Gwent

Guide – Between a Rock and a Hard Place

This article is part of a Bandit Gang series covering the many different seasonal modes with brief descriptions of each, as well as some strategies and deck ideas. Not every deck will be up to date, given the weekly rotation. Instead, we will display each deck based on its date of creation, so that you can retrace what may have changed in the game since then. Feel free to adjust the decks with new cards or old cards that you like better and, as always, have fun! – MAIN PAGE

At the start of every round, 4 Rocks are spawned on every row.

There’s a brand new seasonal mode out and its main purpose is to constrain your board space by quite a bit. Instead of the usual 18 spaces on your board, you only get 10, the rest is blocked by rocks. While these rocks have an order available to destroy an allied unit and make space for new cards, you get nothing in return for that. So the key is to go with decks that don’t need much space each round. Besides that, you can basically choose what the current meta has to offer.

There’s one big advantage for Scoia’tael though and that’s Eldain. If played in a devotion deck, he can transform all the rocks into Elven Deadeyes, because the rocks count as artifacts. The reasonable decision in that context is to follow up with Vernossiel in front row to deal 2 damage for each of these Deadeyes. Then there are some further fine synergies that Scoia’tael has to offer, which will be described in the deck guide.

But even though Scoia’tael is the quick and obvious choice here, there might be other viable choices. Why not try to bring out some Monster deck with a Noonwraith-rat-clog-strategy? Or a deck with many special cards which don’t require much board space? It’s not like Eldain would be uncounterable…

Skill beats Luck Ep. 11 – France enters the scene with Kaneki_Yamori

Introduction

Wait…a new Episode? Of course! Skill beats Luck is back and I will work hard to keep it that way. On a personal note, the last few months have been busy, as I finished and passed my Masters Thesis (Geography), got a new job and now have to heal from a torn ligament in my foot after I got hit by a bike. Nevertheless, I am glad to have the time now and provide you with new interviews within the GWENT Community. 

The last Episode came out after the first competitive season has ended, this one after the last competitive season of the year just finished. And this time I have a guest many Pro’s in the scene might have heard about already, others might have seen him only a few weeks ago when he was able to qualify for GWENT Open No. 3. I am talking about Team Elder Bloods Kaneki_Yamori, who’s actually the first player from France taking part in an official GWENT tournament. So let us not waste any more time and find out more about him, his thoughts on GWENT and how gaming shapes our daily lives! 

For our fellow readers from France we prepared a French Version of the Interview as well, which you can find in the Additional Information!

Meet the Player

Name: Dylan

Age: 19

Hobbies: Sports in general, Boxing, Cinema

Favorite Card: Spotter 

Favorite Faction: Nilfgaard

Section: Pro Team (Team Elder Blood)

Team Elder Blood and ShupeTV

As all of you know, there are many different GWENT Teams out there. Some are regional Teams, like GwentDetta in the CIS Community, ESC in the Italian Community or Team Nova and Viper, for the Spanish and Hispanic Communities. Other Teams, like Bandit Gang or TLG are multi-national. 
Our guest this time is a competitive player from Team Elder Blood, which has grown a lot over the last few months. Not only their yearly Community Events play a big role in GWENT, also their players. Recently Gandalf0271 has won GWENT Open No. 1, while others, like Pawloex or Truzky are know faces as well. With Kaneki_Yamori we now have another uprising competitive player, who put France in the spotlight. 

ShupeTV on the other hand is not directly an Esports Team, but more like a French Community. They cast official events in French, while also being part of cross over events or organising their own league and tournaments.  

Many members from STV are active players in TEB, like Kaneki_Yamori, Captain Flixon or ArtNhr for example. 

If you want more information, check out their Twitter, Discord or different Twitch Channels!
(TEB Homepage, STV Twitch)

Additional Information - Informations Complémentaires

In this Google Document you can find a French Version of the Interview! 

Dans ce Google Document vous trouverez la version française de l’interview !

The Interview

Sawyer: Hello Kaneki, first of all congratulations on your recent success! If I am correct, you might be one of the first players from France who qualified for a GWENT Open.
But before we go into more details, why don’t you tell us something about yourself. Who’s the person behind this nickname and how did you end up in playing GWENT?

Kaneki_Yamori: Hey Sawyer and thanks a lot! Indeed, I’m the first french player who qualified for an open since alessio1996 was from Belgium.   
So, my nickname is Kaneki_Yamori, but my real name is Dylan and I’m 19 years old, living in the south of France, next to the sea and mountains. I am a student in the medical field and devote my freetime to 2 main activities: GWENT and sport

I never played any card game before GWENT, I didn’t know this environment at all. At first I loved gwynt in the Witcher 3, did all the quests to get the complete collection of cards, and was sad when I finished them. It’s by pure chance, while I was browsing the Play Station store, that I saw GWENT for the first time. Then Idecided to try the game, and it’s been more than 5 years now that I’m playing it.

S: Interesting, I kinda took the same way, just on PC.
I already had the chance to play against you in our Charity Event with ShupeTV last year, where I met you the first time. Also I remember some tough battles during the TLG Invitational vs my teammate SuperSpock9000.
Since then you’ve come a long way and improved a lot. What’s your secret, how do you explain your high winrates and recent successes?

K_Y: Well, I don’t think there are any secrets that can explain my progress, it’s just the result of hard and very long work, as I don’t have any experience on other games of this type. I started GWENT with an execrable level, but I got hooked, I started to watch more and more streams of good players, who explained their thinking, and it helped me to progress.

Nowadays I try to play only when I’m fully concentrated. As a rule, I try to start my GWENT session after I finish my workout, that’s when I feel the best and when I’m most able to concentrate.

My routine is the following: at the beginning of the season, I set the goal to achieve, like top 64 or top 16, depending on the time I have, and my desire to play.

Then, I start playing seriously from the 2nd week of the season, because the first week is the one I take to have a break from GWENT. I calculate the number of MMR I need to take each day to reach my goal, trying to reach it, and then I stop there. If I tell myself I need to earn 20 MMR per day, there will be days in which I will do 3 games to reach my goal and other days where I need 20. One of the pitfalls of the brain is that if the goal looks simple, it will not be satisfied once the goal is reached. So it will want to play more, and that’s when you make the mistake of continuing to play. Whatever goal you set, try to stick with it.

If it takes you 30 games to reach your daily goal the next day, your brain will be happier because it will think that the task was harder to achieve, when it wasn’t.

What you need to do is to be satisfied with your goal, even if you have done it in a very simple way. This is the beginning of efficiency.

S: That remembers me of the survey I once did about Pro Players Mentality. Being efficient and reflecting on your playstyle seems key.

While we have a lot of players from Poland, Russia, China or even Germany, the competitive scene in France seems rather small. Not everyone might be aware of the huge community within ShupeTV tho.
What is ShupeTV about for you, what’s your part in it and what are the differences in terms of preparation compared to Team Elder Blood

K_Y: First of all, I would like to say a huge thanks to Team Elder Blood and ShupeTV, these 2 communities have given me a lot.

Team Elder Blood is a community of excellent players, which has grown tremendously in the last few years. The different players are all there for each other, give their lists which they perform with, give their advice for each matchup, etc.

ShupeTV is more like a family. I did my first tournament with them and that’s what made me want to keep improving. It’s a wonderful community, that gave me so much energy. Without them, I wouldn’t have pushed myself to get to this point.   

S: I can only agree with that one. I consider a lot of people from ShupeTV my friends, while I also loved to take part in the community events of Team Elder Blood.

We talked about your journey in GWENT and now how it is within two Teams or Communities. How important would you say are all these Teams and events for GWENT? Would you wish for more “official” events, like leagues or cups as well, from your perspective as a competitive player?

K_Y: These different communities play a crucial role in my opinion, in GWENT’s life. They make players, beginners or not, want to improve, and thus, to stay on the game.

The same goes for big events, official or not. It’s an opportunity to bring the community together and to bring your game together. Of course, it would be nice if there were a few more community events.

S: When we think about the recent evolution of the competitive scene in GWENT, some people were disappointed to only have three Opens this year. Also global events lead to the ban of Russian players, like Akela, iluxa or Ch.ase. What are your thoughts on the current situation of competitive GWETNT in general? 

K_Y: It is of course sad that the Russians can no longer be part of the competitive scene of GWENT. Apart from that, there has recently been the return of former very good GWENT players, like Tailbot, Shaggy, Adzikov or Kolemoen, and it’s really nice to see! I don’t know if they’re going to keep playing, but either way, I’m not too worried about the competition in GWENT.

S: True, also Redrame is showing a comeback lately! 

Over the last months a lot of other card games came up. Besides GWENT, many people went into Marvel Snap, Legends of Runeterra or especially Storybook Brawl. Did you try out some of those games or do you play other games when you are not grinding ladder?

K_Y: I’ve tried to play a little bit of Hearstone and Legend of Runeterra, but I don’t like them. I think what made me like GWENT is the fabulous artwork, the cards and the atmosphere are beautiful. The game is much more free-to-play than most of the other card games I’ve tried.

I don’t play other games besides GWENT, as it takes a lot of time. The time I have left I spent to do activities in my real life.

S: I can relate to that. 
Earlier I mentioned our Charity Event from last year. We already threw the glove to challenge you guys once again, where I would love a rematch. It still grieves me losing despite hitting a 12p Gascon twice in a row…
Anyway, as this example shows, charity events in GWENT but also in Esports on Twitch became a huge thing lately, while there are still some stigmata towards gaming and gamers in general. For you, what does it mean to be a “gamer” and how did gaming maybe influenced your life?

K_Y: I always considered myself a gamer. I started playing Guild Wars with my father around the age of 5, and since then I have never stopped. For me, being a gamer means experiencing adventures, experiencing sensations that we would never have experienced otherwise. I think we can compare video games to reading. When we read a book, we are told a story. When you play a video game, you live that story.

Even games without a story, like GWENT, have brought me a lot. In fact, this past month has been a real roller coaster for me, between the fierce struggle to reach the top 16, the fatigue of preparing the lineup, and then the qualification to the open.

GWENT especially brought me determination in my everyday life.

S: For sure. Gaming gives you the opportunity to enter and explore worlds, while connecting with people from all over the world, which might shape you in person as well. 
What I always loved are meetings with people you only knew from gaming together before. Already had a few of them and if my foot heals fast enough, will travel with a mate to Prague, whom I got to know while playing Chivalry. Did you already meet with people from STV or TEB or other gamers in real life?

K_Y: Unfortunately there are no French people living in my area, so I could not meet any. However, I had the pleasure to see Gregory_Black, a player of the Elder Blood team, and it was very nice, I hope to meet other GWENT players in the future.

S: As we talked about yourself as a player, gamer and community member now, what kind of advice could you give our readers to maybe improve themselves in GWENT and to achieve what you achieved?

K_Y: Probably the best way to improve is to watch streams of very good players. Don’t hesitate to watch the games of streamers who speak another language. Even if you don’t understand why a particular card is played, it makes you wonder, and you’ll find out for yourself. I’m thinking of Nik_R, who streams almost all his games, and watching them has helped me a lot.

