus the drain of 3.
  2. Unseen Elder – A must answer engine as he can single handedly clear the opponent’s board in a long round. Pairs really well with  Fleder.
  3. Orianna – Another must answer engine which utilizes the amount of units affected by bleeding makes her pair really well with Crimson Curse and Dettlaff.
  4. Dettlaff – Mainly used to set the blood moon early for the bleeding to commence.
  5. Crimson Curse – Used in initial rounds for the bleed carryover and Fleder/Garkain synergies.

Deck Guide: Deathwish MidRange

Introduction

Deathwish is back on the menu! With the latest provision and point buffs to many important cards of this archetype, the classic Monster list focused on consuming units looks quite tasty indeed and is very much on flavour for this exciting Savoine season.

Game Plan

Mulligan: Ideally we want Yghern, Adda Striga and Haunt with some added bronze Deathwish and Consume units in our hand. To complete the shopping list, you would preferably add some additional Deathwish units like Manticore or Miruna to our stew pot to be able to disrupt any nasty surprises your opponent might have in store.

Round 1: You can start playing your cheap bronze Deathwish units such as Archespore to thin your deck as well as  play Yghern to establish Dominance for Adda Striga. Your main goal should be to win the round, so you can decide whether you want to push the opponent or not. If you flipped the Blue Coin, make sure to use your stratagem to draw any important card that you missed before getting out of the round.

Round 2: Usually Deathwish decks prefer a short Round 3, so feel free to bleed your opponent vigorously in Round 2 to leave them starved of win conditions. That means that you can unload pretty much your whole pantry in this round but your choice cuts would be Haunt with Succubus for tons of tasty points as well as Golyat and Yghern to prepare a tasty treat for your Round 3 Ozzrel.

Round 3: Ideally this round should just be a short dessert. Playing Dettlaff Higher Vampire and then consuming it with your leader charges will net you a hefty amount of points. After that tabling Ozzrel to consume the previously prepared Yghern or Golyat should leave you gorged on points and your opponent both hungry and in the dust.

The Deck

Pros and Cons

PROS:

  • Lot of Point slam potential
  • Enough control to deal with opponents important engines

CONS:

  • Lack of tutors can lead to us missing out on important cards
  • Bad against Lock heavy decks

Considerations

You can replace the stratagem with Urn of Shadows to synergize with Miruna or Manticore but i chose Scroll because of the lack of tutors in this deck. Xavier Lemmens is also a good option to counter any graveyard shenanigans that opponent might want to pull off against you.

Combo

Haunt is one of the most important cards in this deck as it not only provides you with more consumes but also gives you the option to proc your Deathwish units the same round you play them.

Heatwave may look out of place at first but its usage as removal of any pesky defender, scenario or tall unit is very important in the current state of the meta.

Toad Prince is a card that many players would be looking forward to using this patch as with its buff it’s now possible to consume any unit at 4 points or less allowing you to deal with almost any engine on your opponents side of the board.

Succubus is basically a bronze Dettlaff with no counter restriction, netting you a nice 5 points each turn, provided you can afford the consumes. It’s best used with Haunt.

Adda Striga is an exceptional 4 point removal piece that can take care of most of your opponent’s engines with the small condition of Dominance which can be achieved easily by this deck.

Yghern or Golyat should be played before you reach round 3 so your Ozzrel can get decent value from your graveyard.

Conclusion

With Bomblin’s help I present you a deck that is more than sufficiently capable of earning a spot in this season’s  meta lists. A very simple deck that offers lots and lots of points while also providing a decent amount of removal. Please try this deck out and tell us how your games went.

Thanks for reading, and happy gwenting!

Deck Guide: Siege Mages

Introduction

Although pretty similar to the popular Siege Mage list in the last patch, this deck is still going strong with bunch of mages to terrorize the ladder once again.

Game Plan

Mulligan: In an ideal situation our main goal for mulligans is to get at least 1 Ban Ard Student, Chapter of Wizards, Meditating Mage and Aretuza Students. Try to also look for Siege if you are lucky enough to draw it.

Round 1: The First thing we need to do as soon as we start round 1 is to play our Ban Ard Students to get the patience value going on it while our main goal in this round is to just play mages such as Aretuza Adept and Aretuza Students. You can however invest Chapter of Wizards to play an additional Mage.  Seltkirk of Gulet can be used to win Round 1, but only if it’s really necessary.

