Meme Snapshot

Bandit Gang’s Meme Snapshot for Gwent #8

Introduction

Many decks can be considered Meme Decks. 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 eighth 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 previous editions, 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. The three categories included are as followed:

1. Fun But Garbage Decks: these are the decks that are just for fun but will not win you too many games.

2. 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.

3. Honorable Mentions: these are decks from community members that we wanted to give that extra spotlight. We encourage you to submit your own, read more about this in the Conclusion.

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

Note 2: Some decks are not updated to the 10.11 patch.

Fun But Garbage

Overview:
People might hate me for this, but here it goes. Sihil has been a very abusive card before CDPR finally decided to re-balance it appropriately. Funny thing is: it can still have a LOT of value! Also we run Eltibald and double Sir Scratch-A-Lot which in combination with the rest of our Cursed category cards can devastate your opponents board, especially if we manage to setup our board appropriately with our thrive engines. This deck has been extremely enjoyable to play with for me and I hope it will be for you as well!

Pros:
-Great engines with lots of value, both offensively and defensively;
-Fun combos;
-Massive points in a long R3 if our board is setup appropriately.

Cons:
-Susceptible to Yrden;
-Sihil needs some setup to have full value;
-Not an easy deck to pilot properly.

Strategy/Core Cards:

Sihil: Need to say more? Although Sihil cannot have its damage value increased infinitely anymore, we have the added benefit of not worrying about Initiative after we turn it into Masterful Sihil so we can spam it infinitely with a guaranteed 3 point damage per turn + playing a bronze from hand.

Land of a Thousand Fables: Our main target here is Oneiromancy. Suggested to use Oneiromancy atleast once and then use it to get a second Sunset Wandreres or a Triss Meteor in hand. Can also act as a tutor for any special card in our deck.

Eltibald/Sir Scratch-A-Lot/Caranthir: An amazing combo with these cards, basically turns your Eltibald into a unit slaughtering machine. With two Sir Scratch-A-Lot on board + our other cursed bronzes, you can essentially trigger Eltibald’s order once per turn. The replayability value of Sir Scratch-A-Lot also triggers Eltibald’s infusions multiple times within the same turn and if you combine that with Sihil + one bronze from hand, you essentially trigger those infusions 4 times per turn!

Noonwraith: Perhaps the most important card for our Sihil. This should always be your first card on board, followed by an immediate leader charge to setup two rats on our opponent’s side of the board. Secondary leader charge can be used to trigger our Archespore deathwish OR use it on a False Ciri/deal with poisoned allied units.

Written by Pokkas

Overview:
The newest card drop gave us the opportunity to give Collusion another go. Collusion was always one of those decks that I loved using, but felt a bit underwhelming most of the time. Not anymore though!!! And what better way of playing Collusion along with a buffed Shupe and Radeyah combo!! Sigi Reuven: Mastermind is a great tutor for our Collusion, and we have enough engines that gives us coins and points to keep us going.

Pros:
-Great value from our core cards;
-Shupe & Radeyah can be game deciding cards;
-Off the books allows us for some flexible tributes.

Cons:
-Needs good setup of your gang categories to get good value from Collusion;
-As with all SY decks, efficient use of our coins is extremely important;
-It’s a tough deck to pilot properly.

Strategy/Core Cards:

Collusion: Gets great value depending on the number of unique gang categories we have on board. Can be used in any round, even R1 if its required to gain round control.

Sigi Reuven Mastermind: Great tutor that plays well with our leader and the amount of gang categories on board

Shupe/Radeya: I simply adore these two cards. The value you can get is really just off the scales. Shupe adds amazing flexibility for you in a match up, depending on what your opponent is running. Radeya on the other hand can be a good source of either coins (if played on the melee row) or a variety of stratagems (if played on the back row)

Written by Pokkas

Overview:
I really missed playing around with Meve, so I decided for this snapshot to revisit an old architype, with a small change. The recent buff of Garrison allows us to be more aggressive with this deck. Draug is also there to take advantage of our PFIs and of course our Lyrian Scytheman get most of their value on a board filled with boosted units. Although this is a very punishing Yrden meta, this deck will catch your opponents by surprise if they are not careful!!

Pros:
-Has good tempo plays;
-Has thinning options;
-Good 2-0 potential.

Cons:
-This is an Yrden infested meta.. enough said;
-A lot of people know what needs to be countered in this deck.