Another point, probably the most important, is that if you want to progress, you have to stop lying to yourself. How many times do I hear you say: “I lost because I didn’t draw X card” or “I have bad luck”? It is of course reassuring to say to ourselves that it is not our fault if we lose, but it is very often false. Of course, you will lose games because of the RNG, but you have to look at the game from another angle, “what could I have done better? “. In order to progress, you have to accept that you are not at the top.               

Finally, to be able to progress, you must of course like the game. Who would be the fool who would keep playing a game, hurting himself, raging, and this in a loop? It’s perfectly normal to tilt from time to time. GWENT is a game that requires a lot of mental resources, and if you try to progress, there will be many times, periods of sadness, the most important thing is to get up from that, and keep going. When you see your progress as you go along, you are going to feel a tremendous personal satisfaction that is the fruit of mental labor and it is well worth it.

S: These are some very good points! Learning from others while reflecting on your own plays also helps you to grow as a player and person. 

Thank you for being part of this series! I hope to meet you soon in another STV event and until then, as always, I wish you good fortune in your wars to come!

K_Y: Thanks Sawyer for this interview, I have no doubt that we will have other opportunities to meet again!

CGC Decklist

Hello everyone, this is Decode and AcidBunny bringing you the open decklist that will be shuffled and given to each competitor in this tournament.

Tier Explanation

There are two tiers, tier 1 and tier 2, for decks. Every deck was evaluated according to its overall synergy and the number of points it can create. But that does not imply that Tier 2 decks are inferior to Tier 1 decks; depending on how they are played, Tier 2 decks can defeat Tier 1 decks.

Double Desert Brothers – AcidBunny

Shupe Kambi – AcidBunny

Assimilate Madness – AcidBunny

Armor Me Up – Pokkas

Collusion Theory – Decode

Flaminica & Syanna – Pokkas

Arch-Mages – Decode

Swarmy Stuff – Decode

To Witchers You Shall Bow – Sawyer1888

6 Madocs – Peluchon

Double Guernichora – Mcm5392

Fenix Swarm – Peluchon

O’dimm BallRodriguet

Renfri’s Gang – Cacho78

Dragons – Peluchon

GN ResilienceRodriguet

Schirru – Mcm5392

Townsfolk – Mcm5392

Idarran Veterans – Escan

Coen – Escan

Vran Daddy Day Care – Pokkas

7x Weavess – Pokkas

Master Mirror – Decode

A Bearer’s Honor – Sawyer1888

Blood Money Is Bad Business – Sawyer1888

Only Gold(MO) – Peluchon

Mill – Peluchon

Renfri Lockdown – Rodriguet

Viper – Peluchon

Cintrian Royal Guard – Dozen Casual Gamer

Generate – Cacho78

Only Gold(SY) – Davideq5

Casino Gwent Cup

Introduction

Are you seeking a fun and  competitive tournament with large stakes? The Casino Gwent Cup is presented by Peluchon, Team Viper, and Team Bandit Gang, where each game has a unique twist to it.

Registration and Donations

The registration to the Casino Gwent Cup N°2 is totally free!, just register your information in the following links:

Challonge:
https://challonge.com/es/CasinoGwentCup2

It’s necessary to fill this document:
https://casinogwent.com/register/

Donations
You can donate in the following streams:

ElPeluchon

Pokkas88

You can also donate directly via the following link

Note: Paypal can take some fees in some transactions. This can affect the final prize pool. Keep in mind that 50% of the total prize pool will be given to a charity that will be announced over the duration of the tournament!

Format

The 32 meme decks that make up the tournament pool will be randomly distributed to all players between rounds. Keep a watch on the CGC streamers’ broadcasts as they will conduct the draws live.
The designated streamers for the Draws are listed below:

ElPeluchon

Pokkas88

The 32-deck pool will be divided into 3 random decks for each player.

They must be played with; it’s a BO3, thus you can ban one deck from the opponent list.

It’s a best-of-fives format for the Grand Finals, so plan accordingly as it’s possible for there to be a total of 10 games.

You have to use the Aretuza Ban Tool, this will give you the coin you get to play and the bans.
Aretuza Ban tool:
https://teamaretuza.com/gwent/ban/

Due to the double-elimination format of the competition, each participant must lose two games in order to be eliminated.

If you lose again after being sent to the losers brackets the first time, you are eliminated from the competition.

The winner of the upper bracket will face the winner of the lower bracket in the tournament’s grand final, and the winner of the losers bracket must defeat the winner of the upper bracket TWICE.

You are not permitted to play a deck again throughout the match after winning with it.

If a player utilises a deck that is prohibited or modified from the one chosen during the draws, that player will immediately lose that game.

Players CANNOT CHANGE the assigned decks.

The player who achieves two victories win the match.

You must be on the Discord Channel if any problem shows up or if you have any question/suggestion:
https://discord.com/invite/hFW4NwWP6N

Dates

Main Event, Casino Gwent Cup: from September 8 to September 30 (This may change)

Players will see their opponents on 6th september.

After getting to know your opponent, you should speak with them to determine when is the best time to play your matches.

If for any reason any player couldn’t play the match the day they talked about before, the player who shows up will pass for the next round.

After 15 minute of waiting, if for ANY reason the opponent still hasn’t arrived, the player who did wins the round.

Every round will start at 00:00 Hrs in Mexico (GMT-5).

All players will have until 16:00 Hrs (GMT-5) of the same day to get in contact with your opponent, then you must inform the staff on Discord at what time you will play, use the Discord Section called #Time-Matches.

If for any reason you tried to contact your opponent and he didn’t respond, you win this round.

The agreement of the pairings may have some issues because of the time zone differences. Both players will be eliminated if they cannot agree on a time for their matches to take place

Ties, disconnections, bugs or cheats

If there is a tie, the game must be played again with the same deck and coin.

The player who encountered a bug or error must take a screenshot of the issue and submit it to his opponent so that he can determine how to proceed with the game in that situation.

If they are unable to come to an agreement, they should speak with the tournament moderators to resolve the issue.

Here are the Moderators of the CGC Discord:

mcm5392#3609 (ESP)
TeaAddict#0517(ESP)
AcidBunny#5715(ENG)

The Winners Bracket Final, Losers Bracket Final and Grand Final will be held on the official CDPR tournament platform.

The match must be restarted if a platform error occurs during the match that prevents the players from finishing the game or from watching the broadcast of the game.

The final of the winners’ bracket, the losers’ bracket, and the grand final will be broadcast live on the CGC Streamers simultaneously, players are NOT allowed to stream the Finals.

The practice of cooperative gameplay* or stream sniping is prohibited. If any participant is caught (with evidence) doing one of these practices, they will be eliminated from the tournament.
*Cooperative gameplay means that you get help from friends to play the match, telling you how to play or what is the best way to play, this can happen when sharing your screen to your friends or teammates via Discord. This is considered a disadvantage since you are supposed to play the tournament alone by yourself without any help.

Every player has the ability to broadcast their games on any streaming platform. Because the streamer is in charge of his chat, he must take care to ensure that no one gives advise during the games. To avoid any suspicion of coordinated gameplay or stream sniping, we recommend a few minutes of delay.

Bandit Gang’s Meme Snapshot for Gwent #7

Introduction

Many decks can be considered Meme Decks. Some people believe that a meme deck is mainly played for fun, to make yourself and the opponent laugh, and not to win with. A deck like Thicc Aglais would be a good example. Other people believe that meme decks have their own theme like the bandit archetype, which makes it a lore friendly deck. And most people would agree that a meme deck is also considered an off-meta deck: a deck that has its own unusual strategy or inclusions, but that can still win you plenty of games. You could think of a deck like Triple Commandos here.

But I digress. Welcome to the seventh edition of Bandit Gang’s Meme Snapshot! In case you missed out on the other editions, you can find them here. Once again, we want to use new concepts that weren’t included in the previous editions, but you might also see different versions of decks that were included already. The main goal, as always, is to show you the diversity that is possible in Gwent, beyond all the top tier meta lists. The three categories included are as followed:

1. Fun But Garbage Decks: these are the decks that are just for fun but will not win you too many games.

2. Becoming A Pro Decks: these are decks that are considered off meta, but are decent to climb to Pro Rank with. Nonetheless, they are not included in the Meta Snapshots.

3. Honorable Mentions: these are decks from community members that we wanted to give that extra spotlight. We encourage you to submit your own, read more about this in the Conclusion.

Note: Click on the image of the deck to get directed to the PlayGwent website in order to import the deck to your client.

Fun But Garbage

Overview:

Since patch 10.7 dropped, the ONE card that literally ruled the meta was the newly released Renfri. Super flexible and abusive, with some amazing curses and blessings that almost always combo into 25+ points of value. For this snapshot, I decided that all the decks I am going to prepare will NOT include Renfri or Renfri’s Gang, minus this one. The idea behind this? Try to prove how broken Renfri is by making a deck with few synergies/lots of weak architypes, including of course the now very well established “Renfri package” (Renfri, Renfri’s Gang, Roach, Knickers and Triss Butterfly). Also, as this IS the Bandit Gang meme snapshot and since Renfri IS a true bandit, this just had to be a true bandit deck (including a few demons here and there / also the Bandit’s architype fits the bill of “few synergies & weak architypes).

Pros:

  • Imprisonment and Collar were chosen to add to the troll factor in this deck
  • Renfri is still an overpowered card
  • Can unexpectedly make points (sometimes)

Cons:

  • This is obviously a troll deck 🙂

Strategy/Core Cards:

Renfri: ….

Written by Pokkas

Overview:

Do you know what you will get, when you use Master Mirror, while you have Renfri as your leader ability? Yes, a neutral legendary card. This pure RNG renfri deck will make sure that you frustrate your opponent when if you win. It might be not the most Powerful Renfri deck but it is for sure, the most fun.

Pros:

  • RNG will carry you
  • You play Gascon AND Aguara in your deck
  • Neutral Legendaries

Cons:

  • RNG might not carry you
  • You play another Renfri deck
  • Assimilate is kind of pass

Strategy/Core Cards:

Gascon: Iron Falcon: After you use Runemage, Gascon has a 60% chance to find you Renfri’s Gang which can play for up to 22 points + assimilate procs. Thats a nice tempo play. Remember to keep Gang in the deck! With all Renfri Decks around, you can just copy opponent’s Gang with Duchess’s Informant

Aguara: You will be surprise how hard this card can save your life. Choosing from 5 options with almost always give you a tall removal or a consistency card. Unless you didn’t pray to RNG gods.

Doublecross: the leader ability is amazing when played with Runemage and against other Renfri decks. Just use it after they slam Triss:Butt

Written by Bomblin

Overview:

The plan of this deck? Simple. Make as many Renfris as possible. In this version, you can use Renfri’s leader ability up to 6 times. Feeling cocky? Add Bribery to the deck for more! Play everything bronze in round 1 and then start your shenanigasm in round 3!