Round 2: Depending on your hand we can bleed the opponent in round 2 with siege, Raffard’s Vengeance, Queen Adalia and other siege engines. Another thing we can do in this round is to play as many Meditating Mages as possible. This calm little mage will soon turn into a huge threat, which can can carry over its points into the next round, thus putting the opponent at a huge disadvantage. Combined with Aretuza Adept, who buffs herself every time a unit’s Patience keyword is activated, your points can quickly snowball far beyond what your opponent might be able to handle.

Round 3: If you successfully bled your opponent in round 2 and got his win-conditions out we can play Gerhart of Aelle to close out and win the game, if you got a long round 3 instead you can just repeat everything we should have done in round 2.. and do that in round 3 this time with the difference of not playing Meditating Mage in round 3 as  we will not gain any value from potential carry over in the final round.

The Deck

Pros and Cons

PROS:

  • Lots of tempo
  • Enough control to deal with opponent’s engines

CONS:

  • Lack of tutors can make the draws awkward
  • Weak against control heavy decks

Considerations

One of the changes you can make is to replace Queen Adalia with Bloody Baron for tall removal or Tissaia de Vries to get some additional value from your mage engines.  Xavier Lemmens is a solid tech choice against several decks run on ladder nowdays, but he can be replaced with Sile de Tansarville.

Combo

Chapter of Wizards while at first may look a bit overpriced but his ability to play Runeword and then spawn the copy of a mage you played makes up for his 13 provision cost and is a very good tempo card to play.

Xavier Lemmens will look as a weird pick on first glance but his ability to counter Bounty setup, Mammuna and Skellige’s Graveyard shenanigans can  comes in clutch at unexpected moments.

Leticia Charbonneau can be played early in rounds to progress her patience, which will in turn boost our other mage engines greatly.

Aretuza Adept is a very important engine in this deck that will give us a lot of points which will be essential to win rounds.

Seltkirk of Gulet is one of the only tall removal we have in our deck and is very important for us since we dont really have any tall removals in this deck, the reason why i picked him over Prince Anseis is because we can tutor him with our Amphibious Assault.

Raffard’s Vengeance is one of the best cards in this deck not only can you play this card for a card advantage but it can also act as constant 2 point per turn engine which is beneficial for both siege and mage archetype of our deck.

Meditating Mage is an excellent 4+ potential carryover with its Resilience and Vitality keywords, but the main use of this card will always be to be used with Chapter of Wizards to spawn as many Meditating Mage’s as possible which in turn will grant you a lot of carryover.

Conclusion

This is a very fun simple  yet very strong and competitive deck which can still be viable after the meta settles down in a few days. Also approved by our one and only meme master Bomlin so please try this deck and tell us how your games went

Thanks for reading, and happy gwenting!

Community Tournament: Duel of Dogs (The Big Heist)

Introduction

Team Bandit Gang presents: The Duel of Dogs Tournament,  where skill is the only thing that matters, with much loot to be plundered.

Community Qualifiers – November 6th – 7th

Main Tournament – November 13th – 14th

  • Five (5) members from each Gwent team, as well as some notable independent players will be invited to participate in the Main Tournament.
  • Total amount of players in the Main Tournament will be 64. This will be a mix of invited players and those who earned a spot via the community qualifiers tournament.
  • If a team CAN NOT fill 5 spots, the spares will serve as additional spots to compete for within the community qualifier tournament.

Prize Pool

Prize Pool – 250$ (US Dollars)

1st Place – 175$ + Discord Title + 1200 Meteroite Powder + 15 Premium Kegs

2nd Place – 50$ + 800 Meteorite Powder + 10 Premium Kegs

3rd Place – 25$ + 400 Meteorite Powder + 5 Premium Kegs

Tournament Rules

We highly recommend for everyone to record their games for the sake of potential disputes or claims

  • All rulings made by tournament administrators are FINAL
  • All tournament participants MUST be in the Team Bandit Gang Discord
  • The tournament is open to PC and Mobile players
  • Sign up via Challonge: https://challonge.com/1dhmx85u
  • Tournament check-in will begin 2 hours prior to the start on all tournament days
  • All deck list screenshots have to be submitted via email to teambanditgang@gmail.com
  • If decks are not submitted on time,  the player will be disqualified, no exceptions.
  • All deck lists are subject to verification at any time. Decks that do not match the respective submitted deck lists will result in a match loss to the current opponent
  • Should a game result in a draw in the last 2 rounds of Swiss, the game will be replayed with the same decks and coinflip
  • The coinflip is fixed, the ban via the Team Aretuza ban tool https://teamaretuza.com/gwent/ban will let you know who will go first (and has to send the match request). When you send the match request to your opponent, you are on Blue coin. For Red coin, your opponent must send the request.
  • The first person to win 2 games wins the match in BO3 Swiss and the first person to win 3 games wins the match in BO5 Final 16.

