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Deck Guide: A Love Letter to Harmony


This article is a love letter to the Harmony archetype, whether you play it with Precision Strike, Guerilla Tactics, and, well, probably Call of Harmony.   Harmony often feels like a catch-all archetype for Scoia’Tael, a misfit collection of dwarves, elves, dryads, treants, and other misfits within the faction.  Somehow, they all come together to form a whole that is greater than its parts, and it is a deck that has a surprising amount of flexibility and can take many players off guard.  Suffice to say; it warms the cockles of my bleeding SJW heart.

How Does Harmony Play?

Harmony is simple in concept. “Boost self by 1 or the specified amount whenever you play a Scoia’Tael unit whose primary category is unique among all your units.”

There are nine primary categories in the faction: Dryad, Elf, Dwarf, Treant, Beast, Human, Witcher, Dragon, and War Machine.  So, if you play an Elf and there are no other Elves on the board currently, any units with Harmony will boost themselves.  A Harmony deck will compound each turn, as long as you can keep playing unique categories.  

Generally speaking, most Harmony decks are going to be somewhat Dryad heavy.  If for no other reason than carrying the Harmony keyword, most decks will include Dryad Fledglings, Dryad Rangers, and Waters of Brokilon.   In addition to boosting, Harmony typically relies on poison for tall removal.  Dryad Rangers and the Weeping Willow come with Poison and Harmony, so it is a natural fit to include a few other poison-oriented cards to make sure you can get the necessary stacks.  

Harmony can be a tricky and rewarding deck to play, as there is a heavy emphasis on unit sequencing. The deck needs to balance playing unique categories to score points and interrupting your opponent’s combos to win. 

The Deck

Why Play Harmony In This Day and Age?

Many players remember a time not that long ago when Harmony was king, and Francesca was the queen of all with her ability to play Waters of Brokilon two times!  Harmony has been power crept significantly since those days, and it remains today a seldom seen Scoia’Tael archetype.  That said, Harmony is still capable of holding its own, and it provides a rewarding experience to pilot; I find the deck to be more enjoyable than Symbiosis, Movement, Traps, or even Dwarfs.  

The first draw of Harmony is that the deck is capable in most situations.   It plays engine heavy and can typically hold its own in a long round, but at the same time, it has a deceptively powerful short round thanks to its leader ability.   Waters of Brokilon combined with the Leader Ability will slam 17 points and put three engines on the board, often taking a short round 3 by storm.   

Overall, the deck plays very much like a jack of all trades, master of none.  You have some removal but need to be careful when to play it.  You have solid engines but nothing that can compete with real engine decks.  Decent enough point slam, but again, not the best.  You get the idea.  Each game with harmony is thus unique to the matchup.   

That said, the deck relies on being competent in a short round quite a bit.  Recent expansions have seen the release of a glut of potent cards and combos that you cannot beat unless you bleed them out.  Lined Pockets with Tunnel Drill, Blaze of Glory with Eist, allowing these combos to play in round 3 will likely result in defeat.  Similarly, decks like Eldain traps thrive on a long final round.  These matchups create s disproportionate pressure to winning round one, with the usual caveats of knowing when to bow out if your opponent has overcommitted.  It can be complicated!

Useful Cards

Unlike other Scoia’Tael decks, which build themselves to a degree based around a keyword, Harmony needs to play a bit faster and looser with what cards it includes.  Cards with the Harmony ability, of course, are necessary, but once you have included those, you want a couple, but not too many, of each different primary category.  That said, there are a few noteworthy cards that have stood out to me as tech pieces.

Gezras:  Witcher is a unique category, and Gezras represents a lot of points.  Not only does he do his usual thing where he buffs the entire back row, but he will also generally trigger every unit with Harmony as well.  

Barnabas: Gnome is a rare category, and he can play for 12 + Harmony Triggers.  He is a solid point slam and benefits exactly the diverse type of deck Harmony is. 

Dennis Cranmer:  Dennis is most useful as a discount Gezras. He plays for a surprising amount of points when considering harmony procs and can be helpful in either the melee or ranged rows, depending on the board state.  

Toruviel:  She is crucial for staying competitive with Arachas Swarm.  Her ability to damage all units on a row by 1, if timed right, can clear out an entire row of tokens before the Swarm has an opportunity to start buffing them.  

