Team Bandit Gang

Deck Guide

Deck Guides

Deck Guide: Madoc SK

Tired of unitless Scoia’tael and double Madoc Nilfgaard? You are constantly losing games against Lippy or warriors? It’s time to beat cancer with another cancer! I present you with the ultimate Skelige Madoc deck.


You may ask: Why Chris, Why?! And I will tell you. A week ago, I was sitting by my bed thinking about all the bombs I have seen on the ladder. I have seen or tested Madoc in every faction. There is obvious ST, BJ made a hyperthin NG and I even encountered commando Madoc. BUT! The SK was nowhere to be found. At the same time, I did not want to go with an obvious choice of control warriors. I browse the deck collection and I found my dear old friend: Dagur. Everything came together.

Main Strategy

The idea of the decks is quite simple. You want to thin deck in round 1, while you overwhelm your opponent with powerful bronzes. In round 3, you want the last say to protect your final combo (leader + Dagur) from any tall removal.

General Gameplan

Mulligan/round 1: The perfect hand consists of all your thinning -> Raiding fleet, Vabjorn, Ermion, at least one bomb. In addition to this, you are looking for more ships, greatswords, and even Yennefer. Remember, that you want to win round 1, so you often use more than the typical 6 cards. Feel free to use Yennefer and an emergency leader. It is almost always incorrect to use Dagur in Round 1! Depending on the match-up, you can also „hard Mulligan” for a specific bomb. For example, Northern Wind is great for Lippy, while moon dust works for NG (Hefty Helge) and NR (Witcher Adepts).

Round 2: If you know what your opponent is playing, you can bleed and even 2-0 opponent. You don’t have a lot of engines and you have a very good short round. Hide your Dagur early for more points from Madoc, alchemy cards, etc. If you don’t expect any tall removal.

Round 3: Be annoying. Remove everything and finish your opponent with Dagur + leader. It is worth noting, that it is sometimes better to use your leader’s ability a bit earlier to remove threats like double engines. Remember, however, that Dagur then will need some support to grow.


Greatswords and Dagur are amazing with Madoc because the cataclysm he spawns triggers their abilities 3 times. This means that greatsword + cataclysm from Madoc makes GS instantly a 7 power unit which is hard to remove.

Yennefer – she amazing against some match-ups but lacks power in others. Look for her against AQ, elves, and lippy. She can carry you these games, especially in round 1.

Bombs: as written before, look for a good bomb for each match-up. Bonus: if you banish a unit, its deathwish doesn’t trigger, so Northern wind can be extra useful.

An Craite Longship: keep this in your hand against lockdown and play just before Kolgrim to ruin your opponent’s day.


Morkvarg -> any Geralt, Tyrgvi or even Hjalmar.

Yennefer -> Sigfrida’s Rite, Dire Beast or Roach.

Whole deck -> Hyperthin NG

Final Words

I managed to climb with this deck from rank 3 to rank 1 with a total score 17-10. It might be not the strongest deck but it is still quite powerful. The surprise factor for sure works on your favor and a strong finisher can guarantee a lot of wins. If you are looking for something different than regular meta snapshot decks and you are not yet tired of Madoc, you should definitely try this deck. Let me know, if you enjoy it and see you next time! 

The Deck

Instantly download this deck with the following link:

The Video Deck Guide

Beginner Deck Guide: Thrive

This deck guide was written by RithwikP, and reviewed by Babyjosus and Zubedoo.


Gwent in 2021 is so complicated to the normal viewer or a new player, and I have decided to share my journey in Gwent so far so that it could help you, as a newcomer.

I started playing Gwent when the new Way of the Witcher expansion came out and found that learning all the abilities of each card was going to be a long and hard task, but all that was part of the fun and what made me fall in love with The Witcher Card Game.

I started with the Monsters Faction which seemed very interesting and fun. I had then learned that the Thrive concept in the Monster Faction was very simple to understand and that was what I still play with till now. 

If you are just starting, you might have to craft a lot of these cards. Or, you could count on your lucky stars and hope you somehow find them in kegs. While the investment might seem steep at first, I can personally vouch for the fact that the return on your investment is AMAZING. Personally, this deck single-handedly got me from Rank 25 to Rank 7, in less than 2 months. Talk about progress!

What The Deck Is About and How To Play it

Playing a thrive deck is as simple as counting from one to ten! You have to play the cards in ascending order. Play the thrive cards first like Endrega Larva and Bruxa and so on, because as you play higher power cards, the thrive cards with the lower power value will boost by 1 and so on. There are some gold cards you should play at certain times to acquire the best value out of them, they are as follows:

Auberon King: The best time to play this card is on the third and final round as he boosts every Wild Hunt unit that is played after him provided you still have some Wild Hunt units in hand and not played them in the first two rounds. He also has the bonus of Veil, making him a bit harder to deal with. He can be used on round two as well if you have lost round one and you do not want to lose card advantage. Playing Auberon is like playing two cards as he creates another Wild Hunt card. The least amount of points you can get is 8 and it can go to a maximum of 12.  

