Gwent

Community Tournament: Duel of Dogs (The Big Heist)

Introduction

Team Bandit Gang presents: The Duel of Dogs Tournament,  where skill is the only thing that matters, with much loot to be plundered.

Community Qualifiers – November 6th – 7th

Main Tournament – November 13th – 14th

  • Five (5) members from each Gwent team, as well as some notable independent players will be invited to participate in the Main Tournament.
  • Total amount of players in the Main Tournament will be 64. This will be a mix of invited players and those who earned a spot via the community qualifiers tournament.
  • If a team CAN NOT fill 5 spots, the spares will serve as additional spots to compete for within the community qualifier tournament.

Prize Pool

Prize Pool – 250$ (US Dollars)

1st Place – 175$ + Discord Title + 1200 Meteroite Powder + 15 Premium Kegs

2nd Place – 50$ + 800 Meteorite Powder + 10 Premium Kegs

3rd Place – 25$ + 400 Meteorite Powder + 5 Premium Kegs

Tournament Rules

We highly recommend for everyone to record their games for the sake of potential disputes or claims

  • All rulings made by tournament administrators are FINAL
  • All tournament participants MUST be in the Team Bandit Gang Discord
  • The tournament is open to PC and Mobile players
  • Sign up via Challonge: https://challonge.com/1dhmx85u
  • Tournament check-in will begin 2 hours prior to the start on all tournament days
  • All deck list screenshots have to be submitted via email to teambanditgang@gmail.com
  • If decks are not submitted on time,  the player will be disqualified, no exceptions.
  • All deck lists are subject to verification at any time. Decks that do not match the respective submitted deck lists will result in a match loss to the current opponent
  • Should a game result in a draw in the last 2 rounds of Swiss, the game will be replayed with the same decks and coinflip
  • The coinflip is fixed, the ban via the Team Aretuza ban tool https://teamaretuza.com/gwent/ban will let you know who will go first (and has to send the match request). When you send the match request to your opponent, you are on Blue coin. For Red coin, your opponent must send the request.
  • The first person to win 2 games wins the match in BO3 Swiss and the first person to win 3 games wins the match in BO5 Final 16.

Draws Explanation

  • Game 1 will proceed to a deciding match.
  • If it’s Game 2, it’s 2-1 for whoever was already up 1-0.
  • If it happens in Game 3, the series ends in a 1-1 result
  • Should a game end due to DISCONNECT, then the player who disconnects is given the loss. However, that player’s opponent has the option to offer a rematch using the same decks.
  • Failure to queue into your match against your opponent within 10 minutes of the match being posted will result in a 0-2 match loss. A second failure to show will result in a disqualification from the tournament.
  • You may stream your games at your own risk, and streaming with a delay is highly recommended
  • Any cheating, vulgar or unsportsmanlike behaviour will not be tolerated under any circumstances and may end up in disqualification from either tournament.
  • Cash Prizes – An active PAYPAL Account is required, or the cash prize will be voided

Tournament Format

Community Qualifiers - Swiss Rounds

  • Limited to 256 players who can enter qualifier tournament
  • While all Gwent teams can bring five (5) people from their teams straight  to the main tournament., additional team members can participate in the community qualifier for their spot in the main tournament.
  • The amount of players who can advance to the main tournament will depend solely if all of the Gwent teams invited can fill a five (5) player invite roster. For example, if 10 Gwent teams all had 5 players join the main event and 3 independent notables joined the main event then there would be 53 out of 64 spots filled. This would leave 11 spots  that community qualifier players can compete for. Qualifying spots will vary depending on the outcome
  • Start Time: Saturday November 6th @ 7am CDT – first half of the Swiss Games will be played
  • Start Time: Saturday November 7th @ 7am CST (daylight saving happens this day) – second half of the swiss games will be played
  • Best of 3 format
  • Bring three (3) decks from three (3) different factions. Final deck lists are to be uploaded as SCREENSHOTS NOT LINKS to teambanditgang@gmail.com no later than November 5th @ 7am CDT.
  • Open deck lists from one (1) hour prior to the start of the tournament
  • Ban 1 deck each, win with the remaining 2
  • Draws in the first four (4) rounds will finish with a 1-1 result
  • Draws in the last two (2) rounds will be replayed using the same leaders and same coin
  • All scores must be reported in the #duel-of-dogs-qualifier-scores channel in the Team Bandit Gang Discord

Day 1 - Swiss Rounds

  • Start Time: Saturday November 13th @ 7am CST
  • Best of 3 format
  • Bring three (3) decks from three (3) different factions (Submit 4 decks, 4th will be for Day 2, make sure to specify which deck is for Day 2). Final deck lists are to be uploaded as SCREENSHOTS NOT LINKS to teambanditgang@gmail.com no later than November 12th @ 7am CST.
  • Open deck lists from one (1) hour prior to the start of the tournament
  • Ban 1 deck each, win with the remaining 2
  • Draws in the first four (4) rounds will finish with a 1-1 result
  • Draws in the last two (2) rounds are to be replayed using the same leaders and same coin
  • All scores must be reported in the #duel-of-dogs-qualifier-scores channel in the team bandit gang discord

Day 2 - Top 16 Single elimination

  • Start Time: Sunday November 14th @ 7am CST
  • Best of 5 format
  • Bring four (4) decks from four (4) different factions
  • Ban 1 deck each, win with the remaining 3
  • All draws will be replayed using the same leaders and same coin

Tournament Client

  • The Gwent tournament client will be utilized on the FINAL day on the main tournament.
  • Top 16 players will be featured using the tournament client.
  • Team Bandit Gang will be casting the tournament on the final day of the main tournament. (the casters will be announced in due time)
  • One (1) Top 16 match as well as one (1) quarterfinal match will be cast. Additionally, all semi-finals, 3rd place match, and finals will be cast. The casting channel is still undecided and will be announced shortly.

If you have any Inquiry related to the tournament please send them to the Tournament Organizer SynergyGod

Slavic Saturday: Striga (EP6)

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𝐺𝑤𝑒𝑛𝑡'𝑠 𝑣𝑒𝑟𝑠𝑖𝑜𝑛 𝑜𝑓 𝑎 𝑠𝑡𝑟𝑖𝑔𝑎

Introduction

To the early Slavs, forests and swamps were omnipresent. Around farms and villages as well as on the mountains, the woods were inescapable. And in the shadows of those trees, spirits lurked.

