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Iancm1997

Deck Guide: Alzur’s Madness

This article has been written by iancm1997 and edited by Babyjosus.

Intro

The Way of The Witcher is the newest card expansion which is set to drop on December 8th, 2020 after World Masters. However, we were given the opportunity to craft one of the main cards coming in this expansion 3 weeks prior to release. That card is Alzur.

What Does Alzur Do?

Whenever you play a spell card, Alzur spawns a unit with provisions equal to the spell you played, but he has a 3 timer charges which means you have to time your spells accordingly. For example, whenever you play an Oneiromancy, there is a chance he could spawn you a 12-point Old Speartip. When I first saw this card, I thought to myself: “This guy looks like he’d be pretty good in a Harald Gord deck”. And as I predicted, after playing with the deck he seems to work well in the deck.

What Is The Deck About?

The deck is a very standard Harald Gord deck, including cards like Forest Protector, Novigradian Justice, Heatwave, and Bekker’s Rockslide. This version uses Mahakam Forge for Dwarf synergy with cards like Pyrotechnician and Dwarf Berserker. The leader also spawns another special card which in return helps protect your cards and gives an extra point to Gord.

Now since this deck includes Alzur, I’ve thrown in a few spells to proc his ability. The obvious inclusions are Oneiromancy and Bekker’s Rockslide, which are already commonplace in Gord decks. The other spells are Alzur’s Thunder and Pact, which if you highroll can get you some pretty valuable bronze spawns.

What Is The General Gameplan?

The general gameplan for this deck is to win round 1 while developing some carryover with Dunca. This can be done by using your dwarves and your Sage + a healthy mix of control with special cards. If you do get round control, you want to bleed your opponent in round 2 in order to get out some of their win conditions. You do this by using cards like Novigradian Justice, Figgis, and Alzur. If you don’t 2-0 your opponent, you then have Gord as a good round 3 finisher along with the other control cards you might not have spent.

Strengths & Weaknesses Of The Deck

Strengths: Very powerful bleed potential, good control options with Heatwave + Rockslide + Thunders, Gord will get 15+ points of value very easily due to all the special cards you have.

Weaknesses: Vulnerable to super control heavy decks like Shieldwall, you can get put into weird situations where you have to play a gold unit on your dry pass if your opponent takes you into a long round 3.

The Deck

Instantly download this deck into your client with the following link:

https://www.playgwent.com/en/decks/9bfd967228bc17b214b104ecc87e26d1

Deck Guide: Strategic Withdrawal Masquerade Ball

This article was written by Iancm1997 and edited by Babyjosus.

Intro

Since the release of the Master Mirror Expansion about a week ago, there are a few decks that have been dominating the ladder. These decks include Second Wind Midrange/Greatswords and Fruits of Ysgith Ethereal (multiple versions). What is the best answer to counter these decks you may ask? Why some wholesome Nilfgaard of course! In this case some dirty poison decks. I know, I know “Poison!? What is this!?”.   Poison is one of the best control options in the game, and in this meta so far, tall punish and engine punish is the way. Imperial Formation was the way to go in past seasons for poison, but Strategic Withdrawal has shown itself to be a reliable alternative so far. This choice will be explained later.

Reasoning Behind the Card Set

The following will discuss why each card is included, and the general game plan the deck has.

Masquerade Ball: This is the centerpiece of your deck, your Piece de Resistance. Probably the best Scenario in the game at the moment, this card can get you upwards of 20 points of value. It works really well in the long round and can still work well in a shorter round. The spawned Fangs of the Empire have the Agent tag, which works with Usurper and cards with the Assimilate tag (Braathens and Cupbearer).

Usurper: The new evolving card introduced for NG in the new expansion is no joke. The third form of Usurper has Veil, spawns an Operative in each enemy row, and boosts self by one whenever you play a card with the Agent tag. This means it synergizes well with the spawned Agents from Masquerade Ball and Braathens, who is also an Agent.

Vincent Van Moorlehem: Your leader target, your most valuable removal piece in the entire deck. With all the statuses out there, one of them being Veil, it can play for 20 points in one go in certain situations. With leader, it can play for another 15+ points. He also procs Masquerade Ball since he has the Aristocrat tag.

Braathens: One of the new cards released, this is probably the best Assimilate engine that NG has. Can be used as a leader target for more Spying enemy units, making it synergize with our bronze engines very well. There are three options that you will always have to make a choice between. The three options are Informant, Emissary, and Infiltrator. Infiltrator can help you to counter Endrega Larva.

Ramon Tyrconnel: The most versatile card NG has, can be used on Enforcers for Spy synergy or Ard Feann Tortoise for high tempo. Pretty much an auto-include in NG.

Joachim de Wett + Yennefer’s Invocation: Invocation is one of the best control options that NG has. This card can be used along Joachim to play one of your opponent’s units as a tall card. This also gives us a Spy tag to work with and an Assimilate proc. You can also play Invocation in Round 1 or 2 on a card of your choice to eventually draw it into your hand.