Yghern: The insectoid should be played as early as possible in the first two rounds so that you can play around your opponent’s removal cards which remove the armor, therefore destroying your card. This card could be used in early round 1 and 2 to gain dominance for cards like Wild Hunt Rider or Adda. Do not fear removals as this card gives the Ozzrel the best consume value. In situations of a mirror match against another thrive deck, watch out for the opponent’s Ozzrel as he can consume your Yghern and you won’t have any tall unit to consume with your Ozzrel.

The Beast: This card should be played and only played when there is a tall unit or at least a unit higher than Beast’s base power which is 4. 

Reasoning Behind The Card Set

Fruits of Ysgith: This leader is ideal for thrive decks since it spawns a 1 power thrive unit and if it is destroyed, the leader ability is automatically refreshed in the next allied turn.

Auberon King: Auberon Conqueror (the third form of the king) is the best time to play him as he boosts every other Wild Hunt card played after him by 1. It is the best point slam as he creates another card, I would recommend playing this card in round 3. He boosts every Wild Hunt unit that is played after him provided you still have some Wild Hunt units in hand and not played them in the first two rounds.
Every round you don’t play Auberon King, he transforms into his next stage at the start of the next round. He is high-roll in the first round and I recommend him for a short round 2 or 3. For round 2 and round 3, you can choose one of any three random Wild Hunt cards.

Yghern: It is the best point slam card in the thrive deck as this card has a power of 13 points but it comes with a catch, if the opponent removes its armor this card will destroy itself. It will gain armor equal to the number of cards in your hand so playing it early would be a good idea. Use the card to gain dominance and drop the Wild Hunt Riders to thin the deck. Make sure this card is playing within the first two rounds so that your Ozzrel has a tall unit to consume on round 3.

Naglfar: This is the tutor card of the deck that can bring out one of your golds in emergencies or uses this to bring out a crucial card if it’s still in your deck in round 3. You get to play one of two cards and the card you don’t select goes on top of the deck. It is important that you play this card in round 1 or 2 as this places the other random gold card which was not chosen on top of your deck so you can get a gold card immediately on your next draw.

Cave Troll: This defender will help safeguard your cards when you fear that your opponent might play a removal card like a bomb or a spell. This card comes very handily in a few pro decks and I would recommend crafting this card if you still do not have it. Watch out for a purification card that can remove the defender’s ability.

Katakan: This card spawns an Ekkimara which is a doomed card upon playing this. Starting with a power of 5, every time you play a card with more than a power of 5 it boosts itself by one and again boosts if a card is above its current power. Doomed cards do not go into your graveyard.

Ozzrel: This card is one of the best cards to play as the last card in your hand. You play this card when you have a tall unit like Yghern in your graveyard as this card will consume and boost itself by the power of the card you consume. Put it on the melee to consume a card from the opponent’s graveyard and ranged row to consume from your graveyard depending on who has a taller unit in their graveyard. If your opponent has something in the graveyard which is important as carry over, Ozzrel can consume it and banish it from there as well. This is especially good against SK decks that are graveyard hungry (that rely on cards in their graveyard).

Golyat: One of the tall units used to help in the thrive curve. When you set up all your thrive cards and then play Golyat, It will boost all those cards provided they are below its power. If you assume or feel the opponent has a tall removal in their deck, play it late, as its deathwish ability can be round losing as it summons the highest unit from their deck to their row.

Adda: Striga: Adda is one of the best cards in the Monster faction only for 7 provisions. This card helps with control when you need to take out an important card that is played by your opponent. Adda can play for a 7-point value for 7 provisions, and with dominance (which is relatively easy to get with this deck), it is a 9 point play for just 7 provisions. This is great for taking out pesky 4 power engines like Cat Witchers or assimilate cards.

The Apiarian Phantom: This is a good card to play early as it keeps boosting by 1 every turn if you do not use the order ability which damages a unit by 3. The earlier played, the more points it boosts by! If this card is moved from melee to ranged row, it can no longer use its ability to damage a unit by 3 but it will still keep boosting every turn. This card has a passive ability of boosting by 1 every turn regardless of the board state. It cannot be given a status unless purified first which rarely happens. The passive ability is so useful and the earlier you play this card, the more points you boost by.

The Beast: This is another amazing card in the Monster Faction which helps you get dominance. This card should be played if there is a higher unit on board. It will boost by 2 every turn until it is the highest unit on the board.

Parasite: This card helps in boosting your unit or removing a crucial unit from your opponent’s play.

Alpha Werewolf: Immunity cards are hard to remove as they cannot be manually targeted and the alpha werewolf thrives as well as helps other cards thrive.

Predatory Dive: This card has the best value when you are going second (red coin) as it removes the lowest units on both sides of the board. When you play this without having a unit, it removes the opponent’s card no matter how tall it is!