Draws Explanation

  • Game 1 will proceed to a deciding match.
  • If it’s Game 2, it’s 2-1 for whoever was already up 1-0.
  • If it happens in Game 3, the series ends in a 1-1 result
  • Should a game end due to DISCONNECT, then the player who disconnects is given the loss. However, that player’s opponent has the option to offer a rematch using the same decks.
  • Failure to queue into your match against your opponent within 10 minutes of the match being posted will result in a 0-2 match loss. A second failure to show will result in a disqualification from the tournament.
  • You may stream your games at your own risk, and streaming with a delay is highly recommended
  • Any cheating, vulgar or unsportsmanlike behaviour will not be tolerated under any circumstances and may end up in disqualification from either tournament.
  • Cash Prizes – An active PAYPAL Account is required, or the cash prize will be voided

Tournament Format

Community Qualifiers - Swiss Rounds

  • Limited to 256 players who can enter qualifier tournament
  • While all Gwent teams can bring five (5) people from their teams straight  to the main tournament., additional team members can participate in the community qualifier for their spot in the main tournament.
  • The amount of players who can advance to the main tournament will depend solely if all of the Gwent teams invited can fill a five (5) player invite roster. For example, if 10 Gwent teams all had 5 players join the main event and 3 independent notables joined the main event then there would be 53 out of 64 spots filled. This would leave 11 spots  that community qualifier players can compete for. Qualifying spots will vary depending on the outcome
  • Start Time: Saturday November 6th @ 7am CDT – first half of the Swiss Games will be played
  • Start Time: Saturday November 7th @ 7am CST (daylight saving happens this day) – second half of the swiss games will be played
  • Best of 3 format
  • Bring three (3) decks from three (3) different factions. Final deck lists are to be uploaded as SCREENSHOTS NOT LINKS to teambanditgang@gmail.com no later than November 5th @ 7am CDT.
  • Open deck lists from one (1) hour prior to the start of the tournament
  • Ban 1 deck each, win with the remaining 2
  • Draws in the first four (4) rounds will finish with a 1-1 result
  • Draws in the last two (2) rounds will be replayed using the same leaders and same coin
  • All scores must be reported in the #duel-of-dogs-qualifier-scores channel in the Team Bandit Gang Discord

Day 1 - Swiss Rounds

  • Start Time: Saturday November 13th @ 7am CST
  • Best of 3 format
  • Bring three (3) decks from three (3) different factions (Submit 4 decks, 4th will be for Day 2, make sure to specify which deck is for Day 2). Final deck lists are to be uploaded as SCREENSHOTS NOT LINKS to teambanditgang@gmail.com no later than November 12th @ 7am CST.
  • Open deck lists from one (1) hour prior to the start of the tournament
  • Ban 1 deck each, win with the remaining 2
  • Draws in the first four (4) rounds will finish with a 1-1 result
  • Draws in the last two (2) rounds are to be replayed using the same leaders and same coin
  • All scores must be reported in the #duel-of-dogs-qualifier-scores channel in the team bandit gang discord

Day 2 - Top 16 Single elimination

  • Start Time: Sunday November 14th @ 7am CST
  • Best of 5 format
  • Bring four (4) decks from four (4) different factions
  • Ban 1 deck each, win with the remaining 3
  • All draws will be replayed using the same leaders and same coin

Tournament Client

  • The Gwent tournament client will be utilized on the FINAL day on the main tournament.
  • Top 16 players will be featured using the tournament client.
  • Team Bandit Gang will be casting the tournament on the final day of the main tournament. (the casters will be announced in due time)
  • One (1) Top 16 match as well as one (1) quarterfinal match will be cast. Additionally, all semi-finals, 3rd place match, and finals will be cast. The casting channel is still undecided and will be announced shortly.