Ida Emean aep Sivney:  She recently enjoyed a slight buff, and at 6 provisions, she provides a critical purify, and if you don’t need to purify, she can give a unit 4 vitality instead.   Purify helps combat defenders and can purify Joachim to prevent an opponent from using Coup on him.

Forest Whisperer: This card has grown on me in the deck, she can be helpful to make sure you have enough poison to complete a stack, or she can play into the ranged row to give a shield to help a more vulnerable harmony engine stick.  

Strategy and Tactics

The basic game flow of Harmony is to overpower the opponent in round 1 with multiple harmony engines, then bleeding round two to disrupt any combos that you won’t be able to deal with, and finally point slamming in a short round 3 with your leader ability. 

Generally speaking, Harmony has a tough matchup with most meta decks in a long round 3.  Especially in Devotion Harmony decks where saving Heatwave for a scenario isn’t an option.  There are exceptions to this rule, like against Viy decks where you need to force as long a round 3 as possible, and of course, there will be times when an opponent overcommits themselves in round 1 with their leader ability or additional gold cards.  

Generally speaking, you want to play Percival in round 1, where your opponent will be less likely or willing to use premium removal to kill him.  It is usually a good idea to play a few other cards first to get a feel for your opponent’s deck and play Percival as soon as it is safe(ish) to do so.  If you are running Aen Seidhe Sabre, you will likely want to spring it the same turn you play Percival to take him out of 6 point removal range.   Waters of Brokilon is preferable to play in round 3 because it sets up more engines which gives some protection against the potent control cards usually seen there. Waters of Brokilon into Call of Harmony plays for 17 points and puts three engines on the field, which can often jumpstart you into a powerful position.  Of course, sometimes it won’t shake out like that, but the general rule of thumb is to play Percival and Waters in different rounds.  

Let’s look at some of the specific matchups!

The Matchups

Arachas Swarm:
Arachas Swarm is a tough matchup because they can very quickly spiral out of control.  Scoia’Tael, in general, is capable of teching against them effectively.  While the Swarm is one of the most popular decks on the ladder, including several counters is necessary.  Gezras is an auto-include in a harmony deck and will help the matchup, but you will need more than just Gezras.  Toruviel, as discussed above, can clear out a line of bugs before they can get buffed, and Crushing Traps are flexible 6 point tools against the swarm.  Arachas Swarm is far from an unwinnable matchup, but it is going to come down to how well both players draw and how effective you are in timing your Toruviel and Gezras plays.  

Lined Pockets:
On paper, this matchup looks bad… It is simple, right?  Just outscore Safecrackers and Novigradian Justice in round one.  Bleed out Drill AND Cleaver in round 2… and still have enough gas in the tank to beat Phillipa / Jacques / Gord in a short round 3.   In practice, I found Lined Pockets was not a bad matchup for this deck.  Harmony Engines will outpace Lined Pockets in round one, especially with a poison package taking out one of the Halfling Safecrackers.  Generally speaking, Lined Pockets will need to commit the Tunnel Drill to kill your harmony engines to take the round from you.  And if you bleed out the Tunnel Drill and most of their leader charges in round 1, you’ve done what you came to do and can generally bow out safely.  In the short round 3, Waters into Leader is usually enough to outpace Jacques and Gord.  


Overall, Harmony is a refreshing way to play the game, a mismatched band of units all working together into a sum greater than its parts.  Each of your cards is a special snowflake, just like me, and they all have to work together to win.  This type of deck isn’t as powerful or as flexible as other meta decks, but it still has the tools to find a line to victory. I would recommend giving it a try. Who knows, you might fall in love with the power of diverse friendships too!

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

Deck Guide: Movement Elves


Deadeye Ambush has been a very popular leader recently due to the Traps buff and the introduction to Eldain. But this encourages more non-interactive gameplay. If you are someone who wants to play an elf deck without any traps, do not worry as this is the right deck guide for you!

Main Strategy

The main strategy of the deck is to make use of the Elven Deadeye tokens to swarm the board for Gezras to get full value on his Adrenaline phase. The deck also has movement packages like Dol Blathana Sentry, Dryad Matrons and Cat Witchers as bronze engine cores. Feign Death plays a huge role in swarming the board for both Gaetan and Gezras. Vernossiel is great for a short round to setup for Gezras or Isengrim finishers. The deck is very straightforward as to what it needs to accomplish.

