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Deck Guide: Alzur’s Madness

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


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

What Does Alzur Do?

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

What Is The Deck About?

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

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

What Is The General Gameplan?

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

Strengths & Weaknesses Of The Deck

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

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

The Deck

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Deck Guide: BJ’s Blue Balls (89% winrate)

From the creator of Gudrun Shupe and definitely 100% independent creator of Triple Siege, Triple Masquerade Ball, Triple Haunt & Triple Passiflora. Babyjosus presents you: BJ’s Blue Balls. If you are a huge fan of Draug Commando’s and have always wondered what it would be like to play Commando’s every round, then this deck is the deck for you!

After publishing the deck on PlayGwent I had a big demand from people all over the world to write a Deck Guide for it, and so I have decided to please my fan base by writing a couple words down on pen and paper to grant you more success in Gwent. And maybe you become even as good as me with this deck now you get a peak into the creators mind by finding out how he pilots the deck.

Let’s start with round 1 because that makes the most sense doesn’t it? I mean, I could start by writing what you do in round 3, but that would only confuse you, the reader. So, here we go then.

In round 1 I like to play a ”naked” Blue Striped Commando and keep Roche: Merciless for round 2. People have called me weird for doing this, but after showing the 89% winrate they usually shut their mouth and just take it for what it is. I do this because without Roche: Merciless I tend to win round 1 anyways, and by keeping him for round 2 I have a bigger chance to either 2-0 my opponent or get card advantage.

Before I play the naked Blue Stripes Commando I decide if I want to play a Radovid’s Royal Guard and a Siege Support to avoid having to use a leader charge. Against Nilfgaard or Monsters this could be a strategy to go for. Otherwise you can also decide to use a leader charge and use Tactical Advantage on the second commando to protect it. After you do that, make sure to make as many copies of the Blue Stripes Commando’s. You can use the Blue Stripes Scouts, Zoria Runestone & Reinforcements to get more copies in round 1. Amphibious Assault (AA), Oneiromancy and John Natalis (Papa John) can help you tutor those cards out of the deck. Note: I prefer to use Amphibious Assault over Oneiromancy in round 1, because it can screw you over later on if you use both of them. Because then you are most likely to depend on draws in round 3, if you don’t 2-0 your opponent.

Once you have won round 1 and are in round 2, you always open with Pavetta to put back your commando’s. After that you can use Egmund, Aedirnian Mauler’s and/or Ballista to setup your Roche: Merciless. Although if you managed to avoid using your leader charge in round 1, you could use 2 leader charges in round 2 and keep your last charge for round 3. Now you got your Blue Stripes Commando’s out with Roche: Merciless you can decide to push more since you are sitting in a comfortable spot. You could take this opportunity to use your last resources to make copies (if you still have them) or simply throw your trash out. You could even play until you have your two key cards for round 3 in hand. This should either be AA and Oneiromancy or AA and Renew. Your renew is to play Pavetta from the graveyard to get your commando’s in the deck again to play them again with AA. This combo is strong enough for you to win in a short round 3 which resorts in your opponent throwing their computer out of the window.

But what do you do if you surprisingly don’t win round 1 and your opponent passes round 2? Well, you sadly have to play double commando’s instead of triple commando’s. You could use Renew on a blue stripes scout, but preferable you have Voymir or Seltkirk in the graveyard so your Renew doesn’t feel useless anymore. Note: Lyrian Scytheman is only good after you have played Voymir. So, only keep that card in hand if you have Voymir as well.

And that should be all, if you still have any questions, either about my sanity or just about the deck, 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. Cheers!

The Deck

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TurboTommy Making An End To My Winstreak

Guide to the Entrench Seasonal Mode

The Season of Mahakam makes a return and fitting to the dwarf theme, the according seasonal mode gives resilience to every unit that is played. A minor sidenote here is that this only applies to those units that you actively play, not those that are summoned or spawned. And for some reason it also applies to artifacts, which cannot even be purified. But the general gameplay does not change as much when you look at the immediate value of a card. Instead you can be overwhelmed by the carryover in a round afterwards if you do not pay attention and play accordingly. So how should you play this? Let’s have a look!