Pros:

  • A lot of Renfris
  • You will definetely surprise the opponent
  • Have some useful tech choices like locks and reset

Cons:

  • You add even more Renfris to the game
  • Did I ever tell you, that playing with more than 25 cards is not a good idea?
  • Mulligan is awkward

Strategy/Core Cards:

Land of 1k fables: Card that will thin your oneiromany and transform it into Renfri! Well, in 50% cases

Peter + locks: Very helpful duo against some of the greedy decks out in the wild

Master of Puppers: Can give you a game winning exchange!

Written by Bomblin

Overview:

Another revisit but this time, our beloved Olgierd has been buffed to 10 power! It is absolutely nuts, because it means each cow will be 2 points bigger! Also, few patches ago, the mechanic of Olgierd has been changed and you can use allgod and Joachim to boost him while he is not on the board! This means, each cow can be boosted by up to19 points!

Pros:

  • You play Olgierd and cows
  • Can actually make a lot of tempo
  • Surprise value

Cons:

  • You only have 2 sources of points -> Olgierd combo and Snowdrop + leader combo
  • You need to be focused and not make a mistake. Remember! Put Olgierd on top before using Joachim!
  • Can be bled

Strategy/Core Cards:

Joachim: You want to boost Olgierd by 8 points before he hits the board. You can line it up with leader or Calveit.

Artorius Vigo: do not change bronzes too much in this deck! At the moment, it is guarantee to create third alchemist!

Snowdrop: Can fix your hand and generate tons of points with leader. Remember! You want to keep affan and 1 mage assasin in your hand!

Written by Bomblin

Overview:

You know me… I am a Coen type of guy. I loved this card and its meme potential for a long time now and I do occasionally create a new pile which is based around this card (a Renfri-Coen version does exist in my deck library but for obvious reasons I will not include that here). This deck has indeed a lot of potential to play for lots of points, even if our travelling priestess will not be too buffed. Cards like Vernon and Ring of Favor are integral to our success with this deck, knowing when to use them can literally win or lose the game for us. With Golden Nekker, we have the potential to always thin to 0 cards and our goal is to buff the Priestess as much as possible and keep them in deck as the last two cards so that Vernon can tutor them simultaneously (not a necessity but will be more difficult for opponent to deal with both at the same time). Two Priestess with at least 9 charges each can play for 38-points if used with Coen!!!!

Pros:

  • A deck in patch v10.7 without Renfri
  • Fun deck with good synergies
  • Great tempo and thinning
  • Satisfying finisher

Cons:

  • Tricky to pilot properly
  • If Ring of Favor is not used before your opponent passes in R1 you risk to semi-brick your Vernon or GN
  • Mill is our worst nightmare with this deck

Strategy/Core Cards:

Priestess: These will be the cards that will setup our combo before we drop our Coen on board. The more charges they have the better!!

Golden Nekker & Vernon: Two powerful tutors. Plan ahead on when to use them as drawing the right cards at the right moment in this deck is crucial to its success

Siege Engines Package: Lacking the Siege scenario but still provides some control over your opponent’s board. Great to use in R1. Having both Siege Masters in our R1 hand is preferrable

Coen: Our mighty finisher. Always remember that Coen will only boost units with equal power as him!!!

Written by Pokkas

Overview:

As the entire meta is ruled by Renfri, that means that a lot of decks currently use only units… Units need space on board in order to be deployed. Sooooo… what happens if there is no space left on board for those units to be placed? Easy win!! This deck was created in patch v10.6 but is especially applicable in this patch as well for the reason I mentioned above. It is an alternative version of the traditional clog decks, mainly utilizing Weavess Incantation as our shenanigans abuser. Once our core combo of Caranthir / Weavess / AQ is up and running, any card with a deathwish tag that is deployed on board has its ability triggered. Immediately! Without destroying / consuming the card! By the time your opponent realizes what is going on, his/her side of the board will be filled with our little rat rascals, preventing them from playing any cards and allowing us to maximize our point value with cards like Glusty, Jotunn and whatever deathwish units remain in our hand!!

Pros:

  • A deck in v10-7 without Renfri
  • Greatly satisfying watching Weavess spamming those deathwish abilities
  • Has the capacity to clog your opponent & spawn points from cards like harpy egg and bridge troll

Cons:

  • Incredibly vulnerable to bleed
  • Very dependant on draws and mulligans
  • Has a very specific combo you need to pull off so sequencing and drawing the right cards is extremely important

Strategy/Core Cards:

Caranthir, Weavess, Renew, AQ, Sabbath: A proper rotation is Caranthir into Weavess and immediately consuming Caranthir. Then Renew Caranthir into Weavess again before dropping AQ. Abaya and Sabbath can be used to get around 6-7 Incantations

Scenario & Deathwish package: Here to serve a purpose. Can help in pushing/winning R1 & get extra points from the Weavess. One Bridge Troll, with 7 Weavess Incantations on board, can possibly play for 32 points. One Harpy Egg can possibly play for 45 points.. it will also fill your board so be careful when using.

Glustyworp & Jotunn: The traditional big point slammers of the rat clog deck. Massive point value, Jotunn should be played as soon as opponent cant play cards anymore and Glusty should be used as last say

Noonwraith: The unsung hero of the deck… with 6-7 Incantations on board, can possibly spawn 12-14 rats on opponent’s board, literally out of nowhere. If you pull this off, there is very little our opponent can do!!! Can potentially use one leader charge to get two rats more for a total of 14-16 rats in a single turn!!! That board will remain clogged forever!!

Written by Pokkas

Overview:

Another Faction that can actually fit two scenarios into one deck and they do have some synergy! Deathwish package gives you some kind of control options in form of Werecat, Miruna and Imperial Manticore, whiel thrive is here to greed you the win in a long round. There are also here few cards that can trigger both scenarios and work well together

Pros:

  • Surprise Value
  • Pretty strong in a long round, can swing games in a short round
  • Many different combos and plays = fun!

Cons:

  • Consistency is medicore
  • Does 2 things ok but 0 amazingly
  • Both scenarios are not incredible in the power level

Strategy/Core Cards:

Imperial Manticore: None plays around Imperial Manticore

Penitient: Can trigger both scenarios and thin the crucial card from your deck. At the same time, can screw you.

Orchard + Archespore: Plants

Written by Bomblin

Overview:

Ever wanted to pull off a great combo by using the same gold card twice? This is one way of pulling that off in a deck where RNG meets… well… RNG!!! Our initial goal in this deck is to combo Land of a Thousand Fables into one of 6 different 12-provision cards (Great Oak, Gezras, Simlas, Eithne, Munro or Filavandrel). With the addition of new high provision cards, Land of a Thousand Fables has unfortunately lost a lot of its consistency as we cannot always guarantee a 100% transform of a specific card. Although in this deck we have a very low chance on pulling off a specific card out of our 6 available options, I do feel that Nature’s Gift can help in utilizing any of these options in our game plan.

Pros:

A deck in patch v10-7 without Renfri
Flexible and fun deck to play based on Nature’s Gift
Each game will be different as your strategy is based on what Land of a Thousand Fables will give us (feels like Renfri I suppose?)

Cons:

Heavy draw dependant
Lots of synergies can sometimes create more problems to us than options
The sooner we draw into LoaTF and our “sacrifice card” (Waters of Brokilon) the better

Strategy/Core Cards:

Land of A Thousand Fables: Play as early as possible in R1 so you will have your time to adjust your strategy accordingly. All possible transforms can be used in this deck, some with greater effect than others

Gezras: A possible double Gezras obviously has amazing value. Can be used in different rounds, can be used in the same round. If not dealt immediately it has amazing point value!!

Simlas: Probably the best option we can get. Early Simlas can get us Bountiful Harvest to help push in R1, a second Simlas can be used in conjunction with Alissa in order to play multiple Temperings/Caress/Rebuke or even Bountiful if you are lucky enough to get more copies from Sorceress of Dol Blathanna

Great Oak: All around great value from this card, you simply can’t go wrong if this is our transform

Eithne: Not running devotion, but will evolve to second stage which give us 3 dryads when played. So we still get good value out of it

Munro: Has only value when played with Dwarven Chariot, I have included only one chariot in deck, you can mix and match accordingly to your preference. One extra chariot and Zoltan’s Company (also a nature card) can be used if you want to be more flexible with Munro

Filavandrel: Perhaps the worst option for us to get. Give us the least value unless we boost him to 6 or 8

Alissa: Possibly a good option if we draw a second Simlas

Gord: Our always trustworthy dwarf that traditionally has great value in ST decks

Water of Brokilon: In the event that you don’t draw into Land of a Thousand Fables, Water of Brokilon can find some value but don’t expect it to be a game changer for you.

Written by Pokkas

Overview:

Very oldschoool meme deck that we revisit due to incredibly good card for this deck -> Seagull. Not only it is another beast, it comes with 3 more! Thats 4 boost for Flaminica or Axel! You can play a lot of different version of this deck. If you don’t feel this one, try more selfwound cards like priest, Sigvald, Dracoturtle etc. Plan is to play as many beasts in round 1 and 2 and then finisz the game withcorrupted Flamnica (remember, she can be replayed with Fucusya!

Pros:

  • Big Druids
  • Many Beasts
  • Handle it

Cons:

  • The points ceeling is quite low
  • Board space limits you a bit
  • Draw dependant and vulnerable to bleed

Strategy/Core Cards:

Elf and Onion Soup: For memes. Use it with Ermion and Crowmother

Seagull: The reason why I decided to revisit the deck. Its just glorious.

Siegfried: Not only great to clear doomed from your beasts, it can be used against immune cards or those which are infused or veiled or poisoned!

You may find an alternative version of this deck here

Written by Bomblin

Overview:

An alternative version to Bomblin’s beast deck (also included in this snapshot), this version heavily focuses on creating multiple Crow Messengers that will help us get an advantage in R1 and (should we win R1) help us bleed in R2. The idea behind this is using Operator to spawn a crow on each side of the board, then use Dudu and Hen Gaidth Sword to get two more copies. Scenario is there to help win R1, even leader can be committed early. In R2 all you have to do is use Hen Gaidth again and you can setup 5 crows on board for 20 points in a single turn. Also a good idea to take advantage of Crow’s-eye Rhizome and Spring Equinox to make sure that you have the additional beasts in your graveyard for the final round. Syanna and Flaminica are our finishing combo here, and if Axel wasn’t used in a previous round he can also be used here for the additional value.

Pros:

  • A deck in patch v10.7 without Renfri
  • Good combos that provide tempo
  • Beasts & SK, how can this go wrong??