General Gameplan

The mulligan is very simple, if you draw Aelirenn you mulligan her as she will drop onto the Melee row when you control 5 elves on the board. If you have Sentry and no movement-based cards, you can mulligan it away. More than mulligans, the positioning of the cards play crucial role in this deck. All details regarding rounds and positioning will be explained below:

Round 1:
In round one, we want to try to get Aelirenn out from the deck as quickly as possible, so the more elves we have in hand, the better. We should commit the Swordmasters, Bombers and Bowman in this round to get as many elves on the board as possible.  We can mix this up with Cat Witcher and Dryad Matron to have multiple engines going at once. If a good situation arises for a purify or a lock, Ida or Ciaran can be used.

Round 2:
If you lost round one, we either have to commit Feign Death with Gaetan or Gaetan with Gezras. If we do not have Feign Death, our option is Vernossiel and Gezras, as Vernossiel can only spawn the tokens in the Ranged row.  You also have an option to commit Vernossiel and Isengrim. These are the kinds of commitments you need to be aware of if you are being pushed. We have to plan in such a way that we either save Feign Death or Gezras for round 3.

The Deck

A Page Out Of Decode's Match History

Round 3:
The final round is basically the same as round 2 – we set up the tokens for massive Gaetan value, and then we play Gezras and finish with Isengrim. It all depends on whether you used these cards up in an earlier round. If we give up Gezras in the first two rounds, then we can save Feign Death for round 3 and vice versa. Assuming you have held on to your main combo pieces, it is quite straightforward. Gaetan always played on Melee to setup GezrasVernossiel always plays on Ranged to setup Gezras


  • Dol Blathana Sentry with Cat Witcher, Dryad Matron and Gaetan is a very good combination.
  • Feign Death on the Melee row with Gaetan
  • Vernossiel on the Ranged row with Gezras
  • Double Matrons on same row so they can move and boost each other each turn.
  • Feign Death swarms easily, which will allow you to pull Aelirenn out of the deck if you have not been able to do this in earlier rounds.
  • Vrihedd Dragoon with Dol Blathanna Sentry is a classic movement combination.
  • Dol Blathanna Bowman to trigger the final Chapter of Feign Death is a great combination to get full value from both cards.


Looks can be deceiving when looking at this deck because at first glance it does not seem that great,  but when you try it for yourself I think you’ll be pleasantly surprised. The main thing to remember is the positioning and the board space for your Gaetan and Gezras. So far I have been enjoying this deck a lot. If your opponent didn’t draw an answer to your Feign Death, you almost always win that round. Well, I hope you like the deck as much as I do. 

Good luck out there!


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

Deck Guide: The Hook


Firesworn swarm has been one of the best devotion swarm decks out there. This time with the introduction of the new SY leader “Cleaver” this archetype has reached its new peak. Unlike Arachas Swarm, the firesworn can go tall and wide pretty fast. Every season I will try to recreate a type of swarm in at least one faction, this season I have chosen the Firesworn Swarm as Syndicate has received numerous buffs and changes.

Main Strategy

The deck has numerous combos, you have the Crownsplitters with Justice and Ferko for round 1. You have Cleaver to withstand any bleed. You have Ulrich into Fallen Knights for a push. You can create multiple Fallen Knights with Igor. Once Igor has been depleted you have Senior to convert Igor and a Firesworn token into Cutups.  Once you have swarmed the board you have the echo card Dies Irae for massive point swing in round 2. For round 3, you have the evolved Jacques and Gord for pretty strong finishers. These are the potential combos in this deck. The general strategy is to make use of the “Intimidate” and “Spawn” mechanics along with the Fallen Knights as much as possible. And during this process of making use of Intimidate you use a lot of specials to gradually increase the value of Gord for a strong finisher.

General Gameplan

In general, the deck plays itself as each and every card synergizes with each other even if your draws are super bad. The only draw that hurts so much is drawing Ulrich and having no Firesworn units in hand. This is where we have to be cautious as there are only 4 firesworn units in this deck. The rounds are as followed:

Round 1 Mulligans
Ideally in round 1 you need either Ferko/Justice and one Halfling Safecracker. If you draw Jacques or  Gord in round its good to mulligan them as they are your round 3 cards. If you have only Ulrich and no firesworn in hand it is okay to mulligan Ulrich for later rounds. In round 1, It is fine to commit Cleaver or Senior and save the Firesworn packages such as Ulrich,Fallen Knights and Igor to defend the bleed or push round 2. Ideally you need last say as Gord.