It is basically all around fostering your own carryover and denying that of your opponent. So for your own carryover you either bring high base strength or engines or a mix of both. Carryover denial is done by removal and purify, it really is that straightforward. There are some decks that really excel at bringing a balanced combination to the table or are just so good at one discipline that it is sufficient. Status heavy decks with bleed, poison or bounty force the opponent into an inconvenient decision whether to use purify on the own resilient units or not. So they should be in a good spot in theory, but in practice they often do not keep up the pace unfortunately. What has proven to be reliable are these three decks we present you now.


Assimilate lists perform well in many seasonal modes and this one is no exception. The mix of engines, cheap purifies and a strong leader ability make double cross decks very popular. In fact, I created this list in 5 minutes and it worked well right away. A nice feature is that you can play Coup de Grace twice on the same Joachim, as he remains on the board in the round after. More details in the deck guide. A different take on this archetype is a list that creates as many diviners as possible with cards like operator, informants and such. However this falls behind in a NG mirror, which you face quite often, so we retired that concept.

Northern Realms

As Northern Realms only have poor options for purify cards, we go all in on engines and point generation. Uprising can even be pretty strong in a short round if you start it with some decent carryover and engines. However if you lose control over the game, then Siegfried is your emergency resilience reset against the carryover bleed in round 2. Read the deck guide for more details.


The monster list of the month was provided by Sawyer and he is bringing a binary minimum unit deck with Force of Nature. So you just keep the board clean and empty until late round, then slam Speartip, Golyat and/or Woodland Spirit for large carryover. It has proven to be efficient in shutting down popular engine decks and denying any interaction with your side of the board. Don’t expect too many GGs though.

Final Remarks

Due to artifact carryover, you can also play a Sihil deck if you are that kind of person. However we at Team Bandit Gang do not promote this kind of behavior. Instead we advise you to always bring your heatwave or, in case of the monster deck, just don’t play units to begin with. Thank you for reading this guide and good luck!

Deck Guide: Viable Pirate Gang

A few days back I‘ve been in the mood to have a look at some theme-oriented archetypes that do not find much play and I noticed that surprisingly many Skellige units have the “pirate” tag. I don’t know if these were there from the beginning or if they have been added later on, but it was enough to take a shot at deckbuilding and I came up with something that turned out to be pretty viable. After all, pirates are just bandits in boats, right? I’m not a super competitive player but this list allowed me to climb to pro rank and then gain some Skellige MMR afterwards, so it’s decent I guess.

Of course it shares some cards and plays with the common warrior archetype, but still plays a little different. It’s noteworthy that 15 cards in this deck count as pirates, so you usually have five to seven pirates in your starting hand. This makes the Tidecloak Hideaway a cheap and strong opener in round one. However you need another unit on the board to get these points out so here is how you start your game:

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. Herkja is an option here, Holger Blackhand is also okay, as his boost on the ship evens out the lost point from his 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. Keep in mind that you want to play at least one bronze warrior in round one for Harald later on.

If you won the first round, you can decide whether to bleed or not depending on the matchup. Your leader ability paired with Harald and Greatsword achieves full value in every round if you need it. You can use that for a short round 3 when you are in control of the game, or to escape getting bled when you are not.

Your removal tools are quite versatile. You have Morkvarg, Tyrggvi, Hammond and several midrange removals for all kinds of decks you can encounter. You can also use your leader ability without Greatsword for urgent removal, Harald will then just play Raider or Invader.

A few more words about the pirates and how to play them. 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. 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. Dimun Smuggler is a filler card honestly, but plays for six points with an armored unit. You can switch him if you like, but I’d argue that the pirate synergies justify his usage. Keep in mind that each pirate tag can be worth three points with the two Hideaways and Holger Blackhand, while also contributing to Hammonds bleeding. I guess the rest is pretty self-explanatory.