Cons:

  • Very draw dependant
  • Needs to win R1 and round control
  • You will lose value on the tokens if Equinox is not used at the appropriate time

Strategy/Core Cards:

Syanna & Flaminica: Both of these cards will be your best friend in this deck. If setup accordingly (and if Syanna survives) Flaminica will play for a chunky amount of points

Crow Messengers: Great in a R2 push. Can give you the chance to make a calculated bleed that will frustrate your opponent

Operator & Hen Gaidth: Integral for creating multiple copies of your crows

Dudu: Part of the Operator/Gaidth combo, but if missed can be used offensively or defensively depending on the match up

Axel: Can be your small Gord that will help squeeze out those extra few points

Written by Pokkas

Overview:

I was very sad to see the nerf that Gellert Bleinheim got, taking away a great meme combo from our arsenal BUT, we still got Greater Brothers to have fun with. With the release of the Forgotten Treasures Scenario we now have an additional tool to fill that pouch with coins and maximize our finisher potential (70-80+ points). The real flexibility of this deck comes from our combos being able to synergize/compliment with each other. We have poisons, we have Tidecloaks and Scenario (Forgotten Treasures), we have Greater Brothers. This is a draw dependent deck but we have enough thinning and enough coin production to be able to thin down to 5 cards. If things go our way, Vivaldi Bank can help in finding what we are missing. Our main combo with the Greater Brothers needs a lot of setup and is vulnerable if opponent has removal, but if all works out you ll have a massive finisher at the end!!

Pros:

  • A deck in v10.7 without Renfri
  • An upgrade from the great-performing V2 (posted in meme snapshot #6)
  • Has poison control, can produce a lot of coins
  • You need to be greedy with this deck, sometimes that will be a good thing for you 🙂

Cons:

  • Very draw dependant
  • Coin usage is really important in this deck!!
  • Card positioning is extremely important, especially when placing your scenario and Treasure Huntress
  • You need to be greedy with this deck, sometimes that will be a bad thing for you 🙂

Strategy/Core Cards:

Greater Brothers: Our combos are still the same as previous versions. Most important one is the Greater Brothers combo. Synergizes amazing well with Blindeye Apothecary and Bekker’s Dark Mirror. If we play Forgotten Treasures in the same round as Greater Brothers it’s good to have a sea jackal or another spender to use your coins/spread your points evenly. The option to use coins for triggering the Brother’s ability should be left as last resort. Remember, efficiency is the key here to get maximum value from your coin production.

Gellert & Experiment: Your poison package that helps with removal, you can optionally add more poison options depending on preference. Failed Experiment was added in this version of the deck since we can’t spam Abomination with Bleinheim anymore (thank you CDPR)

Ludovicus: I really love this card, as you can choose whether to go greedy or non-greedy with it. Can serve as bait as well, although I do usually prefer to get as much value from the card as possible.

Forgotten Treasures & Flyndr’s Crew: Flyndr is what makes Forgotten Treasures so oppressive. Dropping the Hoard requirement to 2 (if triggered fully) will always fill your pouch to the maximum and give you the flexibility to spend more coins per turn. Remember that in order to get full value from Flyndr’s Crew, you need to trigger its ability once per round (have at least 7 coins by the end of a turn per round). This is easy to achieve in R1 and R3, but doing this in R2 is tricky, especially if you win R1 by going a card down. Keep this in mind when doing your mulligans.

Vlodimir Von Everec: Our actual finisher that synergizes with Greater Brothers, converting his armor to power for a massive point swing. The more armor we manage to stack, the better!!!

Stolen Mutagens: One of my favorite SY cards. Greatly flexible, offers 3 different options to choose from: Damage a unit, Poison a unit and give coins, Boost a unit and give Veil. Remember.. having two Salamandras on board will allow you to choose 2 out of the three available options which is very easy to setup and gives us insane value for a 5-provision card!!

Written by Pokkas

Becoming A Pro

Overview:

Probably the most underrated archetype in the current patch that can win both long and short rounds. It has ability to outgreed a lot of archetypes and can do it with just few cards. Because of many combos in this deck, you are not to use one or two early to secure a round 1 win or a bleed in round 2. Cards like Artefact Compression, muzzle or prince Anesis, are amazing in the current meta. I personaly went 10-1 with this deck (though from rank 5 to 3)

Pros:

  • Unexpected Alzur in the deck
  • Can be powerful in short and long rounds
  • Many combos, a lot of cards can be committed

Cons:

  • Lacks tempo when board is empty
  • Consistency is crap and can screw you
  • Yrden is your enemy so be careful

Strategy/Core Cards:

Arcane Tome: It has a funny dynamic at the moment. If you play against Renfri deck, you just get a “free” thinning card. If you play against decks that will use it, you can then trigger Alzur at the same time you play him.

Immortals & Damned Sorceress: Crazy 4 points per turn. Nothing more to say. Look for it in round 1.

Pogner: Incredible finisher, especially in a long greedy round in which your Knight Errant shields everything around him. Sequencing is a key!

Written by Bomblin

Overview:

The change to Censer was a very requested one. We got a rework that changed it into a very interesting card. In this deck, you want to combine it with a lot of damage that can be stored by Arbalest and Archer. Also, if you proc Sabrina at the same time, you can boost something by a s**t ton of points! I am also a big fan of mobilization and I play a similar deck without Censer almost every season. I am still stating this: IT IS UNDERRATED!

Pros:

  • Big Finisher
  • Have 2 good bois -> Knickers and Trolololo
  • Its a control deck and some decks might struggle against it

Cons:

  • Slow
  • Weak in round 
  • Vulnerable to bleed

Strategy/Core Cards:

Sabrina & Censer: A beautiful combo that can generate you  up to 25 points in form of boost! (in a dream scenario)

Arbalest: The king of mobilization. It can generate a lot of charges you can hold. You can consider adding another Archer instead of balista too.

Trolololo: Watch him grow when you unleash your charges at the opponent

Written by Bomblin

 

Overview:

Shupe & Radeya decks existed for quite some time now, so it only makes sense that Renfri would eventually end up in a deck like this. The specific plan for the deck is to use either Shupe or Renfri in early rounds then get them back with Assire and replay them with Roderick. All three cards (Shupe, Renfri & Radeya) provide immense flexibility in your matchups. Feel free to experiment and try to use them as efficiently as possible depending on the situation.

Pros:

  • In situations where you are in a bad bleed situation, the well proven combo of Snowdrop & Tactical Decision will help you counter the bleed
  • A lot of flexibility
  • Has good tempo options

Cons:

  • Initial draw and mulligans are extrememely important
  • Needs good meta knowledge to play as efficiently as possible

Strategy/Core Cards:

Shupe: Super flexible card, can virtually help in many different matchups. Provides removal/tech options

Radeyah: Provides additional stratagem options

Renfri: Provides additional leader options

Runemage: Perhaps the one card that makes all of the above cards 100% better. Runemage will allow you to increase your choices from 3 to 5, increasing your chances to get exactly what you need

Snowdrop & Tactical Decision: Great big tempo combo that also helps in drawing cards that you havent drawn into yet. Remember that putting cards like Affan and Mage Assassin on top of your deck through Tactical Decision will immediately deploy the cards on board

Written by Decode

Overview:

The hidden cache used to be one of the most powerful Syndicate leader abilities. One of the reasons for that – its great synergy with scenarios and powerful hoard cards like The Flying Redanian and Saul. The new card drop not only gave the faction a new scenario that synergize with hoard but also reverted the “nerf” to the old scenario. With a combination of both, we created a powerful, deadly but greedy combo!

Pros:

  • Amazing in a long round if crucial cards are unanswered
  • Many engines that are hard to kill (Saul starts at 7, Sly seductress has a shield)
  • Surprise effect with a second scenario

Cons:

  • Can struggle in a very short round
  • A limited amount of coin spenders
  • Can be awkward to play

Strategy/Core Cards:

Albertus: Against some matchups, like cultists NG, kelly, and poison syndicate, he can do wonders dispelling several statuses (infused cards!) in one turn

Flyndr’s Crew: The greed coneseur. If your opponent has no way of killing any of the crew members, you are jumping happily in your room

Sea Jackall/Conjurer’s Candle: With the limited number of coin spenders, these cards are absolute must-haves in round 3. Remember that Candle has resilience! 

Written by Bomblin

Overview:

Harmony got a breath of fresh air with the recent patch, introducing a bunch of new cards and even a new scenario to make it more competitive again. In this deck however, we cut the scenario and focus more on a smaller card: The Chameleon.

The basic idea is to put a lot of Chameleons on the board to trigger the harmony engines as much as possible. This will create a lot of points once the engine is running. It even kind of allows to include Milva to the deck, because every Chameleon replay will boost her. But it will also make the Lake Guardian quite tall. I recommend to place Idarran and the Chameleons behind the defender of course. It’s also useful to use the leader ability right after you played Idarran, unless you have a Megascope waiting for that round already. Sequencing is a bit tricky sometimes, and you also need to have an eye on the Chameleon tags before playing a card from hand. If the tag of the card you want to play is already on the board with a Chameleon, replay that Chameleon first. Gaetan is nice for his Witcher tag and for the fact that you’ll often rowstack behind the defender. He’s worth even more points if you find a Dol Blathanna Sentry from Bountiful Harvest

Pros:

  • Doesn’t require you to include too many tags when deckbuilding, since the Chameleons got that covered
  • Can manage being bled. Get the engine going and save the Lake Guardian for the short round
  • When have you last seen vanilla Milva? (You could cut her for the Operator though if you like)

Cons:

  • It’s a functional deck in itself, but won’t be able to compete with the strong decks in this meta
  • Vulnerable to control, as most of the Harmony decks
  • You’ll have an awkward hand from time to time

Strategy/Core Cards:

Idarran, Megascopes and Chameleons: For obvious reasons. Operator is a consideration as well, but will take away the beast tag on the board

Harmony Engines: A bunch of harmony engines, could be even more if you want to cut Pellar or Squirrel

Lake Guardian: Your tall finisher

Written by Escanbryt

Honorable Mentions

Overview:

The idea behind this deck is based on a similar control version I used in the past with a greedier approach. Our Cat Mentors can possibly play for 15+ points for us.

Pros:

  • Harmony is extremely good this season
  • Control options with poisons
  • Golden Nekker is still amazing

Cons:

  • Greedy
  • Needs good placement of specific cards like Mentors
  • Can be difficult to defend a bleed

Strategy/Core Cards:

Gaetan and mentors are better played together. Always place mentors on the left-most position on your rows in order to take advantage of row mechanics, especially when playing Gaetan. Also keep in mind that mentors have the adrenaline tag. A card like sabertooth tiger can trigger mentors with adrenaline active each time the card transforms from normal version to stealth version. 

The Harmony package can get us quite a few points, especially since we use megascopes for the chameleons in order to get those extra points. Re-playing chameleons each turn also triggers mentors with active adrenaline

Written by UngryNab

Conclusion

This was our seventh Meme Snapshot, we hope you enjoyed it! Hopefully we can all agree on the fact that there are plenty of decks included for all kinds of players that don’t want to contribute to the meta. For players that would like to have a good time, that want to role-play and want to go put their boot in the meta and claim their seats among the kings.

A big thank you to everyone providing us with their decks! We hope that we inspired you to create your own memes or own versions of the decks with this Meme Snapshot. But for now, Team Bandit Gang and I will fare thee well, and we’ll see you again in Meme Snapshot #8!