Most spirits in Slavic mythology aren’t depicted in a positive light. Tales of demons in the shadows of the night spread all across the Slavic tribes and nations, and one of the most frightening tales told was that of striga.

Striga/Strzyga is usually a female demon with two lines of teeth with scary claws from Slavic mythology. Not only does Striga possesses two sets of teeth, but she also has two hearts and two souls.

She is said to turn into an owl during the night and hunts down unfortunate people. Some of her characteristic make her similar to a vampire, but she differs from them.

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Etymology

According to a Polish scholar of Slavic languages Aleksander Brückner, the word is derived from the Latin word Strix, meaning owl.

Popular beliefs about Strigas

As mentioned before people who were born with two hearts, two souls and two sets of teeth were believed to be Strigas. People suffering from sleepwalking and people without armpit hair could also be seen as ones. Some other sources claim that a newborn child with developed teeth is also a Striga.

During epidemics, it was common to bury sick people alive, and the ones who have managed to escape their graves, usually weak, sick and with mutilated limbs, were seen as Strigas as well.

If you were unfortunate enough to be considered a Striga people would drive you from the villages and other human dwellings. It is said that Strigas mostly died at a very young age, but according to the legends only one of their souls would pass to the afterlife whereas the other one would come back to life and terrorize living humans.

This soul that has came back to life terrorized people that have wandered in the forest during night in a form of an owl and those unlucky enough to get caught by a Striga would get their blood sucked and their insights eaten out.

Humans were not the only prey for Strigas – animal blood could also satisfy them for a short period of time.

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How could one protect themselves against Strigas?

The most common preventive measure was to decapitate Striga’s body before burying it under the soil but in a separate place from the head. This was supposed to prevent Strigas from coming back to life.

Other methods included

  • Burying the Striga face down with a sickle over its throat
  • Burning the body
  • Nailing her body to the coffin in different places
  • Putting a flint into her mouth after exhumation
  • Pealing(ringing) the church bells (the Striga then turns into tar)
  • Slapping the Striga across the face with your left hand
  • Burying her again, outside of the village, and pinning her down with a big rock
  • Scattering poppy seeds in the shape of the cross in every corner of the house
  • Putting small objects in the Striga’s grave to make her count them

Conclusion

This was the sixth episode of Slavic Saturday. There are many other creatures I am ready to cover for you, my lovely fans. If you missed our previous episodes then you can find that here. I hope to see you all return next Saturday!

DrDenuz is a guest writer for Bandit Gang. You can find him on Twitter, Twitch & YouTube.

Bandit Gang’s Guide to Syndicate-FAQS

FAQ

Answers to the various questions a beginner will have after going through this guide.

Why didn’t my Jacques reach its 3rd form? Why does my Whoreson Junior only target boosted units? 

You have neutrals in your deck which can cancel your Devotion abilities.

Why does Saul not boost by 3 when I have 7 coins?

Saul will only boost by 3 when you have 7 coins if you are using Hidden Cache leader.  

Is Tiger’s Eye worth crafting?

Yes, but it’s not as important as your other high-end gold cards such as Whoreson Junior and Sigi Reuven.

What will happen if I use Bloody Good Fun with 9 coins?

All 9 of your coins will be used if you use Bloody Good Fun without spending them beforehand.

I used a special card that gave me coins to over profit in the jackpot leader. Why didn’t my card get boosted?

Your unit will only get boosted if it’s the one that over profited and using specials to over profit will not give your units any boost.

I gave a Bounty to a unit but it did not receive it?

Veiled units cannot gain any status including bounties or your opponent used purify to clear the bounty.

What leader do you suggest for a new player starting the Syndicate faction?

Jackpot is the best Leader you can play right now if you are a new player.

Bandit Gang’s Guide to Syndicate- Concepts and Keywords

Concepts and Keywords

While there are many other concepts prominent or unique to Syndicate, these are the most common and important to look out for.

Statuses

Syndicate is all about coins and the advantages they provide. Inflicting statuses like Bounty or Poison and gaining points through Spending, Tributes and Intimidate are your main modus operandi while leading the forces of the Novigrad underworld into the fray. Fallen Knight, Casino Bouncers, Witchfinder being the most generalized of these. Casino Bouncers in particular being a staple of many Syndicate decks with one of the easiest thinning pre-conditions available in Gwent. (highlighted green) 

Keywords

In this category you will learn about every keyword that you can use in the Syndicate faction   

Card tags

 These are of special importance to Syndicate, particularly the gang category ones. Which are necessary for triggering Sigi Reuven, arguably the strongest card Syndicate has. (highlighted red)

Coins

 The most important keyword for the syndicate faction as almost all cards revolving around syndicate requires coin in one way or another while in some cases to trigger hoard or to gain as profit’s or just to spend for various benefits from spender cards. Ways to gain coins can be direct from cards, stratagems and leaders.

Hoard

 An ability that requires you to own a certain amount of coins is called Hoard. While it may require you to have x amount of coins to trigger the ability, it will not spend the coins you have and if it’s a continuous working ability it will keep triggering the ability as long as you hold on to x amount of coins. But as soon as you go down that required amount the ability will stop triggering. Most common cards that require hoard are Sewer Raiders and Passiflora Peaches 

Insanity

A very similar keyword as fee but instead of just using coins as a form of payment it gives you an option to use your health as payment to trigger the ability of certain cards. You can also use insanity again if you can heal a card back to its full health of over the cost of its ability which can be strong since you can trigger it more than once without coins 

Intimidate

Gives boost to a card with intimidate keyword each time you play a crime special cards works almost the same as harmony from Scoia’tael  but instead of units it triggers when you play crime spell cards  

Spender/Fee

The most direct way to spend your coins, think of it as an order ability but with zeal and charges, as long as you have coins to spend you can keep triggering it.

Profit

One of the most easiest ways to get coins from cards, some units and specials when played can give you a certain amount of coins which is your profit 

Tribute

An optional deploy ability of some cards that require coins to spend while it is not necessity for you to spend the coins for tribute it can however be a powerful deploy ability in certain situations for example with professor while normally you may not use his tribute but if an engine is protected by armor you can spend some coins to use his tribute to bypass that protection and kill the engine 

Bounty

A status that you can give to an enemy unit and if that enemy unit dies you will be compensated by coins equal to the base power of that enemy unit. Keep in mind bounty will not work on a unit protected by veil and it can also be nullified by purify, the best course of action would be to just use a spender to kill the unit you gave bounty to in the same round to not give an opportunity to your opponent to purify it. 

