Deck Guide

Deck Guides

Deck Guide: Siege Mages


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

Game Plan

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

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

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

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

The Deck

Pros and Cons


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


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


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


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

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

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

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

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

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

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


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

Thanks for reading, and happy gwenting!

Deck Guide: Germain MetaBreaker


Hello guys & gals,today I have prepared something special for you! After creating a lot of meme decks, one has proven to be really viable so here’s the guide to it!

This deck is a really great fit in this Meta as it doesn’t play into the countless Korathi Heatwaves and other tall removals as we play cards with value spread out over the board. We usually thin to 1-2 cards and we are strong in both short & long rounds.


This deck is medium in difficulty as you have to think about when to push your opponent with your Leader and Snowdrop combo in order to gain card advantage.


Mulligan:These are going to be the easiest mulligans of your life as you just mulligan bricks and all the cards you want to use in your combo. Easy as that.

PS: Don’t worry you if you have some bricked cards in your hand as you can always use Leader and Snowdrop to get rid of them. Same goes for the cards you want to use in your combo.

Round 1:In round one our gameplan is to thin our deck as much as we can.

Your thinning cards are the Impera Brigades (remember to have a Soldier on board before playing them), Blightmaker and Dead Man’s Tongue. These cards you definitely want to use in Round 1 to prevent bricking your hand later on. Roach and Knickers will thin themselves eventually.

The Deck

If you have started second in the first round you may consider using Snowdrop and your Leader to gain card advantage over your opponent in the upcoming rounds with putting Affan and Mage Assassin on top of your deck for an amazing tempo play.

PS: You don’t have to worry about not drawing your Nauzicaas as they are not your win condition, they just work nicely with this deck if you happen to draw them R1. Otherwise feel free to Banish them with Dead Man’s Tongue.

Round 2:You can do the same combo (Leader, Snowdrop, Affan, Mage Assassin) after winning Round 1 without the use of these cards in Round 2 to push your opponent and get the extra card in Round 3.

Other than this commit as many cards as you think are needed to gain the best advantage against your opponent in the upcoming round. You can even 2:0 or use Heatwave/Invocation if your opponent uses sufficiently juicy targets.

PS: You can use every card but Germain, one Slave Infantry and Vrygheff if you still want to have a strong Round 3. If you are playing against Gord or other tall finishers deck keep one of your tall punishes too.

PS 2: Make sure to keep an eye on the number of cards in your deck so you don’t commit more cards than you can. We thin to 1-2 cards so be careful not to leave a piece of your combo in the deck. The one or 2 cards that should stay in your deck are usually Squirrel, Assire, Nauzicaa or Alba Armored Cavalry – not your combo pieces!

Round 3: Our strategy to win Round 3 is the Germain/Slave Infantry/Vreemde combo which plays for a big amount of points. If you happen to have all parts of the combo play them in this order if possible –Germain, Ramon (on the Slave Infantry -> Very Important! Play the second Slave Infantry adjacent to the first one), Vrygheff (in between the 2 Slave Infantries) and Vreemde as a finisher for a ton of points!

PS: You might want to keep your tall card removal as a last say so you can deny your opponent’s finisher.

Pros and Cons


  • Even if it doesn’t look like it this deck plays with really high tempo if played correctly.

  • Your Leader + Snowdrop combo allows you big point swings and gains you card advantage very easily.

  • We think perfectly to 1-2 cards most of the time so you will always draw your combo pieces.

  • 80% winrate in my all matches + 95% winrate against Lined Pockets.


  • If not controlled correctly Syndicate can get out of control and you lose, this depends mostly on if you draw a lock in Round 1. But it wasn’t a big problem in my 40 matches with the deck.

  • Mill can destroy you.


You may consider kicking Assire to fit a card of your choice in the deck but from my experience she works nicely in the deck. A card I was considering adding instead of Assire was Myrgtabrakke.