Strategy/Core Cards:

King Foltest/Dun Banner/Garrison: This combo has amazing value! Foltest in a long Round 1 can generate a lot of points with the Dun Banners and setup carry over value later on for replaying our Banners. Garrison can serve as a tutor to get your Banners back on board + boost for great value.

Draug/Mushy/PFIs: Standard combo, allows setting up your Revenants and harass your opponent. Dun Banners can be used as secondary targets, but that WILL take away from your carryover value later in the game.

Raffard’s Vengeance/Meve: Very important cards to maximize your value and potential with this deck. Both cards need to be answered, so they will be prime targets for your opponents. Raffard’s is great to help with thinning and tempo, while Meve is your key card to boost your entire board and increase the value coming from your Lyrian Scytheman!

Written by Pokkas

Overview:
Who can say no to some wholesome selfwound madness? Sigvald has indeed found value in this Reaper meta and the entire deck focuses on playing Sigvald and Melusine. The main combo is using Melusine in R1 and get as much as value on him as possible. Replay with Fucusya or Sigrdrifa later on and combine with Sigvald and Restore for a great high value finisher. Rest of the cards in this deck synergize well with each other and the flexibility of having two chances to recall something from your graveyard allow you to commit high value cards early on, only to replay them again later when needed!

Pros:
-Lots of flexibility;
-High value finisher;
Its not Sove (again).

Cons:
-Takes time to setup efficiently;
-Heatwave on Melusine can be devastating;
-Susceptible to tall removal/Yrden.

Strategy/Core Cards:

Melusine/Sigvald: Both cards are your highest value plays. Melusine is your prime restore target, if you have a high base power Melusine, Restore can heal and boost for 40+ points and Sigvald can also be used as a defensive damage on Melusine/boost self OR as an offesnive removal option.

Artis/Cerys Fearless: Two great options that can be used not only for thinning but also as utility cards.

Svalblod Totem: The buff that the Totem got is simply amazing. Two point damage per turn on an allied unit can help in boosting our Sigvald’s bleeding value or help setup our Melusine for a max value Restore!

Written by Pokkas

Becoming A Pro

Overview:
Dusting off the old Cahir Dyffryn + Yennefer of Vengerberg wombo combo now with the newly introduced Nilfgaard cards. Finally, we can enjoy the surroundings of Toussaint, breathe its fresh air and see its shining knights fight with pride & honor. Its audience clapping for every move being displayed against the variety of enemies that is being thrown in front of you in the arena. The plan is simple with this deck. You boost your enemies while you gain value out of it. Understand?

Pros:
-Tempo in round 1 allowing you to easily pick up the round with an easy win;
Cahir can be tons of points;
Milton & Palmerin are finally playable.

Cons:
-Awkward bricks;
-No Renew.

Core Cards:
Pretty self-explanatory to be honest.

Written by Babyjosus

Overview:
I do have to thank my good buddy Decode for sharing the initial idea for this deck (created for the CGC #2 meme tournament). This is a different variation of that deck, which utilizes the newly released NG cards from the Chronicles expansion and the newly added NG Leader Toussaintois Hospitality. The deck runs as a boost it all deck, but with the added value from Standard Bearers. Why not boost everything on your opponent’s board, and then take advantage of enemy unit boost by having multiple Bearer point slams?

Pros:
-High tempo plays from boosts and leader;
-Flexible bronze cards;
-Potential to play 9 Bearers, allowing for flexibile usage in different rounds.

Cons:
-Susceptible to Yrden;
-Hard to pilot;
-Important to gain round control in R1.

Strategy/Core Cards:

Boost Combo: As we all know, NG Boost has been so far a highly favorable deck for a lot of players. Each card can have massive value for us in this deck

Yennefer of Vengerberg/Knight Challenger: These are the two cards that can boost the entire board, providing maximum value for our Bearers.

Create/Spawn: Multiple create and spawn options for abusing our bronze cards, allowing us to create up to 9 Bearers OR create/spawn extra Alba Armored Cavalry & Nauzica Sergeants.

Written by Pokkas

Overview:
This deck has proven to be an extremely effective control option in the current meta. With an extreme ability in heavy bleeding and aggressive 2-0s, this deck can take by surprise your opponents, costing them the game before they even realize it is all over. Tactics are the bread and butter when it comes to our synergies, as they allow us to manipulate and damage our opponent’s deck while also providing charges for our Scorpions and of course the Hefty Helge.