I was pleasantly surprised how well this deck works. If you do not like Reckless Flurry then you can also make some adjustments towards other leaders. Patricidal Fury for some bloodthirst would allow to use Dimun Pirate Captains and some other bloodthirst cards of choice, I guess. Thank you for reading and have fun playing this!

Deck Guide: Allgod’s Workout Program

From the creator of Gudrun Shupe and definitely 100% independent creator of Triple Siege, Triple Masquerade Ball, Triple Haunt, Triple Passiflora & Triple Commandos. Babyjosus presents you: Allgod’s Workout Program. If you are someone that has a subscription to the local Gym, but you mainly go there to pick up chicks instead of putting in some proper work. Then you could need some help and then this deck might be the deck just for you!

Workout Summary:

Main goal: Thin your deck as much as possible with the recommended supplements and boost Tibor, Johnny and one other unit with Allgod to allow yourself to protect Johnny and get extra +2 value on Xarthisius, Yennefer: Divination & Triss Merigold when revealing Tibor

Workout Type: Hyperthin

Training Level: Intermediate

Recommended Supplements: Royal Decree, Menno Coehoorn, Marching Orders, Artorius Vigo, Impera Brigade & Hunting Pack

Time Per Workout: 10-15 minutes

Target Gender: Male & Female

Author: Allgod

Download Workout:

Training Notes On Some Of The More Unique Moves Listed:

Tactical Decision: Spawn and play a 6 point Morvran Voorhis. This allows you to put Tibor on top of your deck to setup a Vilgefortz for the ranged row. When in need of a Soldier for Impera Brigade you can also decide to play Tactical Decision since Morvran Voorhis has the soldier tag.

Marching Orders: Play the lowest unit from your deck. Try to play Marching Orders with Menno Coehoorn to always get Artorius Vigo. Follow-up by creating an Impera Brigade to summon the 2 copies that are left in the deck.

Decoy: Shuffle an allied unit back in your deck and then play the top unit from your deck. Works well with Tactical Decision. Can be potentially used on Allgod to boost Tibor by 2 again. Your Tibor is then 17 points which will give Xarthisius, Yennefer: Divination & Triss Merigold an additional +4 on top of the regular +13 boost.

Workout Tips:

Change Decoy and Johnny for Albrich and Ard Faeinn Tortoise. Albrich can boost Tibor by 2 and is a good play in round 2 for when your opponent has passed.

The Workout:

Guide to the Switcheroo Seasonal Mode

We are now in the season of the cat and the seasonal mode of last year makes a return. This means that each player makes a turn and the hands are being switched every time. It forces you to play pretty awkward when it comes to sequencing of your cards and deckbuilding choices. Let’s see why this is the case.

How to play this

First of all, the first round is pretty much always played until the last card is depleted. If you pass early, your opponent will play the remaining cards instead. That leads to a long first round and one or two very short and very topdeck-depending subsequent rounds. It’s not hard to conclude that carryover is really worth it under these conditions, but we will come to that later.

The first turn of your deck always belongs to you so you want to make that count. After that, your opponent has straight access to the high value cards in your hand. So ideally you have one reliable and important first turn and a lot of synergy-dependant plays afterwards. For your mulligans that means that you should hold one valuable first turn play in your hand while possibly deliberately shuffling other high value cards back to your deck for better topdeck chances later on. Synergy-dependant cards can be kept though, because you have to make points somehow.

Possible synergies for you to utilize are:

  • Faction-specific tutors (Menno, Fauve, Natalis…) – low point cards that your opponent can’t utilize unless he is playing the same faction, with the exception of tactics or organics maybe.
  • Anything that plays from your deck – Your deck is your inaccessible safe space, so anything that interacts with it will have no or at least a different use for your opponent.
  • Singleton decks – this is rather about Shupe and not as much about Radeyah, as the latter is still 8 points without deckbuilding requirements. Shupe however is just a zero point card for your opponent if his deck doesn’t fit
  • Coins – this is for Syndicate only of course, but your opponent has no access to your bank account. I will say though that we didn’t come up with a satisfying syndicate list, because it’s hard to get some consistent gainer-spender-balance with all the meddling.