Over-profit

While coins are very nice mechanics to have with a lot of pro’s it also has its cons which is an upper limit for the coins you are allowed to own which is 9. You cannot own more than 9 coins per game and any coin you gain afterwards will go to waste which is why it is important to use a bit of coins before you play cards that can make you over profit.

Leaders

Lined Pockets

Grants you 1 coin per charge and can be used 6 times in total as well as giving you 1 coin whenever you play a crime card .Lined pocket used to be really bad because the only support it had was intimidate and Townsfolk which could be used with Igor which was basically meme’s but if left unchecked it could generate a lot of points, LP was also used with Portal, Gord and Senior but now that it has the support of Cleaver, Junior, Professor, Drill and leader having an extra charge it has turned into a powerhouse of the faction. Not only can you generate a lot of points quickly with cheap 4 point crime specials you also have the option to decimate your opponent with Drill. In terms of control and point slam LP is as good as if not better than the Arachas Swarm list from the Monsters faction.

Jackpot

Grants you 9 Coins, then boost an allied unit by any coin that goes over profit, whenever an allied unit gives you Coins, boost it by any excessive coins gained. Before the buff in patch 9.0 Jackpot was seeing almost no play at all in the ladder. After the patch however it has been one of the 2 most played leader from syndicate faction mainly due to the fact that not only did it get easier for new players to play with, it also became very good in generating a lot of points in short and long period of times making it essentially be good in long and as well as in short rounds. It is also very forgiving in case you over profit in fact it encourages you to over profit. And lastly while it may get nerfed by 1 provision in the next patch it will still be a deck that will terrorize the ladder and remain at tier1.

Pirate’s Cove

Spawn a Sea Jackal on an allied row which can be used a total of 2 times. Before patch 8.5 Pirate’s Cove saw no competitive play on the pro ladder. After the buff it became one of the most popular Syndicate leaders for a while. Being able to spawn a spender on demand allowed people to avoid over-profiting and be far more lenient with their coin economy in general. Having 2 charges allowed you to regulate your coins in two of the potential three rounds in a game of Gwent, which was, frankly speaking, pretty amazing. While the recent buffs to Jackpot made Cove fall from grace a bit, it is still a very strong leader capable of playing competitively on the pro ladder.

Congregate

Spawns a Firesworn Zealot on an allied row and grants you 1 coin which can be used 3 times. While a little weaker than its patch 3.0 counterpart it was last nerfed in patch 5.1 and has been left untouched ever since. It’s really good with cards such as Fallen Knight, Sacred Flame, Eternal Fire Priest and Dies Irae, Congregate is a really good leader for Fireswarm decks however, since those have fallen somewhat out of favour, the leader sees hardly any play on the pro ladder.

Hidden Cache

While it was last nerfed in patch 6.2 but buffed again in patch 7.1 Hidden Cache used to be the leader of choice in Syndicate for most players before the buffs to Jackpot, Pirate’s Cove and Lined Pockets. Being a really good leader for Hoard decks, Hidden Cache was the go to leader for Passiflora decks allowing you to not only gain 9 coins overall, but the passive of reducing Hoard triggers by 2 allowed for some amazing leeway. Overall, a fun and decently powerful leader.

Off The Books

Gives you 2 coins which can be used 3 times as well as making every allied Tribute costs 1 Coins less. Before this leader got the support of the last 2 expansions it used to be a leader not really played competitively because it did not had enough support to compete with other leaders of the faction, however with the recent bounty package getting buffed in the Price of Power expansion it has started seeing competitive play with decks including cards such as Witchfinder, Professor, Graden and Moreelse.

Blood Money

Damage an enemy unit by 8, then gain coins equal to any excessive damage dealt. Used to be fairly okay in patch 3.0 but after the change in patch 5.1 it has rarely seen play in pro ladder if any at all and has been probably the least played leader in the syndicate faction ever since.

Archetypes

An archetype is essentially a bunch of cards synergizing each other and being strong enough to construct an entire deck or in other cases can support each other in smaller packages.

Swarm

The point of the swarm archetype is to spam out as many Firesworn Zealots as possible while your engines are on board and then boosting as many units as possible with cards such as Sacred Flame and Dies Irae there are a few noteworthy supporting cards in this archetype such as Fallen Knight’s, Firesworn Scribe, Eternal Fire Priest and Grand Inquisitor Helveed while its strength lies in its ability to quickly fill your side of the board with as many tokens as possible and then boosting them all, its weakness consists of row punishes and control heavy decks such as Skellige’s warriors, Nilfgaard’s ball and Syndicate’s bounty decks.

Self-Poison

Self-poison is a really fun archetype to play around with. It focuses mainly on poisoning its own units and was more of a package before the Way of the Witcher expansion because there was little to no support for the archetype. Way of the Witcher brought a sort of renaissance to the archetype and sparked quite a few decks focused on the mechanic, including some silly memes which feel oh so satisfying to unleash upon your unsuspecting opponents. Essential cards for this archetype are Salamandra Abomination, Bleinheim Brothers and Salamandra Hideout  while the memes consist of Salamander, Madame Luiza and Renew. One of the main foci of this archetype is to continue poisoning  Salamandra Abominations or using the Bleinheim Brothers to poison your whole board, while turning in a tidy profit. If you manage to stick a unit with the Veil status, you can, in theory spend as many coins as you want to boost the unit to a ludicrous size, with only the timer hampering your shenenigans. Certainly a strong archetype after the buffs and new cards it got in the last expansion, it is however hampered pretty significantly by Nilfgaard, a faction which likes to dabble in poison as well and control heavy decks in general.

Intimidate

Intimidate is all about establishing your engines and then using crime cards to boost them by the specific value of intimidate on an engine, while it was super strong in the last seasons due to the Halfling Safecrackers, Cleaver, Drill and Gord. It has been nerfed a bit in the last season but that does not stop people from still playing this strong archetype with a few changes like Portal, Mutants and Whoreson Senior. Overall a very strong and reliable archetype to play on the pro ladder.

Bounty

Bounty archetype mainly focuses on putting bounties on your opponent’s cards to capitalize on them. Before the recent price of power expansion the archetype was just not really strong at all but with the recent bounty cards added from the expansion it has been the go to archetype for pro ladder climb. The Witchfinder, Fabian Hale, Professor and Caleb Menge are your high end cards to apply bounties. Some of the low cost bounty givers are Hysteria, Kurt, Slander and Witch Hunter. Graden, Witch Hunter Executioner and Whoreson’s Freak Show are some of the spenders that you can use to kill the opponent units with bounty. One of the few engines this archetype has are the Vigilantes.

