Deck Guide

Deck Guides

Deck Guides: FUN-sworn & King of Jackpot

Overview

The time has come for the Firesworns to make a comeback in Gwent and cleanse all the heresy on the ladder! With the appearance of the Hierarch Cyrus Engelkind Hemmelfart  the firesworn have gain a new morale and this time they WILL impose the righteousness upon the wicked.

The main purpose of Cyrus Engelkind Hemmelfart is to respawn our mighty Fallen Knights in Round 3.  That way we can use the Fallen Knights in Round 1 to secure a win.

The general game plan of the deck is to swarm the board with Firesworn tokens and then boosting them all up with Dies Irae and Sacred Flame and some important cards like Grand Inquisitor Helveed and Igor the Hook so it’s recommended to save these powerful allies for a long Round 3.

You can use Ulrich to spawn an extra copy of Fallen Knight in Round 1 to get an additional engine because  we need to dictate the flow of the game, winning Round 1 and go into a long Round 3. Otherwise our opponent will drain all our ressources in Round 2 and leave our congregation empty.

Pros

  • Very good in long rounds
  • Lots of points output potential
  • More than enough capable of winning round 1

Cons

  • Vulnerable to row punishes
  • Can suffer from lack of consistency in draws
  • Control decks can kill your engines before you start swarming

The Deck

Core Cards

Cyrus Engelkind Hemmelfart is what I would say firesworn decks needed for a long time. Before the hierarch entered the fray, you would use your most important engine Fallen Knight in Round 1 to win to secure yourself an ideally long Round 3. But now it’s possible to use those amazing bronze engines both in the first and the third round of the game.

Sacred Flame is a very important card in this archetype, as it not only provides you with 2 additional units but also allows you to boost every Firesworn unit on the board, essentially giving you the effect of Bone Talisman.

Dies Irae allows you to deal 3 damage while boosting all your Firesworn by one point. Which is a substantial effect, as nearly all your cards will be Firesworn, but it also gives you the option of boostin ANY unit instead if you are able to kill a unit with this card’s effect. Although most would say that this might be the best thing about this card, the fact that this card has echo increases its value even more, as I see it. The fact that it can buff your whole army of zealots twice makes it unique and fun.

Overview

Although Francis Bedlam, the King of  Beggars is a synergy card for tributes, he works really well in Jackpot, as the woes of over-profiting are all but lost to this archetype. 

The main purpose of this wily underworld kingpin is to summon himself during the round Savolla is played. And that’s really easy, since Jackpot provides you with a nice and full bank. This combination allows you to spend 9 coins and get it back immediately through King of Beggars, who will also join the fray from your deck to allow you to convert your ill gotten gains into more cold, hard points.

In the early rounds, Sewer Raiders are used to thin your deck which is especially good if you are on blue coin as your Tiger’s Eye stratagem will provide a nice and juicy advance of five coins. Mutants Maker provides you a proactive play which will grant you either 3 coins, or, if your bank is full, 3 additional points. This boost also applies to cards like Tax Collector, Sigi Reuven, Whoreson’s Freak Show and Witch Hunter Executioner. This deck not only includes point slam and coin spenders it also has control options through Whoreson Junior, Freak Show, Executioner and Vigilantes.

Overall the deck has point-slam. control and flexibility.

Pros: 

  • Has control options
  • Can be good in short and long round
  • Massive finisher

Cons: 

  • Can experience some inconsistency
  • Core cards are susceptible to bleed
  • Vulnerable to tall punish

The Deck

Core Cards

King of Beggars allows your bank to refill after paying a high tribute, summons himself to the field and serves as a spender in a pinch, so make sure to mulligan – this smooth criminal will serve you better in your deck. 

Savolla is your King of Beggars summon trigger, either in a short round or when you are being pushed. In order to achieve this combination, your bank has to have at least 7 coins to be able to afford Savolla‘s tribute and to summon the King of Beggars. In a pinch, your leader ability enables this interaction instantly.

Sigi Reuven in this deck has a profit of 10 and ideally you want to deploy him when your bank is full. In a pinch, he can also serve as a tribute enabler for Savolla, but this is not the best use for the linchpin of the Novigrad underworld.

Caesar Bilzen is played between two profit cards usually in-between Sigi Reuven and any other profit cards for maximum value. He is your finisher in most games.

Deck Guides: Metabreaker & Vampires

Overview

Tired of going against meta decks with your home-brews all the time? Want to win against a meta deck with a spicy list? Well, you’ve come to the right place!  With  the return of Araches Queen; new and and better than ever she and her swarm of creepy crawlies will overwhelm any obstacles to her way to victory!

The main purpose of Arachas Queen is to create as many Ruehin as possible in Round 2 or 3 to have an endless supply of targets for your consumes and points throughout the round.

The general game-plan of this deck is to play your Griffin, Archespore and Crimson Curse to secure round control, so you can decide whether you want to bleed or go into a long round. Normally this deck benefits from a long round so ideally you would want to win Round 1 and then go into a long Round 3 so its highly recommended to keep your Arachas Queen, Ruehin and consumes till Round 3.