What else is there to consider? Card advantage doesn’t matter. Don’t bring removal that might hurt yourself more than the opponent of course. Use the information from your opponent’s hand to play accordingly. There’s no need to wait with a tall play if neither of the two hands counter it. Also try to shape the last two rounds in your favour. This might be more important than actually going for round 1, depending on what you play.

And one last side note: Don’t listen to those guys who think that playing only garbage is a good idea. That garbage is distributed in a very socialist way, while you miss out on your opponent’s synergy-bound points.


Let us begin with a carryover heavy list that capitalizes on lots of Phoenixes to build up a lot of pressure for the last one or two rounds. If everything goes well, you can have an advantage of 12 points or maybe more when entering those. Detailed description in the deck guide:

Northern Realms

A bit contrary to that is our northern realms list, as it doesn’t care too much about carryover and rather brings tools to counter carryover of other people. Instead the Siege scenario gives you a nice edge in round one and your leader ability in combination with Prince Anseis (or Seltkirk as backup) alone is good enough to secure one of the short rounds. Detailed description in the deck guide:


This is a bit of a middle ground between both strategies we had before, using carryover in Phoenix and Crowmother, but also using the Gedyneith Scenario for the long first round. Read the deck guide for details:

Final Remarks

Credits also go to Sawyer1888 for assisting in the refinement of these decks and sharing his opinions in the creation of the guide. Thank you for reading this and have fun playing. Until next time!

Deck Guide: Radeyah’s Elves


Hey guys, Zedi here.

You may remember from my last article that Deadeye Ambush was the first deck I used to get onto the pro ladder. What you may not have learned from that is that my obsession with Scoia’tael’s Elf package is unhealthy, both to my mental and my faction MMR. In recent times, Deadeye Ambush has failed to hold a place in the competitive meta, often being ignored in favour of spellforge archetypes, such as Nature’s Gift or Precision Strike control. In the two months since the release of Master Mirror, I have had to bid my good Elves ‘adieu’ in order to find any success on the Gwent ranked ladder… that is, until now.

One of the greatest challenges for Deadeye Ambush was the inability to successfully run Feign Death on the competitive ladder. The value of Bomb Heaver as a response to Masquerade Ball made the card an ‘auto-include’ in most decklists. Unfortunately for Scoia’tael, Feign Death is one of the only scenarios that loses a trade against Bomb Heaver, making the card a liability in most deck lists. However, the absence of Nilfgaard in the current metagame combined with the popularity of Devotion lists means that Bomb Heaver is nearly nonexistent on the competitive ladder.

I started playtesting with Feign Death again after all of my favourite decks were killed off in Patch 7.2 (goodbye forever, Ethereal). The deck feels strong, and despite its susceptibility to power-creep, it has enough control tools and tempo plays to claim round control starting from either side of the coin.

In this iteration of the deck, I decided to go for an old-school Singleton list, using Radeyah to set up Aen Seidhe Sabre. The ability to complete your scenario quickly with the use of the stratagem makes Feign Death a devastating card in any round. The deck goes wide, which is great in today’s “Korathi Heatwave” meta. The revert to Harmony also helps this deck a lot, since you’ll be free to place your units wherever you please, without needing to overflood any particular row.

The Deck

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Before we talk strategy, let’s take a look at some of the deck’s key cards and how they synergize with the rest of the list.

RADEYAH – Radeyah is one of Gwent’s most unique cards, providing an incredible amount of tempo and flexibility in singleton decks. On melee row, it allows you to finish your scenario quickly and sets up more Elves on the board for Yaevinn and Isengrim. On ranged, it plays for an immediate value of 13pts and can help you fill your row for your other finishing cards like The Great Oak.

FEIGN DEATH – Feign Death is one of the most undervalued scenarios in the game. Since the omission of Bomb Heaver in most competitive lists however, it often finds value on the board, setting up the rest of your gold Elves for big point finishers.