War Council: Consistency card, can help us thin our deck and access Golds that we don’t have in our hand.

Fergus var Emreis: This card gives three enemy units Spying since this is a Devotion deck. Has the Aristocrat tag, which means he can proc Masquerade Ball. Can get 15+ points of value if you have Seditious Aristocrat, Thirsty Dame, and Impera Enforcers on the board. He can also setup your Vincent Van  Moorlehem.

Van Moorlehem’s Cupbearer: Versatile, can be used for extra poison or purify. Also, an Assimilate engine that synergizes well with spawned units from Masquerade Ball and Braathens.

Rodertick of Dun Tynne: Tutor for your gold cards. Since he has the Aristocrat tag, he can be used to proc Masquerade Ball in one turn. Disloyal tag gives value for Seditious Aristocrat, Thirsty Dame, and Impera Enforcers.

The Bronze Package: The stars of the Bronze package are the Impera Enforcers, the Seditious Aristocrat, and the Thirsty Dame. They synergize so well with all the Spy tags that the Gold cards give that each of these bronze cards can get 10+ value. Ard Feann Tortoise and Magne Division give proactive options. Arbalest and Tourney Joust are good control bronzes.

The Game Plan

The goal of this deck is to get a long round with your Masquerade Ball, and if forced, a short round with your taller units. Winning Round 1 is important, but not at the cost of spending all your high-end Gold cards early on. Leader target is Vincent, Usurper, or Braathens. Double playing a Poison card also works quite well for removal. Having good Aristocrats and Masquerade Ball for a long Round 3 is quite important and keeping your engines alive will translate into a ton of value. Masquerade Ball is good for defending the bleed and saving Vincent and/or Usurper for Round 3 with leader is a good short round option.

Strengths and Weaknesses

The main strength that this deck has is that there are so many control options and leader targets. It is very versatile with the plays you can make with your Gold cards and Bronze cards alike. Can defend the bleed quite well and is quite powerful on Red Coin.

The main weaknesses that this deck has is the vulnerability of Masquerade Ball being removed. Losing the scenario can translate into losing the game depending on the matchup. While Strategic Withrawal has more versatility, not using Imperial Formation means you can’t protect your engines right away.

Tech Choices

War Council + Cupbearer + 1 Deithwen Arbalest -> Ffion var Gaernal + 2 Rot Tossers

War Council + 1 Tourney Joust + 1 Deithwen Arbalest -> 1 Amnesty + 2 Rot Tossers

Final Note

Thanks for reading our deck guide! If you have any feedback or additions/changes you would like us to make to the deck, feel free to let us know in the comments down below!

Deck Guide: Fruits of Ysgith Ethereal

This article has been written by Iancm1997 and edited by Babyjosus.

Intro

Since the first Gwent Open that took place in May of this year, people were very intrigued by a particular card art that was revealed for the Master Mirror Expansion. It depicted Iris’ Nightmare from the Hearts of Stone expansion from The Witcher 3, one of my personal favorite bosses in the entire Witcher franchise. Fruits of Ysgith is a leader ability that is not seen as frequently as Death’s Shadow on the ladder, but it is very effective.

The Reasoning behind the Card Set

The following will discuss why each card is included, and the general game plan that this deck has.

Oneiromancy: Oneiromancy is an Echo card that was introduced in the Master Mirror Expansion that allows you to play any card from your deck. With the Echo keyword you can play this card twice, making it the best consistency card in the entire game. With this card there is a good chance that you will manage to play all your gold cards.

Living Armor + Caranthir: This combo is fantastic in any round and plays for a total of 13 points excluding any thrive units that are triggered. Living armor can then play for a 10-point body plus any thrive that is triggered. In total, these 2 cards play as 23 points at a bare minimum, making them one of the best short round pairings in the game.

Yghern + Golyat: These two cards are high tempo and can put round 1 out of reach for your opponent when you are on blue coin and can threaten to win on even if you are on red coin. Good targets for Ozzrel in later rounds.

Katakan + Protofleder: Katakan plays as an 8 spread over two bodies (6 on Katakan, 2 on Ekimarra) with the thrive tag. There is a good chance this card will play for at least 10 points by itself and with the bronze cards included will most likely play for 15. Protofleder is included since there is a high chance that you will have Dominance and will get full value from the card. 3 damage and a 7-power body from drain is quite useful. On top of that it triggers quite a bit of thrive.

Ozzrel: Auto-include in almost every Monsters deck, typically used as a finisher for high tempo. Synergizes well with all tall units.

Ethereal: This card is absolutely insane. At only 8 Provisions, it can easily get 15+ value in a slightly long round. This card synergizes so well with this leader ability since you can get 3 points per turn from it. On top of that, this card is almost impossible to remove since it basically deploys as two bodies and will always tick unless all copies are locked or killed in one go.

The Beast + The Apiarian Phantom: These two cards synergize quite well with big Monsters and act as unconditional engines. The Beast will help to ensure Dominance, while The Apiarian Phantom can damage an enemy unit by 3 on Order and has Veil.