If your opponent is really pushing for round 1 you can invest cards like Glustyworp and save your Kayran for Frightener: Dormant for Round 3. Also, while your army of drones can be powerful indeed, the bigger threats in your arsenal like Glustyworp are rather susceptible to tall punishes so it would be best to delay playing them as much as possible.

Pros

  • Good Tempo and point-slam potential
  • Has enough control to punish opponent’s engines
  • Is good in both long and short rounds

Cons

  • Win-Condition are susceptible to be bled out in Round 2
  • Susceptible to tall punish
  • Lacks tall punish of its own

The Deck

Core Cards

Arachas Queen is one of the core combo card in this deck as her ability to give you a second Ruehin while also consuming the first one is very good and not to be underestimated

Frightener: Dormant is a nice point slam card and while not really that important in the combo of the deck, the card itself however takes good advantage from you consuming your Ruehin over and over again to activate itself giving you solid 12 points

Kayran is the bread on butter for this deck as played at the last say card and its main target being the 2 copies of Ruehin and another tall unit will allow you to activate both Ruehins at the same time.

Overview

The long neglected archetype is here, and better than ever! Regis, freshly risen from the grave, and his fellow vampires have come to wreak havoc among mortal. Regis: Reborn, as he is known in the game, is exactly the card vampires needed as each turn of bleed increases his base power by 1. He makes for a great finisher when all enemies have been sufficiently relieved of their blood. Not only does he serve as a potent carryover for the  bleeding archetype, this powerful bloodsucker can also drain any unit by 3, adding a 6 point swing to all the carryover he provides.

Thus the main focus of the deck is to apply bleeding to  your opponent’s units as much as possible to have a very huge Regis as the last play. This is achievable with the newly buffed cards such as Fleder, Alp and NekuratAnd let us not forget the powerhouse cards which enable bleeding across multiple units like Dettlaff and Unseen Elder while Orianna slowly increases her power on the ranged row at the left side of Unseen Elder.

 

Pros:

  1. Massive long round potential
  2. Multiple synergies can be achieved
  3. Capable of surviving a bleed

Cons:

  1. Vulnerable to movement/tech tools
  2. Can experience a lack of consistency
  3. Vulnerable to tall punish

The Deck

Core Cards

  1. Regis: Reborn – A very powerful finisher allowing you to get carryover for each turn of bleed plus the drain of 3.
  2. Unseen Elder – A must answer engine as he can single handedly clear the opponent’s board in a long round. Pairs really well with  Fleder.
  3. Orianna – Another must answer engine which utilizes the amount of units affected by bleeding makes her pair really well with Crimson Curse and Dettlaff.
  4. Dettlaff – Mainly used to set the blood moon early for the bleeding to commence.
  5. Crimson Curse – Used in initial rounds for the bleed carryover and Fleder/Garkain synergies.

Radovid and Meve: Deck Guide for NR

Overview

Disclaimer: The Radovid + Uprising interaction has been hotfixed shortly after the publishing of this article. The core of the deck was not affected, but the very combo in question should no longer work. You can swap Radovid for a card of your preference.

The time has finally come for the one and only rightful king to make it back to the game. Radovid allows you to regain some of your leader charges, which not only enhances the original power and utility of the leader ability of your choice, but he can also be used for carryover purposes on top of that.

In the case of this very deck, Radovid‘s main purpose is to (with the correct timing) replay up to two Lyrian Scythemen that can be spawned with the final charge of your leader ability, Uprising.

Following this approach, Radovid can reward you with up to 31 points! Is this intentional? Apparently it is! Will this interaction get nerfed or changed eventually? Well, no idea, but one could guess so, as it seems astronomically busted!

The deck itself aims to get payoff from swarm by utilizing not only your ability, but also Queen Meve and Draug, both being rather undervalued cards. Therefore, your general game-plan would be to preserve at least one of these, if not both, for a long round 3 and  then overcome your opponent there.

This deck is based on a Meve/Draug swarm deck from the last season which saw surprisingly positive results on Pro Rank even without the inclusion of King Radovid V.

Pros

  1. Crazy long round potential
  2. Multiple finishers/potential strategies to follow
  3. Capable of surviving bleeding

Cons

  1.  Vulnerable to row punish and certain tech tools
  2. Can experience a lack of consistency
  3. Swarm can lead to overfilling (especially against NG)

The Deck

Core Cards

King Radovid V: A very powerful card capable of allowing you to reuse your final Uprising charges and thus spawning two additional Lyrian Scythemen. In order to achieve this, make sure to always use all of your charges before you use Radovid‘s deploy and consequently order. Make sure to plan out your spacing and timing, so that you wouldn’t overfill your rows for the “procession” of Lyrian Scythemen under his command.