Now is the time to shine, oh memers of the Gwent community! Got a deck that’s so bad it’s good? One that’s kinda out there but still got you to pro, or one that’s lore friendly? Then please send an email to teambanditgang@gmail.com and we will consider putting it in our next Meme Snapshot!

Please consider checking out our article section where you can find plenty of articles. From member interviews to deck guides and more!

Renfri Needs a Gwent Card #14

After reading The Last Wish, I was impressed by the character Renfri and realized that this unique and interesting character was entirely absent from the game of Gwent. What a travesty! I decided to remedy this situation by posting a custom card every day until Renfri is added to Gwent. The custom cards from the last week appear below.

Drunken Sailor

What do you do with a drunken sailor?
Chuck him in the long boat ’til he’s sober.
Put him in the long-boat and make him bail her.
What do you do with a drunken sailor, early in the morning?

Surprisingly catchy sea shanty lyrics aside, this unit combines several interesting Syndicate concepts together. It’s a spender, an engine, a Tidecloak, and it even has some self-poison mechanics going on.

Personally, I like this design to an exceptional degree. It’s a threatening engine yet not impossible to counter. It also has a meaningful downside–you can’t just drypass and have it happily chug away while your opponent slams down tempo in a desperate attempt to catch up. No, you actually have to think ahead and properly manage your coin count. Get it wrong, and Drunken Sailor will helpfully destroy itself in just two turns. Ouch.

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Adventurers

Have you ever played Dungeons and Dragons? You join of team of adventurers (affectionately called murderhobos) and run around killing stuff, until eventually someone called the Dungeon Master admits that your characters are overpowered and stops trying. This is like that, but in Gwent form.

In this case, you spend the entire match killing stuff until your Adventurers are ridiculously swole. Typically you’ll drop them as your last card and duel the final “boss”, gaining “loot” equal to its provision cost. I decided that the player should not be able to choose the duel target, because cards with lower power and high provisions like Simlas Finn Aep Dabairr would give ridiculous boost. Also, this card isn’t primarily intended as removal, though it might work out that way.

My biggest qualm about this card is that it supports no-unit control heavy archetypes with so much pointslam. Perhaps it should be more expensive, or redesigned to require a certain number of units in your starting deck as a condition. It’s certainly food for thought.

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Treant Behemoth

Fellas, I love Skellige and my Nilfgaard win count is too high to mention in decent company, but in my heart I love the green dudes the most. They’ve got the proud Aen Seidhe, grumpy dwarves, territorial dryads, and best of all: treants. I always imagine treants as being lumbering and majestic creatures, living quietly and bravely in the depths of Brokilon. And Treant Behemoth is no exception.

This card is intended to encourage the player to run units like The Great Oak, Oakcritters, or Treant Boar. Although this card is rather risky at 14 provisions, it can realistically play for up to 7+9 points (if it summons the Great Oak) and then 9 damage if there’s a full row of Treants. A lot of payoff for a lot of setup.

Art Source

Rhenawedd

Poor Syanna. She’s always pretending to have everything under control but she’s actually an utter mess. From the carefully planned series of murders in Beauclair to her affair with Dettlaff and her theft of the royal wine, Sangreal, she was invariably clever and yet ridiculously emotional. If there’s anyone in the Witcher universe who very badly needed a hug a long time ago, it’s her.

This version of Syanna sees her as massive vampire support, allowing the player to double up on either the deploy or passive abilities of their bronze vampires. I had to price her at 13 provisions because she plays for up to 11 tempo in a Masquerade Ball deck while also placing up to three engines in a single turn. It takes a lot of setup to pull that play off, though, especially given how likely players are to bleed heavily if they suspect a ball deck.

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Alzur: Trailblazer

Alzur’s Thunder is an interesting card. At first it was just a throwaway neutral 5 damage spell, a worse alternative to the 5 provision factional removals (Nature’s Rebuke, Boiling Oil, Payday). However, with the arrival of Alzur in Way of the Witcher and then the new focus on mages in Price of Power, the card now has meaningful synergies thanks to its spell category. But I don’t think they’ve taken it far enough, so I created this card. This version of Alzur allows you to deal up to 15 damage and gain 3 thinning, playing all of your Alzur’s Thunder‘s in one turn. Quite dramatically, I might add.

As a downside, the card is vulnerable to being bled, and you can’t know what cards you’ll be drawing. It’s probably played best early in round 2, if you can gather all the needed components by then. You certainly don’t want to get stuck with this card in deck, because that would really steal your thunder. Pun quite possibly intended.

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Transmutation

Among all my custom cards, there’s a few that really make me go, “Dang, wish I could actually play that one” more than the others. This is one such card. It’s not really overpowered, just memey–but oh what a beautiful meme it is!

In all honesty, a mere one-provision bump isn’t enough to make the card playable, especially considering the synergies that go into a carefully chosen deck. However, this card does allow you to gain second copies of high-end cards like Scenarios or second copies of high end golds like Fucusya and Amphibious Assault.

Note: when I first made this card, Masquerade ball was 15 provisions, and thus unreachable from any other card via transformation. I’m not sure how I feel about the prospect of Nilfgaard players dropping Masquerade Ball twice in the same round. Maybe this card isn’t so weak after all?

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Renfri Vellga

Here we are at Renfri herself, the goal of my quest. With the Black Sun expansion announced and the addition of Renfri likely forthcoming, it’s a good time to reflect on everything that’s transpired. I’ve enjoyed making custom cards, and while my designs aren’t always perfect, I think I’ve gotten more right than wrong. Gwent has been a wonderful game, with such beautiful art and interesting and deep characters. It’s been a great journey and I appreciate the support and encouragement from fellow Gwentlemen that I’ve received along the way.

This version of Renfri is an extremely potent pointslam and control tool, allowing the player potentially the ability to perform a shielded duel against an enemy unit and also resurrect a bandit. However, this comes at a steep cost, as bandits are highly weak and powercrept. To play seven of them would be quite the task, even if they weren’t powercrept.

Thanks for reading, and may the cards be ever in your favor!

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Bandit Gang’s Meme Snapshot for Gwent #6

Introduction

Many decks can be considered Meme Decks. Some people believe that a meme deck is mainly played for fun, to make yourself and the opponent laugh, and not to win with. A deck like Thicc Aglais would be a good example. Other people believe that meme decks have their own theme like the bandit archetype, which makes it a lore friendly deck. And most people would agree that a meme deck is also considered an off-meta deck: a deck that has its own unusual strategy or inclusions, but that can still win you plenty of games. You could think of a deck like Triple Commandos here.

But I digress. Welcome to the sixth edition of Bandit Gang’s Meme Snapshot! In case you missed out on the other editions, you can find them here. Once again, we want to use new concepts that weren’t included in the previous editions, but you might also see different versions of decks that were included already. The main goal, as always, is to show you the diversity that is possible in Gwent, beyond all the top tier meta lists. For this edition of the snapshot, we have removed the “Lore Friendly Decks” as we felt that none of the decks we included in this article could qualify to be submitted under this category. The categories included are as followed:

1. Fun But Garbage Decks: these are the decks that are just for fun but will not win you too many games.

2. Becoming A Pro Decks: these are decks that are considered off meta, but are decent to climb to Pro Rank with. Nonetheless, they are not included in the Meta Snapshots.

3. Honorable Mentions: these are decks from community members that we wanted to give that extra spotlight. We encourage you to submit your own, read more about this in the Conclusion.

Note: Click on the image of the deck to get directed to the PlayGwent website in order to import the deck to your client.

Fun But Garbage

Overview:

I was never a big fan of NG mill and clog decks. On the other hand, I always love to experiment with cards and archetypes I am not that experienced with. So the question here is: is Isbel a good waifu for us? Short answer to this is question is YES! The addition of Golden Nekker in the latest card drop gave us the ability to create some really awesome decks. This is an attempt to combine the traditional Kolgrim clog deck with Isbel and the new spicy cards!

Pros:

  • Tried and applied deck updated with the latest cards
  • Isbel is great here
  • High tempo

Cons:

  • It’s a clog deck.
  • People in higher ranks know how to counter Kolgrim decks
  • Did I mention I am not a big fan of clog decks??

Strategy/Core cards:

Isbel of Hagge: Very tricky to use as you have the option to trade the top cards of yours and your opponents deck. Timing is the biggest challenge here but pulling off a good steal from your opponent’s deck might win you the game

Kolgrim: Our main winning condition here. The concept is already well known as the card has seen lots of play. Clog our opponents deck while heavily thinning our deck. Can be used as an R3 finisher but also in a greedy R2 bleed for a 2-0

Assire var Anahid: I like using Assire for the flexibility she provides. Can be used to get something important from our GV (Kolgrim after a 2-0 greed bleed, another Isbel etc). Worst case scenario she can be used to clog our opponents deck even further

Warritt + Albrich: Can be used in conjunction with Isbel. Albrich brings her to top and boosts by 2 so she has more chances of surviving a turn until her order is enabled when placed on board. Warritt guarantees that the highest cost card of our opponent’s deck is right on the top of their deck, ready for the taking

Tactical Decision + Snowdrop: One of the best high tempo plays in the game right now

Golden Nekker + Ciri Nova: This combo is used so much since the latest card drop. Ciri’s resilience is a perfect late R1 or dry pass R2 card and Golden Nekker provides great thinning + perfectly setting up your board for high tempo plays

Black Blood: A little surprise against all those massively boosted decks out there. At the very least it will force your opponent to actual think how to play around it and in some cases it can completely negate those massive last turn plays (Gord is a prime example for that)

Written by Pokkas

Overview:

With the release of the latest set of cards, Mutagenerator was the first card that caught my eye. I did feel like it’s a card that has some very nice potential to be both in a meta/off-meta deck (eg Commandos deck) as well as a good old fun meme deck. So I present to you with an alternative way to use the card. In most iterations, people tend to use Mutagenerator in R3 to get that extra value from all those 4p or 5p cards they have in their decks. In this deck, we will use Mutagenerator in R1 to boost our bronzes and use all the boosts as carryover value for a big chonky (and I mean chonky) Erland in R3.