Pros:
-A lot of control;
-Manipulation at its finest form (only challenged by good old assimilate decks);
-Allows for heavy R2 bleeds, even committing fully for a 2-0.

Cons:
-Very dependent on winning R1;
-Important to identify what deck your opponent deck is using before committing Jan Calveit;
-A bad bleed can lead to a loss

Strategy/Core Cards:

Jan Calveit: Extremely important card in our card, allows getting all of our highest provision cards on top of our deck, so we can draw into them in the next round. Use him carefully and strategically!

Hefty Helge/Letho: Letho is our joker card. Our main target to transform into is the Hefty Helge for double the value, BUT we can use him in many alternative ways ( to get a second defender or copy something from your opponent’s side)

Tactics: The more, the merrier. Each tactic used can give charges to our damage engines that we have on board, increasing the value for us in each turn. Also, each tactic offers additional options to control and manipulate our opponent (extra damage, playing cards from our opponent’s faction and graveyard etc)

Damien De La Tour: The card that effectively allows us to play around with our leader aggressively. Having the ability to leader twice? A 2x 6 point enslave is no joke. Keep in mind that experience players might anticipate this, so make sure you sequence Damien properly.

Stefan Skellen: Stefan is perhaps one of the most valuable cards in this deck. On deploy, this crafty spy spawns 4 Ace Up Your Sleeve tactics (because we are running 12 tactics in our starting deck), each one playing for 2 points of damage. As they are tactics, both Hefty Helges and Scorpions will also be augmented with an additional 4 charges.

Ardal aep Dahy: Primarily used to extend a round and resets/returns to hand one of our opponent’s units. Again, use this strategically!!

Written by Decode

Overview:
The Last Place is a place to be feared for, a place that you should not walk alone at night, because be wary of the many Dryads & Treants that reside here. And if they don’t threaten to kill you, it’s Mother Nature that will be your downfall. You should understand what the deck is about by now, it’s nothing too special to be honest. A symbiosis deck with newly added cards that should do the job for you. If there was ever a time that you wanted to play an all dryad deck, now is the time!

Pros:
-Synergy between all the cards;
Gezras of Leyda easily gets full value when you play him on melee row because you can easily stack it;
-Devotion;
-Frogs 🙂

Cons:
-Not being able to play Aucwenn early on;
-No Fauve 🙁

Strategy/Core Cards:
Aucwenn is definitely one of its Core Cards, it will give the Nature tag to all its Naiad dryads wherever they are. And oh boy, if that ain’t amazing value!

Eithné round 3 evolve is just absolutely fantastic. The symbiosis 3 will carry your ass even when you are plain simple playing bronze cards.

Simlas due to its thinning and being able to play two Nature cards in one turn.

Frog Mating Season + Gezras of Leyda is a cute combo because you can move the frogs away to make room for Gezras. And also move them to the ranged row so Gezras can boost them.

Written by Babyjosus.

Overview:
Frog Mating Season!! What a card!!! For some people it has been a blessing, for others a curse. I can proudly say that I belong to that first group of people. I was always a fun of Symbiosis, but when I saw this card reveal, Mentors immediately popped into my head. This deck has a little bit of everything: damage, control, resiliency, thinning, high tempo plays. It can be a solid performer for anyone who is able to master it. I thoroughly enjoyed playing with this.

Pros:
-Control & Damage options;
-Versatility and flexibility;
-High tempo aggressive gameplay.

Cons:
-Susceptible to tall removal/Yrden;
-Need to think ahead on how you are going to use your cards;
-Golden Nekker is an easy brick if you are not careful.

Strategy/Core Cards:

Figgis/Malena/Ciaran: These cards allow for row movement that can essentially stop your opponent from playing specific combos eg Sove (move targeted beast behind Figgis or use Figgis to move to the opposite row from where Sove is located) or move Reavers from melee to range row.

Golden Nekker: Our high tempo play, preferred to be used at R3 to take advantage of Stygga Castle & Mentors.

Bronzes Package: Can be used to for offensive movement (Sentries, Malena/Ciaran) or defensive boost (Sentries, Dryad Matron, Cat Witcher, Malena, Mentors, Gaetan, Treant Boar, Stygga Castle). Brokilon Sentinels will be used for thinning purposes in conjuction with our leader.