This deck is really strong in this current meta of tall removals as it flies under the radar. Our four/five pieces of control are usually more than enough to handle our opponent. So this deck ticks all boxes as we have a decent amount of control, great tempo, perfect thinning and also a hefty amount of points in your combo.

For more info and some gameplay of this deck check my Video Tutorial here:

I, DrDenuz, am a guest writer for Bandit Gang. You can find me on Twitter, Twitch & YouTube.

Thanks for reading, and happy gwenting!

Guide – Dual Casting

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

Once per turn, when you play a special card, spawn and play a copy of it immediately after.

This iconic and flavorful mode originates from the Season of Magic and encourages you to go all in with special cards. So you want to pack 12 special cards that you can include into a deck and add some units that play specials on their own. That way, you avoid missing out on the double casting effect most of the time. However, you only get to duplicate the first special you play each turn, all following specials will only be cast once.

As you might assume, removal is quite prevalent, so engines will have a hard time. Removal, both of the tall and the wide variety, tends to be abundant, so it often comes down to fighting for last say.

And there is one very popular finisher that three factions have access to: Harald Gord.

This card is usable only by Scoia’tael and Syndicate, but Nilfgaard, having access the Double Cross leader ability and Bribery, sometimes manages to utilise Gord as well. No wonder that these three factions seem to be the most popular ones during this seasonal mode. Not only because of Harald Gord, but also because they have fleshed out archetypes with Nature/Spell cards, Crime cards and Tactic cards. An Arachas Swarm list from the Monsters faction can also be considered a nice archetype for this game mode, since it tends be be quite special card heavy while not providing great removal targets. Northern Realms doesn’t seem to offer much at first glance, but an unconventional deck with mages, spells and Cintrian Royal Guards has proven surprisingly effective. Skellige is pretty rare, but there is a Lippy deck that focuses on duplicating Shupe as much as possible.

So while the Dual Casting mode can be very punishing and control heavy, it is surprisingly versatile with  all factions having something viable to offer.


coming soon

Deck Guide: Mobilization Draug


Although this deck did not see much play in the last few patches, with the recent provision buff to Kaedweni Revenant’s this deck is back in buisness with a little bit of spice to offer as well as lots and lots of control.

Game Plan

Mulligan: Try to get John Natalis or Amphibious Assault to play Ban Ard Student on turn 1 so we can start gaining patience value quickly. In an ideal situation, we also need to draw Queen Adalia with Reinforced Ballistas to gain control in the round. Lastly, try to search for Falibor which can be our round 1 win condition in most cases.

Round 1: First and foremost, you need to play Ban Ard Students to enable the patience and then we can play Queen Adalia with Reinforced Ballista’s which will enable you to get full value from Falibor. Try to win round 1 if you can, especially against decks like Monsters and Scoia’tael, so we can bleed out their win conditions in round 2.

Round 2: As mentioned, our goal here is to bleed out the win conditions of Monsters and Scoia’tael, while maintaining card advantage. You can approach this round in various ways, but the best way is to go all out from the beginning by playing Lyrian Arbalest and then using leader on it. You can then use Reinforcement to copy another Arbalest and hopefully snowball from there. Afterwards, you can play Shani to bring back your Ban Ard Student and play our Kaedweni Revenants, Draug and Sabrina Glevissig as finishers.

Round 3: In an ideal situation in round 2, we have bled our opponent to their last card with engines and can play stuff like Sile de Tansarville and Amphibious Assault to win the game. But in case you were not against Monsters or Scoia’tael, we can dry pass round 2 and commit to a long round 3 with our engines. 

Pros and Cons


  • Lots and lots of Control
  • Good on blue coin


  • Lack of point slam potential can leave you behind against greedy decks
  • Struggles a lot against no unit decks


One of the main changes you can make is to get King Foltest and Dun Banners to  make up for the lack of pointslam and in this case you can remove Heatwave to replace it with Bloody Baron so we can achieve Devotion. You can also use Siege Ladder because of its synergy with Kaedweni Revenants. If you are looking for a Devotion version, you can replace Maxii Van Dekkar with another Boiling Oil or Winch, as appropriate.