Pros:

  • Big big finisher with Erland (30+ points)
  • Enough consistency to pull this off without sacrificing too much value
  • Easily customizable to your liking, multiple options to choose from in your 4p cards in order to better suit your playstyle

Cons:

  • R1 is weird, a lot of the current meta decks can out-tempo you easily
  • Mill decks are our worst enemy
  • Red coin can be weird if your initial hand is very very VERY bad

Strategy/Core cards:

Mutagenerator: The star card of this deck. The whole idea behind this is to play it R1. You NEED to make sure that you have at LEAST 5x 4p cards in your deck, the rest goes to your hand. You drop the Mutagenerator on board, then play all 4p cards in Ranged row to get the max 5-point value distributed in your 4p cards in deck. Remember that all 4p cards that got boosted should remain in deck until Erland takes advantage of that sweet carryover value

Erland: Our main finisher. If done right, Erland can get a buff of 30-40 points. Should be used in late R3

Siege + Siege 4p cards: Can be used in conjunction with Mutagenerator. Siege has enough support here to be used for a push in R2 or in R3 as a backup to Erland

Pincer Maneuver + King Radovid V + Cursed Scroll + Fisher King: Great at fixing our hand. We have a total of 4 charges from leader + Radovid and cursed scroll (only on blue coin). This is not just important to get the cards we want in hand, but also to put those 4p boosted cards back in deck if needed. Fisher King is a bonus here; he can be removed if you feel like you don’t need him

Siege Master: Along with AA, can be used for thinning your deck. I tested this deck thoroughly with and without the siege master cards and I feel they are a necessary addition in what we need to do. Can be really helpful in shaking things up in R1 and get some good tempo out of them

Queen Adalia + Reinforcements: Can be used to get some extra value from Mutagenerator if you didn’t get enough bronze cards in R1 or if you just wanna get greedy (which I thoroughly advise you to do)

Written by Pokkas

Overview:

Who said that MO can’t be really fun? Necromancer’s Tome added a great tool to utilize your graveyard units. Sooooooo, let’s try to do just that!! In this deck we will be using our Tome to setup a board with as many Vran Warriors as possible + the She-Troll of Vergen then getting that awesome value from a huge finisher with Glustyworp. We have enough options here to allow the “Whenever a unit is destroyed during your turn” condition netting us a lot of points. If our opponent cannot answer our engines, they will be in a world of trouble

Pros:

  • Great value from our bronze cards
  • Makes being greedy feel like it’s a normal thing to do
  • Good thinning

Cons:

  • Hard to play 100% efficient
  • Not setting up your engines will lose you a massive part of your finisher value
  • RNG dependent

Strategy/Core cards:

Operator: Our initial play that helps setting up our graveyard with the Vran Warriors. A secondary target can be the Griffin which can also get as some good value. Megascopes are there to help a bit with spawning a few more engines without using our original Vran’s or Griffin’s

Necromancer’s Tome: Will spawn for us our bronzes in R3 and setup the board for our final play

She-Troll + Vran Warriors: Amazing engines that synergize amazingly with Glustyworp and Wererat.

Arcane Tome: Great option for getting a few of our specials out of our deck and use them whenever we need them. Keep in mind that using this card will also allow our opponent to do the same so use strategically!

Wererat: Can be used in conjunction with our engines to get those points coming in, while also helping in setting up our board for our finisher

Glustyworp: Our main finisher here! Killing all of those 1-power units gets us some amazing value while also triggering She-Troll and the Vran Warriors for each and every unit destroyed!!!

Frightener Dormant: An additional semi-finisher. If on board, triggers automatically when Glusty drops

Vigo’s Muzzle: A personal preference, can be replaced with anything else you want

Forktail: Can be really good against swarm decks, has a chance to setup a few more targets for Glusty. Also do you expect to see a lot of Forktails being used on ladder? Right!!! Neither will your opponent.

Written by Pokkas

Overview:

After the latest patch and the (very much needed) dwarves’ archetype boost, the meta has seen a swarm of dwarves’ deck flood the Gwent ladder. So I felt like it would be a good idea to try to make something a bit different than what everyone else is using right now that would make dwarves even more greedy than they already are! In this equation, enter Syanna + Dennis Cranmer = An amazingly fun combo to pull off leaving your opponent flabbergasted

Pros:

  • Awesome finisher with Syanna and Dennis Cranmer for double the armor boost
  • So greedy it feels good when it works
  • Good thinning

Cons:

  • Deck’s concept is easy to understand but it’s very difficult to navigate properly
  • RNG dependent
  • Armor stacking is very difficult to pull off

Strategy/Core Cards:

Wagenburg + Dwarven Chariot: Our most foolproof way to stack that armor up. When placed properly on board, you can keep boosting and getting that sweet armor value stacked up high enough in order to make that high point swing right at the end of the game. The longer the round, the better value you will get out of it. Also you can use both Wagenburg at the same time if you had to use your Malena in earlier rounds so instead of moving the Wagenburg you just play the Cranmer right in the middle of those cards

Malena: An extremely important card that serves us in two ways. First and foremost, it can help us move the wagenburg out of the way so that we can get the full value on Cranmer. Secondly, we can micromanage our rows if needed (eg move dwarves in the same row as Brouver Hoog, move our defender around if opponent has movement like in Movement ST or MO Frost) Can be replaced with Paulie for that extra 2-point armor from his armor

Syanna + Cranmer: Ideally this is your main combo. Imagine having two units with 15-point armor each. You move the wagenburg, trigger the order on Syanna then drop Cranmer for a 60-point finisher!

Broover Hoog: Great in pushing in R1 for gaining round control as well as getting the extra points later on in the game

Iris Shade: The only card in the deck that doesn’t always gain full value, but can serve as an additional finisher in case you don’t draw/can’t use Syanna

Zoltan + Giantslayer: Our resiliency options that act as a carryover option for us

Novigradian Justice + Mahakam Volunteers: A great option to use for thinning + combo well with Broover Hoog. Can be replaced with Mahakam Marauders but I feel like you get more out the Volunteers instead

Wriiten by Pokkas

Overview:

Are you guys tired of watching SK using that discard package again and again and again? Well, this is a spicy way to put some RNG into discard (because who wants consistency right?). In all honesty, the idea behind this is to make sure that you always thin to 1-2 cards. In this aspect, this deck performs admirably… as long as you draw Troll Porter and plan your strategy accordingly! Even if you don’t, you do have enough options here to roll that dice and watch RNG do its part!

Pros:

  • Awesome thinning capabilities with troll porter. God I love this card!!
  • RNG here is a blessing
  • Lots of spicy cards that make this a very fun deck to play

Cons:

  • Consistency is an issue; you need specific cards in order to be as efficient as possible
  • RNG here is also a curse
  • Might struggle against very high tempo decks

Strategy/Core Cards:

Troll Porter: Our main way of discarding here. The optimal play here is to use troll porter in order to banish 6 cards from our hand. Along with Roach and Knickers this effectively will leave you with 1 card in deck by the time you reach R3. The existence of so many 4p cards here is to try and use them as fodder for the troll porter. On the very rare occasion where you will get a perfect R1 hand (Snowdrop, Troll Porter + 8 bronze cards) you can literally make sure that you can Lippy in R2!!!

Snowdrop: Using her order in conjunction with troll porter can get you a nice 18-point snow drop!!! Keep that in mind!!

Runemage: Always try to play this as early as possible in order to get maximum value from all of our top value cards

Shupe & Radeya: Need to say more? The amount of value you can get from these cards can literally turn the tide in any game

Magic Compass: An invaluable card that basically guarantees you have another legendary SK card to play around with. Its main focus here is using Lippy for replaying a few of our main cards but its flexible enough to choose any other card you might feel it will be more beneficial to the current game you are playing

Vial of Forbidden Knowledge: Its personal preference, but since this is not a golden nekker deck then it can be replaced with literally anything you want. Since this is an RNG-based deck, in the off-chance you play against an opponent who are using Vial as well it can be good to have the ability to check their deck and plan ahead

Uma & Aguara: By definition, the most fun RNG cards in the game. Using after Runemage will give you more options as well, so let that RNG roll baby!!!

Written by Pokkas

Overview:

This deck is my favorite pet project. Whenever there is a new patch coming out or new cards are released, I always try to revisit this and make it even better than it already is. And believe me when I say, this version is absolutely awesome! Besides our main two combos that are always at the core of the deck, cards like Aerondight, Golden Nekker and the new SY faction cards add to the deck some better form of consistency that it never truly had. So, ladies and gents, I give to you.. SY Goes Pepega v2!!

Pros:

  • Amazing combos with Abomination + Greater Brothers
  • Increased consistency compared to previous iterations
  • Extremely enjoyable to play

Cons:

  • Very difficult to navigate properly
  • Combos are high risk/high gain focused
  • Overthinning might be an issue

Strategy/Core Cards:

Salamandra Abomination + Gellert Bleinheim: Our first main combo. ALWAYS have to be used with full hand because of the Adrenaline tags on both abomination and Bleinheim to get maximum value. Now you may ask what the idea behind this is? Play abomination first and tribute (this is 0 because of our leader). Try using stratagem or stolen mutagens to put a veil on abomination. Try to get as much coins as possible and then drop Bleinheim BEFORE Adrenaline 6 is triggered on Abomination and spend as many coins as you like, feel free to use a few leader charges as well. Your abomination will basically get spammed to 40+ points in a single turn. Reasoning behind this is to force your opponent to either commit a tall removal (which most decks in current meta do not have) OR pass the round. In any case it’s a win-win situation for us!!

Greater Brothers + Vlodimir: This is our R3 combo. Basically we trigger the Greater Brothers Insanity tag to get as much armor as possible on the card before we drop Vlodimir to convert that armor back into health for a massive finisher. Blindeye Apothecary is very efficient here as it can heal and boost Gretaer Brothers to 14-power. Repeating this twice can net you 30-40 points guaranteed!! For better gold efficiency, make sure that you should trigger the insanity on the brothers while having one or less coins. Apothecary needs only one coin to trigger both of its abilities because of our leader

Bekker’s Dark Mirror: An extremely useful card that can be used both defensively as well as offensively. Greater Brothers is a great target for it as it will help us heal and boost the card or we can use it remove a very tall unit from our opponent

Shady Vendor + Eventide Plunder: Extremely good bronzes that synergize amazingly well with this deck. Shady vendor can give us those additional poison crimes or get those extra coins that crime cards provide while Eventide Plunder provides us with spenders.

Conjurer’s Candle: You gotta love the flexibility of this card. Profit + Boost with resilience so you can use it in-between 2 rounds. A great option to use in any SY deck

Stolen Mutagens: Perhaps one of the most underrated cards in SY, its flexible options can help you in a multitude of different scenarios. Extremely important for the abomination combo, either you already have veil from stratagem (you can choose poison and gain 5 coins’ option) or you use it as your veil source on red coin.

Golden Nekker + Aerondight + Ciri: These neutral cards are basically what make the deck even more consistent than it used to be. The value you can get from Aerondight can help in getting those extra points that will win you the round/game or can be used more in a defensive scenario where you need to boost one of your two defender scarabs from Azar Javed. Golden Nekker is for the extra tempo and thinning and lady Ciri Nova for the resiliency carryover.

Savolla: Last but not least, Savolla can really be a life saver in a bleed situation in R2 or can serve as an alternative finisher in a short R3 where we don’t have enough turns to build up the armor required on Greater Brothers

Written by Pokkas

Overview:

With the latest card drop and the boost on crimes, I wanted to put Tunnel Drill back to work. Since the card got nerfed, it saw very little use on ladder. Especially when used with Lined Pockets, we have enough crimes and enough coins to wreak havoc on our opponent’s board, denying them any sort of combo they might try to pull off.

Pros:

  • Great control options
  • Consistent game plan
  • Very flexible deck that can adapt in different scenarios

Cons:

  • Needs to be navigated properly
  • Lacks a lot of thinning
  • Need to be as coin efficient as possible in order to not overspend

Strategy/Core Cards:

Cleaver: Good tempo and great value from Intimidate. Can be used in all rounds of the game. Pairs really well with Skewertooth, Tunnel Drill and rest of the Crownsplitters cards as they increase the Intimidate value.