Hoard

 Hoard is essentially an archetype where you put a lot of engines and cards that require the Hoard keyword. This archetype used to see a lot of plays before intimidate and bounty archetype’s got strong. Your main high-end cards in this archetype consists of Passiflora, Lieutenant Von Herst, Saul and The Flying Redanian. The cheaper bronze cards consist of Sea Jackal, Passiflora Peaches and Sewer Raiders.  The main goal in this archetype is to always have enough coins to trigger the hoard of your cards, especially The Flying Redanian which can provide some fun interactions with Kikimore Warrior. Passiflora is to be used with the Peaches, Overall this archetype generates a lot of points. Some of its weaknesses can be tall punishes.

Bandit Gang’s Guide to Syndicate- Beyond The Starter

Beyond the Starter Deck

Once you have saved up some scraps to upgrade your list to a meta deck, this section will help you get familiar with each card in the meta deck that you will use, while the starter section and deck made you familiar with some of the most important basic cards and the archetype. The following are the “must have” cards that you will see and encounter in most Syndicate decks.

P.S. Click the images to see the card’s information if you’re unfamiliar. 

Must have cards

Whoreson Junior

Whoreson Junior may seem similar to other tall removal cards at first glance, but his reliability and versatility has made him the backbone of most if not all Syndicate decks at the small cost of Devotion. You can use him as both offensive and defensive removal.

Sigi Rueven

If junior is the backbone of your deck, then Sigi Reuven
can be considered its legs. While he may just be a simple, albeit significant, coin generator at first, due to recent changes to Jackpot leader he also acts a point slam card and an engine, with his Intimidate keyword. In short he is a really good card that is essential in most modern Syndicate decks.

Professor

Professor is one of my favourite Syndicate cards. He is a solid 14 for 12 and is best utilised removing an engine. Many people disregard his Tribute as lackluster, but there are quite a few engines, which are protected by armor, so the ability to simply ignore said protection can come in clutch.

Caesar Bilzen

A massive coin generator, point slam card and a spender to boot.  Caesar and Sigi Reuven could be considered the best of friends. Although it requires some board setup with profit cards (Sigi Reuven most prominently at that) this dwarf can provide some insane value and play way over his provision cost.

Salamandra Hideout

Salamandra Hideout is another very good  8 provision card,  giving you the option to play Salamandra Abomination, Failed Experiment, Salamandra Mage or Salamandra Lackey. Like any location, it also has the Resilience keyword and can move the Poison effect from an allied unit to any other unit with its order.  One possible synergy would be with
Fisstech Trafficker.
Poisoning an allied unit with this drug peddler grants you a nice profit of three coins. And the status can just be transferred to an enemy unit with the order of your hideout.  Another nifty trick to utilize is an uninteractive kill. If you already have a unit with the poison status on your side of the board, you can simply move the status with your location, play a simple Fisstech and get rid of an enmy unit without your opponent having any chance to react to your sordid deed.

Vivaldi Bank

Vivaldi Bank gives you 3 coins and shows you the top of the card in your deck as well as an extra card for each coin you possess, allowing you to see up to 10 cards from your deck.  You can play the first (so the top card of your deck) for free but if you want to play another card you will have to spend coins equal to the card’ss distance from top. Vivaldi Bank is the perfect card for your deck because the only downside our deck had so far was the lack of tutors, which the bank takes care of nicely.

Bronzes

As bronzes are easy to acquire, we will not dive overly deep into them. However, the following cards deserve some special mention due to their value and therefore presence in most, if not all, Syndicate decks. Bear them in mind when constructing decks. 

Payday

Payday serves as cheap 5 point removal for 5 provisions. While  it may seem a bit overpriced at first, its second ability, which gives us additional coins for any excessive amount of damage done makes up for it . 5 points of damage take care of most engines these days, so this cards will serve you well in most Syndicate lists.

Fisstech

Fisstech is arguably one of the best 4 provision specials in the whole faction. It gives you 4 coins and poisons a unit. With the Lined Pockets leader ability it provides an additional coin, which makes it even more worthwhile. It can be played as an offensive poison  for removal purposes, but you can also play it on your own units, if you just need the profit. It is comparable to the Fangs of the Empire card in Nilfgaard, but better in some aspects, since it doesn’t provide your opponent a body to interact with.

Sea Jackal

Sea Jackal is the best bronze spender in the entire Syndicate faction, since it allows you spend your coins at at better than 1 for 1 ratio under certain conditions. If you manage your coins carefully, this ransacking pirate can easily serve as your win condition.

There are other exceedingly valuable cards that feature in many Syndicate decks, though they are not quite as universal, with more requirements/conditions. Thus, while (very) high priority, should be considered within the context of more specific decks. However, 
Jacques Grand Master
as probably the strongest Syndicate card,
playing for hefty 12 points on deploy, while also serving as a spender and an engine in Round 3, and Philippa Eilhart which can steal your opponent’s cards with minimal pre-conditions deserve a special mention. And lastly Passiflora Peaches, which can be very strong and hard to kill engines with the condition of Hoard 4, should not be forgotten.

Deck

The Full-Meta Jackpot Deck

Game Plan

Round 1: In this round we will usually play our Bleinheim brothers with Passiflora Peaches, Mutants Maker and Sea Jackal. The main goal of this round is to play least amount of high end gold cards and making opponent use their golds and if possible make your Flying Redanian come out of the deck in round1.

Round 2: Whether we win round 1 or lose we have enough high end gold cards available to bleed and defend the bleed, if you win round 1 we can bleed this round with Professor, Whoreson Junior,Philippa and Salamandra Hideout. Make sure not to use Sigi Reuven and Caesar Bilzen in this round as these 2 cards are our win-condition with Whoreson’s Freak Show.

Round 3: In round 3 we can play Jacques Grand Master, Sigi Reuven and Caesar Bilzen to get ourselves the win, as long as Sigi survives we can get huge value on our Caesar and lastly you can use Whoreson’s Freak show to spend the coins.