Wild Hunt Rider: This card always plays as a pair. When you have Dominance (highest unit on the board) this card will bring out its copy from the deck, therefore, thinning your deck so that you can draw out other good cards in the next round. Thinning is very important in every deck as it helps you draw out the cards you need to win the round!

Phooca: This card is an easy thrive card to obtain from The Way of the Witcher expansion and it is the only card that thrives by 2 points every time you play a card higher than its power at that given point of time. Make sure you have cards to thrive it in your hand so that it can be put to the best use!

Wyvern: Another thrive card which also damages an enemy by 2 if you play it on the ranged row. It gives an initial value of 5 (3+2) for 5 provisions which is a fair deal if you ask me!

Drowner: Another amazing thrive card that also damages a unit by two but also moves it to the other row! This will allow you to shut down the opponent’s row locked card if their card is a melee or ranged card! This card comes in handy in such situations. This can also help move defenders to the other row.

Endrega Larva: This is usually the first card that is played at the start of the round. This card thrives very well as it starts with the lower power of 1. You get the most value out of this card when you play it as the first card. It also has 2 armor, which is great to protect the card against certain cards that damage by 1 or 2.

Aen Elle Conqueror: This card is one of the best cards for 4 provisions but it comes with a catch. This card can only be played if your deck is a devotion deck (all cards are from only one faction and have no neutral cards). It is a tall unit which is very helpful in thriving the units on the board.

Bruxa: One of the most important 4 provision cards to put in a thrive deck, not only does it thrive but it also gives your enemy unit bleeding for 2 turns.

Strengths & Weaknesses

This deck does very well against other decks that don’t carry a lot of tall punishment and removal cards. Because it grows tall and can easily hit 100 points in round 3 provided you have the right cards in hand. A big weakness would be Spores/Yrden, so avoid row stacking. 

Tips & Tricks

  • Yghern could be played as the first card after you win round one to get a card advantage if you win with one card less.
  • Do not mulligan if you have one Wild Hunt Rider and one mulligan left as there are high chances that you might brick your hand with the other rider and you won’t be able to play card’s ability.
  • A good rule when in doubt: Bronzes before Golds! Which means that you play your bronze cards before the gold cards as the gold cards have a higher point value and could potentially win the round.
  • Always try your best to win round one so you can get last say on round 3. When you are down to 6 cards in your hand, make sure you are ahead in points as players usually tend to pass having a few cards in hand as those cards could be their main winning strategy.
  • This deck is always the best on long rounds, avoid short bleeding rounds unless you are really confident with your hand.
  • This deck is favoured in a long round so try to get as many cards as you can to your hand on round 3.
  • The weakness to this deck is a second round bleed (a second round push), so be careful about that!


As someone who just made his foray into the magical world of Gwent, I can vouch for the fact that the game is bloody good fun once you get the hang of it. However, the intricately detailed gameplay is a double-edged sword – rewarding for experienced veterans to dominate but daunting for potential newcomers of the game or the CCG genre. If you are someone who wants to get into the world of Gwent but feels like the learning curve is a bit too steep, I would whole-heartedly suggest you pick up a thrive deck like this. That’s what got me into this world, and I ain’t leaving anytime soon! 😉

The Deck

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

Deck Guide: Shupe Special’tael (100% winrate from rank 3 to 2)

From the creator of Gudrun Shupe, BJ’s Blue Balls, Madoc Hyperthin, and definitely 100% independent creator of Triple Siege, Triple Masquerade Ball, Triple Haunt & Triple Passiflora. Babyjosus presents you: Shupe Special’tael. The definition of special is better, greater, or otherwise different from what is usual. And that last part I would say is a great description for the deck.


''Oh god, this deck...''
BG Writer

You might wonder if Creedance  Clearwater Revival’s ”I Put A Spell on you” has been an inspiration for me to create this deck. Well, the answer is no but if you adjust the  lyrics a little bit it gives a good introduction to the deck in my opinion. Let me write it down for you.

Shupe puts a spell on you, because you’re his
You better stop the thing that you’re doin’
He said, “Watch out, I ain’t lyin'”, yeah
He ain’t gonna take none of your, foolin’ around
He ain’t gonna take none of your, puttin’ him down
He put a spell on you because you’re his, all right

Sorry for the cringe, but if you read through the lines you will realize that I am huge fan of Shupe charm. And so without further ado, let’s talk about the deck.

What Is The Deck About?

''This guy is freaking bonkers to play Shupe in this meta. I LOVE IT!''
BG Streamer

As you might have noticed is that this deck is running Shupe. So, when I wanted to create a deck around the card Shupe I was looking for a deck that would fit the card at its best. I figured since Shupe is a spell card it would give Harald Gord +1 boost and thus I looked for other cards that could fit the archetype. Quickly I put Oneiromancy in the deck because that card can give me +2 on Harald Gord and can tutor my Shupe when its not in my hand. And so I figured Madoc alongside a few bombs would work wonders as well since, if Madoc is unanswered, gives you a lot of points in return. Plus the bombs, again synergize with Harald Gord. The choice for this leader ability is also because it plays for another special card. As you can tell the deck is all about special cards and the best ways to combo them with units.