Shupe & Radeyah: Great flexibility added, especially when combined with Runemage. Will help to adapt in different scenarios.

Tunnel Drill: Our main removal option. Gets the most value when used with crimes in order to get the most efficient coin to fee usage.

Conjurer’s Candle: Perhaps one of the most important cards in the deck. Can be used to protect our Tunnel Drill. Also great option for spending all those coins.

Sir Skewertooth: Another great Intimidate engine with the added effect of having immunity which makes it difficult to deal with.

Runemage: Provides additional options for our Create cards such as Triss: Telekinesis, Shupe, Radeyah, Walter Veritas, Shady Vendor and Eventide Plunder.

Triss: Telekinesis: Gives a chance to replay a bronze special card from either your own or opponent’s deck. In most scenarios you will choose a crime card for the added value

Crime cards: Lots of them to use at your hearts content. Make sure to combo them correctly with Tunnel Drill and your Intimidate cards.

Harald Gord: Great finisher as most of the create cards are going to play Crime/Special cards thereby increasing Gord’s value over the course of the game.

Written by Decode789

Becoming A Pro

Overview:

The new Mutagenerator is an interesting card from the latest card drop, which can have very solid value, but requires a specific setup for that. While Babyjosus obviously had yet another iteration of Triple Commandos on his mind in his recent deck guide, this one takes a different approach with Dun Banners and the 4 provision cluster. This synergizes very well with the Uprising leader ability, because guess who is also a 4 provision unit that will hit a row of boosted Dun Banners? The Lyrian Scytheman from the leader ability of course!

So the gameplan is multiplying the Dun Banners in round 1 with King Foltest and Blue Stripes Scouts, which is good tempo in itself. You can also play your flexible gold cards to take round 1, because that’s rather important. Yes, this is one of the infamous decks that kinda needs to win round 1, because it’s a bit vulnerable to bleeding. Round 2 can be drypassed if the matchup doesn’t require you to bleed, in round 3 you then drop the Mutagenerator and the fun begins. First you shuffle your Dun Banners from round 1 back to the deck with Pavetta. Then you play your 4 provision cards (except Blue Stripes Scout if there’s one left) in the back row, which will boost the Dun Banners in the deck. Also play the other cards in the back row because you need to keep the front row free for later. Then finish round 3 by playing a Dun Banner to the front row, now boosting the 4 provision units on the board, not the deck. Follow up with the leader ability and place the Scytheman in the front row, triggering the Mutagenerator once more. If you have a Blue Stripes Scout left and still space on the front row, you can play him after that. If all went well, you may finish the round with a three digit amount of points.

Pros:

  • Round 3 runs on 4 provision cards, enabling you to play valuable cards early
  • Mutagenerator is already worth its value when triggered twice and can get a lot more
  • Traveling Priestess playing a side role here to buff the 4 provision cluster, but is already worth 9 points with Tridam Infantry when only shuffled once.

Cons:

  • Vulnerable to bleed
  • No targeted control
  • Sometimes awkward with a bad hand

Core Cards:

Dun Banners, Mutagenerator, multiplying package, Princess Pavetta, both echo cards, a good 4 provision cluster

Many gold cards in this are flexible but Ring of Favor is definitely recommended to take round 1 and most of the other gold cards help consistency or offer decent synergies.

Written by Escanbryt

Sawyer1888 has already made an in-depth guide here.

Overview:

So you’re tired of beating the snot out of people with Assimilate, I mean it’s been AGES since we played anything else. You need a bit of excitement in your life, you have considered playing Shupe and/or RNG decks before, but they only win 10% of the time. Well congrats, now we can double that win rate!!!

This deck adds some substance to the style of winning with whatever RNGesus throws you. Runemage is the evident key to expanding your options, so you can pull good solutions to problems on the board with your create cards. Like any Casino deck, we stuff it full of create cards. The most important of these is Shupe’s Day Off. Shupe’s biggest flaw is the RNG element. You may not get the option you want from him. Runemage guarantees all of these options are possible, maximizing Shupe’s utility. 

You REALLY want to play Runemage ASAP. Cursed Scroll on blue coin can help with that. Otherwise, try to win Round 1 with some tempo from Radeyah and your thinning cards like Roach, Knickers and Blightmaker. If you find this too inconsistent, check out some of the tech options below that you can swap in.

Mysterious Puzzle Box is an option to be played Round 1 for tempo, though it is ideally played in later rounds when you would gamble your bricks off and have Will o’ the Wisp on hand to delete Thing From The Box should your opponent win the bet.

Once Runemage has been played, go wild with your create cards and pray you roll high. Artorius Vigo is your sole native (Assimilate) engine, so play him early, ideally in round 3. He is NOT nailed down to guaranteed options, but can be (look at tech section). You want medium to longer length rounds to facilitate your pay-off finisher in the form of Tourney Shaelmaar, so soft bleeds are useful to utilize Squirrel or other “trash” cards.

Pros:

  • Casino EXCITEMENT
  • Maximum versatility
  • Decent point-slam

Cons:

  • Casino STRESS
  • Lack of engines, mediocre pay-off
  • The house usually wins

Core Cards:

Shupe: Shupe is potentially a huge amount of points with 15 different POWERFUL options, now fully available thanks to Runemage.

Arcane Tome: Many of the create cards are specials. Play this card after Runemage to access all your create cards. Prioritize the expensive ones first, as some opponents don’t want to play their own specials or don’t have specials. Consider it a tutor for your high value specials.

Tech Cards:

Cards you can consider switching out:

Aguara: True Form: This is one of the weakest create cards and very expensive. Its create pool is heavily polluted by specials that are NOT useful and niche use, especially from Syndicate.

Lydia van Bredevoort: Without assimilate engines to score points from creates, Lydia is substantially weaker than in Assimilate decks. She can, however, provide removal or situational cards that complement other created cards.

Arcane Tome: This card is definitely risky, as some opponents can benefit heavily from playing their own high value specials. Consider a safer tutor.

Elf and Onion Soup: You may find yourself without good targets (or even any targets at all) to sacrifice for this card, so it often plays for fewer points than other alternatives. Granted, you can use it as Box gamble fodder.

Pellar and Squirrel: Very useful but pollutes Vigo’s creation pool, swap out for specials.

Cards you can consider switching in:

Removal cards: Korathi Heatwave, Yennefer’s Invocation, Vigo’s Muzzle, Leo Bonhart, and Vilgefortz are all good options if you have provisions to spare.

Create cards: Dazhbog Runestone and Summoning Circle are two alternatives/additions one can consider. Dazhbog Runestone especially as it can provide you assimilate engines (in place of Elf and Onion Soup).

Consistency: Fisher King, Roderick of Dun Tynne and Maxii Van Dekkar are all good consistency options for ensuring you draw/play the cards you want/need.

4 Provision Specials: In place of Pellar and Squirrel, in order to guarantee Artorius Vigo only has a pool of 5 bronze units to create from. Options include, Dimeritium Bomb, Mahakam Ale, Obsidian Mirror, Spores.

Written by BigDaddy843

BabyJosus made an in-depth guide for this deck here.

Bomblin made an in-depth guide for this deck here.

Magiq made an in-depth guide for this deck here.

Honorable Mentions

Overview:

I love Kolgrim, as a card of course, he promoted some radical deckbuilding at the time, like going card down on purpose or even that infamous 35 card enslave deck.

However, with the addition of Golden Nekker, nearly every deck can thin to less than 6 cards, making Kolgrims ability quite mediocre. So if ST/SY/MO can thin to such low numbers just imagine what NG can do.

So I present to you the SuperDuperMegaExtraHyper-Hyperthin!!!!

 

Pros:

Has surprise value for opponent, people try to defend the bleed with average cards. No real need to use your brain, just don’t play Kolgrim and Defender R1, however, if you do use your brain, you may find extra enjoyment with all the thinning combos!  

Cons:

Anything with a tall punish or even an untargeted tall punish (e.g. censer, igni. etc.) can counter us. Mill should also hard counter us, but there is some hope if you manage to not get Kolgrim milled.

 

Strategy/Core Cards:

Basically, we are going to play R1 like it’s the last round (MUST WIN R1…) and we will be thinning all the time and clogging just a little bit! If done properly, by mid R2 there will be no cards left in deck! This tactic aims to catch your opponent off guard as he is expecting a bleed, not a 2-0.

We want to keep Kolgrim and perhaps Defender for R2, consider everything else free to use.

Try using leader with both mage assassins in hand so you get the thinning and with snowdrop on board for extra points.

Assire is a great key card as in case you over thin she can put something back in deck to even re-enable Nekker bricks in specific categories. e.g. you have no specials left in deck, so you put 1 back. Else just put something in the opponent’s deck to increase the difference.

Considerations: you can fit Ciri: Nova by swapping her for War Council and downgrading a 5, you can also swap fisher king for Albrich, but that is only recommended if you want to specifically boost Kolgrim to 3 so he won’t die to SK boats. We want to avoid Aerondight as it will not get to great values as we are SMOrcing our way through each round. Lastly, we want to avoid any card that allows opponent to thin as well (Arcane Tome/Mata).

Written by UngryNab

Erdemches made a guide for this deck here.

Conclusion

This was our sixth Meme Snapshot, we hope you enjoyed it! Hopefully we can all agree on the fact that there are plenty of decks included for all kinds of players that don’t want to contribute to the meta. For players that would like to have a good time, that want to role-play and want to go put their boot in the meta and claim their seats among the kings.

A big thank you to everyone providing us with their decks! We hope that we inspired you to create your own memes or own versions of the decks with this Meme Snapshot. But for now, Team Bandit Gang and I will fare thee well, and we’ll see you again in Meme Snapshot #7!

Now is the time to shine, oh memers of the Gwent community! Got a deck that’s so bad it’s good? One that’s kinda out there but still got you to pro, or one that’s lore friendly? Then please send an email to teambanditgang@gmail.com and we will consider putting it in our next Meme Snapshot!

Please consider checking out our article section where you can find plenty of articles. From member interviews to deck guides and more!

Deck Guide: Toxic Aristocrats

Overview


Since the Price of Power Expansion, maybe even before, Masquerade Ball disappeared. That might not change with this Guide, but it gives you an impression of how a classic Masquerade Ball deck could look like these days. And while testing, it turned out to be actually stronger than expected. 

One of the biggest weaknesses of playing this deck was always to get bled in Round 2, losing your Scenario or not drawing into it in Round 3. With the introduction of Jan Calveit as a card, we won’t have this problem anymore, as we can secure drawing into the cards we really need.  
To avoid the bleeding, we want to win Round 1 as efficient as possible. To help with that in addition to the tempo of Calveit, we play Ring of Favor, together with the Blightmaker and Mage Assassin combo. Fangs of the Empire with maybe Maraal or Cupbearer can also help to threaten some reach, while if necessary, we can take it with the removal potential of Vincent or grab a good unit with Vigo’s Muzzle

Obviously, you need a playable Round 1 hand to be able to do so, but with so many options to contest, you should be fine. If you feel not being able to secure Round 1, it might be an idea to hold Calveit, so your Scenario won’t get bled in Round 2 or even mulligan it away…but that’s a gamble and your call to take or not. 