Maxii Van Dekkar allows you to look your deck in order and shuffle it again. In most cases, you will use this deck to see or fix the draws you will get in round 2 and 3.

Sabrina Glevissig is basically a Devotion Lacerate with a condition which can be easily achieved with this deck.

Pellar, while on the surface may look unnecessary, is useful to purify any unit whether that’s your opponent’s defender or one of your own poisoned units or a unit with bounty.

Hubert Rejk gives you thinning and 5 points of carryover which can be achieved very easily.

Heatwave is pretty self explanatory. You use this to banish anything unwanted, such as pesky scenarios or tall units.

Queen Adalia gives you an additional engine and also protects it with shield allowing you to get an extra Ballista or Arbalest.

Lyrian Arbalest, while not so popular lately, is a very interesting card as it gains a charge every time you play a unit with order (which in this case is almost your entire deck).

Draug’s recent change allows you to play this card on the opposite lane to allow you to have 1 more space for your Revenants to spawn in.


A very fun and simple deck to kick off the season with which offers you a lot of control and fun interactions. Very strong against Monsters and Scoia’tael in particular, both of which appear frequently on the ladder. However, the deck is quite weak against no units which are also lurking on the ladder nowadays.

Thanks for reading, and happy Gwenting!

Guide – Irresistible Attraction

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 always be up to date, given the weekly rotation. Instead we 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

Whenever you play a non-spying unit, move a random enemy unit with the same power to the opposite side.

This mode was introduced with the Season of Love, and its concept fits that very well. It’s all about charming as many units to your side of the board as you can. And for that, you can follow multiple strategies that all have the same goal: Stealing as many units from your opponent while making it difficult for him to get them back.

There are multiple factions acting successfully here and that brings some variety to this mode. Once more very popular is Nilfgaard with a very versatile midrange strategy. You can just play a list with lots of create mechanics, using Duchess’s Informant, Experimental Remedy and many more flexible cards to always have good chances to have the right power available. That one is successful as long as the opponent also plays in the midrange field. Monsters should rather go another way and bring all the units to a high power level from which they can’t really be stolen back. The list shown below reflects that, but I’ve also seen someone just blatantly playing an ordinary Viy deck, ignoring the stealing stuff entirely and just slamming down more value than the opponent could ever make with a deck that is teched on stealing other units. And then you can also go the other way and completely specialize on a specific power level for all your units. Shown below is a Syndicate list that aligns everything on 3 power and gains the upper hand when the opponent runs out of answers to that. Scoia’tael can go a similar way, but would include more control options and traps to keep the general point level low over the entire game, so that you can easily swing back if you keep last say. Northern Realms and Skellige are probably a bit behind here, due to lack of flexibility.

So pick the strategy that you like the most and go for it. The meta is far from being solved here and there are a lot of ways in which you can design and tech a decklist here. Just be consistent on what you are doing and you’ll probably find a way to make it work. Enjoy!

Guide – Trial of the Grasses

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

Whenever a unit appears on the board, damage it by 2 then boost it by 4. If it’s a Witcher, the damage is not dealt.

This mode from the Season of the Wolf is all about the witcher theme. When it first appeared, there was quite a different meta revolving about units with shields or armor before the game had many witcher cards, but that changed at the latest with the Way of the Witcher expansion. Now we have entire witcher archetypes within several factions that perform very well in this mode.

The best performance probably comes from Skellige due to the raw point output that its bronze cards can slam down. Bear Witcher Quartermasters and Armor Up just bring crazy value for their provision cost, and the contribution to the swarm archetype pays off with cards like Vesemir: Mentor or Leo. There are several leaders to pick from, with Blaze of Glory offering some targeted removal and Patricidal Fury just offering 13 points when you need it. I personally like the interaction between Ursine Ritual and Dire Bear, which is shown below. Combos with Arnaghad and Sukrus could also be included.

Northern Realms probably offers the second best performance with their witcher archetype, which is well known. It’s slightly different in this mode, though, with Griffin Witcher Adepts playing no role and a greater emphasis being placed on point alignment and strong finishing plays. Even Coën can be included here, which doesn’t happen too often. Then we also have Scoia’tael with the Cat Witcher movement archetype, which has some nice engine value and movement abilities to align Geralt: Igni or Geralt: Yrden. The drawback is that it also supports rowstacking for you, which makes you rather vulnerable to the same cards. Nilfgaard has a witcher archetype as well, but it’s more focused on deck manipulation. Since that doesn’t offer enough points for you, a viable deck probably relies on copying the strong cards from other factions, while bringing a nice bit of control to the table. Monsters and Syndicate are falling behind here, because they have no witcher core and other cards are apparently not enough to compensate for that. But I’ve been playing Syndicate successfully in this mode before the Way of the Witcher expansion, so it’s not impossible that there might be a comeback in the future. Who knows?

Deck Guide: Arachas Swarm Glusty


While the meta remains dominated by Gerni decks with Mammuna and Koshchey, Arachas Swarm Glusty is a nice change of pace with a lot of potential to outperform both Gerni and Koshchey decks as well as certain equally popular Scoia’tael decks.


Requires a bit of thinking about removal targets.

Game Plan

Mulligan: Main goal is to keep at least 1 Griffin and Megascope in hand and as many Crones as possible so we can advance their abilities early in round 1.

Do not keep both Griffins because they will brick your Mammuna. Try to also hold on to as many removals as possible such as Red Haze, Natural Selection and Parasite.

Round 1: Our main goal in this round is to get ahead and pass before our Sunset Wanderers comes out or to use Sunset Wanderers to secure the round. Both options can be okay depending on matchups.

Playing one Griffin and then targeting it with Megascope are the ideal opening plays. After that, develop your Crone combo with Brewess and Weavess to cultivate your Whispess, and use any removal as needed. 

Round 2: Even if we lose round 1, we can defend the bleed almost always with Sunset Wanderers, and if we are defending the bleed we can play cards such as Crimson Curse, Korathi Heatwave, Glustyworp and every other removal we can. The main focus should be saving Mammuna for as long as possible.

If we win round 1, our goal should be the same but in this case you can use Mammuna to bleed and even 2-0 your opponent. If you are not confident about getting a 2-0, try to save your Mammuna for round 3.

The Deck

Round 3: In case you defended the bleed in round 2 and have successfully made it to round 3 with your Mammuna, you can go ahead and play it with Griffin to get a whopping 20 points. Even if you Bled the opponent in round 2, you can do the same with Mammuna and then go on to win the round.

Pros and Cons


-Generates a lot of tempo

-Offers a lot of Control and removal

-Good in both long and short rounds


-Lack of tutors can cause us to miss crucial cards like  Glustyworp and Korathi Heatwave.

-Can be bad against greed punish cards like Yrden, Igni, and Scorch.


Although the deck is performing very well right now and I wouldn’t go out of my way to change anything, one small thing I would change is replacing Kikimore Worker with ElderBear, who is not vulnerable to 4-point removal like the Kikimore Worker is.


Sunset Wanderers will almost always be used to defend the bleed or to help bleed the opponent in round 2. Otherwise, you can use it to win round 1.

Griffin will always be used on an insectoid token from your leader in round 1, giving you 9 points at the cost of 1 leader charge.

Megascope will almost always be used on your Griffin in round1 to gain an easy 9 points of tempo.

Crimson Curse is an ability that gives you not only fast tempo but slow point generation as well with the bleeding. You would usually play this in round 2 either to defend the bleed or when you are bleeding the opponent yourself.