What Is The General Gameplan?

''I see Shupe and I love it. Otherwise it seems like there is a LOT going on. It looks like a deck I would play and then wonder why I can't climb.''
BG Streamer

In the opening round I want to play Isengrim’s Council on Sage and play as many special cards as I can. This is also the round I want to get Madoc out of the deck and try to get a lot of value out of him to secure the win in this round.

What my usual go to plan in round 2 (if I decide to push for 2-0) or 3 is to combo my Shupe with Saber-Tooth Tiger. And this needs a further explanation. Basically when you play the Saber-Tooth Tiger you want to trigger its order ability to transform it into its stealth version. This usually puts your opponent in a corner by forcing them to play a unit. Depending on the value of the unit you can then decide to Shupe charm it by moving the unit to your side of the board.

Of course this requires a little bit of luck and to click the Saber-Tooth Tiger again at the start of the turn. An example is that my opponent was playing Northern Realms and he played his defender. This was a great opportunity to charm it and I gladly succeeded and got myself a 14 point swing. You can also abuse this strategy when you are on red coin and your opponent uses its stratagem to boost one of its engines. In this meta you see a lot of Ciri: Dash with Keltullis decks being played more. When you don’t have the opportunity to charm something to your liking then there are plenty of other abilities to explore with Shupe.

Cards that I prefer to keep for round 3 are Forest Protector, Yarpen Zigrin and Harald Gord.

Tips & Tricks

''After reading these tips & tricks this deck will work like a charm for you 😉 ''
Content Manager
  • Your leader target is preferably Yarpen Zigrin, although Pyrotechnician can be a great target as well to not lose a point when using the order ability.
  • Fauve and Sage are the only dryad and elf in this deck which means that Isengrim’s Council will always show them if they are sitting in your deck.
  • Miner can be used on Yarpen Zigrin to transfer the armor into boost which makes it an 8 for 4.
  • As mentioned before, playing Saber-Tooth Tiber before Shupe to see if the opponent plays a unit worth charming. You can also stall this by playing other special cards from your hand first and kill the units with.

Final Words

''You ruined a wholesome leader by putting Madoc in your deck.''
BG Pro

If you still have any questions, you can ask them in the comments down below. You can also ask me questions when I am streaming the deck live on Twitch if that is something you prefer more. But for now, have a nice day!

The Deck

Instantly download this deck with the following link:

My Climb From Rank 3 To Rank 2

Deck Guide: Madoc Hyperthin (92% winrate from rank 5 to 3)

From the creator of Gudrun Shupe, BJ’s Blue Balls and definitely 100% independent creator of Triple Siege, Triple Masquerade Ball, Triple Haunt & Triple Passiflora. Babyjosus presents you: Madoc Hyperthin. If you are someone that can’t choose between Yen and Triss and opted to romance them both in The Witcher 3. Then this deck should be able to suffice your needs in Gwent because you can play with both of them!


''This is the most unique deck for Gwent that you have seen in a long while and all you have to do now is soak this information in and try it out yourself.''
Content Manager

With the 8.1 update we got introduced to a brand new card: Madoc. You may have seen him being played on the ladder already since a few decks from the meta snapshots include him. But I haven’t seen a Madoc Hyperthin list anywhere. Perhaps the creators of the meta snapshots overlooked the archetype or simply lacked the creativity that we have at Team Bandit Gang to come up with decks like this. Now they know about the deck, I would say a honorable mention in the meta snapshots would be appreciated.

Anyways, you came here for the deck guide although you might not even be reading this because you quickly netdecked the deck after seeing the winrate in the title and I am merely entertaining myself while writing this. But for the dear readers that have faith in my ability to write a deck guide and are eager to find out how this deck works, I won’t disappoint you.

What Is The Deck About?

''My god this deck is...brave? Kinda neat tbf.''
A person who does various things for TA

It already says it in the name, the deck is about Madoc & thinning. You want to thin and get the most value out of Madoc by making usage out of the bomb package (2 Moon Dust, 2 Northern Winds, 1 D-Bomb). And thin the deck with Royal Decree, Madoc, Marching Orders, Affan Hillergrand, Menno Coehoorn, Impera Brigade and Hunting Pack. You either get the Impera Brigade or the Hunting Pack out of the deck with Artorius Vigo. Best case scenario would be Menno Coehoorn > Marching Orders > Artorius Vigo > Impera Brigade/Hunting Pack.
Side Note: D-A-C from Reddit recommended to change out Bomb Heaver for Alba Cavalry. He has the soldier tag and gives a status for the Hunting Pack.