The Bronze Package: Cards included here include Endrega Larva, Drowner, Nekker Warrior, and Bruxa. These units carry quite well in Round 1, and with cards like Noonwraith and Kikimora Worker will trigger all of these units thrives quite easily.

Edit: Since Ethereal was changed from 8 to 9 provisions on July 7th 2020, one of your 5 provisions should be changed to a 4 provision bronze.

The Game Plan

Round 1 is easy, just play all of your bronze cards that have thrive to put the round out of reach for your opponent, throwing one of you tall units on the board to develop your graveyard for Ozzrel later on. Round 2 is when you play Ethereal, laying on a heavy bleed if you win Round 1 and attempting to either win 2-0 or force your opponent to go a card down in Round 3. In Round 3 is when you play your powerful short round cards like Caranthir/Living Armor and Ozzrel.

Strengths & Weaknesses

Strengths are that the deck excels on either side of the coin in Round 1 if you hit the Thrive curve well, High tempo plays such as Yghern/Golyat/Living Armor can force your opponent to go a card down.

The weaknesses are movement, which can cause a problem if one of your tall units is moved to the right of your Ethereals and Wide Punish on your row of Ethereals.

Tech Choices

Bartghest for Kiki Worker, Pugo Boom-Breaker for The Apiarian Phantom

Final Note

Thanks for reading my deck guide if you have any feedback or additions that you would like to make to the deck, feel free to let me know in the comments down below!

Deck Guide: Imposter Vattier

This guide was written by Iancm1997 and edited by BanditPig. The video guide was made by Mercernn

Imposter is one of the leader abilities that was introduced in the leader expansion back in April. While this is not the best option as a leader ability for Nilfgaard decks, there are a few interesting combos that can be done using this ability. This deck is built around the inclusion of Vattier and Vanhemar, the two main control options in the deck. Vattier is a card that seizes a Locked enemy unit on Order, and Vanhemar destroys a Locked enemy unit on Deploy.

With the inclusion of both of these control cards, Damien de la Tour fits quite well into this deck. Having the ability to reactivate your leader ability in Round 3 helps if you draw both Vattier and Vanhemar and you don’t have lock cards in your hand. Since this deck has no way to protect Damien other than Defender, it is incredibly important to play this card after you’re opponent has spent most of their movement or removal cards. The same goes for Vattier, since he is Melee locked and his ability is on Order.

Lambert is an inclusion that helps against the recent influx of Swarm decks that are appearing on the Ladder. Lambert damages an enemy unit and all its copies by 2 on Deploy. This can make for some incredibly high tempo swings that can win you the game if you’re opponent is relying on boosting all their units (Uprising or Elf Swarm).

Ramon is one of the best cards for Nilfgaard, especially when you include a bunch of Bronze soldiers as the core of your deck. The versatility of this card is almost unrivaled, and can be used to create an engine, boost other cards, or play for high tempo. When making a Nilfgaard deck, this guy should almost always be included.

Ffion is the only protection that you have for both Damien and Vattier, so sequencing him properly is quite important. If your opponent is able to remove him, there is a high chance that you won’t be able to re-enable your leader ability or use Vattier’s ability. No need to worry, however, since Vanhemar is good to fall back on if your Vattier plans fail.

Helge is included as a control option which can easily play for upwards of 12 points, which is great for an 8-provision card. With the inclusion of this card, this deck also runs 6 tactic cards to help give it charges. This card can be played in any round, which makes it quite versatile. It does work best however in Round 3 in tandem with Ffion. Sweers is a good inclusion into any Nilfgaard list since he’s 9 points (or more if you’re able to seize an engine) as a low provision Gold, and Menno is included to help tutor your Tactic cards for Helge.

The Bronze core of this list is pretty standard for a Nilfgaard soldiers list. Ard Feainn Crossbowman and Alba Spearman work well with Ramon, and Nilfgaardian Knight is a good proactive play. Deithwen Arbalest helps to get rid of pesky cards like Crowmother and Flying Redanian, and Alba Armored Cavalry synergizes well with both Vattier and Vanhemar.

The original version of this deck used Vincent van Moorlehem as the main control option for leader, and didn’t include Vattier, Damien, or Vanhemar. It also had a combo between Matta and Cynthia, where you would play Cynthia to spawn The Guardian in your opponent’s deck in Round 3 and use Matta afterwards so they would draw into it. Alternatively, Vilgefoltz could be used with Cynthia to destroy a tall unit on your opponent’s side and bring out The Guardian to their side. The issue with the old version of this deck was the fact that it lacked point output, despite having Ramon, Lambert, and Helge. This shows the importance of tuning a deck, trying to optimize how cards work with each other. In this case, Vincent did not work as well with the soldier package compared to Vattier and Vanhemar. The Vilgefoltz – Matta – Cynthia combo is cool but doesn’t output enough points for how much each card costs. Optimizing for the soldier package is quite tricky, but when done correctly can work wonders for you.

A video guide done by our Team Bandit Gang member Mercernn can be found below: