Meme Snapshot

Bandit Gang’s Meme Snapshot for Gwent #4

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 fourth 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 categories but have now added a new purpose to the Honorable Mentions category. The categories are as followed:

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.

4. Honorable Mentions: these are decks from community members that we wanted to give that extra spotlight.

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:

The deck consists of two strategies – you should use them in two rounds to win a game. The first one is a classic soldier strategy. Play a lot of Pikemen, Infantry or illusionists and use Vrygheff + Vreemde. The second strategy revolves around the recently buffed Ointment and old-school Alchemist meme. Swap the power of a small unit (a cow) with living armor or…. With Tibor, so you can use ointment on him!

Pros:

– Soldiers

– Cows

– Can battle both control and greedy decks.

Cons:

– Limited amount of maximum points

– Your combo can be bled

– Low control

Core Cards:

Triss Telekinesis: lets you play one bonus Ointment but can be replaced with a control card like Koko heatwave or Jennifer Invocation.

Germain Piquant: Core card for both of your strategies. An extremely important card so try to keep it for a final round

Mushy Truffle: Amazing for swarming and for keeping your cards healthy. You can use it for Pikemen in round 1 or Illusionists in round 2 or 3.

Written by Bomblin

Overview:

This is an incredible deck whose goal is to play double Cahir and finish the game with Regis: Higher Vampire.

Pros:

– Can’t lose against greedy boosty decks.

– No one expects Cahir in Enslave

Regis, duh

Cons:

Yrden is your enemy

– Bleedable

– Control decks can screw you

Core Cards:

Garrison: you want to use it on your opponent’s card to boost both your Cahirs and then steal the boost with Regis. With Steffan, you can do it twice!

Letho: Most of the time you want to use him on Cahir, however, in some situations, it is better to use him on the defender, Hefty Helge, or even your opponent’s card!

Enslave: is not a card but a leader that is unique and quite good in the current meta!

Written by Bomblin

Overview:

With the recent addition of Mushy Truffle to the game along with some Provision changes it’s now easier than ever to attack your opponents with Cutup Lackeys! I went for a bit of good ol’ Congregate Crimes and Fireswarm with a twist. 

Pros

– Fallen Knight’s can power through round 1 

– Fun to watch Cutups go Pew Pew 

– Damnation Value 

Cons

– Really needs Cutups to survive

– With so many combo pieces, you don’t like to be bled 

Core Cards

Whoreson Senior: We use full leader to ensure we have both targets and coins to allow Senior to give us 2 Cutups on board easily. 

Cutup Lackey: The bonded ability is what we’re aiming to make use of. We have Idarran and Igor to copy them as many times as possible. I like to be as greedy as possible and have them all on board before using any of my Crimes.

Mushy Truffle: Give us quick access to a Cutup Lackey and also does a great job of buffing them out of removal range. The Golden Froth is also very nice on our 2 defenders. Remember to have Idarran down before using Mushy Truffle as it’s a spawn!

Written by Kalvino

Overview:

This deck is silly. This idea is to get Dol Dhu Lokke and set Yghern, Pugo, Griffin, or Radeyah at the top of your deck. From there you have a few options. You can drop Imlerith for a thrive friendly pointslam, you can decoy one of the spawned drones or you can let Sunset Wanderers do its thing. With Dwimveandra you can do this multiple times and since Dol Dhu Lokke stays on the field for multiple rounds you have less pressure to draw both Dwim and Dol in the same round. The teleport facilitates an extra Dwimveandra proc but in a pinch you can replay a locked thrive unit or one Griffin/Elder bear for extra thriveyness.

Pros:

Radeyah and Shupe are really just there because you have no reason not to include them.

Cons:

– It’s a cute combo deck when you draw all the pieces but don’t expect easy wins even when you do draw all of the right cards.

Core Cards

Dol Dhu Lokke: Try to win r1 without playing DDL so you can use it to bleed r2 into a short r3.  

Glustyworp: Glusty is there for the cute Dwimveandra/DDL combo spawning a ludicrous amount of drones on your board. Glusty can and will save you from overswarming your board while also proccing thrive.

Written by Carrost

Overview:
Once upon a time there was a fella that figured out a new strategy for Iris: Shade. This new strategy contained Queen Meve, who gains armor for every boost that she gets, which became an ideal target for Iris. Therefore he put in a bunch of cards that synergize with this strategy and thus the following deck was created.

Pros:
– Thicc Iris
– Synergy between cards
– It is kind of fun

Cons:
– Being bled in round 2
– Missing out on combo cards
– Opponent has answers for your combo pieces

Core Cards:

Queen Meve + Iris Shade: Already explained why they are the core cards in overview kinda.

Donimir of Troy: It protects Meve from not dying, and also protects Vysogota of Corvo who equals a lot of points.

Iris’ Companions: Great tutor, when picking Iris from the deck you can also choose a card to discard. So it doesn’t have to be in hand.

Foltest + Dun Banner: This combo allows you to win round 1 easily which can guarantee you a long round 3.

Written by Babyjosus

Overview:

The meme decks disguised behind the Siege. The plan is to use the scenario in Round 1 to win it and go to a long Round 3. In Round 3, use as many Griffin Witchers as possible with Idarran and then purify them each turn after they are locked.

Pros:

– PEW PEW PEW

– Very good control

– I love to stockpile

Cons:

– Destroyed by total control decks

– Only good in long rounds

– Have bad cards and leader!

Core Cards:

Purify cards: use them on the row with Griffin Witchers for a replay of 3 damage each!

Idarran: Can work with Kaer Seren, Siege, and many more!

Written by Bomblin

Overview:

Probably the best Regis deck is the Nilfgaard spies deck but if you want to try something different, I strongly suggest Skelige Regis! The deck is incredible in long Round 3 if you manage to line up everything nicely and can guarantee you a victory against a lot of decks.

Pros:

– It is a Regis deck

– Amazing long round potential

– Huge, satisfying finisher

Cons:

– It might be hard to set up Regis

– You cry when you see Dagur banished

– Bad against decks with a low amount of units.

Core Cards:

Dagur Two Blades: You can play him twice because of Fucusya and he can give you a CRAZY amount of points with Regis.

Discard package: A classic, yes but worth mentioning because it lets you get Regis into your hand which is crucial for the deck and allows us to not play Matta.

Whale Harpooner: This card got a nice buff and it feels good in a Regis deck – helps you line up power and move units to one row.

Written by Bomblin

Overview:

 Elf and Onion Soup 4 Times in one game! What else do you need to hear? This one is pretty janky but lots of fun. Due to Soup being an alchemy it’s very easy for it to find value in a Druid deck. First Soup is the one from deck, Second is from Bride of The Sea, Third is Bride of the Sea again with Fucusya, Fourth is from Alissa putting it back and then playing it with Ermion. The perfect sequencing of this can be difficult and is dependant on your draws. 

Pros:

– RNG Casino Fun

– Gedy and Preachers offer many points

Cons:

– Very vulnerable to graveyard punish

– Preachers need to survive to give us points

Core Cards:

Elf and Onion Soup: We want to destroy our low power gold cards to find more useful ones. Main Target is Crowmother since she comes back, Morkvarg does as well. Ermion and our 4 power golds are nice targets too. Can be used one low power bronzes if needed, like Crows. 

Bride of the Sea: Since we need at least 1 turn of Rain on board to access Soup when we play Bride I went for Rage of The Sea to guarantee it always works. We want to use Fucusya and play Bride again so we must make sure we get her in the graveyard in either an early round or by destroying her with Soup. 

Alissa Henson: Used to shuffle the Soup back in deck to be tutored out again. 

Derran: Can be useful to put Crowmother in the Graveyard.

Written by Kalvino

Lore Friendly

Overview

With the recent expansion focusing on Mages, Bomblin & I felt inspired to highlight some Nilfgaardian Mages with this deck. At first glance it may look like a worse version of popular meta Assimilate decks, which might be true, however we have the power of underused cards on our side! You can look forward to surprising your opponent with Fringilla Vigo’s fiery pew pew and if you so dare you can even use Assire to put her back in the deck and do it again! The most fun card is definitely Cosimo Malaspina for good ol’ RNG nonsense.

Pros

– Surprise opponent 

– Highroll to victory 

– Play both Fringilla & Artorius Vigo

– Master of Puppers 

Cons

– Almost a Meta deck

– Cosimo Lowrolls are painful

Core Cards

Fringilla Vigo: She makes great use of all our mages and feels great played next to a Blightmaker and their spawned Guardian 

Cosimo Malaspina: Has many targets to transform in this deck. His value is not always assured but its always interesting to see what he finds you. Best on 4p or 5p cards.

Assire var Anahid: Very flexible but probably best used to put Roach or Cosimo back in deck for later.

Written by Kalvino

Overview:

Fully agent deck that can get a lot of value in a long round with a False Ciri! Also, if you missed Ball, you can play it again! Plus, no one is using the Lockdown leader ability!

Pros:

– Huh? ah…

– Nice in long rounds

– Struggle in Round 1

Cons:

– Bad leader ability

– Limited amount of points which can be generated

– Overswarm

Core Cards:

False Ciri: Not only the art and the voice line are incredible. The amount of points this card can provide for 6 provisions is amazing!

Seditious Aristocrats: You have a lot of spies so this card can get you a lot of value.

Emhyr: I just like my big boi.

Written by Bomblin

Overview:

In my opinion, dwarves are a super boring archetype. This version makes it more fun. It is also not a bad deck but lacks a tiny bit of control. The combo is to use Filavandrel from Isengrim’s Council to create Zoltan’s company. With Francesca and the original card, you can create a lot of Rowdy Dwarves! Then, you finish the round with Zoltan: Warrior.

Pros:

– Cute, big combo

– A lot of points outside of combo with Brouver

– Armor can protect you from pings

Cons:

– Yrden

– A lot of setup

– Be careful not to overswarm

Core Cards:

Brouver: helps you win the round where you don’t use your combo.

Francesca: Mostly used for Zoltan’s Company but can be flexible with Council or Call of the Forest

Dwarven Chariot: Spawns Rowdy Dwarves and gives armor to set up Brouver or to protect engines.

Written by Bomblin

Overview:

I built this list to revisit the self poison archetype after the Wretched Addict received a nice buff recently. However I ended up with a hybrid list that features several sketchy locations and a nice Syndicate vibe, so it suits this category.

Your strategy is starting your engines early and harvest points from overspending. You can play your cards as you draw them, but save your spenders for the end of the round. So the coin management is pretty simple, and so is your point generation.

Pros:

– Wretched Addict is a pretty good card now

– Three different possible targets for Dwimveandra

– Beggars work well with Caesar Bilzen, if Sigi Reuven is not available

Cons:

– Little removal in this deck

– Self poison package is a bit clunky, Wretched Addicts often need a second round before they get started because Gellert is vulnerable

– Fisstech is bad for you

Core Cards:

This deck is not as much about particular cards, but more about the theme.

Written by Escanbryt

Overview:

I am trying to make Vampire deck good every single season. I’ve tried full-on vampires, mixed them with Frost and now it is time for a control heavy decklist. And it works quite well!

Pros:

– Nice combo with Orianna

– A lot of control

– Vampires

Cons:

– You lose against Veil and no unit decks

– Small cards that require setup

– Can be bad in short rounds

 

Core Cards:

Toad Prince: amazing 4 point removal that can bypass shields and armor for relatively low provision

Orianna: winner of a long round if hidden behind the defender

Yghern + Ozzrel + Golyat: old combo is back after recent provision changes!

Written by Bomblin

Becoming A Pro

Overview:

The core idea of this deck is to use one of the recent additions to the game, Mushy Truffle, to protect possibly one of the greediest cards in the game – Vattier. You might be asking yourself why use Mushy Truffle over cards such as Armory, Petri’s Philter, Thunderbolt or perhaps even your Defender. The answer is cost-efficiency, as all of the previous cards either rob you of way too many points alone, or can take place of other, better cards and thus weaken your deck overall. Mushy Truffle provides you with some extend of protection and even if Vattier gets answered or you don’t draw him, you are still left with a stellar card capable of generating over 20 points. The deck has been proven by reaching Pro Rank and is capable of climbing further. 

Pros:

– Vattier’s crazy potential unburdened by wacky tech/support cards.

– A very strong Assimilate and control packages.

– Multiple finishers/plans for the final round – flexibility.

Cons:

– Difficult to pilot and susceptible to a degree of rng with draws.

– In some matchups even 5 power won’t be enough to keep Vattier alive.

– Finding proactive plays can get tricky depending on your hand.

Core Cards:

Vattier de Rideaux: Freedom has never been sweeter as Vattier can exist without a bunch of silly cards now. Usually your R3 card but in some heavily unfavorable matchups (Swarm, Control or Movement decks) you can also play him earlier if you know he wouldn’t stick anyways. Unbelievable potential, he can reach over 30 points of value quite often. Most often played as the penultimate card and boosted by Mushy Truffle immediately for protection. 

Mushy Truffle: Can protect Vattier, triggers Assimilate twice, Allows you to use your opponents bronzes against your opponent, provides you with carryover if played in R2. This card is crazy. You always wanna draw it regardless of whether you plan to play Vattier or not. Illusionists are both quite powerful and very fun to play with. 

Ramon Tyrconnel + Soldiers: The reason for why I opted for Ramon (Aside from loving the card!) was that he can provide you with an additional lock that could potentially unblock your Vattier. Furthermore, he can give you extra Assimilate engines and more proactive control setup with Slave Hunters and a variety of useful things with Illusionists. Ramon can be really draw dependent and you should keep it in mind, though, when using Roderick, Joachim, or when shuffling in general. 

Written by Mercernn

Overview :

The main idea of the deck is to punish your opponent with their own strategy. Usually Vilgefortz Renegade targets include Heatwave, Echo cards or Combo cards which you can pull off with Artaud Terranova and Coup de Grace. Ideally in round 1, you thin with Blightmakers, set up spying with Turncoats and Mage Torturer. Then Fercart into Dead Man’s Tongue for thinning and tempo. Nilfgaard usually prefers a longer round, so when you win round 1 proceed to dry pass round 2 and  take the long round 3. There are some exceptions depending on you matchups like Traps, Relicts, Double Cross, etc. 

Pros:

-Great on red coin

-Has good control like locks and tall punish

-Has engines and tempo to win r1

Cons:

-Can be bled out of good cards

-Less proactive

-Disciplined mulligan is required to not brick your mage assassins

Core Cards:

Vilgefortz Renegade: Great punisher for when the opponent has used tall punishes or echo cards for you to steal. Basic idea is to swap their best card with a bronze tactic from hand which you can then later play with Lydia’s ranged ability.

Lydia van Bredevoort: Pairs really well with Renegade as she can take back the tactic you put in opponent’s GY

Vincent Van Moorlehem: Pairs really well with Imposter

Coup de Grace: The deathblow really helps setting up your Renegade, when the opportunity strikes take it. Use Renegade to get that card you killed with Coup in your hand.

Artaud Terranova: All the spying tags in the early rounds really help you in setting up combos with the Renegade in Round 3/Final Round.

Fercart: Helps you to thin your deck and set up targets for Coup and Artaud. Great when he plays Deadman’s Tongue or Invocation .

Thanned Turncoat : Utilized with Fercart it becomes a nice engine combo that also sets up your Artaud

Blightmaker : Always wants to thin your Mage Assassin

Deadman’s Tongue: Used on Emissary and  Informant most of the time.

Written by Decode789

Overview:

If you know me I always enjoy some wholesome Scoia’tael and this particular deck has quickly become a personal favorite. You may take a look at this list of cards and be confused but I swear it makes sense! The original deck idea was to play as many Sorceresses and Bountiful Harvests as possible; I first tried it with Idarran but have since opted for a more consistent variant. With this final version the idea is to create 2 Bountiful Harvests (while leaving the original 2 in deck) then put them back in deck and play all 4 at once through Simlas. For a sweet and simple explanation, GhostArya (who has enjoyed success with her own version of this deck) said it best; “Get Simlas and 4 Harvests or lose”! Also shoutout to Danamariani from Twitch chat for the perfect deck name. 

Pros:

– Quite consistent

– Very satisfying finisher

– Sorceresses intimidate opponents 

– Great carryover

– Actually likes Blue coin 

Cons

– Falls apart if core cards are missed

– Fears running into Graveyard punish

– Can overswarm in bad situations 

Core Cards

Filavandrel aen Fidhail: One of our ways to guarantee an early Harvest. Ideally we handbuff him with a Vrihedd Saboteur or with a well placed handbuff from another Harvest. Cursed Scroll is used as the stratagem mainly to guarantee Fil on hand so he can be buffed. 

Triss Telekinesis: Our second card with pretty high potential to guarantee an early Harvest. Almost always works unless you run into an opponent with many specials. We are running only 2 sets of bronze specials to make her more consistent. 

Johnny & Sarah: Very underrated cards that work extremely well with our gameplan. We can commit one of them in an early round to secure victory but would love to have both for our final Simlas combo. Can often find them handbuffed or use a leader charge to get them out of removal range.

Alissa Henson: The centerpiece that enables our combo, she shuffles 2 copies of a bronze (Bountiful Harvest) from your graveyard back to the deck. It’s very important you play her before you go for your Simlas. It’s risky to do this before the final round because you could draw into the shuffled cards so ideally it’s done in the same round as Simlas.

Simlas Finn aep Dabairr: The glorious Elven Sage himself who allows for our giant point swing of playing 4 Bountiful Harvest in a single turn. Remember to give yourself ample time as the sequencing of clicking 9 cards in a turn sometimes lasts the full timer. It’s advised to not get a Whisperer in longer rounds as you will often run out of space. Also keep a unit in hand as to not miss out on all the handbuffs from the Harvests, its great to see them all go on Gord for example.

Written by Kalvino

Overview

The main idea of the deck is to have the highest Skaggs as often as possible. If you miss Skaggs in the early game do not worry as you have Filavandrel, Defenders and Sorceresses. 

Pros:

– Can use Red Coin to secure carryover

– Strong engines

– Skaggs offers great removal

– If everything goes well our finisher is huge

Cons:

– Easily punished on Blue if your hand is bad

– Luck of the draw

– Torque can miss target cards if there’s too many units in hand

Core  Cards:

Torque: Bread and butter of the deck, always have to handbuff him when you get the chance

Filavandrel aen Fidhaill: Ideal number for him would be 8 or 10, 12 can sometimes backfire so if you are sure that getting the Waters of Brokilon would win you the game then go for it.

Dunca/Hawker Smugglers: Smugglers should be protected with the leader ability whenever possible because these are your handbuff engines.

Simlas Finn aep Dabairr: Bountiful harvests is a great combo often used to defend the bleed from the opponent and simultaneously handbuffing your cards.

Forest Protector: Bountiful harvest can get you out of a tight spot when you need that small tempo. Into Rebuke for the control option as well.

Vrihedd Saboteur: Filavandrel / Sorceresses

Written by Decode789

Overview:

I love Glusty. I love AQ. I love Shupe. I love She-Troll. I love Renew. How about combining all of these ideas in one deck? It is perfect. Use your Glusty in round 1 because you want to use him again the round 3!

Pros:

– A lot of control

– No one expects double Glusty

– Nice combo finisher

Cons:

– Resets

– Korathi heatwave on Glusty

– Sometimes it is slow

Core Cards:

Renew: Most of the time you want to use it on Glusty to have your combo again. However, there are situations where it is better to use it on Whispess, defender, or even she-troll!

She Troll + Vran Warrior + Wererat: if you can get the combo going on, you get 3 points per turn!

Shupe + Radeyah: Nice value cards!

Written by Bomblin

Overview:

Deathwish has recently been buffed so I wanted to give it a try. Do you want to slam Rotfiends in your opponent’s face? Then this is the deck for you!

Pros

–  Can generate a lot of points in a short round

–  Has a control aspect where people are forced to play either around Fiends, Miruna or Toad Prince 

Cons:

– Goes tall on consume cards

-Opponents can play around Miruna or Toad Prince

Core  Cards:

Mushy Truffle : This card can enable your bonded ability for your Harpy when required.

Penitent: This card can be used early to thin out either Pugo/Golyat from your deck which enables your Ozzrel later on.

Haunt : This is the core deathwish enabler of the deck. Helps you proc Dettlaff, Miruna or Harpies when you are short on consumes.

Cyclops: I would like to call it an offensive consume where you just yeet the Fiend dealing 5 damage and also procing the deathwish of 5 damage. It is a flexible card among deathwish.

Dettlaff: In a short round, Dettlaff and your leader can generate a huge amount of points.

Urn of Shadows: Another useful tool to enable your deathwish abilities when you are short on consume cards. Usually for Archespore thin, Miruna seize or Penitent thin.

Written by Decode789

Introduction:

So first of all, keep in mind that this deck is supposed to be an attempt to use different neutral cards together with the power of Northern Realms to create some unique combination.
It surely has its strengths but also lacks some sort of tempo or heavy control options for certain matchups.

Gameplan:

The core idea is to play your Poor f* Infantry, turn them into Kaedweni Revenants with Draug and overwhelm your opponent with your specter army. Then, using Land of a Thousand Fables to turn your second Amphibious Assault into another Draug, you do all this again. Maybe with some Poor f* Infantry you have left, maybe with some other humans. 

Obviously, you can also use your Radovid’s Royal Guards, Dun Banner or Maxii Van Dekkar in addition to some leader charges in round 1 to place humans on your side of the board, turning them with Draug instead of your Infantry. 

Core Cards:

The Mushy Truffle is there to give you more Poor f* Infantry, while Casting Contest can help you to reenable the Revenants Order Ability and also boosting it up. While cards like Vincent Meis and Margarita Laux-Antille give you some control options on your opponent’s side of the board, the Siege Ladder is necessary to move around your Revenants, making them more flexible in what row you want to spawn more. You sometimes might overswarm a row pretty fast if you are not careful, so see them as your strategic movement.
Mandatory to this list is the Land of a Thousand Fables on Amphibious Assault, as only its order can turn AA into Draug…otherwise the core strategy won’t work. Therefor we have Pincer Maneuver as our leader ability in addition to also playing Oneiromancy…just to be sure. 

Tips:

Anyway, that’s basically it. You might find decent matchups, you might get in trouble versus other decks, but it surely teaches you sequencing in Gwent and can be a lot of fun if everything works out, while also strong enough to overwhelm your opponents. If you want to, you can change cards a bit, like a second Aedirnian Mauler or even including Sabrina Glevissig.

Written by Sawyer1888

Overview:

This deck is very control-heavy and has a few cards and combos that can slam down quite some points. The signature move is a three card combo of Tuirseach Veteran, Megascope and Idarran that yields 27 points for 17 provisions. This can usually only be countered if the Veteran is removed right away, which is kinda easy, but not obvious. And the Veteran can be made harder to remove, if one of the locations has its Order available. If you play greedier, the locations can both benefit from Idarran, if played after the combo.

Otherwise you have the Portal with the Bear Witcher Adepts and almost exclusively high base power units. So you can just play Triss Merigold as a plain removal card whenever needed, the only real brick being Geralt: Quen. Maxii van Dekkar and Cursed Scroll help your consistency.

Pros:

– Can create a lot of pressure on red coin

– Has a lot of options to disrupt engine decks

– Bleeds well and has a good short round with Geralt: Quen and Bear Witcher

Cons:

– Feels awkward if the Tuirseach Veterans get answered early

– Falls short if the removal doesn’t really disrupt a strategy

– Can sometimes have a clunky hand

Core Cards:

The combo cards are the core obviously, but beyond that it’s also not easy to change cards here. Cards like Portal, Marching Orders and Triss Merigold have specific deckbuilding requirements. And this deck feels really synergistic if you consider that this is a control-pointslam-deck. So I wouldn’t recommend changing too much here.

Written by Escanbryt

Honorable Mentions

Overview:

This is a highly greedy, inconsistent but super awesome SY meme deck to have fun with. Off the Books leader is essential as we don’t have a lot of ways to generate coins. Some cards can be used for Tribute (0). Basically has 3 main combos that can be utilized to make your opponent’s eyes roll back and forth while trying to understand what is going on!! 

Pros:

– Super greedy!!!

– Fun interactions/combos

– Feels good to pull off

Cons:

– Inconsistent

– Super draw dependent!!!

– Very vulnerable to tall removal

Core Cards:

Gellert Bleinheim + Salamandra Abomination: Can be used in any round, only if you have a full hand. Main goal is to have Abomination poisoned then add veil to it (via Crystal Skull or Stolen Mutagens). Try getting as many coins as possible and maybe commit a leader charge as well (not more than 7 though). Use Bleinheim and spam its fee order on Abomination. 1 coin will equal to a 4 point boost on Abomination (Veil will protect Abomination from second poison), with enough coins you can get about 30-40 points in a single turn. Can be spammed until Adrenaline 6 (Abomination self-purifies on turn end). Can help pushing your opponent to pass or bait a tall removal

Madame Luiza + Tinboy & Savolla: Can be used at any given moment to win a specific round or get out of a nasty bleed situation

Greater Brothers + Apothecary + Teleportation + Vlodimir: Make sure to initially use Greater Brothers while you don’t have any coins in your purse. Use Insanity until power drops to 2, then play Apothecary using Tribute for both heal and boost then use Insanity again to further boost your armor. Rinse and repeat (second apothecary or via teleportation) for a sweet 35-40+ armor on Greater Brothers. Last card should be Vlodimir to swap armor with power for a nice big finisher.

Bekker’s Dark Mirror: Can be used offensively but also as an extra/backup heal/boost on Greater Brothers for even greater boost!!!

Triss Telekinesis: Chance to get extra Stolen Mutagen or Teleportation 

Written by Pokkas88

Conclusion

This was our fourth 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 Carrost, Escanbryt, Sawyer, Mercernn, Decode and Pokkas for providing us with their decks! Otherwise it would have been somewhat one-sided, with only decks from Bomblin, Kalvino 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, Kalvino and I will fare thee well, and we’ll see you again in Meme Snapshot #5!

Do you have a unique meme deck? Then please contact us on Discord and we will consider putting it in our next Meme Snapshot!

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

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!

Bandit Gang’s Meme Snapshot for Gwent #2

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 second edition of Bandit Gang’s Meme Snapshot! In case you missed out on our first edition, you can find it here. This time, we wanted to use new concepts that weren’t included in the first 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:
Francesca
must be one of my favorite cards from the Price of Power expansion. The first thing I thought when I saw her was: how can I abuse it? Of course, the answer is expensive (or high-provision) specials. But which one is the best? SHUPE! As you may already guess, the idea is to play Shupe twice. Try to protect Francesca by letting the opponent remove other engines. Count how many spells you have and look out to not copy a different spell by accident.

Pros:
-When it works, you can get tons of points or even double carryover!
-Can generate a lot of long round value
-You get to play ST, which is rare

Cons:
-Draw dependent
-It can be tricky to time Francesca perfectly
-Can easily lose against heavy control decks

Core Cards:
Avallac’h: Recent buffs made this card very good in mid-range decks. It can easily get its full value and the choice is flexible. Also, it triggers spell counter.

Gezras: The god of swarm finishers. Not only can he boost your row filled with Whisper of Dol Blathanna and treants but he also can generate offensive value.

Harald Gord: While he is not in a deck in this version, you might consider putting him in the deck. All units that generate spells can make him bigger and worth playing.

Written by Bomblin.

Overview:
This was the first meme I made from the new Price of Power, expansion. The idea is to create as many Vigilantes as possible. If you manage to create a lot, every enemy that receives a bounty status will instantly die. Moreover, with The Witchfinder on the board, you can just pass and enjoy the victory!

Pros:
-Possibility of huge *pew* *pew* *pew*
-Can destroy greedy decks in a long round 3
-Gives a chance for an amazing hero pass

Cons:
-Vulnerable to bleed
-Veil is your worst enemy
-Not very good against control meta

Core Cards:
Igor the Hook: helps you make as many Vigilantes as possible. Use all your coins just to create your masked boys.

Idarran/Megascope: The beauty of this combo is that you have a guaranteed value from Idarran if you use him after copying a card with Megascope. If he stays longer, Igor is your best friend.

Savolla/Moreelse: These two cards have no direct synergy with the whole deck concept but lets you get a nice tempo in round 1 to force the opponent to pass. This way, you have a higher chance to get to a long round 3. Also, they work great with all the coins you generate
from bounties.

Written by Bomblin.

Overview:
Salamander combo was always one of the coolest looking combos and at the same time, very satisfying to watch. With changes to Jackpot, we now have a new payoff card: Roland Bleinheim. Now, when he is on the board during a combo, you get a huge boost of points from every poisoned target! Buffs to other cards also made the deck good in round 1, which it’s crucial to win.

Pros:
-Looks amazing!
-Can easily win against engine heavy decks.
-If Roland survives, you can’t lose.

Cons:
-Relies heavily on the combo.
-Can be bled easily.
-It’s awkward if you get to a short round 3 or you miss your combo pieces.

Core Cards:
Salamander:  You need to be careful! Remember that you need 7 coins to trigger the tribute or your combo won’t work! You can transfer the poison from Roland to Salamander using Salamandra Hideout to instantly kill it for Renew.

Lieutenant Von Herst: The idea behind this guy is to create a lot of units for your combo. The more units on the board, the more poison you can apply which means more points for Roland!

Thinning bois: Both Sewer Raiders and Casino Bouncers give you a fast and nice thinning option for round 1. Combining their bodies with the power of Gellert Bleinheim gives you a chance to easily win round 1.

Written by Bomblin.

Overview:
This is a full meme deck! Do not craft! The idea is to make Istredd as big as possible. Hide him behind the defender and let him grow. In round 3, use renew on him and let him grow again. Finish the game with a nice Snowdrop + Istredd combo! Look out! If you draw more cards than you can hold, you will mill cards from your HAND!

Pros:
-Big snowdrop
-Opponent will not know whats going on
-It’s consistent because of leader!

Cons:
-You rarely win
-You can self mill cards from your hand
-Super vulnerable to any removal

Core Cards:
Foltest: Combining him with Blue Stripes Commandos can win you round 1 easily if your opponent has no answer for both defender and Foltest. It also shuffles more cards into your deck which works great with big Istredd.

Queen Adalia: with Cintrian Spellweaver, Adalia can be the machine gun that can steal the win in any round.

Pavetta: Works well with both Commandos and Dun Banners! With Pincer Maneuver, it is a guaranteed that you will drop at least one part of the combo.

Written by Bomblin.

Overview:
I love hyperthin. In the last snapshot, I presented NR hyperthin, Syndicate hyperthin and, of course, Nilfgaard hyperthin is now around everywhere on the ladder. Here, however, I bring something new – Skellige hyperthin! It is easily possible due to the number of discards you have and the inclusion of Jutta that generates tons of value.

Pros:
-Super consistent
-Can easily win round 1 if you draw perfectly due to discard package
-Unique and unexpected

Cons:
-Auto loses against mill
-Like really auto loses against mill
-Sequencing, especially in the end, can be super tricky, awkward, and sub-optimal

Core Cards:
Snowdrop: with all the discard cards, Snowdrop can get to very high points super quickly. If you also have Coral on the board, your discard not only gives you consistency but also boosts and damages! It also fixes your hand!

Blaze of Glory + Sigrdrifa’s Rite is a nice finisher up to 24 points that the opponent cannot really prepare for. As a backup, you can use Covenant of Steel. The consideration for the deck is to also put An Craite Greatsword into it.

Ciri: Nova: nice carryover points that can guarantee you a pass in round 2 or bonus points in a short round 3. Also baits removal.

Written by Bomblin.

Overview:
This experiment was brewed in the Kalvino + Bomblin laboratory. There are two combos in the deck. The first one is the great synergy with Idarran and Queensguards. You can get 2 spawns just by clicking it once! The second combo is Yennefer -> you want to play as many annoying cards for your opponent to deal with (Harald, Olgierd, totem, Veteran) and then just use Yennefer for damage! You will get only benefits, will your opponent will suffer tremendous pain!

Pros:
-Super awkward for your opponent to deal with some cards
-Has a fun and unique combo
-Do not need that much consistency – only Yennefer is necessary.

Cons:
-Can be out greeded by heavy engine/armor decks (e.g. Koschey).
-You can over-swarm
-Heavy control decks can deal with your cards easily

Core Cards:
Cerys: can be used as a tempo and thin tool in the melee row but can be also used as an engine generator on the range row. Flexibility is always welcome!

Dire Bear: Tech for Koschey decks that work like a charm! It is quite powerful against other match-ups!

Olgierd: Super clunky to deal with for your opponent. He is a master of soaking random damage (weather, Ballista, Madoc). He also works well with Svalblod Priest and Yennefer!

Written by Bomblin.

Lore Friendly

Overview:
In the most recent patch, we got a tiny buff to Adriano. It inspired me to make a whole deck around just this tiny buff. The plan is to make AS MANY SEDUCTRESSES AS POSSIBLE. This will result in your opponent being unable to play any card without losing points especially if your opponent uses tutor cards like Menno/Fauve etc.

Pros:
-Can out greed any deck
-Powerful in both long and short rounds
– ( ͡°͜ʖ ͡°)

Cons:
-Control decks can easily deal with your early low tempo
Korathi Heatwave gets tons of value
-Sometimes lacks coin spenders

Core cards:
Portal: The change to ghoul made it possible to easily use Portal in Syndicate. You can get both engines (Peaches) or raw points (Ghouls). Both help you in round 1.

Igor: Can create a lot of Sly Seductresses and Peaches that overwhelm your opponent. Cards like Swallow and Shakedown let you use the insanity again. And again. And again.

Adriano: The core card! Can give you coins and a nice tempo especially with Passiflora. Be careful to not over profit and to miss the tribute!

Written by Bomblin.

Overview:
What is better than 1 cow? 5 cows! Germain Piquant is the king of the swarm and he synergizes well with Slave Infantry. The amount of points you can generate is insane! This deck works well in a long round (with cows and bone talisman) but also in a short round (leader, Portal, Slave Infantries).

Pros:
-Amazing long round with all the swarm and Bone Talisman
-Have a nice mix of small combos
-Cows

Cons:
-Pinging damage and destroy the deck
-Draw dependent, so consistency can be an issue
–Vulnerable to bleed

Core cards:
Triss: My favorite flexible card. You can play her as a short round value card with Imperial Diplomacy or battle preparation or you can play her as another bone talisman with a body. Sometimes you can even use your opponent’s good cards!

Portal: Buff to Ard Feainn Tortoise made a perfect Portal target. Card also thins and put big points on the board.

Vreemde/Vrygheff: The “V” officers! The gods of soldier decks have been around for years. Their provision cost is so low that they can easily find their value in a heavy soldier deck. Soldier decks just need a good high provision finisher!

Written by Bomblin.

Overview:
The deck is all about getting as many beasts in your graveyard for Corrupted Flaminica as possible and then playing Crow Messengers every round. Depending on what you draw, you either go for swarm and purification in round 1 with Siegfried or making copies of Crow Messengers. If you go for the as many beasts in your graveyard as possible route, then make sure to use Rage of the Sea before you play Siegfried. The other route to make copies of Crow Messenger requires you to draw Operator & Megascopes. So judge accordingly based on your hand.

Pros:
-Amazing short round if you managed to setup Corrupted Flaminica and Crow Messengers well
-You play a deck from someone that reached Top 8 in Gwent Partner tournament
-Its a budget version of Triple Commandos

Cons:
-Susceptible to row punish
-Draw dependent
Corrupted Flaminica is not your final play, therefore she is vulnerable

Core Cards:
Siegfried of Denesle in order to purify all the tokens.

Corrupted Flaminica because of all the beasts that you get in the graveyard.

Written by Babyjosus.

Becoming A Pro

Overview:
With the release of Rience, the archetype Hyperthin got a huge buff and all of a sudden Rico has become playable. Alongside cards like Rience, Dead Man’s Tongue, Blightmaker, and  Mage Assassins got also added to the card pool and are a perfect fit for Hyperthin as well. CDPR also buffed Imperial Golem recently which is a good replacement for Tibor. So with all the love the archetype has received, its on the edge of being competitive.

Pros:
-Tempo plays in round 1 with Blightmaker and Mage Assassin
-Can thin to 0
Allgod

Cons:
-The mulligans can be problematic and could force you to play Tactical Decision early
-Cloggers and Mill are your worst nightmare
-Not being able to play Allgod on Rience, Imperial Golem and Affan

Core Cards:
Imperial Golem is the reason why you get value out of cards like Xarthisius, Yennefer: Divination, and Vilgefortz. So make sure he is the only card left in your deck before playing them!

Written by Babyjosus.

Overview:
An amazing deck was made by my boy Mercernn last season but it still works perfectly fine. It is for me a big surprise that people still do not play Mobilization. This deck just wins! The plan is to overwhelm your opponent with tons of damage from cards like Reinforced Ballista and Lyrian Arbalest. This is a true definition of a good mid-range deck.

Pros:
-Deck is great both in the long round and in the short round
-Have a lot of different answers from locks, through Korathi Heatwave, to Bloody Baron
-Unexpected

 Cons:
-Sometimes you can get screwed by mulligans (Hubert in hand, no soldiers, no Adalia target)
-It is hard to play perfectly
-You can be out-tempoed if you are not careful

Core Cards:
Gerhart: I just love this card. It is super flexible and rewards you for knowing a) what is in your opponent’s deck and; b) for knowing what spells are in the deck builder. He can help you with everything! Row punish, tall punish, points, even thinning!

Falibor: A silent killer. I haven’t seen this card in a looong time but it is just good. It gives you a nice body and a small removal. It is also very easy to line him up for maximum value in the current meta with all your engines.

Shani: SHE CAN GIVE YOU 20 FKN POINTS!

Written by Bomblin.

Overview:
Basically the game-plan is to push R1 with Ciri: Dash and Defender. You want them to heatwave either defender or Dash for you. Then you can play Dagur R1 if you have to as well, though you should mainly focus on the discard package. After round 1, if defender got heatwaved you want to try to bleed out their potential answers to Dagur, and then rez Dagur in R3 and hope he sticks. If defender wasn’t heatwaved, go straight to r3 and rez defender, then play Dagur as soon as you think its safe.

Pros:
-If unanswered, Dagur can generate a lot of points in a long round
-Lots of control options
-Consistent due to discard package

Cons:
Korathi Heatwave wrecks you
Wild Boar of the Sea can be awkward if you kill everything
-No Sunset Wanderers

 Core Cards:
Dagur
can win in short round just with leader ability, can carry you to the moon.

 Ciri: Dash can guarantee you final say, which is crucial for Dagur.

 Discard package has amazing consistency and points.

Written by DrCorchit.

Honorable Mentions

While Kalvino is not on Bandit Gang, we consider him as a friend of Bandit Gang, or even the Adored Fan of Bandit Gang. Therefore we include one of his favorite decks in our Meme Snapshot. Of course, this is not something we do for free. We had to strike a deal with him to write his future Deck Guides for the website. So expect a lot more from Kalvino as a Guest Writer!

Even though AcidBunny is still on trial to join Bandit Gang, we decided to include one of his OG decks in the Meme Snapshot, with the reasoning to bully Rasheed of course…

Ahh, the deck that you have all been waiting for. Rasheed’s Monster Mill.  According to Rasheed the deck is quite optimized and will do the milling very well for you. But that’s about it. One golden tip from him is to put your Goliath in different rows to avoid full rows because then they don’t mill anymore.

Conclusion

This was our second 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 Denpai, Dr.Corchit, Mercernn, Kalvino, AcidBunny & Rasheed 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 #3!

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

Bandit Gang’s Meme Snapshot for Gwent #1

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 it. For example, a deck like Thicc Aglais. Other people believe that meme decks have their own theme like the archetype Bandits, 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, even though the majority won’t play with it. You could think of a deck like Triple Commandos here. So if there are all sorts of decks outside of meta decks out there, then why are there no snapshots for these decks? Well, that question will finally be answered now that Bandit Gang represents their first Meme Snapshot.

The idea of having a Meme Snapshot is something we will be doing on a regular basis, preferably every quarter of the year. But, with the soon-to- be new cards being added every 2 months we could try to either update it or publish a new edition of a Meme Snapshot a month after that. For this first snapshot, we categorized it into three. 

1. Fun But Garbage Decks: these are the decks that are just for fun but will 9 out of 10 not win you any games. 

2. Lore Friendly Decks: these are decks that are created regarding a certain theme that often is 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.

We at Bandit Gang have been promoting these decks for a very long time since most other teams don’t promote them enough. And we had the idea to put these decks in a snapshot for memes for a long time now. It originally came from Driftbling, who sadly, is no longer on the team. We therefore introduce you to our very first Meme Snapshot, which we have  written in honor of Driftbling and all the memers out there. So enjoy!

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
Hearthstone deck is a pure assimilate deck. Its goal is to play as many assimilate engines as possible and trigger tons of assimilate procs. The main idea of the deck is to win round 1 with engines from Portal and the rest of your bronzes. Then, in a long round 3, you want to use all your gold assimilate cards and boost them to oblivion. Fun guaranteed.

Pros
-Master of long rounds. The deck has so many engines and so many double triggers that you can outgreed any meta list.
-RNG can save you. Some randomly generated cards can save you from unwinnable games. But…

Cons
-RNG can also screw you. Low Rolls from cards like Cantarella or Bribery can actually give you “minus” points.
-You can struggle with a short round if you draw only engines.
– It is slow to set up. Before you setup all your engines, your opponent can completely outpoint you.

Core Cards
Uma’s Curse is a card that can completely high roll your victory and creates cards which in turn might create others. Remember, though, not to play it as your last card because many gold units have “Order”. At the same time, do not play it too early – generated cards can be reactive. Aguara works similarly.

Triss: Telekinesis is your tempo generator. Because your only special is imperial diplomacy, you always (unless you play against heavy spell deck) get it. It triggers assimilate at least twice, which makes the points really add up when you control multiple bronze engines. 

Damien de la Tour is a great card because of the prevalance of  Iharraquax players on the ladder this meta
due to Viy’s popularity. This can help you counter their strategy and also provide an additional
proc for all your engines. Also, because you have a lot of engines in the deck, people might run
out of removal.

Written by Bomblin.

Overview
The point of the deck is to combine two of my favorite strategies in Gwent: Hyperthin and bamboozle. And for bonus memes, I also made this deck a Ciri: Nova list. Why? Because I can. The main plan is to win round 1 with card advantage because your opponent doesn’t know the interaction between Mahakam Horn and Caldwell. After that, you can bleed or go to round 3 with Ciri: Nova carryover and win it with a bunch of uninteractive spells/traps and the Yen+Triss package.

Pros
-If it works, it’s funny and can give you upvotes on Reddit.
-It has “surprise” value.
-It can destroy engine-based decks.

Cons
-Vulnerable to bleed.
-Long rounds can be a problem because you have no engines.
-You can bamboozle yourself playing Caldwell for -10 points.

Core Cards
So what is the famous bamboozle combo? The idea is simple, you play Mahakam horn (with Hattori you can play 2) next to one of your biggest cards (ideally Saesenthesis). Then, you play Caldwell and pass. If your opponent doesn’t know the interaction, they might put a card on the board that is higher points than you Saesenthesis to „Steal” Caldwell. However, if they then pass, the Mahakam Horn will boost your unit and if any will be the highest, Caldwell will move back to your side of the board! If this works, expect an “opponent connection lost” on your screen.

Schirru is not bad in the current meta, being able to clear a lot of 5-power units if played with  Isengrim’s Council. You can also line him up with Precision Strike, sentinels, and even by springing Mahakam Horn earlier!

Knickers because he is a good boi.

Written by Bomblin.

Overview
The plan of the deck is simple. Make the biggest Aglais on the planet. In round 1, you hope to go second and you should try to boost your in-hand Aglais with every possible card. If possible, pass in round 2 and go to round 3 with last say. In round 3, boost Aglais even more and finish with a Syanna + Leader + everything else you’ve got.

Pros
-Thicc Aglais.
-Big points
-Pog

Cons
-Predictable.
-Bleedable.
-Vulnerable.
-Unplayable.

Core Cards
Land of a Thousand Fables: The idea about this card is to transform Muzzle into a more useful card. You have 33% to get what you want. The outcomes are: Regis (bad), Radeyah (good), Syanna (very good). You can use a transformed card to boost Aglais even more! 

Radeyah to always pick a card that can boost Aglais even more. The best one is of course tactical advantage and enchanted armor. We also made this deck a singleton because transforming Muzzle can get you Radeyah, so we can use her ability.

Written by Bomblin.

Overview
This deck is Bomblin’s baby. It was originally made a few months ago, but now it only got better with buffs to cards like Greater Brothers and Gellert. The goal of the deck is to finish the game with a huge Greater Brothers that is not vulnerable to most tall removals. The deck is also super consistent due to tons of thinning cards and can easily win round one with Gellert. It also has many small combos that can easily win you a game.

Pros
-Surprise value.
-Super consistent and cards like Eavesdrop/Snowdrop can help you with awkward hands.
-Can win in a short and long round.

Cons
KORATHI HEATWAVE is a greater brother’s destroyer. 
-While you have a lot of thinning and consistency, mulligans can be problematic.
-Sometimes you just don’t generate enough points to win.

Core Cards
Greater Brothers is the main combo card. The plan is to transform all coins and health into armor. Remember that cards like apothecary and Bekker’s Dark Mirror give even more value! After you set up everything, finish a game with Vlodimir for insane amounts of points.

Procession of Penance is the best card to keep in your deck for Triss and Yennefer. Both cards will play for up to 15 points! If you draw it, however, you play it for only 2 points. Fear not! People, most of the time don’t remove it so you can use heal or Mirror for insane point swing!

Gellert change to adrenaline made this card insane round 1 card – especially if you can play a lot of units early. And in this deck, you can! If you use both your thinning bronzes, get Flying Redanian and Knickers, Gellert can instantly swing for a lot of points and secure you round 1.

Written by Bomblin.

Overview
This deck is designed to play Idarran of Ulivo, in combination with Savolla, to spawn a second Frightener that can be healed for big points with the Blindeye Apothecary. The deck around this is designed to take advantage of tributes and contribute to the combo. Round one is meant to be taken by engines like Sly Seductress and Tax Collector, supported by cards like Adriano the Mink, Igor the Hook, Greater Brothers, Armory Ludovicus Brunenbaum, Madame Luiza, Casino Bouncers, bronze spenders, and maybe even Bincy Blumerholdt if necessary. Save the leader ability, though.

Let’s assume you made it to round three without being bled of your combo cards. Then you’d start with the remaining engines in your hand to bait removal, following up with at least one Salamandra Mage, Fallen Rayla, Bincy Blumerholdt, a bronze spender, and Azar Javed in the order that makes the most sense to you in that particular game. If you don’t expect too much removal, you can start with the Mage and Fallen Rayla before your defender for more tribute greed. Keep the coin management in mind and use the leader when it makes the most sense to you.

You want your last three cards to be Idarran, Savolla, and Blindeye Apothecary while your bank account is at least at 7. Then you play these cards in just that order and play the combo. If you control a Salamandra Mage, Savolla’s tribute will grant you 2 coins that enables Blindeye Apothecary’s tribute as well and leaves 2 coins to spend. If the mage got removed, you lose a few points but just play the Blindeye Apothecary in the melee row. Fallen Rayla and Bincy gain many points in the process as well.

Pros
-Good question.

Cons
-Mediocre round 1.
-Susceptible to bleeding.
-A combo that can be interrupted in many ways.

Core Cards
Basically already described in the overview. I tried to bring in additional uses for combo cards
if you are forced to play them. Additional Blindeye Apothecary cards for example would be the insanity
cards Igor the Hook and Bloody Good Friends. Madame Luiza is taking away points from Rayla
if you play her with Savolla, so I have no problem to play her in round one for Adriano the Mink or Ludovicus Brunenbaum.
If you still have her in Round 3, you can play her before the Salamandra Mage. Or if Fallen Rayla got bled
or is stuck in the deck, just use her with Savolla. This deck requires a bit of creative thinking
on how to use the cards alternatively if you don’t have everything available. If it comes down to this,
you can still try to take a short round 3 with a simple Savolla play.

Written by Escanbryt.

Overview
This deck has been made with one purpose – make Dandelion: Vainglory great, while at the same time bamboozling your opponent. You should try to keep in round 1 everything outside your main combo. Then, in round 3, you play operator on Slyzard, you pretend you want to kill it with poison BUT you poison unit next to it. Very important! You need to emote the opponent so they think you misplayed. Then they probably will use consume to eat poison and BANG! You have a big Dandelion target!

Pros
-Dandelion: Vainglory
-Value

Cons
-You lose 99% of games.

Core Cards
The original idea was to copy Griffin with the operator to get value from Dandelion. If you do so, Idarran will spawn a 1 point copy that you can eat with Tatterwing for nice 14 points. He also synergizes very well with leader ability and larvas.

Plague Maiden + Morvudd combo can actually win you a short round. If you add Wererat to the mix, you can create a lot of rats that later can be boosted.

Dandelion vainglory for tiger value kappa.

Written by Bomblin.

Overview
How to combine hyper thin and Viy? Play Archgriffin! This deck can easily thin to 0 units in the deck due to the recent change to Pincer Maneuver as well as Griffin Witcher Mentors. This allows you to go all-in on Archgriffin in round 1 and then keep him in the deck as the only unit. Because he keeps the boost, Triss, Yen, and Erland can play for 30 points or more! Decoy lets you gamble 50/50 for additional tons of points at the end.

Pros
-Can win a short round against almost any deck.
-Deck is super consistent. It’s almost impossible to brick it if you play it correctly.
-Generates quite a lot of points even in round 1.

Cons
-Auto loses if your Archgriffin can be answered from behind Defender. Especially if your opponent plays Korathi Heatwave.
-Vulnerable to reset in round 3 and heavy control decks.
-No engines mean your long round is not that good.

Core Cards
Griffin Witcher Mentor – the god of unit thinning. Just make sure you have enough spells to shuffle back into your deck and combo is  guaranteed.

Triangle within a Triangle gives a nice boost to Archgriffin but can also be used offensively on cards like Ciri: Dash.

Griffin Witcher Ranger is not only a great card to be used on Archgriffin, but it is also actually a pretty powerful card in round 1. It can easily get to 10 points.

Written by Bomblin.

Overview
If you hate Nilfgaard, you hate locks, you hate poison, and you hate swarm – this is the deck for you! The plan of the game is simple: Spawn as many Kerack City Guards as possible. Then you have some extra power from the super board clear which combines Dragon’s Dream, Sabrina, and Geralt: Yrden. In round 1, try to win with your bronzes, but don’t use Kerack City Guard unless you have two copies in hand.

Pros
-Wins against a swarm.
-Wins against Nilfgaard.
-Amazing long round 3.

Cons
-Can be bled.
-Loses against SK.
-No consistency.

Core cards
Use Idarran with leader after spawning Kerack City Guard from Queen Adalia. If she sticks later, you can generate a lot of value from the Operator and reinforcement. She is also a bait for tall removal like heatwave that will later not be used on big kerack city guard.

Dragon’s Dream is absolute garbage if the opponent bleeds you or if you play against decks like Kelltulis/unitless decks. But if you play against elves, Nilfgaard swarm, etc., it gives you tons of value, and also “procs” Sabrina. This means that you deal 5 damage to everything on the row and with help of beautiful ladies, you line up a full row.

Kerack City Guard is just beautiful. Remember to use the tallest one when you want
to move something! It helps you a bit against tall removal or Yrden.

Written by Bomblin.

Lore Friendly

Overview
The idea is simple. Play dragons. Because Saskia has harmony, we have decided to add the whole harmony package. Deck also runs a lot of removals, so you create engines while at the same time you remove your opponent’s engines. The Invigorate leader ability helps you keep your engines alive.

Pros
-Can win both long and short rounds.
-Good against decks with a lot of tall cards like Viy.
-Fun to play

Cons
-You have under performing cards in your deck.
-The points ceiling you can get is not that high.
-The deck can be slow at generating points.

Core Cards
Villentretenmerth is actually underrated in the current meta. You can snipe a lot of big units against Viy, Keltullis, any Nilfgaard deck, and even Skellige. It is also not vulnerable to lock, because if you purify it with Dryad’s Caress it will go off by the end of the round. Borkh can also snipe valuable targets hidden behind the defender.

This time, we wanted to highlight Saesenthesis: Blaze + Ocvist because they are actually under performing. They are in the deck mostly for the lore power so if you want to make a similar deck but better – cut these two cards.

I love Saskia. Great finisher and an engine. It would be soooooo good if CDPR would decide to change it to “play” but it might be too good. Be careful when you use her! You don’t want to use a unit with a category you will play later.

Written by Bomblin.

Overview
Stockpile definitely needs a change, but if you still want to play it, I suggest you try this version. The plan is to play a lot of mages and a lot of engines that will overwhelm the opponent. Try to go to 2 long rounds because that where you find the most value. You have a lot of small combos so feel free to “waste” some of these resources earlier.

Pros
-It contains mages ( ͡° ͜ʖ ͡°).
-Can be extremely good in a long round.
-Can high roll the victory.

Cons
-Vulnerable to control.
-Vulnerable to bleed.
-You often end up in situations where your leader is just useless.

Core Cards
Cosimo Malaspina/Alzur are both cards that got better with the provision changes on Regis. Now you can’t spawn Regis when you use Oneiromancy after Alzur or on Cosimo’d Philippa. Be careful! It’s a 33% chance to get Kelltullis so in most situations you want to play those cards on the ranged row!

Immortals  is absolutely bonkers against weather and random ping damage from cards like Drummond Berserkers, Herkja Drummond, etc. With Damned Sorceress on the board, you can transform those 2 cards into a 4 point engine every 2 turns (with your leader ability).

Yennefer: Conjurer, if unanswered, can generate an extreme amount of value. You can line up opponent cards with Arbalest or Cintrian Spellweaver to get insane points every turn.

Written by Bomblin.

Overview
This is a lore-friendly deck that wants to play a lot of bandits. The game plan is to play long round 1 with all bandits to find good value from the free company. Svalblod Priest can help you generate passive points, especially in combination with Armored Drakkar or Olgierd. In the perfect world, you can even go to a short round where you use Dracoturtle -> leader -> Vlodimir and finish a game with a juicy, thicc Iris: Shade.

Pros
-Amazing finisher.
-Great long round if unanswered.
-Surprise value.

Cons
-Bandits can be easily stopped.
-Draw dependent.
Korathi Heatwave on Dracoturtle and your whole gameplan is ruined.

Core Cards
Gascon is a really underrated card but a bit too expensive to play. However, he can give you the card you need: damage, move, armor! It’s just very flexible and you have around 50% chance to get you exactly what you need.

Iris’ Companions is a must-have card in any deck that relies on Iris. The recent buff made this card absolutely amazing in combo decks. You can get whatever you want while discarding a low-provision card. At the same time, you can easily look for Iris.

Not only is Olgierd’s art amazing but also his ability. It can bait Korathi Heatwave from your opponent, but also soak all random damage that your opponent throws at you. It is also a nice card to be placed next to a Svalblod Priest so you always get 2 points per turn.

Written by Bomblin.

Becoming A Pro

Overview
After Madoc got released, the most logical idea seemed to be to put him in a Hyperthin Deck. Simply because he thins by 1 and allows you to play bombs, which are special cards. And with patch 8.5, Tactical Decision has gotten a slight buff since Morvran Voorhis has become 7 base power. Therefore, we decided to show some love to the deck. For a more in-depth explanation of how to play the deck, you can read the Deck Guide here.

Pros
-Huge tempo play in round 1.
-Can thin to 0.
-The deck has lots of control, so getting rid of your opponent’s engines should be an easy task for you.

Cons
-The mulligans can be problematic and could force you to play Tactical Decision early.
-Cloggers and Mill are your worst nightmare.
-Lacks proactivity.
-Lacks statuses, Dimeritium Bomb and Alba Armored Cavalry are the only two cards in the deck that can offensively put a status on a unit from the opponent to get Hunting Pack out.

Core Cards
Tibor Eggebracht is the reason why you get value out of cards like Xarthisius, Triss: Merigold, Yennefer: Divination, and Vilgefortz. So make sure he is the only card left in your deck before playing them!

Written by Babyjosus.

Overview
The idea of this deck is to combine the classic Idarran/Operator swarm potential, as it is known with other cards like Drummond Queensguard, Alba Pikeman or even Cintrian Royal Guards, with the pure power of Nilfgaard’s Impera Enforcers.

Since Operator got a provision buff with one of the recent updates, it allows us to fit in some additional support cards. But a huge downside is also that the change to Masquarade Ball means its ability will not get triggered by Disloyal Aristocrats anymore, which considerably weakens its potential. Because of this, I decided to focus more on the Might of the Enforcers and also Seditious Aristocrats who get their support now from the Emperor Emhyr var Emreis himself, instead of Masquerade Ball

Pros
-Very flexible in the usage of certain golds like Braathens, Emhyr, Milton or Vanhemar.
– Often strong enough to win Round 1 with its thinning package supported by some spy engines or even an Enforcer.
– If the combo of Idarran –> Operator Enforcer –> Imposter –> Ramon Tyrconnel on Impera Enforcers stays unanswered your charges with Usurper or Palmerin can have devastating removal potential.
Seditious Aristocrats allow you obtain some reach together with Emissaries.

Cons
-Vulnerable to heavy control or no unit decks, as your combo pieces get destroyed or there’s nothing to remove.
-Even with Royal Decree, Emhyr, and Roderick + the double thinning package it can lack some consistency, as you need 3-4 cards in your hand to start the combo.
– If Ffion dies or is not available we don’t have a purify to avoid certain locks, so Emhyr might have to be played first to protect Idarran as a lock/removal bait.

Core Cards
Idarran/Operator/Enforcer must be in hand while its also decent to still have your leader intact and Ramon available.

Milton and Ursurper generate you the charges for your Enforcers or Seditious Aristocrats.

Hunting Pack/Impera Brigade and Braathens secure you Round 1 or defend the bleed

Alba Armored Cavalry + Vanhemar support your claim on Round 1 or Round 2.

Written by Sawyer1888

Since Akaean already wrote an in-depth Deck Guide for this deck we wouldn’t want to talk about it ourselves. You can find the Deck Guide here.

Since Decode already wrote an in-depth Deck Guide for this deck we wouldn’t want to talk about it ourselves. You can find the Deck Guide here.

Overview
The most loved deck by Bomblin. It also runs a Succubus – card with the best voice lines in the game. This is a pretty strong and underrated deck that is actually very fun to play. In round 1, you should try to win by getting a lot of value from thrive but at the same time, you REALLY want to play one Succubus to put it in the graveyard. Don’t be afraid to use your big cards like Golyat or Ozzrel.

Pros
-It can auto-win against Viy if you get Korathi Heatwave and Golyat in hand.
-It can be strong in both long and short rounds.
-Can bleed most meta decks.
-Best voice lines from Succubus.

Cons
-Vulnerable to control decks.
-Mulligans can be problematic.
-Sometimes you need to play low tempo cards.

Core Cards
Succubus: The most important thing about this card is its voice lines. Second, art. After that, a pretty cool ability. Ideally, you will play one of the Succubus in round 1. Later, in the final round, you can play another one when you have Haunt or consume on the board. Never eat this card before adrenaline 3!!! It is too risky to rely on purify and can lose you the game. Moreover, playing another Barghest from your deck can sometimes generate more points than even Ozzrel! Just check if you can consume her every turn.

Golyat/Korathi Heatwave: this combo can destroy Viy. You set up Golyat and then, after your opponent play his/her first Viy, you eat it with leader ability and Korathi Heatwave Viy on the board. Concede in 3..2..1..

Written by Bomblin.

Overview
BJ’s Blue Balls, also known as Triple Commandos, is all about playing your Blue Stripes Commandos every round. While the deck has originally been created in patch 7.4, it has been brought back to life with patch 8.5. This because of the recent buff to Foltest, who now boosts the unit on the right and makes a copy of the first bronze unit that gets boosted during the turn. So, if you play Foltest next to a Commando, you allow yourself to create a Commando every turn, and if Foltest is unanswered, this would result not only in an additional 4 points every turn, but also 8 points of carryover. For a more in-depth explanation on how to play the deck, you can read the Deck Guide here.

Pros
-This deck allows you to out-tempo your opponent in round 1, push your opponent in round 2 and win the game in a short round 3. 
-Fairly consistent thanks to Cursed Scroll, John Natalis, Roche: Merciless, Amphibious Assault & Oneiromancy.
-Lots of pro-activity.

Cons
-The deck is vulnerable to cards like Lambert: Swordmaster, Surrender, Lacerate etc.
-Also vulnerable to Pavetta being banished or stolen. This requires you to 2-0 your opponent since in hindsight, your round 3 is pretty awful without being able to play your Commandos.
-Lacks control.

Core Cards
Pavetta because it puts your Commandos back in the deck which you can then tutor out of the deck and have a huge tempo-play.

Renew on Pavetta to do the exact same, but in round 3.

Card Replacements
-Korathi Heatwave > Geralt: Igni
-Mauler/Ballista > Dimeritium Bombs
-Sergeant > Spores
-Voymir/Boiling Oil/Pellar > Donimir of Troy/Radovid’s Royal Guards

Written by Babyjosus.

Overview
If you are someone that loves a combination of cards that is so perfect, that when it cannot be countered or avoided, your opponent has to concede because of complete defeat. Then this deck might be the deck just for you!  This deck does well against decks that are engine heavy, or are solitary, meaning they don’t interact with your wombo combo, which is represented in this video.

Pros
-The deck has lots of control, so getting rid of your opponents engines should be an easy task for you.
-The wombo combo is an insane amount of points in only a matter of a few turns.
-Good on red coin.

Cons
Madoc getting banished or stolen.
-Your 1-point Arnjolf being getting rid of so you can no longer play the wombo combo.
-Lacks pro-activity.

Core Cards
Idarran of Uldivo is the key card of the deck  because he is the guy that gives us a 1 point Arnjolf after spawning him on the board, to make sure we get tons of value out of  Giant Boar and Restore. But we don’t play Idarran just for that. He also works with Haern Caduch card and the Svalblod Totem.

Giant Boar is a card that can be an easy 14 points when playing it on ranged row and playing it on a 1 point Arnjolf

Restore is a card that has not seen a lot of play before this very moment. Remember that 1 point Arnjolf that we mentioned? That is our target for Restore. It heals Arnjolf to 11 and then boosts it by 10. So, a 20 point play for only 6 provisions.

Written by Babyjosus.

Overview
This deck first came up in October 2020 with the idea to make pirates viable in a warrior hybrid deck. Its signature move is the massive round 1 tempo that is provided by Tidecloak Hideaways and a hand full of pirates, targets ideally being Lamp Djinn or Vabjorn playing Raiding Fleet. If those are unavailable you start to play other cards, preferably Crach an Craite or Holger Blackhand, before playing those ships asap.

After this massive tempo start, you can follow up with cheap bronze cards like Dimun Smuggler or Dimun Pirate, while also making sure to play at least one bronze warrior for Harald the Cripple later on. The game is later finished off with the classic SK warrior combos. The An Craite Greatsword is the primary Eist Tuirseach target, while Dimun Pirates and Tuirseach Invaders are second.

Pros
– The deck has a cheap round 1, saving valuable gold cards for later
– Really good on red coin
Dimun Pirate offers a second way for discards of Eists bloodthirst gets denied

Cons
– Pirates lack a tutor in devotion decks, so sometimes you don’t find the valuable gold cards without warrior tag.
– Bloodthirst is slightly harder to set up than in classic warrior decks, though the options are there.

Core Cards
Tidecloak Hideaway and no other bronze ships, so that the consistency on Raiding Fleet is ensured.

Large amount of pirate cards, this list has 14 of them.

Whatever is strong in the warrior archetype will also synergize well in this list. The deck already existed in a different way before Eist Tuirseach did, but he is obviously a great choice for this.

Written by Escanbryt.

Honorable Mentions

Decode is a big fan of Shupe and shared his neutral only deck with us. Therefore we decided to include it as a honorable mention.

Mercernn decided to do a challenge on a smurf account to play with only Stockpile from rank 30 to Pro Rank. Therefore we decided to include it as a honorable mention.

KingDenpai participated in the Gwent Partner Tournament and was able to get to top 8 in the tournament with his signature pick. Therefore, we decided to include it as a honorable mention.

While the deck is on the edge with Lore Friendly, the concept behind the deck was build around the outcasts and Svalblod druids, so it didn’t feel entirely Lore Friendly to us. If these two themes would have been separated, then we could have agreed on putting them in the category. Therefore we decided to include it as a honorable mention.

Conclusion

And that was our first 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 Akaean, Arya, Decode, Escan, Denpai, Mercernn and Sawyer 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 #2!

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