Parasite should be used on Selfeater or Koshchey when playing against Monsters and in general can be used to kill the engines that would normally be outside of the range of your Natural Selection.

Mammuna gives you insane amount of tempo and 2 bodies on the board with Griffin. She will usually be played when you want to win the round in round 2 or 3, and in some rare cases when you cannot defend the bleed with Sunset Wanderers or your other cards. In this case, you can use her to catch up quite efficiently.

GlustyWorp to everybody’s surprise actually gains a lot of value in this deck from both your leader charges as well as the insectoid tokens spawned by your organic specials. Depending on how many you spawn, this can be a very useful win condition.


I have not had time to check the performance of this deck in pro ladder, but I have been playing this deck in my climb from rank 3 to pro and I have encountered the same Gerni/Koshchey deck as well as some Scoia’tael decks that you would likely find in pro ladder, as well. (Thanks to Ithlinne Magi for the deck). From these games, I lost just 1, which is pretty good to me. This deck was also tested and played by the pro players from our team such as (wickedsyam, JSN and SuperSpock). It is a nice change of pace from other decks and I would highly encourage you to try this deck out for yourself and share your thoughts on it.

Thanks for reading, and happy Gwenting!

Guide – Plus One

This article is part of a Bandit Gang series covering the many different seasonal modes with brief descriptions of each, as well as strategies and deck ideas. Not every deck will be up to date, given the weekly rotation. Instead, we will display the 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

Whenever you play a unit, spawn a 1-power copy of it at the end of its row.

Originally introduced in the Season of the Wild Hunt, the “Plus One” seasonal mode was created with a good idea in mind, but somehow always had a loophole that made it very unbalanced. When it was first introduced in December 2019, there was an infinite loop with Damien de la Tour and the old Strategic Withdrawal leader ability. One year later, Strategic Withdrawal was gone but another kind of deck took its uncontested top spot in this seasonal mode.

The deck we are talking about here is a Guerilla Tactics. This list has a decent movement package that brings a lot of engine power in the cheap bronze cards it has. That’s not the scary thing, though – it’s the combo with Idarran of Ulivo and Snowdrop paired with the leader ability that is truly frightening. This one can generate points exponentially and makes this deck insanely oppressive.

Sadly this makes it hard to explore other strategies and combos, even though they definitely exist. But it’s difficult to assess their viability if one deck is so dominant. And it makes you wish that some seasonal modes would ban the use of certain cards. But right now we don’t have this, so I’ll just point to the list of seasonal decks, where you will find the infamous Idarran Snowdrop Deck in case you want to play it.

Guide – Entrench

This article is part of a Bandit Gang series covering the many different seasonal modes with brief descriptions, strategies, and deck ideas for each. Not every deck will be up to date, given the weekly rotation. Instead, we will display the date it was created, 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 most importantly, have fun! – MAIN PAGE

Every played unit has resilience.

The Season of Mahakam once brought us this flavorful mode that salutes to the times of the Gwent beta, when Resilience was a substantial part of the dwarven archetype. Times have changed since then, and the gameplay around statuses has become more diverse. We have potentially powerful statuses like Poison, Bounty, or Lock and also mechanics like Veil and Purify to counter those. But we’ll get back to that later.

First of all, the immediate value of the cards that are played doesn’t change at all. But it is important to keep in mind that the end of a round is by no means a reset of the board, so if one player wins a round dominantly and also has resilience on his engines or high strength units, he continues to dominate in the next round as well. So it becomes a crucial part of a successful strategy to purify or remove the opposing units. Now coming back to the statuses that were mentioned before, you certainly don’t want to purify your own resilient units in this mode. That’s why Poison or Bounty can be really strong here. But it’s also a good choice to play some sort of aggressive engine setup. Northern Realms has various approaches to this. Nilfgaard’s Assimilate archetype has proven effective in the past, as well. No matter what you play, purify cards are really powerful and Siegfried of Denesle can be the sometimes necessary hard reset, even though your own units will be purified as a result. One more thing to mention is that artifacts gain resilience as well for some reason, and they cannot even be purified. So once infamous cards like Sihil will sometimes make an appearance here as well, even though it’s not as threatening as it used to be.