Pros and Cons

Pros

  • Lots of control
  • Good in both long and short rounds

Cons

  • Weak to decks with huge tempo e.g Commandos
  • Can get out-pointed by greedy decks e.g Koshchey

Bandit Gang’s Guide to Syndicate- The Starter

Your Deck’s Foundations

Syndicate is a very unique faction and, unlike the others, it does not offer a starter deck as of yet. Because of that, there is no single foundation for your beginner deck. Instead you will be playing all sorts of archetypes which will prepare you for the meta version of the deck. The game plan is to put as many engines and point slam cards on the board as possible to out-tempo our opponent, and to use our control engines such as Whoreson’s Freak Show and Ewald Borsodi  to take care of our opponent’s engines.

Thin Cards for Consistency

It is important to play Sewer Raiders and Casino Bouncers in Round 1 to trigger their thinning effect, which will not only give you tempo but also improve your draws for Round 2 and 3. Try to mulligan the copies of each card to avoid bricking your hand.

The Casino Bouncers in Action
The Sewer Raiders in Action

Grow Your Points

The deck has a lot of engines that demand your opponent’s attention. Saul de Navarette, Tax Collectors and Borsodi Brothers can sometimes be played as bait to protect the more important engines of our deck such as Roland and Gellert with Lieutenant Von Herst.

Tax Collector acts not only as an engine to generate coins but also generates a lot of points when you have 9 coins. This little pencil-pusher will act as your main coin generator other than Eavesdrop and Fisstech

Roland Bleinheim, Gellert Bleinheim and Lieutenant Von Herst are the most important engines of our deck. The general game plan is to let Herst spawn as many tokens as possible and then poisoning and boosting them all with Gellert Bleinheim. If this combo is done at 9 coins, it will generate double the rewards, since both the tokens and Roland Bleinheim will receive boosts, as Bleinheim’s coin generation will be turned into boosts due to our leader’s passive ability.

He rarely lives though
Gellert without Roland(left) vs Gellert with Roland and 9 coins(right)

Shut Down Opponents

While putting our own engines on the board and point slamming we also need to shut down our opponent’s engines and win-condition cards with our control cards.

Payday is one of the many control options in our deck and is a really good 5 point removal card. It is, however, advisable to use this card only when really needed, since we are running only a single copy.

Graden is a removal on deploy on any card as long as it has the Bounty status, which can easily be applied through Kurt and Slander

Geralt of Rivia  is our tall removal, and is used to get rid of the biggest unit on the opposite side of the board. So try to save him for your last play and don’t try to damage or kill your opponents tallest unit with other cards of our control package. Because that would put poor Geralt out of a job.

The Strategy

The goal is simple: Play engines and point slam while killing your opponents engines and win-conditions. In Round 1, try to win while investing as few gold cards as possible. We also do not want to play round 1 overly deep. Our goal is to play our thinning package and some bronze engines to get our opponents gold cards and removals out. If there is an opportunity to tempo pass in round 1- do so.

In round 2 we basically want to use our good cards to bleed our opponent’s win conditions out. We can play the Bounty package, Borsodi brothers and Bleinheim brothers to bleed. In Round 3 we can play our Whoreson’s Freak Show and find good targets for Geralt of Rivia.

Is it good to pass here or not?
Can we defend the bleed?

Pros and Cons

Pro’s :

  • Very solid and flexible deck which will get you used to most of the mechanics in syndicate faction.
  • Able to point slam
  • A lot of control

Con’s :

  • Lack of tutors which can make certain situations awkward to play.
  • Bad against swarm and tall punish
Why did i save my Geralt till the end?

Bandit Gang’s Guide to Syndicate – Overview

Introduction

Syndicate is the faction newly added to Gwent after homecoming and features a lot of unique and fun mechanics such as coins, hoard, intimidate and various other cool stuff which you will learn in this guide.

The goal of this guide is to provide the Gwent newcomers with cheap (at 2520 scraps each) decks, which are also already being tailored to be able to evolve into more Meta lists. Syndicate is a very tough faction to start with for a new player because, unlike the rest of the factions, Syndicate does not provide new players a starter deck. But fear not, you will learn to maneuver your Syndicate starter deck, its strategies, cards and combos.

click the heading or the image to continue  to the starter guide

This is the section beginners will look to for deck upgrades. It will include a list of must have cards, which will ensure that your scraps are well spent and not wasted, while the meta deck will act as your goal to work towards.

click the heading or the image to continue  to the beyond starter guide

The foundation to the proper use of any faction’s cards and deckbuilding is recognition of its core keywords and concepts. This guide can help players of all skill levels take a shortcut to combos and custom decks. 

click the heading or the image to continue  to the concepts guide

Answers to the various questions a beginner will have after going through this guide.

click the heading or the image to continue  to the faqs

Bandit Gang’s Meme Snapshot for Gwent #3

Introduction

A meme deck can be considered many things. Some people believe that a meme deck is mainly played for fun, to make yourself and the opponent laugh, and not to win with. A deck like Thicc Aglais would be a good example. Other people believe that meme decks have their own theme like the bandit archetype, which makes it a lore friendly deck. And most people would agree that a meme deck is also considered an off-meta deck: a deck that has its own unusual strategy or inclusions, but that can still win you plenty of games. You could think of a deck like Triple Commandos here.

But I digress. Welcome to the third edition of Bandit Gang’s Meme Snapshot! In case you missed out on the other editions, you can find them here. Once again, we want to use new concepts that weren’t included in the first and second edition, but you might also see different versions of decks that were included already. The main goal, as always, is to show you the diversity that is possible in Gwent, beyond all the top tier meta lists. As before, we kept the same 3 categories:

1. Fun But Garbage Decks: these are the decks that are just for fun but will not win you any games 90% of the time. 

2. Lore Friendly Decks: these are decks that are based around a certain theme that is often lore based. 

3. Becoming A Pro Decks: these are decks that are considered off meta, but are decent to climb to Pro Rank with. Nonetheless, they are not included in the Meta Snapshots.

Note: Click on the image of the deck to get directed to the PlayGwent website in order to import the deck to your client.

Fun But Garbage

Overview:
With recent changes to tactics provision, the dream of enslave 8 is finally possible! You have to play 33 cards in your deck but this is a small price to pay for a great meme. The plan is to somehow survive round one and then delete everything from your opponent’s side and finish the game with a juicy (potentially) 16 point leader swing.

Pros:
-Biggest Enslave on the planet
-You are very annoying to your opponent
-Can win against heavy engine decks

Cons:
-Inconsistent due to 33 cards in the deck
-Doesn’t play a single gold unit
-Struggles with proactivity.