Round 2 Defend
Say for example you drew only bricks and could not even commit Senior or Cleaver round 1, it’s fine now you can commit Cleaver as he can easily withstand a bleed by him alone. If Cleaver is not enough you can commit Ulrich or Senior thereby saving 1 Fallen Knight for later rounds to combo with Igor. If the opponent is pushing you to a point where you have to commit Igor, it is fine to use Igor too for the bleed defense as you ideally need 1 Fallen Knight and any card that swarms for example Jacques in round 3.

Round 2 Push
If you have won round 1, you can easily push your opponent to their limit with Ulrich into Fallen Knights and Igor alone. As Igor also procs Fallen Knights as he spawns more Fallen Knights its too much tempo for the opponent to handle. By the time they get to Igor you can either Dies Irae or full leader so that your Fallen Knights are already hard to remove. This is where the deck shines, once Igor has given its value its very hard for opponent to catch up unless they have Yrden or Igni. If you feel like the opponent is not respecting you push you can commit Stage 2 : Jacques along with Fallen Knights which will be so much points for the opponent to catch up. Once you have swarmed enough the last Dies Irae will not only boost the units  on board but also procs all the Intimidates on the board.

Round 3
Ideally after a strong push/defend in round 2 the final round is usually short. Therefore Gord is the ideal short round finisher. Usually in my games, I always have Jacques,Dies Irae, 1 last Fallen Knight and Gord. These are plenty for a short round 3.


  • Ferko -> Justice -> Halfling Safecracker: This gives you early game thinning,tempo and an engine on board. It is a very good opener.
  • Cleaver in-between Cleaver’s muscle/Ferko/Safecracker for more Intimidate points as there are a lot of specials in this deck.
  • Fallen Knights with Cleaver’s Spawn this is a devastating engine proc, each spawn from cleaver will proc ALL the fallen knights on the board plus a 5point muscle on board it is too good for a cost of 4 coins.
  • Igor with Fallen Knights Spawn, Ah Igor what a card! Igor on deploy with Insanity alone is a strong proc for Fallen Knights as well as Cutup Lackeys from Senior. Senior and Igor go hand in hand.
  • Ulrich -> Fallen Knights -> Leader spawns, Ultrich devotion ability allows your Fallen Knights to be safe from 5point removals such as payday,coated weapons,etc. Once the copy has been played from hand the synergy with leader is very good as you have two Fallen Knights instead of one with the help of Ulrich.
  • Leader Spawns -> Senior, this is a classic combo among the Firesworn leader as it also enables Tribute ability on Senior. Other cards that enable Senior are Smuggle and Dip in the pontar as they are Profit 3.
  • Igor -> Cutup Lackeys from Senior, If your fallen knights and one of your Cutup Lackey has been removed you can use Igor to recreate another Lackey and keep the bonded ability active.
  • Smuggle procs Intimidate and Spawn along with a profit of 3. This card is highly underrated, it procs ALL Intimidates and Spawn ability that’s insane. Also allows you to pay Tribute to Senior for more threats for you opponents to handle.
  • Using crimes over the course of the game allows Gord to be very big as a finisher.
  • Fallen Knights->Jacques->Dies Irae. Note: Jacques in round 3 will benefit profit 1 for each firesworn card played after Jacques is on board. That card can either be a unit or special. It is very good in round 3.
  • Fallen Knights -> Fire Disciple is a lot of points for a 4 provision card. Disciple also has the Smuggle syndrome of being underrated. For a 4 provision card, it gives you profit of 2, also can spawn a token for your Excommunication. Once the Fallen Knights are on the board, the single proc of this 4 provision card is almost equal to Cleaver’s spawn. That’s how strong this card is in this deck. You can even create a copy of this with Ulrich if you never drew Fallen Knights.
  • Excommunication on a firesworn token is a great tutor as you can see you top three cards, Ideal round 2 tutor. If you want to be cheeky, you can Excom Joachim to stop your opponent’s Quadruple combo 😀


There are not that many replacements to be made in this deck. The only replacement I can suggest is Dip in the Pontar -> Shakedown. The main purpose of Dip was for Dies Irae deathblow and removing pesky bronze engines like Larva etc. Other than this, I do not see any replacements.