Saber-Tooth Tiger: A hidden gem in this deck, originally got the idea of using this from my friend UngryNab, plays perfectly into boosting the Mentors every time the card transforms.

Frog Mating Season: Extra points of vitality & 4 bodies that can move to another row! Helps to setup your Gaetan faster in a short round and of course its 4 extra points for each Mentor you have on board!

Written by Pokkas

Overview:
Most of the things Nilfgaard can do, Syndicate can do (well, not better but equally nasty), while being an absolute blast to play. The Bandits of Novigrad are no joke. With Renfri leading their way, Sigi Reuven to call for reinforcements, Cyrus sending in his troops and King of Beggars waiting for the right opportunity to hit the board for a massive spending spree, they surely know how to terrorize the streets of Novigrad. And all their followers have to do is to pay a measly little tribute to contribute to the cause of dominating the city ranks!

Pros:
Renfri according to DrCorchit (known as the Renfri guy on Reddit);
Synergy between all the cards.

Cons:
-No room to fit Runemage and any Crownsplitters, which is less value on Little Bird I suppose.

Core Cards:
Renfri, Sigi Reuven: Mastermind, Jacques Miraculous Child & King of Beggars are definitely the strongholders of the deck!

Written by Babyjosus.

Overview:
I can hear you say, ”Oh god, not this guy again who is always playing Triple Commando and promoting it whenever he gets the chance!”. Well, this time it’s justified because Triple Commando is better than ever! With the most recent change to Garrison and added card in Reaver Scout, we can go even more maniacal with making copies of the same bald cu… I mean our beloved Blue Stripes Commando!

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, Garrison, 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, Siege Support, Aedirnian Mauler & Ballista helps with setting up Roche: Merciless.

Core Cards:
Foltest to make an infinity amount of Blue Stripes Commando’s.

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.

Queen Adalia + Reaver Scout + Blue Stripes Scout have wonderful synergy to make more copies of Blue Stripes Commando.

Written by Babyjosus.

Overview:
Ever wanted to play Golden Nekker in a deck that’s not meta? Then I have delivered because A Knight’s Tale is exactly that! Once the new knight cards were released, I had a dream to build a knight deck, a knight deck that would create a tale that everyone would talk about. And that is the one of The Maiden’s Shield and the Archgriffin. Once upon a time there was a knight who befriended an Archgriffin and they both went on an adventure to achieve the heart of a princess. And th… oh, I digress. I am here to write the Meme Snapshot and not to tell the tale of the knight, remember?! Well then. Let’s continue with that, then. In this deck, you would like to infuse the Archgriffin in round 1 with Bronwen the Bold and start boosting the Archgriffin with all the cards that are available to you at that moment in order to get a lot of value out of Archgriffin in the upcoming rounds.

Pros:
-Carryover for the upcoming rounds with Archgriffin, Ciri: Nova & Vandergrift;
-Consistency due to Arcane Tome, Fisher King, Royal Decree, Knighthood, Cintrian Envoy and Cursed Scroll;
6 point boost cards to gain another Resilience on Vandergrift;
-Doubling the value on your boost cards because of the infuse from Bronwen the Bold.

Cons:
-The deck is vulnerable to cards like Heatwave and other cards that get rid Archgriffin.

Core Cards:
Donimir of Troy to protect Archgriffin and allows you safe passage to do what you want to do in this deck.

The Maiden’s Shield because it creates Bronwen the Bold with two leader charges right after Knighthood, which allows you to double your boosts on the unit you have infused. This should be Archgriffin. Alternatively, is to put the infusion on Vandergrift, so you can double its boost in the next round as it stays on it.

Written by Babyjosus.

Overview:
This is a work of art. An absolute masterpiece that has been optimized till perfection. I present to you: Everyday I’m shuffling. While the name of the deck is cringe as fuck, the deck itself is brilliant, and I know that Bomblin would be proud of me. In his time of absence, others have to stand up and show the Gwent community that we can create meme decks that are of the level of Bomblin. This is my attempt to shock the universe and make people give me a standing ovation. Oh right, I also need to mention here what the deck is about instead of continuing to brag about it. In this deck, you try to gain the most value out of Sunset Wanderers and Ring of Favor. The longer you can stall round 1 the more points both cards will get, so that’s why we try to benefit from cards that draw you cards and change the card placements in your hand. Our leader ability has a big toll in this, but also Matta Hu’uri, Kaer Seren, Snowdrop, Thaler, Selective mutation, Istredd, Griffin Witcher Mentor, Siege Master and Cursed Scroll. Potentially also Raffard’s Vengeance but I prefer to not play him round 1 because this card is great with Henselt and Siege so you can also actually win the match instead of dominate of just round 1.