VERNOSSIEL – Vernossiel is your core gold in this list, as she synergizes incredibly well with all the other contents of your deck. In the right situation, she can fully clear an opponent’s board, while overpopulating yours with a myriad of Elven bowmen to set up for Yaevinn, Isengrim and the Great Oak.

YAEVINN – Yaevinn is one of your strongest assets in this deck, as he represents strong point swings and high removal value against enemy engines. Yaevinn finds value in nearly every matchup, synergizing well with your Half-Elf Hunters and leader ability charges. He can be used to clear off a low health unit, or set up for Waylay to make even more tokens.

ISENGRIM FAOILTIARNA – Isengrim is your best finishing card. He is your most reliable follow-up to Feign Death. After completing your scenario, he can represent a ton of points in a short round, especially when combined with your leader charges.

THE GREAT OAK – The Great Oak is one of Scoia’tael’s most staple golds. It is a flexible enough card to be useful in long or short rounds. In this deck, The Great Oak will find most value when used in combination with your other row-flooding cards like Vernossiel and Feign Death, since you will almost always be able to fill up a row using your cards and leader charges.

Feign Death (Astor Alexander)


In today’s metagame, the ability to bleed in round two is very important in most matchups. This means that your job is to do whatever you can to win round one, even if it costs you a few resources.

Like most Scoia’tael decks, this list thrives when you can bully your opponent on red coin and force a short Round 3. In this situation, you’ll want to use your low-provision bronze cards to keep up pace behind your opponent, threatening their engines with your poison package. After winning the first round, you’ll need to bleed your opponent down a few cards so that you can shorten the length of the final round. Ideally, you’ll end the game with your big finishing cards like Vernossiel, Great Oak, and Isengrim Faoiltiarna.

From blue coin, you’ll have to expend a few more resources to make sure you secure round control. Since this deck naturally runs Aen Seidhe Saber, you’ll be able to combo your stratagem with Feign Death without needing to Radeyah. Once you’ve committed your scenario, you’ll be able to follow up easily with cards like Yaevinn and Isengrim to take advantage of the multitude of Deadeye tokens currently on your board.


The deck already runs a number of tech cards for certain matchups. Crushing Trap is your core wide-punish card against swarm decks, such as SY Firesworn or NR Kerack Frigates. Vrihedd Sappers are used to counter enemy Defenders or to protect your tall units from poisons. Squirrel is used to deny echo cards such as Oneiromancy and Blood Eagle.

If you find that these tech choices are not enough, you could consider replacing Maraal for Korathi Heatwave for more removal, or Novigradian Justice for some extra thinning. However, without Maraal, your poison package feels quite lackluster, since you will only have two poisons remaining in your deck.


I’ve enjoyed using this deck on the pro ladder so far this season. While the deck lacks the engine strength to keep up against the likes of NR Shieldwall, it does very well from red coin against popular short-round bully decks like ST Nature’s Gift or SY Hidden Cache. As much as I love Deadeye Ambush, it will be a while before it becomes a strong enough leader to see play in Gwent tournaments and the like. I do believe however that this deck can be very strong on the ladder, and is a very strong list to use as you climb your way to pro rank.

I hope you enjoy using this deck in your games. Big thanks to [BG] Sonneillon for helping me build this deck and playtest it on the ladder. If you end up using the deck, let me know what you think of it! You can find me in the Bandit Gang Discord, or on my Twitter (@lolzedi).

Guide to the Seesaw in the Season of the Dryad

The season of the dryad returns and while the rules of the according seasonal mode remain the same, the experience will be quite different this time. The overly dominant Arachas Swarm deck from last year is no longer possible, while a bunch of new possibilities emerged. So, let’s have a look at the rules in particular and how to utilize them.