This deck is by far the most fun and powerful deck I have played this season. It gives you that satisfaction of spawning and proc’ing the Fallen Knights and have a huge Gord as finisher. There are too many threats for the opponents to handle. So far my loses with this deck are game deciding not to give me either a tutor or not give me Gord. Hence I conclude that, if you get a chance to thin in this deck please do. If you succeed in thinning earlier the deck itself will suggest combos per round. 😀

The Deck

Deck Guide: Hyperthin Syndicate


Hyperthin Nilfgaard is one of the oldest archetypes in Homecoming Gwent that still see some play and can still get you to pro rank. I am a big fan of the deck and I probably played it every season. However, I wanted to experiment a little bit with Yennefer and Triss and I have made my greatest creation to date. I present you: Hyperthin Syndicate! I played for the first time with this deck in a season of Love but recent changes to Syndicate made this deck even better! 

Main Strategy

This deck has 3 win conditions hidden in one concept of hyperthin. You want to thin your deck in round 1 as much as possible. In round 2, depending on your hand, you can bleed or even 2:0 your opponent. The current meta requires you to bleed some powerful cards from your opponent in round 2 and this deck can do that. In round 3 you plan to finish the opponent with combos. 

General Gameplan

Mulligan and round 1: Look for Casino bouncers and sewer raiders and at least one playable gold like Gelert. Because you quickly create a lot of units on the board, a recent buff to Gelert makes him extremely powerful in round 1. Try to thin your deck from cards like roach, boat, and finish your opponent with a witcher trio. Snowdrop and Eavesdrop help you shuffle useless cards back to the deck. It might be a good idea to keep them in hand. If you had a perfect hand, the point gap should be big enough to secure round 1. If your hand is terrible, do not be afraid to pass early at like 6-7 cards. 

Round 2: Bleed. This meta requires you to bleed and this deck can do it. Check your remaining deck regularly so you do not brick your hyperthin cards like Yenn or Triss. It is fine if you draw Penance – you can use it as a surprise with Bekkers Dark Mirror or Apothecary. It is best to keep one Failed experiment in the deck. 

Round 3: Pray that your opponent uses the Korathi heatwave and use EVERYTHING on Greater Brothers. Use all the coins and all the boost. You basically „hide” all your points in the form of armor. Be careful to not die to bleed! It happened to me once or twice 🙂 Finish your opponent with a fat Vlodimir. You can transform some point into armor if you expect some sort of damage.


Yennefer + Triss -> the classic of hyperthin. You have 4 good targets. Penance, failed experiment, Greater brothers. Be careful to not brick mages by mulliganing too much before round 3.

Greater brothers + Vlodimir -> Use all coins and power of Brothers to create a lot of armor. This makes a unit a tall unit that is unkillable by tall removal because it has only 2 power. You can use rest, yenn boost, and even BDM on this guy to „hide” your points. As a finisher, you use Vlodimir for a sweet amount of points.

Penance + Apothecary/BDM -> Procession is great for hyperthin, however, it can also be used when you draw it. When you use it, it will be just a 2 point body. If your opponent doesn’t remove it, spores make it a 12 point card and BDM 22! Great finisher!


You can’t replace many cards in this deck. But if you want then you could make the following changes:

  • Apothecary -> spores – more spells = fewer chances to brick hyperthin. In this meta, however, you can’t use spores in an offensive way and Apothecary can help you block SK bloodthirst;
  • Eavesdrop/Fisstech -> Shakedown/Bloody good fun/ Payday.

Final Words

This deck is one of the most fun decks I ever played on a ladder. It also teaches you about knowing your opponent and the art of Mulligan. It is a great way to learn about unique combos as well! I warn you, however! If you don’t have spare scraps, don’t craft this deck 🙂

The Deck

The Video Deck Guide

Deck Guide: Make Shieldwall Great Again!

This Deck Guide has been written by briberyplayer and edited by Babyjosus.

Tired of playing the same old two or three boring net decks that are dominating the meta, but still wanting to try out something fresh that’s worthy and more than capable of win streaks? Well, you’ve come to the right place.


The leader we’ll be using here doesn’t need any introduction, but just for the Gwent babies out there who started playing recently: There isn’t a single player who didn’t shiver when they saw the Shieldwall, one of the most oppressing leader abilities in the history of the card game. Shieldwall lost popularity in the past few months due to unwinnable match-ups against Lockdown, which was overplayed in the past few metas. Since Lockdown’s been completely reworked, Shieldwall’s worst nightmare is now far less scarier, which is good enough a reason to me to try and make it work.