Pros:
-Consistency due to the amount of cards that draw you cards in order to get all your combo pieces;
-Synergy between all the cards.

Cons:
-Red coin due to not having Cursed Scroll in order to gain Snowdrop;
-Control.

Core Cards:
This deck’s round 1 is more important than others, that’s why I would like to give extra attention to it. As mentioned in the overview are Sunset Wanderers, Ring of Favor and all the cards that draw you cards are Core Cards. Without them, this deck wouldn’t exist.

Siege, Henselt & Raffard’s Vengeance are also Core Cards, but you want to play them in round 2 or 3.

Written by Babyjosus.

Overview:
Lippy has always been one of my guilty pleasures, I try to get back to with every new patch. This time with the new card Sove there is a new epic wombo combo being introduced to the world of Gwent. Basically, you try to play Vildkaarl in round 1 in order to get Champion of Svalblod in your graveyard. Then, when you play Magic Compass in round 3 with only Morkvarg left in the deck, you create Lippy and get Champion of Svalblod back in the deck. This is where Sove and Dandelion: Vainglory come into play. Sove summons the Champion of Svalblod and Dandelion: Vainglory slashes its head off, resulting into tons of points in just 2 turns!

Pros:
-Lots of thinning;
-Synergy between cards;
-Epic wombo combo, making you finally play Dandelion: Vainglory.

Cons:
-Be wary of mill;
Xavier Lemmens is a dick;
-Awkward bricks and/or not being able to find your discard targets.

Core Cards:
Sove, Vildkaarl & Dandelion: Vainglory to pull off the wombo combo.

Cerys An Craite, Oneiromancy, Royal Decree, Roach, Knickers, Coral & Birna in order to thin your deck to 1.

Magic Compass to get Lippy in order to get more value out of your other cards and actually being able to win games.

Written by Babyjosus.

Honorable Mentions

A deck by Jim_Wolverine.

Conclusion

This was our eighth 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 everyone providing us with their decks! We hope that we inspired you to create your own memes or own versions of the decks with this Meme Snapshot. But for now, Team Bandit Gang and I will fare thee well, and we’ll see you again in Meme Snapshot #9!

Now is the time to shine, oh memers of the Gwent community! Got a deck that’s so bad it’s good? One that’s kinda out there but still got you to pro, or one that’s lore friendly? Then please send an email to teambanditgang@gmail.com 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 #7

Introduction

Many decks can be considered Meme Decks. 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 seventh 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 previous editions, 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. The three categories included are as followed:

1. Fun But Garbage Decks: these are the decks that are just for fun but will not win you too many games.

2. 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.

3. Honorable Mentions: these are decks from community members that we wanted to give that extra spotlight. We encourage you to submit your own, read more about this in the Conclusion.

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:

Since patch 10.7 dropped, the ONE card that literally ruled the meta was the newly released Renfri. Super flexible and abusive, with some amazing curses and blessings that almost always combo into 25+ points of value. For this snapshot, I decided that all the decks I am going to prepare will NOT include Renfri or Renfri’s Gang, minus this one. The idea behind this? Try to prove how broken Renfri is by making a deck with few synergies/lots of weak architypes, including of course the now very well established “Renfri package” (Renfri, Renfri’s Gang, Roach, Knickers and Triss Butterfly). Also, as this IS the Bandit Gang meme snapshot and since Renfri IS a true bandit, this just had to be a true bandit deck (including a few demons here and there / also the Bandit’s architype fits the bill of “few synergies & weak architypes).

Pros:

  • Imprisonment and Collar were chosen to add to the troll factor in this deck
  • Renfri is still an overpowered card
  • Can unexpectedly make points (sometimes)

Cons:

  • This is obviously a troll deck 🙂

Strategy/Core Cards:

Renfri: ….