Core cards:
Bribery: you do not run any big gold card or win conditions so you heavily rely on playing your opponent’s cards. This card can win you a game if you play it in the end and yoink something like Gord or Gerhart.

Fire Scorpion: this is the best engine in your deck. Your deck consists of mostly tactics so this card can generate a chargé every turn.

Glorious Hunt: A snipe card. It is kind of similar to predatory dive but for the biggest card on the board. It is especially powerful against the monster or Skelige cards like She-Who-Knows, Yghern, or Greatsword. Look out to not kill your Ard Feainn Tortoise!

Written by Bomblin.

Overview:
It’s no secret that Gezras of Leyda is my favorite card! With that simple fact in mind I think you
can imagine how this deck came to be. The great potential created from Land of a Thousand
Fables’ order along with Dwimveandra to refresh it was too enticing for me to pass up. If all
goes well you can play Gezras in all 3 rounds with adequate swarm or have a decisive round
with multiple copies of him! We always wish for RNG to be in our favor, but on the off chance it is
not I have kept the alternative cards you can find in mind.

Pros:
-Intimidate your Opponent with Triple Gezras.
-Has targets for Simlas & Munro also.
Verno & Eithne work as more swarm.

Cons:
-Susceptible to bad draws, not much consistency besides Maxii & Fables thinning a card.
Iorveth’s Gambit is a brick if not transformed.
-Absolutely RNG dependent.

Core Cards:
Gezras: The man himself can single handedly carry the game for you.
Land of a Thousand Fables: The centerpiece of the deck, allows you to transform those 12p
specials into another Gezras with a whopping 1 in 5 chance! I usually like to pull Zoltans Company with its
Deploy ability
Dwimveandra: Must be played Ranged to refresh the Order (I played her Melee once…there
was no row protection warning)

Written by Kalvino.

Overview:
If you played Gwent exactly 2 years ago, you still might have PTSD from playing against this deck. Time has changed and townsfolks have fallen from their old glory but with a combination of some new cards, they can easily win games. Just make as many of them with Igor and every greedy game is yours to take!

Pros:
-Absolute killer of long, greedy rounds
-You are playing an old, forgotten archetype
-Still have some control tools that help you fight other decks

Cons:
-Vulnerable to bleed
-You often rely on your opponent having no answers
Yrden is your biggest fear

Core cards:
Igor: Try to make a lot of townfolks with his ability and spend coins on him! Lookout, with enough townfolks it is more points to copy tax collector – That’s why you should always play him in the ranged row.

Witchfinder: The ability of „banked” coins works exceptionally well with townfolks. Each bonus coin boosts your townfolks.

Doadrick: Most known for being an annoying engine in NG+Snowdrop decks but he is also just a good point slam card that can fix your hand. Especially in a combo deck like this, he can save your skin by finding a spender or another Townfolk.

Written by Bomblin.

Overview:
The idea of the deck is to make the biggest Protofleder possible. If everything goes according to plan and your opponent cannot interact with your important cards like Syanna, you can have a finisher of 50-70 points! The problem is that vampires in general are not that competitively viable.

Pros:
-You are playing Vampires!
-Can win greedy matchups
-Has a nice, juicy finisher

Cons:
-A lot of combo pieces
-RNG with Land of a Thousand Fables
-You are playing bad cards.

Core cards:
Land of a Thousand Fables: You want to use this card on renew to transform it into a second Syanna. Sadly, it is not 100% possible because there is another 12 provisions neutral card – Radeyah.

Protofleder: The most important card in your deck. It is your finisher and reason this deck exists. In the final round, try to put as much bleed as possible on one card, then use Protofleder with double Syanna.

Orianna + Unseen Elder: This is not a devotion deck so these cards work together! Especially if you can get a long round and hide both behind the defender, the amount of points they generate is wonderful!

Written by Bomblin.

Overview:
The nerf hammer hit Monsters at the start of September but some archetypes got tiny buffs. Including Deathwish Ruehin. Succubus is also one of my favorite cards in the game, so I decided to combine both ideas into one nice and beautiful Deathwish deck. It is very greedy but can get tons of value in both a long and a short round.

Pros:
-Can work in both long rounds (with double ruehin) and short rounds (scenario/succubus)
-Deathwish cards make being reactive awkward for your opponent
-You are playing Succubus

Cons:
Wererat interaction with your core cards blocks it from being amazing
-Finding a balance between Deathwish and Consume units can be hard
Korathi Heatwave or Experimental Remedy can ruin your gameplan

Core cards:
Elf and Onion Soup: If you decide to go with double ruehin, EnOS is in theory a 5 provision Uma’s Curse! It can be also used on other gold deathwish cards to trigger them. In desperate times, you can use it on bronzes, especially on tokens generated by Dol Dhu Lokke.

Succubus: The win condition of the deck. It is a bit problematic early in the game because you have to play it for zero tempo. You are, however, rewarded by it in a round 3. Each of your Consumes is a bonus of 5 points. This is amazing, especially in a short round.

Caranthir: The card got nerfed in September’s patch but it still works in this deck. You can use Caranthir with Detlaff or Ruehin for maximum value. In some cases, it is good to use him with Miruna or Imperial Manticore and in extreme situations even with Wererat or Barghest.

Written by Bomblin.

Overview:
This deck was made as a joke to counter all Nilfgaard Assimilate decks I met on rank 2. It was working surprisingly well and I managed to climb with this deck! The plan is simple: Play big boys -> win. You have 4 bronze units so don’t mind using your golds whenever.

Pros:
-You play big units and don’t think much

-Assimilate players cry when they face you

-Deck has the potential of an amazing short round

Cons:
-Not that many engines -Long rounds are not amazing
-Big units can be bad against popular LP with Bounty

Core cards:
Ciri: Nova: Great carryover card that also has  veil and a shield. Provision change to a royal decree made this type of deck much more consistent.

Imlerith: Similar to royal decree, provision change unlocked the possibility to add this card to ciri nova deck. It synergizes well with pugo, goliat, Count Caldwell.

Whispess: Tribute: very flexible card because it gives you access to wide removal (Lacerate) and direct removal (Parasite/Natural Selection) but can also be used also as a thinning card.

Written by Bomblin.