By thinning your deck accordingly as planned you can with certainty reveal Tibor with Xarthisius, Yennefer: Divination & Triss Merigold. And also get Tibor out of your deck with Vilgefortz by destroying one of your lower point units.

What Is The General Gameplan?

"You do know that a boost by 13 finisher comes cheaper for Nilfgaard these days, right?"
BG Writer

Before we go into round 1 the gameplan already starts with your mulligans. Sometimes its better to keep Affan in hand in case you need to use your leader ability early on. Simply because you only want to use your leader ability when you have Affan in hand otherwise you won’t be able to thin him out of the deck and are forced to play him from hand. A rather unfortunate situation in that case. You rather focus on mulliganing cards like Madoc, Impera Brigade and/or Hunting Pack.

Now you are done with the mulligan phase, its time to start putting your cards on the table. On red coin there is not much to worry about, on blue coin you require to have pro-active plays. You could enable the Magic Lamp and play a Tourney Joust on it, play Maxii Van Dekkar to put Tibor on the bottom of the deck or play the best case scenario that I mentioned at the end of the previous paragraph. You want to thin your deck as much as possible before you go into round 3. In round 2 you could decide to push and try for a 2-0 or go into a round 3 with a few of your removal cards left and of course Xarthisius, Yennefer: Divination, Triss Merigold & Vilgefortz.

Tips & Tricks

''Every decision matters and you have to adapt to whatever your opponent is playing and to what you draw. Mulligan is tricky, which gives another layer of a decision to the gameplay. You have to recognize when it is good to keep cards like Affan or Tibor in hand.''
BG Streamer
  • Mark Affan first when you play your leader ability;
  • Sometimes its better to have Affan in hand for when you want to play your leader ability;
  • Know what your opponent plays and understand how to use your bombs efficiently against them. For example: A Moon Dust could kill a Hefty Helge in the blink of an eye, while a Northern Wind can banish a Cerys to prevent your opponent 8 points when its Lippy. And sometimes you can even use the D-bomb to give your opponent a status by not killing a unit in order to release your Hunting Pack;
  • Coated Weapons can be used to put something bad on the opponents deck for when you want to use a offensive Vilgefortz;
  • Reminder that Impera Brigade needs you to control a soldier. Menno Coehoorn, Voorhis & Affan have the soldier tag. Menno Coehoorn is my go to soldier;
  • It is often correct to use leader in round 1 or round 2  because you really like last say. If leader is not needed, then the extra 11 points are quite nice for round 3;
  • Make sure to play round 2 until 7 cards if you want Xarthisius to hit Tibor and not the chance to hit a special card.

Final Words

''Hyperthin was always one of my favorite archetypes and I think I haven't had this much fun in Gwent since beta.''
BG Streamer

If you still have any questions, you can ask them in the comments down below. You can also ask me questions when I am streaming the deck live on Twitch if that is something you prefer more. I am planning on returning to Twitch after my long absence. But for now, have a nice day!

The Deck

Instantly download this deck with the following link:

The Video Deck Guide

My Climb From Rank 5 To Rank 3

Guide to the Irresistible Attraction Seasonal Mode

The season of love makes a return and it features some of the most charming rules for the monthly seasonal mode: For each unit you play, you are seizing a unit with the same power from the other side of the board, if there is any. So when it comes to deckbuilding, you want to go for a specific strategy when it comes to aligning the power of your units. In this guide, we will cover three factions, each with a different approach.


Let’s start with the most popular kind of deck – Nilfgaard Assimilate. There are many iterations of this deck around, utilizing the create mechanic to roll just for the power you need in a certain situation. On top of that, the Duchess’s Informants play a key role in copying a bronze that is right there to steal. Add some 4 power golds that create other bodies and you’re good to go. Last but not least, Double Cross is a great leader for this and brings so many provisions.

Now there are many iterations of this and most of them work. In this guide, we want to bring in a risky element called Ciri: Dash. Probably not as efficient but way funnier. Give it a try if you like, credits to Sawyer for this idea. If not, it won’t be difficult to find a regular list.


Most decks that are being played use and fish for midrange card. You take advantage of this if you use the consume mechanic. Playing the beast twice will serve you well when it comes to the development of tall units on the field. And in the end you will have the tools to align tall units with your consume-on-deploy-units or ghouls and make very point-swingy steals that win you the game. Very efficient and much fun to play, my personal favourite.


Our third deck is a deck that want’s to align everything on three power. Syndicate offers many bronzes that can align on this power and eventually your opponent will run out of options to steal those 3-power-units. A bit of a swarmy approach, which gets rewarded with a decent Dies Irae as final play. Features many cards that are rarely played and works better than one might think.


The initial inspiration for the Syndicate strategy used to be a Precision Strike list provided by candybomberz, so credits for that, but I found that Syndicate works a bit better with this. However if you want to play Scoia’tael, you can often utilize pings for alignment and find a strategy that works for you.