Written by Pokkas

Overview:

Do you know what you will get, when you use Master Mirror, while you have Renfri as your leader ability? Yes, a neutral legendary card. This pure RNG renfri deck will make sure that you frustrate your opponent when if you win. It might be not the most Powerful Renfri deck but it is for sure, the most fun.

Pros:

  • RNG will carry you
  • You play Gascon AND Aguara in your deck
  • Neutral Legendaries

Cons:

  • RNG might not carry you
  • You play another Renfri deck
  • Assimilate is kind of pass

Strategy/Core Cards:

Gascon: Iron Falcon: After you use Runemage, Gascon has a 60% chance to find you Renfri’s Gang which can play for up to 22 points + assimilate procs. Thats a nice tempo play. Remember to keep Gang in the deck! With all Renfri Decks around, you can just copy opponent’s Gang with Duchess’s Informant

Aguara: You will be surprise how hard this card can save your life. Choosing from 5 options with almost always give you a tall removal or a consistency card. Unless you didn’t pray to RNG gods.

Doublecross: the leader ability is amazing when played with Runemage and against other Renfri decks. Just use it after they slam Triss:Butt

Written by Bomblin

Overview:

The plan of this deck? Simple. Make as many Renfris as possible. In this version, you can use Renfri’s leader ability up to 6 times. Feeling cocky? Add Bribery to the deck for more! Play everything bronze in round 1 and then start your shenanigasm in round 3!

Pros:

  • A lot of Renfris
  • You will definetely surprise the opponent
  • Have some useful tech choices like locks and reset

Cons:

  • You add even more Renfris to the game
  • Did I ever tell you, that playing with more than 25 cards is not a good idea?
  • Mulligan is awkward

Strategy/Core Cards:

Land of 1k fables: Card that will thin your oneiromany and transform it into Renfri! Well, in 50% cases

Peter + locks: Very helpful duo against some of the greedy decks out in the wild

Master of Puppers: Can give you a game winning exchange!

Written by Bomblin

Overview:

Another revisit but this time, our beloved Olgierd has been buffed to 10 power! It is absolutely nuts, because it means each cow will be 2 points bigger! Also, few patches ago, the mechanic of Olgierd has been changed and you can use allgod and Joachim to boost him while he is not on the board! This means, each cow can be boosted by up to19 points!

Pros:

  • You play Olgierd and cows
  • Can actually make a lot of tempo
  • Surprise value

Cons:

  • You only have 2 sources of points -> Olgierd combo and Snowdrop + leader combo
  • You need to be focused and not make a mistake. Remember! Put Olgierd on top before using Joachim!
  • Can be bled

Strategy/Core Cards:

Joachim: You want to boost Olgierd by 8 points before he hits the board. You can line it up with leader or Calveit.

Artorius Vigo: do not change bronzes too much in this deck! At the moment, it is guarantee to create third alchemist!

Snowdrop: Can fix your hand and generate tons of points with leader. Remember! You want to keep affan and 1 mage assasin in your hand!

Written by Bomblin

Overview:

You know me… I am a Coen type of guy. I loved this card and its meme potential for a long time now and I do occasionally create a new pile which is based around this card (a Renfri-Coen version does exist in my deck library but for obvious reasons I will not include that here). This deck has indeed a lot of potential to play for lots of points, even if our travelling priestess will not be too buffed. Cards like Vernon and Ring of Favor are integral to our success with this deck, knowing when to use them can literally win or lose the game for us. With Golden Nekker, we have the potential to always thin to 0 cards and our goal is to buff the Priestess as much as possible and keep them in deck as the last two cards so that Vernon can tutor them simultaneously (not a necessity but will be more difficult for opponent to deal with both at the same time). Two Priestess with at least 9 charges each can play for 38-points if used with Coen!!!!

Pros:

  • A deck in patch v10.7 without Renfri
  • Fun deck with good synergies
  • Great tempo and thinning
  • Satisfying finisher

Cons:

  • Tricky to pilot properly
  • If Ring of Favor is not used before your opponent passes in R1 you risk to semi-brick your Vernon or GN
  • Mill is our worst nightmare with this deck

Strategy/Core Cards:

Priestess: These will be the cards that will setup our combo before we drop our Coen on board. The more charges they have the better!!

Golden Nekker & Vernon: Two powerful tutors. Plan ahead on when to use them as drawing the right cards at the right moment in this deck is crucial to its success

Siege Engines Package: Lacking the Siege scenario but still provides some control over your opponent’s board. Great to use in R1. Having both Siege Masters in our R1 hand is preferrable

Coen: Our mighty finisher. Always remember that Coen will only boost units with equal power as him!!!