What Is The Deck About?

''Ok, yeah, whatever Bribery, just tell me how the deck works. ''
A random fan

So the base of this deck consists in Anseis and Viraxas. That’s the main combo of the deck and that’s how Shieldwall always worked due to the infamous interaction between a banal shield and units that Duel. It has the potential of removing A LOT of points from your opponent’s side of the board.

Now the main problem with Shieldwall (and Northern Realms in general) is consistency, so cards like Amphibious Assault, Natalis and one or two cheap Warfare card/s for your tutor to not brick as often are recommended. (and Assault is just too fucking good, so add that)


''Oh, you don't say, Bribery... stop wasting my time or I'll downvote your deck guide and go play NR Witchers for the 521478925128946218th time.''
A random fan

Let’s talk about the two remaining combos this deck contains:

Temerian Drummer, Tridam infantry, Anna Strenger
– These three beauties have been been forgotten when the mighty Witchers took over the North, but screw the stupid 85% play-rate Witchers. The 3 cards can generate up to 5 points a turn, and each of them is tutor-able. I just really like them and they’re not expensive at all, they fit well within the list, and you’re happy to play them in any round. (Oh, and if opponent doesn’t deal with them in a long round, they’re likely screwed).

Keldar, Griffin Witcher Adept, King Roegner – I made the deck from scratch, but most cards in it have already been used once upon a time in Shieldwall, so this is my innovation and what I believe to be the better, more advanced Shieldwall. Keldar proved me wrong when I doubted him when he was revealed back a couple of months ago as he’s been crucial in NR Witchers – one of the best decks in Gwent, so adding him and the Witcher adepts was a no brainer. Now since we’re a devotion build and don’t have all of those mid-range cost Witchers in the deck, instead of Leo and the Uprising boys, we added the fan-favorite King Pogner, which makes a ton of sense in a SHIELDwall list its a ton of griffin Witchers that have SHIELDS…

''OMG BRIBERY THATS GENIUS! You mean just draw all cards I don't need to make combos work and just pray my opponent won't interact with them and try and stop me?! Fuck you Bribery, I'm going back to play Eist Tuirseach.''
A random fan

OK, fine. Go back to play Eist Tuirseach and complain about Gwent being stale on Reddit. But just if you’re still here, you might just be surprised of how strong it actually is (AND I’M NOT JUST SAYING IT JUST BECAUSE, OKAY?! It’s actually good and IT WORKS!).

See, Amphibious Assault will make it easier for you to get what you need at a time, and I actually don’t believe it’s a draw dependent deck by any means, but if you’re wondering about whether this deck has any value of its own then let’s jump into the the Fantastic Four mid-range (good value on their own) cards section:

Falibor, Queen Adalia, Bloody Baron, Margaritta Laux-Antille – The reason why I’m making a section for these four cards is that all of them are replaceable. THEY’RE GOOD, AND I CHOSE THEM BECAUSE I LIKE THEM, but they ultimately don’t synergize as much with the deck as some of the other cards, but they’re also not dependent of any cards, as they have good value of their own.

On a shorter, more serious note:

The main reason I went for Shieldwall as my first deck guide is because of the rework of Lockdown. Also, NR always had competitive bronzes, which allowed me to polarize the deck (it has eleven 4 provision cards) which means that I had enough provisions left for many expensive top tier cards. I also believe the deck is quite good against both Blaze of Glory (pretty easy to win round 1 and take them into a long round 3) and Lined Pockets, (good amount of tall punish, and a stronger short round) the two most popular decks at the moment.

The only major weakness of the deck is consistency, as we only have John Natalis and Assault for thinning cards, and Assault can only tutor up to the 9 provision limit.


Donimir of Troy and Vysogota of Corvo – Personally not a fan of this in a heavy control meta, but it’s absolutely devastating if unanswered in a long round.

Ildiko and Seltkirk of Gulet + X2 Siege Support – Triple Duel NR used to be very popular and I like this option a lot, might change to it and see how it feels, but it’s slightly riskier and I thought there is enough control in the deck already. I’m guessing this would be better against SY Lined Pockets but worse against SK Blaze Of Glory.

Final Words

That’s it, thanks for reading the article. Hope the deck guide will serve you well and please consider upvoting it if you like it. Bye-bye!