Overview:
One day I thought: I hate NG Mill! So I pondered how to make it more wholesome. The answer was obvious: Play it in a different faction! And that’s how NR mill was born. The plan is to mill your opponent’s win conditions in round one with all draw cards and Syanna and then win round 3 with the Istredd/Snowdrop combo. Just a note: I had an amazing 1-12 score with this deck!

Pros:
-It is not Nilfgaard Mill
-You use cards that no one uses
-It is kind of fun

Cons:
-You cannot win
-Usually, your opponent receives too many points from your „mill”
-It is still a Mill deck

Core Cards:
Istredd + Snowdrop – This combo can generate a lot of points in round 3. Use Istredd in round 1 and then resurrect him in round 3 with Renew. His Patience should be big enough to draw full hand.

Syanna – Lets you double mill with Ihuarraquax or Matta.

Stregobor – On the blue coin, you can achieve the most disgusting and toxic combo available in-game. Start with Stegebor and follow with Matta for a card advantage combo.

Written by Bomblin.

Overview:
The deck was supposed to be a big meme using forgotten leader ability. I brought it to the pro rank and… It performed quite well! The deck is a control heavy list that works very well in the current meta. Try to set up units like Crach and Holger for long rounds. Use your engines to generate points and set up finishers like Svanrige or Wild Boar of the Sea to close the game.

Pros:
-Deck has both tall removal and wide removal
-Can be devastating in long rounds, especially against decks with limited boost
-Come on, you are playing fricking pirates! ARRR!

Cons:
-Cnitless decks are problematic
-Decks that constantly boost (Frost monsters) are problematic
-Your leader ability is problematic

Core Cards:
Gerd + Wild boar of the Sea: this combo can be incredible against decks that tend to swarm their boards. A good example is ST that decide to go into a long round with Whisperers of Dol Banana

Svalblod Priest: Card looks completely out of place in this deck but it is surprisingly synergistic! A lot of cards in the deck have armor, which guarantees + 2 points every turn. You also have a small combo with Dimun Warship and Terror Crew Axe-Wielder for bonus points!

Terror of the Seas: a very underrated card that can quickly evolve into a high removal card. With Crach, it is instant 4 power removal alongside 5 point body. If you are playing against a greedy deck, it can be even more powerful.

Written by Bomblin.

Lore Friendly

Overview:
Are you interested in wielding the full
power and wrath of the warriors of Brokilon!?
Then this deck is for you! I’m pleased to present this Symbiosis-Handbuff hybrid deck. We have
Eithne with supporting Symbiosis bronzes and some nature cards. My favorite part of the deck
is the Aglais with multiple handbuff cards, who are also supported by the Invigorate leader. Since many of the handbuff cards have a Deathblow requirement I have included cards with Damage on Order (Braenn, Guardian, Boar) to help ensure our desired card gets buffed.
The choice of Stratagem is up to you. I liked the idea of Lamp to let Matrons be proactive, TA can protect
Dunca, and Scroll can draw your Aglais, so adjust according to your needs.

Pros:
-Devotion
-Confuses the opponent
Gezras + Eithne are an unstoppable duo
-Feels good to protect the Forests of Brokilon.

Cons:
-Devotion
-Can struggle in Round 1
-Possible to overswarm vs NG Spies

Core Cards:
Eithne: Great in round 2 or 3 to allow more value from your nature cards, pairs well with Gezras
Aglais: Primary handbuff target, while we are not all in on Aglais in this deck she can still get
many points.

Braenn: Her Zealed Order ability is easily attainable in this deck and is very useful to set up.

Deathblow cards
Sirssa: Very satisfying when the Deathblow is achieved. Her Harmony ability can be triggered
by Gezras & Freixenet.

Written by Kalvino.

Overview:
All the bears! Yeah that’s pretty much it.
However for those that would like a further explanation: This a Beast deck with multiple pay off cards/ finishers allowing for a flexible game plan. Ideally intimidate your opponent round one by just dropping chonky bears and spawning
more with Megascope, while setting up an Axel and your Flaminica.

Pros:
-Bears!!!
-Pointslam
Musicians of Blaviken is in the deck.

Cons:
-You might win with Memes.
-Vulnerable to Tall Punish.

Core Cards:
Olaf: An amazing finisher, ideally with Hym. Can gain value from other self damage cards/
abilities.

Hym: Key combo piece for big points with Olaf. Can also be used on Champion of Svalblod, or set
up offensively.

Flaminica: Great in R3 to get value off of all the beasts played in earlier rounds
Dire Bear: Very useful in denying your opponents Engines or even pay off cards like Gord (if
they don’t pay attention).

Written by Kalvino.

Becoming A Pro

Overview:
The number one power of this deck is its consistency and the power to make huge tempo plays at almost any moment thanks to the Combo of our Leader, Snowdrop, Affan and the Mage Assassins. Other great tempo plays include the Dead Man’s Tongue and the Blightmaker. Best part about those is that they help us thin alongside with Roach, Knickers and the Impera Brigades making this deck really reliable at drawing our strong combo.

So, with all the tempo, thinning, consistency and the strong finisher, this deck is reliable even in Pro Rank.

Pros:
-Great tempo options with Blightmaker into Mage Assassin, Dead Man’s Tongue and even Leader with Snowdrop if we are pushing win on even (can work as an effective play when pushin R2 as well).
-Thins to 1-2 cards meaning you always draw your combo.
-Plenty of control options.
-Huge point output possible in every round.
-3 card Round 3 is almost always a win with Germain, Slave Infantry and Vrygheff.

Cons:
-Playing against Mill is just sad.
-Sometimes you can miss your Snowdrop and you don’t play Leader for full value.
-Getting pushed R2 and losing all important cards (you can prevent it with your tempo).

Core Cards:
Our thinning cards are the reason we can play huge tempo and draw our strong finisher cards in the future rounds. EVERY. SINGLE. TIME.

Last tip:
If you know your opponent is playing a lot of engines, don’t banish your Alba Armoured Cavalry with Dead Man’s Tongue. Keep in mind that Ramon Tyrconel also works on these hampering cavalrymen. Good luck!

Written by DrDenuz.

Overview:
With everybody using Simlas to pull out Orbs people are missing out on other cards that can be played out with him. One of them being Bone Talisman and with ST’s ability to swarm it’s a sin to not utilize this card for a magnificent finisher.

Pros:
-Good tempo in R1 with Feign Death.
-We can swarm even in R1 making it possible for us to use Isengrim and Yaevinn.
We have many engines to gain points over time.
-Plenty of control options.

Cons:
-At times pushes can be a problem for us as we might have to play our combo.
-Mill stealing our good golds.

Core Cards:
Vernossiel, Simlas, Leader and Bone Talisman are our main combo that can play for a huge finisher in R3, so we try to keep them if possible.

Written by DrDenuz.

Overview:
In my opinion, the design of Collusion is one of the most fun and creative in the entire game! I am not a big fan of Syndicate, but Collusion is always fun! You need to constantly try to balance all your gangs on the board and in hand to get the most out of Collusion. The classic legendary cards like Witchfinder, Professor, and Junior can also help you win the game.

Pros:
-You are playing the most fun Syndicate card
-A lot of control works well in the current meta
-C-O-L-L-U-S-I-O-N

Cons:
-You have to play suboptimal cards
-Can be awkward against control decks
-Truth is, this deck is LP, but worse.

Core Cards:
Collusion: How many times I can repeat the word Collusion? As many times as I can! Remember to use your leader ability before Collusion for an additional gang tag!

 

Gellert: In round 1, after you play your thinning cards, use Gellert for a lot of tempo! It works great (unless you are playing against other poison decks) to secure the round 1 win.

 

Whoreson’s Freak Show: This is a budget Drill in your deck. As in Lined Pockets decks, it can work wonders with bounties from Witchfinder and Professor. It is just an amazing control too

Written by Bomblin.

Overview:
You know, Coën was not an expensive card at 7 provisions before the latest patch, but the change to 6 provisions turned out to enable the deck that we are talking about right now. Because pulling him out of the deck with Amphibious Assault places him at 6 strength now, which is where you can combine him with a row of Blue Stripes Commandos, boosted by Commanders Horn. The rest of this deck plays like a Double Commandos list, you can find a more detailed guide by clicking on the deck image.

Pros:
-Plays a hidden combo with potential for a lot of points.
Coën is actually useful.
-Can still win as Double Commandos without the Coën combo.

Cons:
-Easily countered if the opponent can read your strategy (which should be rare).
-Has little options to reestablish the combo if the 6 power units get disaligned.
-Draw dependent, and you need to be resourceful with tutors.

Core Cards:
Oneiromancy & Amphibious Assault
: You need to have both available in the last round usually. Oneiro draws Commandos and AA gets you Coën. You can’t play Coën from hand, because he wouldn’t be boosted.

Commander’s Horn: Important card to align a row of Blue Stripes Commandos on 6 power. You need it in hand or available through John Natalis for the combo.

The entire Blue Stripes core: Would be pointless without it, right?

Written by Escanbryt.

Overview:
This has to be the most fun deck I have played since the start of the PoP expansion. It has a lot of possible plays, you can do a lot of misplays, lose points here and there, and also get punished for this. And you know what? I love it! I love when I can see that I am making mistakes and I can learn from them. Moreover, this deck rewards you for playing perfectly. It also includes a game of chicken: should I bait more removal, or can I start my greedy gameplay? TRY THIS DECK!

Pros:
-Impressive amount of points can be generated in long rounds
-Have underused combos like Mad Kyian
-Can defend Bleed

Cons:
-Heavy control decks can be problematic
-Thinning problems can make you miss crucial golds
-Can be tricky to navigate perfectly

Core cards:
Tissaia: An absolute beast! She often plays for 15-20 points with cards like Ildiko, Sile, Aretuza Student: Recent provision buff made this card so much better and it’s one good mage card away from being a meta card. You will see!

 

Mad Kiyan: Sort of a duel card that you use for pure value. He is too big to remove and you can easily boost it with Kerack Marine, Students, and Ildiko. Then just damage the highest unit and look how big the gap in points change in your favor.

Hubert: I have always been a big fan of this card. It can help you with tempo and thinning in round 1 or can be „free” points in round 2 or 3. Just remember to look at his counter when he is in the deck and decide on your plays accordingly!

Written by Bomblin.

Overview:
I feel like SK druids just need more love. However, I realized that decks with only one win condition are just not working for met his season and so this deck was created. You ideally want to thin and play Melusine and/or Gedy early on. This will generally confuse you opponent enough so that they won’t expect your perfectly curated combo in R3. What is that combo? Defender, Dagur, Offering to the Sea and Wild Boar of the Sea. Do you SEE the points? Rite can be used to get double Defender, double Melusine or even Coral.

Pros:
-If one win condition doesn’t work, try another.
Gedy can generate lots of points even in short round on its own.
-You can basically play all your cards anytime apart from the Dagur pew pew combo.

Cons:
-If you don’t draw discard well R1 well then…
-Doesn’t work well against decks with boosted units or few units.
Dagur is fragile if you don’t have defender.

Core cards:
Dagur Two Blades – your ultimate goal and possible a very tall unit that can easily turn the game in your favour. If he stays alive.

Wild Boar of the Sea – works perfectly with Dagur. If played after offering then your chances of hitting most units twice are usually increased.

Trophy Catch – extremely underrated and never played. Core card because we want to see more cards seeing more play. Also, sometimes it just works so well.

Written by GhostArya.

Honorable Mentions

Wait, an actual deck from our Pro Team? That’s neat as fuck!

Since we published a deck guide on the website this season, we decided to include it in the Meme Snapshot. You can read the in depth guide here.

This is the perfect deck if you love meme decks and love Geralt! It’s my 5 Geralts deck! I usually use Thaw on Griffin Witcher and no, I never, never transform my Geralts into Griffin Witcher Adept! I usually switch the Lyrian Scytheman with the Squirrel or some other cards too like Ivo of Belhaven or Erland. The main cards in this deck are the 5 Geralts, Roach, AA, Griffin Witcher and Thaw and the Boiling Oil to BOIL everything!

Written by Buni_314

Conclusion

This was our third Meme Snapshot, we hope you enjoyed it! Hopefully we can all agree on the fact that there are plenty of decks included for all kinds of players that don’t want to contribute to the meta. For players that would like to have a good time, that want to role-play and want to go put their boot in the meta and claim their seats among the kings.

A big thank you to Kalvino, DrDenuz, GhostArya, Escan, AcidBunny, Ian & Buni_314 for providing us with their decks! Otherwise it would have been somewhat one-sided, with only decks from Bomblin and myself. We hope that we inspired you to create your own memes or own versions of the decks with this Meme Snapshot. But for now, Bomblin and I will fare thee well, and we’ll see you again in Meme Snapshot #4!

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

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