Rules and general approaches

At the end of your turn, all units with even power will be boosted by one, while all units with odd power will be damaged by one. Plain and simple right? At least in theory. Practically this involves a lot more calculating when considering a pass, depending on the current state of the board. Engines work differently as well, especially those that boost by one in some way. To explain that, let’s first have a look at the sequencing of the effects at the end of your turn.

The seasonal boost or damage is what is coming first, all the other end of turn effects come afterwards. So your engine can be either accelerated by this or brought to a halt, depending on its power. Engines that boost by one after being boosted by seasonal rules will find themselves at even power on the next turn, as they gained +2. Same scenario but odd power leads to one point damage by seasonal rules and one point engine boost, effectively staying the same. So having it all well aligned is the key to success.

Vitality and Bleed work the same way. Just remember that you want to put Vitality on even allied units and Bleed on odd enemy units. Speaking of Bleed, just as you want to keep your units/engines at even power by the end of your turn, you want to do the opposite to your opponent. This can sometimes interrupt their point generation pretty well.

Shields and Armor will be affected by this as well, diminishing and disappearing every turn on odd power.

We present you now three different decks that make great use of all this. Monsters, Nilfgaard and Syndicate are not being covered this time, as the other three factions seem to stand out more. However that doesn’t mean that these factions do not offer decent options for these rules, so feel free to get creative.


Since it is the season of the dryad, let’s start with the dryad deck. Mystic Echo got replaced by Nature’s Gift in the last patch, and vitality as a mechanic is a tremendous match to this mode. As mentioned before, you can create a lot of cheap 2 point engines with vitality, which holds great potential to overwhelm your opponent in points. Yet as effective as it is, it falls a little short to decks that focus on turning your units to odd strength. It’s still fun to play though and definitely able to win a lot of games.

I like to open the game with some dwarves and go for the round while saving up symbiosis and nature cards for later. If you do not draw accordingly, it’s not a big deal to change that plan. Zoltan is a neat card to end the first round on. Keep in mind that the vitality status carries over, but also that Dryads Caress on Zoltan is a bad idea. Your leader charges are best used on the two young dryads spawned by Eithné and they are often also helpful to keep Malena alive. The rest works pretty intuitively I’d say, so just give it a try:

Northern Realms

Probably the champion of the month. Meve’s Royal Inspiration ability has already been very strong last year and with the change on Arachas Swarm it’s likely the best leader you can play this time. You just have so many engines and ways to keep them alive, while all the pings and boosts help you to have everything aligned in every round. Ale of the Ancestors is a wonderful addition to the leader ability, as it grants you the opportunity to have an uneven boost on each turn. The rest is pretty self-explanatory. Sawyer argued that this list probably has too many engines so that those ones played late will not unfold their value. He’s got a point there, since the only real finisher cards are Vissegerd and Scytheman here. I still like it the way it is, but changing a few engines for some finishers like a Geralt card of choice is always worth a consideration. Here you go:


Skellige can kinda be regarded as Northern Realms’ evil twin in here. While the Royal Inspiration deck focuses on single boosts on allied units, Skellige has many ways of annoying the opponent with multiple damage pings. An obvious leader choice for this can be Onslaught, which works well and is just exactly the opposite of Royal Inspiration, but we thought that Rage of the Sea has some more potential here.

Sawyer put the main work into this list and you can find his in depth description in the linked deck guide. So, I will not bore you with too much text here. Here is the list:

Final Remarks

Thanks for reading our guide to the Seesaw in the Season of the Dryad! It may take a little time to get used to calculating the points right, but you will get the idea after a few games. If you have any feedback or additions/changes you would like to us to make to the deck, feel free to let us know in the comments down below!

Deck Guide: Vylcount’s Nature’s gift

I should really call this deck “The Bait” because this deck goes really tall with units like Aglaïs, the Hamadryads and the Elven Scouts. The occasional vitality boosts from the leader ability, the Dryad’s Caress and the two Dryads Enchantresses on some of the units can function as removal and poison bait since they are not necessarily the win condition. Aside of that I also have cards like Enchanted Armor, Dunca and two Circle of Life’s that buff my Scoia’tael units in hand. Many times, your opponent can’t deal with all of them and thus allows some of our taller units to live.