Queen Meve: A card that is capable of unparalleled power in long rounds. We’re talking about 30 to 40 points if all goes in your favour. On the other hand it might be the number one target for Heatwaves and Invocations of your opponents, bear that in mind. In many cases, her boost potential increases not only the potency of your leader, but also empowers other cards such as Vissegerd or Temerian infantry.

Draug: A very good damage engine provider that benefits from Poor Fucking Infantry in particular. The card also has a lot of second hand utility in many matchups. You can transform Counts Caldwells against Keltullis to stop them from moving to the other side or Joachim and other Spying units against Nilfgaard to block Coup de Grace. Be careful to not transform Meve or other crucial cards which you might opt to preserve!

Deck Guide: Deathwish MidRange

Introduction

Deathwish is back on the menu! With the latest provision and point buffs to many important cards of this archetype, the classic Monster list focused on consuming units looks quite tasty indeed and is very much on flavour for this exciting Savoine season.

Game Plan

Mulligan: Ideally we want Yghern, Adda Striga and Haunt with some added bronze Deathwish and Consume units in our hand. To complete the shopping list, you would preferably add some additional Deathwish units like Manticore or Miruna to our stew pot to be able to disrupt any nasty surprises your opponent might have in store.

Round 1: You can start playing your cheap bronze Deathwish units such as Archespore to thin your deck as well as  play Yghern to establish Dominance for Adda Striga. Your main goal should be to win the round, so you can decide whether you want to push the opponent or not. If you flipped the Blue Coin, make sure to use your stratagem to draw any important card that you missed before getting out of the round.

Round 2: Usually Deathwish decks prefer a short Round 3, so feel free to bleed your opponent vigorously in Round 2 to leave them starved of win conditions. That means that you can unload pretty much your whole pantry in this round but your choice cuts would be Haunt with Succubus for tons of tasty points as well as Golyat and Yghern to prepare a tasty treat for your Round 3 Ozzrel.

Round 3: Ideally this round should just be a short dessert. Playing Dettlaff Higher Vampire and then consuming it with your leader charges will net you a hefty amount of points. After that tabling Ozzrel to consume the previously prepared Yghern or Golyat should leave you gorged on points and your opponent both hungry and in the dust.

The Deck

Pros and Cons

PROS:

  • Lot of Point slam potential
  • Enough control to deal with opponents important engines

CONS:

  • Lack of tutors can lead to us missing out on important cards
  • Bad against Lock heavy decks

Considerations

You can replace the stratagem with Urn of Shadows to synergize with Miruna or Manticore but i chose Scroll because of the lack of tutors in this deck. Xavier Lemmens is also a good option to counter any graveyard shenanigans that opponent might want to pull off against you.

Combo

Haunt is one of the most important cards in this deck as it not only provides you with more consumes but also gives you the option to proc your Deathwish units the same round you play them.

Heatwave may look out of place at first but its usage as removal of any pesky defender, scenario or tall unit is very important in the current state of the meta.

Toad Prince is a card that many players would be looking forward to using this patch as with its buff it’s now possible to consume any unit at 4 points or less allowing you to deal with almost any engine on your opponents side of the board.

Succubus is basically a bronze Dettlaff with no counter restriction, netting you a nice 5 points each turn, provided you can afford the consumes. It’s best used with Haunt.

Adda Striga is an exceptional 4 point removal piece that can take care of most of your opponent’s engines with the small condition of Dominance which can be achieved easily by this deck.

Yghern or Golyat should be played before you reach round 3 so your Ozzrel can get decent value from your graveyard.

Conclusion

With Bomblin’s help I present you a deck that is more than sufficiently capable of earning a spot in this season’s  meta lists. A very simple deck that offers lots and lots of points while also providing a decent amount of removal. Please try this deck out and tell us how your games went.

Thanks for reading, and happy gwenting!

Deck Guide: Siege Mages

Introduction

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

Game Plan

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

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

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

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

The Deck

Pros and Cons

PROS:

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

CONS:

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

Considerations

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

Combo

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

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

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

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

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

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

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

Conclusion

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

Thanks for reading, and happy gwenting!

Deck Guide: Germain MetaBreaker

Introduction

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

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

Difficulty

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

GamePlan

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

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

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

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

The Deck

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

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

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

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

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

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

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

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

Pros and Cons

PROS

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

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

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

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

CONS

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

  • Mill can destroy you.

Considerations

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

Conclusion

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

For more info and some gameplay of this deck check my Video Tutorial here: https://youtu.be/M24Bdi6j8mI

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

Thanks for reading, and happy gwenting!

Guide – Dual Casting

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

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

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

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

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

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

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

Scoia'tael

coming soon

Deck Guide: Mobilization Draug

Introduction

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

Game Plan

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

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

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

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

Pros and Cons

PROS:

  • Lots and lots of Control
  • Good on blue coin

CONS:

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

Considerations

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

Combo

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

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

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

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

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

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

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

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

Conclusion

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

Thanks for reading, and happy Gwenting!

Guide – Irresistible Attraction

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

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

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

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

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

Guide – Trial of the Grasses

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

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

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

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

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