Haven’t tried anything here. Maybe Onslaught can be useful, but overall I guess that Skellige lacks flexibility. Might be wrong though

Northern Realms

As unpopular in this mode as Skellige in my experience. Engines are too risky to play most of the time and I’m not sure if Formation works the way you intend here. Also not sure if I have seen anyone play this faction in this seasonal month.

Final Remarks

This mode is more about your strategic approach than the faction itself. So don’t take the fact that we didn’t provide decks for ST, SK and NR as an assumption that you can’t do anything with them. It’s just that this season is only three weeks again and we are already halfway through it. So there would be no point in releasing this guide too late. But as always, be encouraged to build your own decks if you want to play things differently, there’s room for that in seasonal. And if you enjoy our lists, then that’s great. Thank you for reading and have fun playing.

Guide to the Trial Of The Grasses Seasonal Mode

If you have played Gwent lately, you might have heard that many people aren’t exactly satisfied with the meta that was introduced with the Way Of The Witcher expansion in December. Unfortunately the hope for a balance patch in January was in vain, so maybe you feel like exploring the seasonal mode might be an alternative to ranked play. If this is so, then this guide is for you.

This month we have the Trial of the Grasses going on, which means that every unit that appears on the board gets damaged by 2 first, before receiving a 4 point boost. Witchers however skip the damage part and just get boosted by 4. Note that a unit doesn’t need to be “played” for this effect to happen, summoning or spawning a unit works as well, transforming doesn’t however (looking at you, Griffin Witcher Adept). Now with all the new witcher cards that have been introduced lately, this mode plays quite differently compared to last year. The decisive difference is probably that several factions now have the option to swarm witchers, raising the average points to a whole different level. Games can be very greedy and the point swings massive. So let’s have a look at the different factions.

Northern Realms

I want to start with my personal favourite, which is the Northern Realms variant this time. It’s probably because it features a card that I never played before – Coën. Usually very hard to set up properly, this seasonal mode makes him easy to use for significant points. In the same spirit, you can go for strong Ignis, while slamming lots of points with the NR Witcher core. Read more in the deck guide:


Skellige brings the best bronze core for this mode, especially with Armor Up and Bear Witcher Quartermasters. The approach is usually very straightforward – lots of points, good thinning, a bunch of removal options, it’s got it all. Probably the most popular faction because of that. More details to my approach in the deck guide:


Scoia’tael has a competitive movement deck on the normal ladder, featuring many of the new Cat Witchers, so it’s only reasonable to try it for this mode as well. Unfortunately though, the strength of its engines can’t really keep up with the pointslam of other factions here, so it’s only the third best faction in my opinion. To succeed, you need to utilize movement resourceful – aligning Yrden and Igni while mitigating your own rowstack that Gaetan and Gezras would usually love. This is the deck that I threw together:


Viper Witchers do not really fit in here, mostly playing for their usual value +4, without many synergies. Of course you can always play Assimilate for useful bronzes, and with all the control tools that Nilfgaard has, this might even make a decent deck. I have no list for you though.


My favourite deck of last year was in fact a Syndicate Wild Card deck. That one had Novigradian Justice for 18 points available on leader and played Greater Brothers to mitigate your opponent’s Yrden value. Bloody Good Friends could align Ignis easily as everything was boosted. With Wild Card gone and no new cards that give you an advantage, Syndicate unfortunately falls behind this year. Salamandra experiments make no witchers at the end of the day.


It’s a seasonal mode of witcher cards, monsters need to step aside. Seriously though, I don’t think that I played against a monster deck so far and I also can’t think of an approach that might work.

Final Remarks

I think that the point curve favours Cursed Scroll Stratagems, as the right hand will serve you better than measly 5 points. An exception is maybe the Crystal Skull for Griffin Witchers, but only if it doesn’t get removed. Generally speaking, you need to watch out when you are on blue coin and wager to take a pass before you lose it all. If your red coin opponent pressures you too early though, it might pay off to pull it through and trying to regain control.

Speaking of the decks themselves, I think that my NR and SK lists are fairly optimized, while ST probably has room for improvement left. But since the current season is a short one, I don’t want to release the guide when there’s only one week left. Thank you for reading and enjoy yourselves!

SK Control…Again – Demolish your opponents


Cheers guys, Sawyer here with another deck guide, more ladder oriented then memewise. 

You might already saw this one on Playgwent alone, now it just got a nicer look with some updated explanations. 

As I find it pretty annoying that my opponents keep swarming me with engines and points, doesn’t matter if NR Witchers, ST Movement, MO Thrive or Viy…or some other piles like Lippy, I wanted to create something which just controls my opponents board. Therefore, Skellige is always a decent and strong choice to do so. 

Key Cards, Tech Choices and Playstyle

The reason to take Skellige is that their removal cards play for a decent amount of points, while also being very flexible. Thats why we don’t go for cards like Totem here, cause Totem doesn’t do damage…well, at least not towards our opponent.