Written by Pokkas

Overview:

As the entire meta is ruled by Renfri, that means that a lot of decks currently use only units… Units need space on board in order to be deployed. Sooooo… what happens if there is no space left on board for those units to be placed? Easy win!! This deck was created in patch v10.6 but is especially applicable in this patch as well for the reason I mentioned above. It is an alternative version of the traditional clog decks, mainly utilizing Weavess Incantation as our shenanigans abuser. Once our core combo of Caranthir / Weavess / AQ is up and running, any card with a deathwish tag that is deployed on board has its ability triggered. Immediately! Without destroying / consuming the card! By the time your opponent realizes what is going on, his/her side of the board will be filled with our little rat rascals, preventing them from playing any cards and allowing us to maximize our point value with cards like Glusty, Jotunn and whatever deathwish units remain in our hand!!

Pros:

  • A deck in v10-7 without Renfri
  • Greatly satisfying watching Weavess spamming those deathwish abilities
  • Has the capacity to clog your opponent & spawn points from cards like harpy egg and bridge troll

Cons:

  • Incredibly vulnerable to bleed
  • Very dependant on draws and mulligans
  • Has a very specific combo you need to pull off so sequencing and drawing the right cards is extremely important

Strategy/Core Cards:

Caranthir, Weavess, Renew, AQ, Sabbath: A proper rotation is Caranthir into Weavess and immediately consuming Caranthir. Then Renew Caranthir into Weavess again before dropping AQ. Abaya and Sabbath can be used to get around 6-7 Incantations

Scenario & Deathwish package: Here to serve a purpose. Can help in pushing/winning R1 & get extra points from the Weavess. One Bridge Troll, with 7 Weavess Incantations on board, can possibly play for 32 points. One Harpy Egg can possibly play for 45 points.. it will also fill your board so be careful when using.

Glustyworp & Jotunn: The traditional big point slammers of the rat clog deck. Massive point value, Jotunn should be played as soon as opponent cant play cards anymore and Glusty should be used as last say

Noonwraith: The unsung hero of the deck… with 6-7 Incantations on board, can possibly spawn 12-14 rats on opponent’s board, literally out of nowhere. If you pull this off, there is very little our opponent can do!!! Can potentially use one leader charge to get two rats more for a total of 14-16 rats in a single turn!!! That board will remain clogged forever!!

Written by Pokkas

Overview:

Another Faction that can actually fit two scenarios into one deck and they do have some synergy! Deathwish package gives you some kind of control options in form of Werecat, Miruna and Imperial Manticore, whiel thrive is here to greed you the win in a long round. There are also here few cards that can trigger both scenarios and work well together

Pros:

  • Surprise Value
  • Pretty strong in a long round, can swing games in a short round
  • Many different combos and plays = fun!

Cons:

  • Consistency is medicore
  • Does 2 things ok but 0 amazingly
  • Both scenarios are not incredible in the power level

Strategy/Core Cards:

Imperial Manticore: None plays around Imperial Manticore

Penitient: Can trigger both scenarios and thin the crucial card from your deck. At the same time, can screw you.

Orchard + Archespore: Plants

Written by Bomblin

Overview:

Ever wanted to pull off a great combo by using the same gold card twice? This is one way of pulling that off in a deck where RNG meets… well… RNG!!! Our initial goal in this deck is to combo Land of a Thousand Fables into one of 6 different 12-provision cards (Great Oak, Gezras, Simlas, Eithne, Munro or Filavandrel). With the addition of new high provision cards, Land of a Thousand Fables has unfortunately lost a lot of its consistency as we cannot always guarantee a 100% transform of a specific card. Although in this deck we have a very low chance on pulling off a specific card out of our 6 available options, I do feel that Nature’s Gift can help in utilizing any of these options in our game plan.

Pros:

A deck in patch v10-7 without Renfri
Flexible and fun deck to play based on Nature’s Gift
Each game will be different as your strategy is based on what Land of a Thousand Fables will give us (feels like Renfri I suppose?)