The huge potential in this deck lies in its power combo: Masquerade Ball and Philippe Van Moorlehem. Protected behind Ffion var Gaernel, we should be able to gain a lot of points with our Thirsty Dames. Use your aristocrats wisely, you don’t need to instantly poison the unit you want to kill. Poison a unit with the spawned Fangs, then lock it with Philippe. Do the same with the other one and maybe even with Maraal as well. Gain statuses for your Dames and, depending on how long the Round takes, finish it off with Philippe and your remaining removals. 
Vigo’s Muzzle locks first before it grabs the unit, so it boosts your Dames as well as your leader ability Imposter. Keep that in mind to not waste points, but you don’t have to combine them necessarily. 

Pros: 
– A lot more flexibility to win Round 1 than old Ball decks, while also being consistent for your Round 3. 
– Versatile with thinning, points, removal and control. Even Bronze cards like Experimental Remedy, Van Moorlehem Hunter or Imperial Diplomacy can turn out valuable. 
– You can be toxic without being rude and Poison makes cool sound effects. Masquerade Ball is also better than Blue Balls

Cons:
Calveit Round 1 is not guaranteed, as well as your Blightmaker package. It needs a decent understanding of the matchup to know what Gold cards to commit Round 1. 
– Sequencing with Philippe, Dames and Poison is key to get the most points, but it might be weak against wide or no-unit decks. 
– It is not meant to be a 2:0 deck, as it needs some time to develop its power in a longer Round 3. 

The Deck

Core Cards

Ring of Favor helps you to secure Round 1, but be aware of your opponent might have it as well.

Masquerade Ball obviously is your main threat and gives you engines and removal

Philippe Van Moorlehem not only has a cool name, but can be really powerful if used together with your Dames and Poisons.

Ffion var Gaernel protects your important engines. Always play him in the Melee Row, as you want to defend your Maraal as well. 

Vincent Van Moorlehem is a decent removal for defenders, veiled units, Ciri:Nova or anything you gave Poison or Lock to. Together with your leader ability Imposter, it can be even a one turn removal. 

Deck Guide: BJ’s Blue Balls (Triple Commandos)

Overview

Triple Commandos, also famously known as BJ’s Blue Balls (due to the shameless sell-out back in the day on many Twitch streams), is all about playing your Blue Stripes Commandos every round. While the deck has originally been created in patch 7.4, it has been brought back to life in the past with patch 8.5 and now with patch 10.4. You could say this was because Bomblin forced me to create a new Triple Commandos deck, or simply because the new card drop benefits the archetype quite well. I choose the latter, but I let you decide for yourself.

With the rework on Lady of the Lake the deck has gained a lot of consistency since we no longer have to run Papa John because she can play Oneiromancy and Amphibious Assault for us.

And aside of that, we got two new cards that we included in the deck and they are as followed. The most important one is called Mutagenerator. This card is great with Blue Stripes Commando because you are guaranteed to have lots of them in your deck. And when you play a commando on the ranged row 5 commandos in your deck get boosted. Also, if you happen to play Maxii Van Dekkar and/or a Blue Stripes Commando from hand and/or from Reinforcements on the melee row it gives you even more value. And then I didn’t mention the many 4 provision cards that we can play on the melee for even MORE value. This results in the card being an auto include in the deck in my opinion.

The second new card is called Vial of Forbidden Knowledge which can be an easy 8 points for 4 provisions if the vitality gets unanswered. Plus it has a bonus ability which only happens when both players have the card included. Someone on Reddit said this about it: ”It’s basically a gentleman’s agreement for open decklists”.

Pros:
-This deck allows you to out-tempo your opponent in round 1, push your opponent in round 2 and win the game in a short round 3. 
-Fairly consistent thanks to Cursed Scroll, Lady of the Lake, Roche: Merciless, Amphibious Assault & Oneiromancy.
-Lots of pro-activity.

Cons:
-The deck is vulnerable to cards like Lambert: Swordmaster, Surrender, Lacerate etc.
-Also vulnerable to Pavetta being banished or stolen. This requires you to 2-0 your opponent since in hindsight, your round 3 is pretty awful without being able to play your Commandos.
-Lacks control.

The Deck

Core Cards

Donimir of Troy and Foltest because they get you tons of copies of commandos in round 1 alongside the regular Blue Stripes Scouts play.

Pavetta because it puts your Commandos back in the deck which you can then tutor out of the deck and have a huge tempo-play.

Renew on Pavetta to do the exact same, but in round 3.

Cursed Scroll, Lady of the Lake, Roche: Merciless, Amphibious Assault & Oneiromancy are Core Cards due to them making the deck more consistent.

Deck Guide: Runemage is Nilfgaardian

Runemage Is The New Black

Overview

The newest card drop has changed the way how we approach Gwent games, and Runemage is no exception. He allows all your Create/Assimilate cards to have a more precise choice as he increases your options to 5 rather than 3.  Not to mention that it includes even your leader ability Double Cross. He’s just too good to not include in Assimilate lists! 

Apart from Runemage  there are two more new cards in this deck: Ring of Favor and Prophet. Ring of Favor helps to secure a win in round one with its plus two per turn tick, or allows you to draw the top card of your deck when the opponent passes.  Whereas Prophet is a bit more niche card as you need to know what your opponent is going to do next. Fortunately, with the help of Runemage and leader Double Cross you are able to view 5 cards from the opponent’s hand, thereby giving you the exact details you need to completely ruin the opponent’s sequencing. 

The game-plan of this deck is to get Runemage  before your create cards so you have a choice of 5 instead of 3 options. Braathens  is the only card that does not benefit from this (for now). So, he is mostly used in tandem with Ring of Favour to secure round one .  Roderick is used to fetch  the gold cards such as Runemage  or Vigo for earlier rounds. As you can see, this deck does not run the Blightmakers and Mage Assassins as this is more of an old-school approach with the Vigo  + Hunting Pack combo. As a somewhat spicy tech choice, the list runs a poison package for the tall removal, so Yennefer’s Invocation is not the only option you have while playing this deck. 

Pros:
– Create options become easier/precise.
– High tempo.
– Has some control options.
Cons:
– Slight Inconsistency.
– Core cards can be bled
– Goes Tall

The Deck

Core Cards

Runemage – The star of the deck! Allows you to see 5 options instead of 3 is a huge game changer!

Ring of Favor – Always starts in your hand in round one and has literally no downsides. Either gives you points to catch up and potentially win round one, or draw your top card.

Artorious Vigo – With the help of Runemage, this crafty spellcaster shows you all 5 bronzes in the starting deck and thus gets rid of the weakness of an inconsistent Vigo  if you run more than 3 bronze units. Pairs superbly well with the Hunting Pack.

Prophet – Strong card that allows you to take control of the opponent’s sequencing, especially with 5 options from Double Cross as you can plan ahead as to when you can drop prophet. He can be played during a bleed to make your opponent stumble with their sequencing.

Artaud Terranova – Still the greatest Assimilate card, as he can create anything that you have applied spying to.

Joachim
– A great card for the final round point-slam.

Rigged Casino

Overview

The Deck

So you’re tired of beating the snot out of people with Assimilate, I mean it’s been AGES since we played anything else. You need a bit of excitement in your life, you have considered playing Shupe and/or RNG decks before, but they only win 10% of the time. Well congrats, now we can double that win rate!!!

This deck adds some substance to the style of winning with whatever RNGesus throws you. Runemage is the evident key to expanding your options, so you can pull good solutions to problems on the board with your create cards. Like any Casino deck, we stuff it full of create cards. The most important of these is Shupe’s Day Off. Shupe’s biggest flaw is the RNG element. You may not get the option you want from him. Runemage guarantees all of these options are possible, maximizing Shupe’s utility.  

You REALLY want to play Runemage ASAP. Cursed Scroll on blue coin can help with that. Otherwise, try to win Round 1 with some tempo from Radeyah and your thinning cards like Roach, Knickers and Blightmaker. If you find this too inconsistent, check out some of the tech options below that you can swap in. 

Mysterious Puzzle Box is an option to be played Round 1 for tempo, though it is ideally played in later rounds when you would gamble your bricks off and have Will o’ the Wisp on hand to delete Thing From The Box should your opponent win the bet. 

Once Runemage has been played, go wild with your create cards and pray you roll high. Artorius Vigo is your sole native (Assimilate) engine, so play him early, ideally in round 3. He is NOT nailed down to guaranteed options, but can be (look at tech section). You want medium to longer length rounds to facilitate your pay-off finisher in the form of Tourney Shaelmaar, so soft bleeds are useful to utilize Squirrel or other “trash” cards. 

Pros: 
-Casino EXCITEMENT
-Maximum versatility
-Decent point-slam

Cons:
-Casino STRESS
-Lack of engines, mediocre pay-off
-The house usually wins

Core Cards

Shupe: Shupe is potentially a huge amount of points with 15 different POWERFUL options, now fully available thanks to Runemage. 

Arcane Tome: Many of the create cards are specials. Play this card after Runemage to access all your create cards. Prioritize the expensive ones first, as some opponents don’t want to play their own specials or don’t have specials. Consider it a tutor for your high value specials. 

Tech Cards

Cards you can consider switching out:

Aguara: True Form: This is one of the weakest create cards and very expensive. Its create pool is heavily polluted by specials that are NOT useful and niche use, especially from Syndicate. 

Lydia van Bredevoort: Without assimilate engines to score points from creates, Lydia is substantially weaker than in Assimilate decks. She can, however, provide removal or situational cards that complement other created cards. 

Arcane Tome: This card is definitely risky, as some opponents can benefit heavily from playing their own high value specials. Consider a safer tutor. 

Elf and Onion Soup: You may find yourself without good targets (or even any targets at all) to sacrifice for this card, so it often plays for fewer points than other alternatives. Granted, you can use it as Box gamble fodder. 

Pellar and Squirrel: Very useful but pollutes Vigo’s creation pool, swap out for specials. 

Cards you can consider switching in:

Removal cards: Korathi Heatwave, Yennefer’s Invocation, Vigo’s Muzzle, Leo Bonhart, and Vilgefortz are all good options if you have provisions to spare. 

Create cards: Dazhbog Runestone and Summoning Circle are two alternatives/additions one can consider. Dazhbog Runestone especially as it can provide you assimilate engines (in place of Elf and Onion Soup). 

Consistency: Fisher King, Roderick of Dun Tynne and Maxii Van Dekkar are all good consistency options for ensuring you draw/play the cards you want/need. 

4 Provision Specials: In place of Pellar and Squirrel, in order to guarantee Artorius Vigo only has a pool of 5 bronze units to create from. Options include, Dimeritium Bomb, Mahakam Ale, Obsidian Mirror, Spores.