I decided to also get rid of the Hjalmar and Greatsword combo, cause GS plays often into tall removal and everyone expects this on ladder anway.

Therefore we have cards like Gerd, to set up some Bloodthirst and also get row punishment against Lippy or other swarm decks, while cards like Lugos, Skjordal and Donar are for single engine removal. We also play with 2 Stunning Blows and 2 Gutting Slashs, to absolutely control all these 4-5 engines you see on ladder right now.

Decent techs are a Bear Witcher Mentor for some points, but also the Brokvar Hunters and the Marauder. They help to set up some Bloodthirst as well, which guarantees as the max value out of our removal cards, while they also can bait removal from our opponent, so the Longships and Raiders stick.

Work around with your Bloodthirst engines, think about your removal potential and value your opponents engines. Cards like An Craite Longship can just hardcounter Kolgrim, while we also never fear to get a card down against Lippy, if this will get us to a longer Round 3. For Viy we have some tall removals, while also being able to remove their consume engines. 

Weak spots might be MO Frost Devotion, cause their engines are not worthy to remove and they also do much damage with their frost. On the other hand Elves can be a threatining match up as well, if our hand gets to awkward, but at least we have some row punishment. 

Hope you enjoy and happy Skomegalol!

The deck in action

Team Bandit Gangs Enz0plays crumbled some hopes with this deck:

Also Team Kreve’s beefox3 and me had a good time with it, while going to Pro and started climbing in a 12 games winning streak: 

Guide to the Plus One Seasonal Mode

Okay guys, I think we can keep this one relatively short. Anyone who has played the seasonal mode this month will likely have run into an iteration of Guerilla tactics with Idarran and Snowdrop, because its point generation is ridiculously off the charts. So much that this guide will just revolve around that list: How to play it, how to play against it.

The deck and its strategy

As we all know, the Scoia’tael movement archetype got great support with the latest expansion. Its bronze engines can generate a lot of points now. On top of that, movement itself is a good control tool that can shut down several strategies on its own. That makes movement decks pretty popular right now, even on the conventional ladder. Now consider the seasonal rules which spawn a 1 point copy of each unit you play and you realize that all these passive engines can be set up in a very short time. You can use all these options to take control over the game and win round one, then bleed round two.

What you should save up though is your leader ability, Idarran and Snowdrop for an ideal round 3. This is where you play Idarran, who begins to spawn 1 point copies of himself until the row is full. From then on, he will repeat the same thing for each unit you play, however always in the same row that Idarran is in. That’s why you need your leader charges to move three copies to the other row, enabling six additional spawns of the next unit you play on the other row. This is where Snowdrop enters the chat, cycling through two cards with each copy and piling up an enormous amount of points, approximately 300. And since the original Snowdrop has one more point than all the copies, it even provides a scorch roof. This is pretty hard to overcome if you don’t tech against it.

Flexible plays

Stygga Castle deserves some mention here. If you need to spend your leader charges early, you can also go and carry the order ability of the castle over to round 3, serving the same purpose. But keep in mind that if you play the castle in round 1, you either need to save your leader or pull the combo in round 2.

It can always happen that you draw absolutely poorly. In that case, you can take Snowdrop out of the combo and use her for the actual ability, giving you four tries to find the cards you need plus 19 points. In that case, Living Armor becomes your Idarran target, playing for 10 points of each copy. You can also do this if you get bled relentlessly, possibly making the opponent think that he ruined your combo.

Flex slots

I’d argue that the four 5 provision bronze units are the core that shouldn’t be exchanged, just as Oneiromancy, Stygga Castle, Gezras, Malena and the combo pieces mentioned above. Lambert is a tech against Idarran in the mirror, but can also be Gimpy if you want to save provisions. The remaining cards can be exchanged if you want to include other ones. I’d keep a bunch of special cards though, in case the board is full.

There are actually a bunch of cards that can be fun in the Idarran combo. Cheap bronzes like Dwarven Berserkers are becoming a hail of bullets. Yennefer: Conjurer can melt the board down entirely, if she sticks. You get the idea.

How to play against this

What you need is a deck that can keep up in points in the first round, while also bringing the control tools to keep the finishing combo in check. Frankly, the best deck to achieve this is just this one in the mirror match. But other factions can offer decent point generation as well. So if you have an engine core that can keep up the pace, you can counter the big combo in various ways.

Neutral options available to any faction are Yrden and Igni. If you can damage the one original Snowdrop by one and are able to wait a turn, good old Scorch can also be your friend. You can also use certain control oriented leader abilities along control tools to get rid of Idarran immediately. Plays like Lambert/Gimpy along Reckless Flurry for example. An easy way to cheese as Nilfgaard is Cahir obviously, being double as you play him and quadruple with Letho Kingslayer, if you want to humiliate your opponent even further (or the other Cahirs get countered by movement somehow). There’s probably more, but it’s only going to succeed if it’s teching against this deck in one way or another.