This is more of a hybrid ST list since it has some control cards that can stop your opponents strategy. But, it also has some engines that can generate a lot of points due to the nature of the cards and the leader (no pun intended). You have the ability to gain tempo in R1 and bleed in R2 with cards like Eithné Young Queen who provides us Young Dryads that have the Symbiosis tag. Aside of that cards like the Hamadryads and the Crushing Traps can be useful to make tempo swings.

We are also running cards like Call of the Forest, Isengrim’s Council, and Fauve that thin the deck for us. This allows us to get an amazing top deck for R3 because every card synergizes with each other. You got traps to play un-interactively and catch your opponent off guard. Aglaïs can be used as a finisher but also a tool to win you rounds if you are way behind. In the right conditions, Forest protector is 13+ all time. I would say he truly is an MVP.

Double Cross suffers against this deck because nearly all cards you keep till 3 cards in hand are dependent upon Nature and Scoia’tael units. The last 3 cards are preferably Aglaïs, Crushing Trap, and Forest Protector. That’s it, I hope you will enjoy playing the deck!


The Deck

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Deck Guide: BJ’s Ethical Shieldwall

From the creator of Gudrun Shupe and definitely 100% independent creator of Triple Siege, Triple Masquerade Ball, Triple Haunt, Triple Passiflora & Triple Commandos. Babyjosus presents you: Ethical Shieldwall. A shieldwall is a protective wall formed by interlocking the shields of foot soldiers. If you are someone that is protective of others then this could very well be the deck for you.

Shieldwall is a brand new leader ability for the Northern Realms faction. With Shieldwall you have 3 charges at your disposal. Each charge boosts a unit by 2 and gives it a shield. This allows you to get a lot of value from Prince Anséis and Seltkirk of Gulet. And if you want you can even use your last charge on one of the duel cards and reset the order ability with Viraxas Prince. This is most likely the reason that Shieldwall only adds 14 provisions to the deck because the shield on a duel card seems pretty binary. Especially since you can boost your duel cards with the Kerack Marines and Royal Guards to make them even more powerful.

With the recent patch the already strong meta deck for Northern Realms from last season seems to be untouched. With powerful cards like Amphibious Assault and Viraxas Prince not getting any nerfs the deck is still tier 1. Most people have changed the Uprising leader ability for Shieldwall and made some slight adjustments. This version is a lot different since it has cards like King Roegner also known as King Pogner (because of the value that it can get). The average value of King Pogner is between 15-25 points from my experience.
The reason for this is because alongside the 3 shields that we can get from our leader we also play Queen Adalia, Prophet Lebioda and Windhalm of Attre. Of course you can decide to run more shields but I personally wanted this deck to be a competitive meme deck. Especially in the mirror match King Pogner can do really well. It got me from rank 3 to rank 1 relatively quick. In case you don’t believe me:

In round 1 I usually open with Kerack Frigate and protect it with the Crystal Skull. After that I play a Temerian Drummer on the left from it so I get 2 extra points from the boat every turn. In this very same round I  also like to thin my deck with the Dun Banners. So, make sure you setup a Temerian Drummer or Anna Strenger so you can easily get them out. Other cards that have good synergy with these engines are Tridam Infantry. If not necessary I like to keep my Amphibious Assault for round 2 and round 3. Especially because it makes your round 2 push even better. If you don’t push then just keep it for round 3. Your shield package and duel cards you prefer to keep for round 2 and/or round 3. If you play against NG its best to not give them a long round 3. Against other decks you should be fine going into a long round 3. Double ball seems to be our arch-enemy so be wary of them.

The rest of deck is pretty self explanatory but if you have any questions don’t hesitate to ask them. You can ask them down below by leaving a comment or ask them when I am live on Twitch. You can find me here. Enjoy playing the deck and make sure to not let your opponents get through your shieldwall! If you are not much of a reader you can check our video deck guide down below:

The Deck

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