The Deck

Deck Guide: Updated Pirate Gang

Welcome everybody! Gwent has recently received a patch that introduced many changes to the pirate archetype and also introduced new cards in Eist Tuirseach and Crach an Craite, so this is a great opportunity to revisit the pirate deck that I had published back in October/November 2020. Credits also go to our bossman KingDenpai, who came up with the first build of this updated list that I later adjusted a bit further.

I’ll just start off by describing the gameplan once more. The general procedure hasn’t changed much so some of the upcoming segments are just pasted from the last guide. We have lots of pirates in this list, a total of 13. Our starting hand should contain lots of those, so that the Tidecloak Hideaway brings cheap and big tempo to the first round. This can mean that mulliganing strong warrior cards in the beginning can be the right decision, since Blood Eagle serves a s a tutor for those. You then start off by boosting units with the Hideaways, depending on the coinflip, you go like this:

Blue Coin: The Lamp Djinn gives you a body to boost, so you can play the Hideaway right from your hand. The second Hideaway can then boost the first one on your next turn.

Red Coin: If you draw accordingly, you can play Vabjorn for Raiding Fleet, which exclusively plays Hideaway. Vabjorn is then your boost target. Otherwise you need to play another unit first. Crach is a good proactive play, as the armor can pay off in immediate removal value or protect cards like Raiders or Holger. Speaking of Holger, he is also a good play, since his boost on the ship evens out the lost point from the pirate tag.

Your round one kinda relies on finding the Hideaways, but with Raiding Fleet, Vabjorn and sometimes Blood Eagle on Vabjorn, this has turned out to be quite consistent. Now with Crach in the game, there’s sometimes the consideration to start off differently, but keep in mind that the ships are losing their power if you play too many pirates first.

It’s worth investing in taking the first round, since people will see Blaze of Glory and expect Eist, who they might want to bleed out. Good thing that your round 1 tempo will serve you well in this. I tend to bleed round 2 if I took round 1, but that depends on the matchup. In order to have Eist going off uninterruptible, you need your leader ability and Bloodthirst 2. The latter can be a bit clunky in a short round 3. So depending on the point gap by the end of the bleed, a late round 2 Eist can be the right choice and very devastating. The BoG-target is the Greatsword, alternatively a 7-pointer. If you don’t have the bloodthirst available for Eist, the Dimun Pirate can discard something in the next turn. Provided that Eist sticks and no ship is on the board.

The Deck

A few more words about the pirate package and how to play it. Terror of the Seas is a seven for seven on itself, but Boatbuilders can give four armor to that ship immediately, making that ship a six point removal. Of course you can go even further by playing more pirates if you are feeling greedy. The interaction between Crach and the Terror is also pretty interesting. There’s the scenario where the armor handbuff just straightup pays off, but you can also go and play the Terror next to Crach, trading the 4 armor on him for removal while keeping the order ability available.

Dimun Pirates are solid points, but risky if no ship is on the board. This is no issue in round one when you open with the Hideaways, but in later rounds you should either have Terror of the Seas on the field or done with all your tutors so that random discards do not matter anymore. That is unless you want this exact interaction with Eist of course. Dimun Smuggler is a relatively safe 8 for 5 and a bloodthirst enabler, but you need a ship on the board for him to be good. So if you played both Hideaways in round 1, try to save the Terror for later or mulligan the smugglers away. The Axe-wielder is good with crach, but a filler otherwise. Keep in mind that the Axe-wielder will just die here if the lowest power unit of the opponent is 6 or stronger, meaning that it can’t be brought down to 3 or less power.

Finally let’s have a look at removal power in general: We have a lot of midrange damage and pings, together with Morkvarg, Crach and Blaze of Glory. There’s also a lock in Djenge with a solid body, though he is a flex slot. A weak spot is the lack of purify though, so a defender can sometimes put you in a difficult situation. The best solution to solve that would be to bring back Hammond to the list, possibly for Skjordal. There’s also the choice between Morkvarg and Tyrggvi, depending on what the meta is offering. While Morkvarg recently lost his Warrior tag, Tyrggvi still has it and thus has an advantage in consistency.

I really enjoyed going back to this archetype and the new cards are fun to play. The new interactions give pirates a stronger identity compared to the warriors that took a stronger part in the previous list. Going on from here, it can be considered to break devotion maybe, as Round 3 Harald trades off a bit. Right now I am happy with this deck though and I hope you enjoy it as well. Thank you for reading and have fun!

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