Final Remarks

After the Damien Cycle that we saw last year, I was hoping that the removal of the Strategic Withdrawal leader ability might open this mode up to more creativity viable strategies this time. Unfortunately, the Idarran interaction feels just as bad and kinda kills it for me in this season. So maybe there will be an update to this guide if Idarran gets hotfixed, otherwise I’m not going to bother finding any decks that can compete here.

Credits go out to Sawyer as well, for participating in deckbuilding here.

Deck Guide: Devotion Precision Strike (80% winrate)

This guide was written by iancm1997, JSN991 and edited by Babyjosus.

This deck was created in tandem with BG Pro Team members JSN991 and gwentsonneillon.


The long-awaited Way Of The Witcher Expansion released, and it brought quite a few interesting new cards that bolster a few archetypes that were not as strong prior to release. One archetype that saw significant love was the Scoia’tael Movement archetype. Cards such as Cat Witcher, Gaetan, and Gezras of Leyda have significantly improved the Movement archetype. These cards used along with other cards such as Great Oak and Eithné have incredible point potential and can be used as heavy control options or solid engine options.

What Is The Deck About?

This deck has a fresh approach when it comes to the leader ability Precision Strike because it makes use of stacking your rows and cards that benefit from movement. Cards like Eithné, Mahakam Volunteers, Brokilon Sentinel and Oakcritters can help you stack your rows to benefit from cards like The Great Oak, Gezras of Leyda, Gaetan and Cat Witcher Mentor. Aside of that you play the Dol Blathanna Sentries who are amazing when you can pair them together with the order ability of Strygga Castle, Cat Witchers, Gaetan and Gezras of Leyda. Now you know the core of the deck, we can jump into the general gameplan.

What Is The General Gameplan?

Win Round 1 with movement engines or Gaetan combo-ed with Sentries, Cat Witchers, or Cat Mentors. In certain situations, its fine to play any of the golds in Round 1 except Eithne. You normally want to bleed in Round 2 as the deck can output a ridiculous number of points very quickly and going for the 2-0 should be considered if you have a suitable hand. However, the deck also has a solid long round so sometimes that is the better option. Theres no real plan of what to play in Round 2 and 3, as the deck is very flexible, and it depends on which cards you drew but bear in mind that you should always be row stacking ranged for Gezras and Oak (or melee if you have Gaetan/Stygga Castle to move everything to ranged). Ideally you want to have thinned down to approximately 5-7 cards for Round 3 so you can have the most optimal mulligans.

Strengths & Weaknesses Of The Deck

Strengths: Strong removal options, flexible game plan, powerful bleed/high 2-0 potential, high point ceiling, incredible thinning potential

Weaknesses: Awkward mulligans due to 4 bricks, hard to pilot as it requires knowledge of when to play removal and when to slam points, can struggle against hyper control decks


The Deck

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

The Video Deck Guide

iancm1997's (pro manager) match history at Pro Rank

Deck Guide: Condor’s Devotion Precision Strike


The list was created  by Condor of Team Kreve during the Season of the Cat. Pilots of this list have reached over 2600 MMR in both the seasons of the Cat and Mahakam.

What Is The Deck About?

This deck was designed to maximize Gord value while having a good balance of removal, points, tutors, and thins. This deck excels at getting round control in round 1, safely bleeding in round 2, and playing a 14-point Gord finisher. This deck is highly consistent because it contains 7 thins.

Duen Canell Guardians, Freixenet, and Eithne give this deck synergy with its nature cards. Oak serves as a great bleed finisher. Novigradian Justice gives this deck great reach and helps thin your deck. Ida serves as a guaranteed Isengrim’s Council pull in early rounds and can answer opponent’s defenders. 

What Is The General Gameplan?

The general gameplan is to win round 1 with your symbiosis engines, Freixenet and Guardians, followed by nature cards and tutors/thins. The only cards you should completely avoid playing round 1 is Gord and Eithne. Try not to use Oak and Justice in round 1.

If you get round control, you want to bleed round 2 by filling up one row with 8 units and playing Oak for maximum damage. You also want to use your leader during round 2 to maximize Oak value and thin your deck down before your round 3 draws and mulligans.

In round 3, you want to play Eithne, followed by nature cards, and last play Gord. If you aggressively thinned during round 1 and round 2, you will have only 5 cards left in deck before your round 3 draws and mulligans which means you can select the most optimal round 3 hand.

Strengths & Weaknesses Of This Deck


  • Good balance of points and removal
  • Very consistent
  • Powerful bleeds
  • Great finisher


  • Has a learning curve for knowing when to thin, what to mulligan, and row manipulation
  • Has 4 bricks that have to be managed
  • Could be outpowered with less consistent lists if opponent draws well enough

The Deck

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

The Video Deck Guide