If you have any Inquiry related to the tournament please send them to the Tournament Organizer SynergyGod

Bandit Gang’s Guide to Syndicate-FAQS

FAQ

Answers to the various questions a beginner will have after going through this guide.

Why didn’t my Jacques reach its 3rd form? Why does my Whoreson Junior only target boosted units? 

You have neutrals in your deck which can cancel your Devotion abilities.

Why does Saul not boost by 3 when I have 7 coins?

Saul will only boost by 3 when you have 7 coins if you are using Hidden Cache leader.  

Is Tiger’s Eye worth crafting?

Yes, but it’s not as important as your other high-end gold cards such as Whoreson Junior and Sigi Reuven.

What will happen if I use Bloody Good Fun with 9 coins?

All 9 of your coins will be used if you use Bloody Good Fun without spending them beforehand.

I used a special card that gave me coins to over profit in the jackpot leader. Why didn’t my card get boosted?

Your unit will only get boosted if it’s the one that over profited and using specials to over profit will not give your units any boost.

I gave a Bounty to a unit but it did not receive it?

Veiled units cannot gain any status including bounties or your opponent used purify to clear the bounty.

What leader do you suggest for a new player starting the Syndicate faction?

Jackpot is the best Leader you can play right now if you are a new player.

Bandit Gang’s Guide to Syndicate- Concepts and Keywords

Concepts and Keywords

While there are many other concepts prominent or unique to Syndicate, these are the most common and important to look out for.

Statuses

Syndicate is all about coins and the advantages they provide. Inflicting statuses like Bounty or Poison and gaining points through Spending, Tributes and Intimidate are your main modus operandi while leading the forces of the Novigrad underworld into the fray. Fallen Knight, Casino Bouncers, Witchfinder being the most generalized of these. Casino Bouncers in particular being a staple of many Syndicate decks with one of the easiest thinning pre-conditions available in Gwent. (highlighted green) 

Keywords

In this category you will learn about every keyword that you can use in the Syndicate faction   

Card tags

 These are of special importance to Syndicate, particularly the gang category ones. Which are necessary for triggering Sigi Reuven, arguably the strongest card Syndicate has. (highlighted red)

Coins

 The most important keyword for the syndicate faction as almost all cards revolving around syndicate requires coin in one way or another while in some cases to trigger hoard or to gain as profit’s or just to spend for various benefits from spender cards. Ways to gain coins can be direct from cards, stratagems and leaders.

Hoard

 An ability that requires you to own a certain amount of coins is called Hoard. While it may require you to have x amount of coins to trigger the ability, it will not spend the coins you have and if it’s a continuous working ability it will keep triggering the ability as long as you hold on to x amount of coins. But as soon as you go down that required amount the ability will stop triggering. Most common cards that require hoard are Sewer Raiders and Passiflora Peaches 

Insanity

A very similar keyword as fee but instead of just using coins as a form of payment it gives you an option to use your health as payment to trigger the ability of certain cards. You can also use insanity again if you can heal a card back to its full health of over the cost of its ability which can be strong since you can trigger it more than once without coins 

Intimidate

Gives boost to a card with intimidate keyword each time you play a crime special cards works almost the same as harmony from Scoia’tael  but instead of units it triggers when you play crime spell cards  

Spender/Fee

The most direct way to spend your coins, think of it as an order ability but with zeal and charges, as long as you have coins to spend you can keep triggering it.

Profit

One of the most easiest ways to get coins from cards, some units and specials when played can give you a certain amount of coins which is your profit 

Tribute

An optional deploy ability of some cards that require coins to spend while it is not necessity for you to spend the coins for tribute it can however be a powerful deploy ability in certain situations for example with professor while normally you may not use his tribute but if an engine is protected by armor you can spend some coins to use his tribute to bypass that protection and kill the engine 

Bounty

A status that you can give to an enemy unit and if that enemy unit dies you will be compensated by coins equal to the base power of that enemy unit. Keep in mind bounty will not work on a unit protected by veil and it can also be nullified by purify, the best course of action would be to just use a spender to kill the unit you gave bounty to in the same round to not give an opportunity to your opponent to purify it. 

Over-profit

While coins are very nice mechanics to have with a lot of pro’s it also has its cons which is an upper limit for the coins you are allowed to own which is 9. You cannot own more than 9 coins per game and any coin you gain afterwards will go to waste which is why it is important to use a bit of coins before you play cards that can make you over profit.