Right now I have a nice bounty deck for you, which is only one of many viable strategies. More decks might be added later, once I find more time to create and test them out. But Syndicate has been slightly underrepresented in most of the guides that I post here, so I want to give it some time in the spotlight. Hope you enjoy!

Deck Guide: Relict Koshchey



Koshchey decks have been played ever since the card was released with varying success, but the recent expansion’s relict package has not only given this deck a boost in provision efficiency but also a lot of tempo and point slam potential.


A very straightforward deck.

Game Plan

Mulligan: Try to get at least 1 Endrega Larva and since our Ghoul depends on eating Gan Ceann from graveyard in round 2 or 3 we don’t need it in our hand in round 1. We also need to avoid drawing both Archespores so they do not get bricked. Other than these, it’s pretty straightforward mulligans as we need Endrega Larva as well as Witch Apprentice to contest round1. Try to get as many crones as possible to progress their abilities as early as you can.

Round 1: First and foremost, the most important thing you need to understand for this deck is to play on the same row to activate your Sabbath as soon as possible. Summoning your Sunset Wanderers on even is acceptable to win the round but try to avoid summoning it on blue coin. Usually in round 1 you want to establish your thrive engines and activate your Sabbath for Witch Apprentice.  You can also use She Who Knows if you can activate her Sabbath ability.

Round 2: If we win round 1, we always bleed in round 2 and if you still have your Sunset Wanderers, it can enable you to bleed the win conditions from your opponent, and if we lose round 1 it is easier for us to defend the bleed with Sunset Wanderers. Because of the tempo this deck provides in round 2, it is more than capable of 2-0ing your opponent. 

Round 3: It’s all about Koshchey in round 3. Make as many as you can and then win. Simple as that.

The Deck

Pros and Cons


-Generates a lot of tempo.

-Can win you round 1 easily and very cheaply.

-Good in both long rounds and short rounds.


-Not enough control in the deck.

Koschey is a crucial win condition, so if you don’t draw it you will likely lose.

-Predictable enough for your opponent to play around you.


Because of the provision efficiency this deck offers, there are a lot of different variants of this deck. One of the most played variants of this deck consists of Heatwave and Parasite to make up for the control this deck lacks.


Oneiromancy is the only tutor in this game and makes up for the deck’s lack of thinning.

She Who Knows can activate her resilience once you activate her Sabbath ability allowing you to have 10 points of carryover.

Whispess allows you to have a bit of control if you advance her ability by playing the rest of the crones before her.

Brewess is a really important card and as well as the only card in our deck that has a consume ability.  We will usually use her on Archespore.

Witch Apprentice is basically a 5 provision version of The Beast with a Sabbath condition. This card is one of the reasons why winning round 1 is so much easier with this deck.

Gan Ceann is a solid 9 for 5 bronze when you place it between relict cards, acts as a point slam card and also the best target for your Ghoul.

Archespores will be always played with Brewess and allows you to thin your deck.

Cave Troll is a defender that can protect your She Who Knows and Koshchey and is usually going to be the target of your opponent’s Korathi Heatwave.

Caranthir ArFeiniel can make another copy of our Koshchey and is essential in this deck, allowing you to have 1 Koshchey in each row.

Rat Catcheress increases her base power by 1 whenever you play a relict, so be sure to play her before your other relicts for the best value.


A very straightforward deck that can win round 1 easily with its bronze engines in a long round, while also having the tempo to win in short rounds. It is strong against many decks you will see in pro ladder, and i have been using this deck for my monster faction’s placement for this season and have managed to get 2482 fmmr in 25 games,  so I highly encourage you to give it a try. 

Thanks for reading, and happy Gwenting!