Leaders

Lined Pockets

Grants you 1 coin per charge and can be used 6 times in total as well as giving you 1 coin whenever you play a crime card .Lined pocket used to be really bad because the only support it had was intimidate and Townsfolk which could be used with Igor which was basically meme’s but if left unchecked it could generate a lot of points, LP was also used with Portal, Gord and Senior but now that it has the support of Cleaver, Junior, Professor, Drill and leader having an extra charge it has turned into a powerhouse of the faction. Not only can you generate a lot of points quickly with cheap 4 point crime specials you also have the option to decimate your opponent with Drill. In terms of control and point slam LP is as good as if not better than the Arachas Swarm list from the Monsters faction.

Jackpot

Grants you 9 Coins, then boost an allied unit by any coin that goes over profit, whenever an allied unit gives you Coins, boost it by any excessive coins gained. Before the buff in patch 9.0 Jackpot was seeing almost no play at all in the ladder. After the patch however it has been one of the 2 most played leader from syndicate faction mainly due to the fact that not only did it get easier for new players to play with, it also became very good in generating a lot of points in short and long period of times making it essentially be good in long and as well as in short rounds. It is also very forgiving in case you over profit in fact it encourages you to over profit. And lastly while it may get nerfed by 1 provision in the next patch it will still be a deck that will terrorize the ladder and remain at tier1.

Pirate’s Cove

Spawn a Sea Jackal on an allied row which can be used a total of 2 times. Before patch 8.5 Pirate’s Cove saw no competitive play on the pro ladder. After the buff it became one of the most popular Syndicate leaders for a while. Being able to spawn a spender on demand allowed people to avoid over-profiting and be far more lenient with their coin economy in general. Having 2 charges allowed you to regulate your coins in two of the potential three rounds in a game of Gwent, which was, frankly speaking, pretty amazing. While the recent buffs to Jackpot made Cove fall from grace a bit, it is still a very strong leader capable of playing competitively on the pro ladder.

Congregate

Spawns a Firesworn Zealot on an allied row and grants you 1 coin which can be used 3 times. While a little weaker than its patch 3.0 counterpart it was last nerfed in patch 5.1 and has been left untouched ever since. It’s really good with cards such as Fallen Knight, Sacred Flame, Eternal Fire Priest and Dies Irae, Congregate is a really good leader for Fireswarm decks however, since those have fallen somewhat out of favour, the leader sees hardly any play on the pro ladder.

Hidden Cache

While it was last nerfed in patch 6.2 but buffed again in patch 7.1 Hidden Cache used to be the leader of choice in Syndicate for most players before the buffs to Jackpot, Pirate’s Cove and Lined Pockets. Being a really good leader for Hoard decks, Hidden Cache was the go to leader for Passiflora decks allowing you to not only gain 9 coins overall, but the passive of reducing Hoard triggers by 2 allowed for some amazing leeway. Overall, a fun and decently powerful leader.

Off The Books

Gives you 2 coins which can be used 3 times as well as making every allied Tribute costs 1 Coins less. Before this leader got the support of the last 2 expansions it used to be a leader not really played competitively because it did not had enough support to compete with other leaders of the faction, however with the recent bounty package getting buffed in the Price of Power expansion it has started seeing competitive play with decks including cards such as Witchfinder, Professor, Graden and Moreelse.

Blood Money

Damage an enemy unit by 8, then gain coins equal to any excessive damage dealt. Used to be fairly okay in patch 3.0 but after the change in patch 5.1 it has rarely seen play in pro ladder if any at all and has been probably the least played leader in the syndicate faction ever since.

Archetypes

An archetype is essentially a bunch of cards synergizing each other and being strong enough to construct an entire deck or in other cases can support each other in smaller packages.

Swarm

The point of the swarm archetype is to spam out as many Firesworn Zealots as possible while your engines are on board and then boosting as many units as possible with cards such as Sacred Flame and Dies Irae there are a few noteworthy supporting cards in this archetype such as Fallen Knight’s, Firesworn Scribe, Eternal Fire Priest and Grand Inquisitor Helveed while its strength lies in its ability to quickly fill your side of the board with as many tokens as possible and then boosting them all, its weakness consists of row punishes and control heavy decks such as Skellige’s warriors, Nilfgaard’s ball and Syndicate’s bounty decks.

Self-Poison

Self-poison is a really fun archetype to play around with. It focuses mainly on poisoning its own units and was more of a package before the Way of the Witcher expansion because there was little to no support for the archetype. Way of the Witcher brought a sort of renaissance to the archetype and sparked quite a few decks focused on the mechanic, including some silly memes which feel oh so satisfying to unleash upon your unsuspecting opponents. Essential cards for this archetype are Salamandra Abomination, Bleinheim Brothers and Salamandra Hideout  while the memes consist of Salamander, Madame Luiza and Renew. One of the main foci of this archetype is to continue poisoning  Salamandra Abominations or using the Bleinheim Brothers to poison your whole board, while turning in a tidy profit. If you manage to stick a unit with the Veil status, you can, in theory spend as many coins as you want to boost the unit to a ludicrous size, with only the timer hampering your shenenigans. Certainly a strong archetype after the buffs and new cards it got in the last expansion, it is however hampered pretty significantly by Nilfgaard, a faction which likes to dabble in poison as well and control heavy decks in general.

Intimidate

Intimidate is all about establishing your engines and then using crime cards to boost them by the specific value of intimidate on an engine, while it was super strong in the last seasons due to the Halfling Safecrackers, Cleaver, Drill and Gord. It has been nerfed a bit in the last season but that does not stop people from still playing this strong archetype with a few changes like Portal, Mutants and Whoreson Senior. Overall a very strong and reliable archetype to play on the pro ladder.

Bounty

Bounty archetype mainly focuses on putting bounties on your opponent’s cards to capitalize on them. Before the recent price of power expansion the archetype was just not really strong at all but with the recent bounty cards added from the expansion it has been the go to archetype for pro ladder climb. The Witchfinder, Fabian Hale, Professor and Caleb Menge are your high end cards to apply bounties. Some of the low cost bounty givers are Hysteria, Kurt, Slander and Witch Hunter. Graden, Witch Hunter Executioner and Whoreson’s Freak Show are some of the spenders that you can use to kill the opponent units with bounty. One of the few engines this archetype has are the Vigilantes.

Hoard

 Hoard is essentially an archetype where you put a lot of engines and cards that require the Hoard keyword. This archetype used to see a lot of plays before intimidate and bounty archetype’s got strong. Your main high-end cards in this archetype consists of Passiflora, Lieutenant Von Herst, Saul and The Flying Redanian. The cheaper bronze cards consist of Sea Jackal, Passiflora Peaches and Sewer Raiders.  The main goal in this archetype is to always have enough coins to trigger the hoard of your cards, especially The Flying Redanian which can provide some fun interactions with Kikimore Warrior. Passiflora is to be used with the Peaches, Overall this archetype generates a lot of points. Some of its weaknesses can be tall punishes.

Bandit Gang’s Guide to Syndicate- Beyond The Starter

Beyond the Starter Deck

Once you have saved up some scraps to upgrade your list to a meta deck, this section will help you get familiar with each card in the meta deck that you will use, while the starter section and deck made you familiar with some of the most important basic cards and the archetype. The following are the “must have” cards that you will see and encounter in most Syndicate decks.

P.S. Click the images to see the card’s information if you’re unfamiliar. 

Must have cards

Whoreson Junior

Whoreson Junior may seem similar to other tall removal cards at first glance, but his reliability and versatility has made him the backbone of most if not all Syndicate decks at the small cost of Devotion. You can use him as both offensive and defensive removal.

Sigi Rueven

If junior is the backbone of your deck, then Sigi Reuven
can be considered its legs. While he may just be a simple, albeit significant, coin generator at first, due to recent changes to Jackpot leader he also acts a point slam card and an engine, with his Intimidate keyword. In short he is a really good card that is essential in most modern Syndicate decks.

Professor

Professor is one of my favourite Syndicate cards. He is a solid 14 for 12 and is best utilised removing an engine. Many people disregard his Tribute as lackluster, but there are quite a few engines, which are protected by armor, so the ability to simply ignore said protection can come in clutch.

Caesar Bilzen

A massive coin generator, point slam card and a spender to boot.  Caesar and Sigi Reuven could be considered the best of friends. Although it requires some board setup with profit cards (Sigi Reuven most prominently at that) this dwarf can provide some insane value and play way over his provision cost.

Salamandra Hideout

Salamandra Hideout is another very good  8 provision card,  giving you the option to play Salamandra Abomination, Failed Experiment, Salamandra Mage or Salamandra Lackey. Like any location, it also has the Resilience keyword and can move the Poison effect from an allied unit to any other unit with its order.  One possible synergy would be with
Fisstech Trafficker.
Poisoning an allied unit with this drug peddler grants you a nice profit of three coins. And the status can just be transferred to an enemy unit with the order of your hideout.  Another nifty trick to utilize is an uninteractive kill. If you already have a unit with the poison status on your side of the board, you can simply move the status with your location, play a simple Fisstech and get rid of an enmy unit without your opponent having any chance to react to your sordid deed.

Vivaldi Bank

Vivaldi Bank gives you 3 coins and shows you the top of the card in your deck as well as an extra card for each coin you possess, allowing you to see up to 10 cards from your deck.  You can play the first (so the top card of your deck) for free but if you want to play another card you will have to spend coins equal to the card’ss distance from top. Vivaldi Bank is the perfect card for your deck because the only downside our deck had so far was the lack of tutors, which the bank takes care of nicely.

Bronzes

As bronzes are easy to acquire, we will not dive overly deep into them. However, the following cards deserve some special mention due to their value and therefore presence in most, if not all, Syndicate decks. Bear them in mind when constructing decks. 

Payday

Payday serves as cheap 5 point removal for 5 provisions. While  it may seem a bit overpriced at first, its second ability, which gives us additional coins for any excessive amount of damage done makes up for it . 5 points of damage take care of most engines these days, so this cards will serve you well in most Syndicate lists.

Fisstech

Fisstech is arguably one of the best 4 provision specials in the whole faction. It gives you 4 coins and poisons a unit. With the Lined Pockets leader ability it provides an additional coin, which makes it even more worthwhile. It can be played as an offensive poison  for removal purposes, but you can also play it on your own units, if you just need the profit. It is comparable to the Fangs of the Empire card in Nilfgaard, but better in some aspects, since it doesn’t provide your opponent a body to interact with.

Sea Jackal

Sea Jackal is the best bronze spender in the entire Syndicate faction, since it allows you spend your coins at at better than 1 for 1 ratio under certain conditions. If you manage your coins carefully, this ransacking pirate can easily serve as your win condition.

There are other exceedingly valuable cards that feature in many Syndicate decks, though they are not quite as universal, with more requirements/conditions. Thus, while (very) high priority, should be considered within the context of more specific decks. However, 
Jacques Grand Master
as probably the strongest Syndicate card,
playing for hefty 12 points on deploy, while also serving as a spender and an engine in Round 3, and Philippa Eilhart which can steal your opponent’s cards with minimal pre-conditions deserve a special mention. And lastly Passiflora Peaches, which can be very strong and hard to kill engines with the condition of Hoard 4, should not be forgotten.

Deck

The Full-Meta Jackpot Deck

Game Plan

Round 1: In this round we will usually play our Bleinheim brothers with Passiflora Peaches, Mutants Maker and Sea Jackal. The main goal of this round is to play least amount of high end gold cards and making opponent use their golds and if possible make your Flying Redanian come out of the deck in round1.

Round 2: Whether we win round 1 or lose we have enough high end gold cards available to bleed and defend the bleed, if you win round 1 we can bleed this round with Professor, Whoreson Junior,Philippa and Salamandra Hideout. Make sure not to use Sigi Reuven and Caesar Bilzen in this round as these 2 cards are our win-condition with Whoreson’s Freak Show.

Round 3: In round 3 we can play Jacques Grand Master, Sigi Reuven and Caesar Bilzen to get ourselves the win, as long as Sigi survives we can get huge value on our Caesar and lastly you can use Whoreson’s Freak show to spend the coins.

Pros and Cons

Pros

  • Lots of control
  • Good in both long and short rounds

Cons

  • Weak to decks with huge tempo e.g Commandos
  • Can get out-pointed by greedy decks e.g Koshchey

Bandit Gang’s Guide to Syndicate- The Starter

Your Deck’s Foundations

Syndicate is a very unique faction and, unlike the others, it does not offer a starter deck as of yet. Because of that, there is no single foundation for your beginner deck. Instead you will be playing all sorts of archetypes which will prepare you for the meta version of the deck. The game plan is to put as many engines and point slam cards on the board as possible to out-tempo our opponent, and to use our control engines such as Whoreson’s Freak Show and Ewald Borsodi  to take care of our opponent’s engines.

Thin Cards for Consistency

It is important to play Sewer Raiders and Casino Bouncers in Round 1 to trigger their thinning effect, which will not only give you tempo but also improve your draws for Round 2 and 3. Try to mulligan the copies of each card to avoid bricking your hand.

The Casino Bouncers in Action
The Sewer Raiders in Action

Grow Your Points

The deck has a lot of engines that demand your opponent’s attention. Saul de Navarette, Tax Collectors and Borsodi Brothers can sometimes be played as bait to protect the more important engines of our deck such as Roland and Gellert with Lieutenant Von Herst.

Tax Collector acts not only as an engine to generate coins but also generates a lot of points when you have 9 coins. This little pencil-pusher will act as your main coin generator other than Eavesdrop and Fisstech

Roland Bleinheim, Gellert Bleinheim and Lieutenant Von Herst are the most important engines of our deck. The general game plan is to let Herst spawn as many tokens as possible and then poisoning and boosting them all with Gellert Bleinheim. If this combo is done at 9 coins, it will generate double the rewards, since both the tokens and Roland Bleinheim will receive boosts, as Bleinheim’s coin generation will be turned into boosts due to our leader’s passive ability.

He rarely lives though
Gellert without Roland(left) vs Gellert with Roland and 9 coins(right)

Shut Down Opponents

While putting our own engines on the board and point slamming we also need to shut down our opponent’s engines and win-condition cards with our control cards.

Payday is one of the many control options in our deck and is a really good 5 point removal card. It is, however, advisable to use this card only when really needed, since we are running only a single copy.

Graden is a removal on deploy on any card as long as it has the Bounty status, which can easily be applied through Kurt and Slander

Geralt of Rivia  is our tall removal, and is used to get rid of the biggest unit on the opposite side of the board. So try to save him for your last play and don’t try to damage or kill your opponents tallest unit with other cards of our control package. Because that would put poor Geralt out of a job.

The Strategy

The goal is simple: Play engines and point slam while killing your opponents engines and win-conditions. In Round 1, try to win while investing as few gold cards as possible. We also do not want to play round 1 overly deep. Our goal is to play our thinning package and some bronze engines to get our opponents gold cards and removals out. If there is an opportunity to tempo pass in round 1- do so.

In round 2 we basically want to use our good cards to bleed our opponent’s win conditions out. We can play the Bounty package, Borsodi brothers and Bleinheim brothers to bleed. In Round 3 we can play our Whoreson’s Freak Show and find good targets for Geralt of Rivia.

Is it good to pass here or not?
Can we defend the bleed?

Pros and Cons

Pro’s :

  • Very solid and flexible deck which will get you used to most of the mechanics in syndicate faction.
  • Able to point slam
  • A lot of control

Con’s :

  • Lack of tutors which can make certain situations awkward to play.
  • Bad against swarm and tall punish
Why did i save my Geralt till the end?

Bandit Gang’s Guide to Syndicate – Overview

Introduction

Syndicate is the faction newly added to Gwent after homecoming and features a lot of unique and fun mechanics such as coins, hoard, intimidate and various other cool stuff which you will learn in this guide.

The goal of this guide is to provide the Gwent newcomers with cheap (at 2520 scraps each) decks, which are also already being tailored to be able to evolve into more Meta lists. Syndicate is a very tough faction to start with for a new player because, unlike the rest of the factions, Syndicate does not provide new players a starter deck. But fear not, you will learn to maneuver your Syndicate starter deck, its strategies, cards and combos.

click the heading or the image to continue  to the starter guide

This is the section beginners will look to for deck upgrades. It will include a list of must have cards, which will ensure that your scraps are well spent and not wasted, while the meta deck will act as your goal to work towards.

click the heading or the image to continue  to the beyond starter guide

The foundation to the proper use of any faction’s cards and deckbuilding is recognition of its core keywords and concepts. This guide can help players of all skill levels take a shortcut to combos and custom decks. 

click the heading or the image to continue  to the concepts guide

Answers to the various questions a beginner will have after going through this guide.

click the heading or the image to continue  to the faqs