Cons:

Heavy draw dependant
Lots of synergies can sometimes create more problems to us than options
The sooner we draw into LoaTF and our “sacrifice card” (Waters of Brokilon) the better

Strategy/Core Cards:

Land of A Thousand Fables: Play as early as possible in R1 so you will have your time to adjust your strategy accordingly. All possible transforms can be used in this deck, some with greater effect than others

Gezras: A possible double Gezras obviously has amazing value. Can be used in different rounds, can be used in the same round. If not dealt immediately it has amazing point value!!

Simlas: Probably the best option we can get. Early Simlas can get us Bountiful Harvest to help push in R1, a second Simlas can be used in conjunction with Alissa in order to play multiple Temperings/Caress/Rebuke or even Bountiful if you are lucky enough to get more copies from Sorceress of Dol Blathanna

Great Oak: All around great value from this card, you simply can’t go wrong if this is our transform

Eithne: Not running devotion, but will evolve to second stage which give us 3 dryads when played. So we still get good value out of it

Munro: Has only value when played with Dwarven Chariot, I have included only one chariot in deck, you can mix and match accordingly to your preference. One extra chariot and Zoltan’s Company (also a nature card) can be used if you want to be more flexible with Munro

Filavandrel: Perhaps the worst option for us to get. Give us the least value unless we boost him to 6 or 8

Alissa: Possibly a good option if we draw a second Simlas

Gord: Our always trustworthy dwarf that traditionally has great value in ST decks

Water of Brokilon: In the event that you don’t draw into Land of a Thousand Fables, Water of Brokilon can find some value but don’t expect it to be a game changer for you.

Written by Pokkas

Overview:

Very oldschoool meme deck that we revisit due to incredibly good card for this deck -> Seagull. Not only it is another beast, it comes with 3 more! Thats 4 boost for Flaminica or Axel! You can play a lot of different version of this deck. If you don’t feel this one, try more selfwound cards like priest, Sigvald, Dracoturtle etc. Plan is to play as many beasts in round 1 and 2 and then finisz the game withcorrupted Flamnica (remember, she can be replayed with Fucusya!

Pros:

  • Big Druids
  • Many Beasts
  • Handle it

Cons:

  • The points ceeling is quite low
  • Board space limits you a bit
  • Draw dependant and vulnerable to bleed

Strategy/Core Cards:

Elf and Onion Soup: For memes. Use it with Ermion and Crowmother

Seagull: The reason why I decided to revisit the deck. Its just glorious.

Siegfried: Not only great to clear doomed from your beasts, it can be used against immune cards or those which are infused or veiled or poisoned!

You may find an alternative version of this deck here

Written by Bomblin

Overview:

An alternative version to Bomblin’s beast deck (also included in this snapshot), this version heavily focuses on creating multiple Crow Messengers that will help us get an advantage in R1 and (should we win R1) help us bleed in R2. The idea behind this is using Operator to spawn a crow on each side of the board, then use Dudu and Hen Gaidth Sword to get two more copies. Scenario is there to help win R1, even leader can be committed early. In R2 all you have to do is use Hen Gaidth again and you can setup 5 crows on board for 20 points in a single turn. Also a good idea to take advantage of Crow’s-eye Rhizome and Spring Equinox to make sure that you have the additional beasts in your graveyard for the final round. Syanna and Flaminica are our finishing combo here, and if Axel wasn’t used in a previous round he can also be used here for the additional value.

Pros:

  • A deck in patch v10.7 without Renfri
  • Good combos that provide tempo
  • Beasts & SK, how can this go wrong??

Cons:

  • Very draw dependant
  • Needs to win R1 and round control
  • You will lose value on the tokens if Equinox is not used at the appropriate time

Strategy/Core Cards:

Syanna & Flaminica: Both of these cards will be your best friend in this deck. If setup accordingly (and if Syanna survives) Flaminica will play for a chunky amount of points

Crow Messengers: Great in a R2 push. Can give you the chance to make a calculated bleed that will frustrate your opponent

Operator & Hen Gaidth: Integral for creating multiple copies of your crows

Dudu: Part of the Operator/Gaidth combo, but if missed can be used offensively or defensively depending on the match up

Axel: Can be your small Gord that will help squeeze out those extra few points

Written by Pokkas

Overview:

I was very sad to see the nerf that Gellert Bleinheim got, taking away a great meme combo from our arsenal BUT, we still got Greater Brothers to have fun with. With the release of the Forgotten Treasures Scenario we now have an additional tool to fill that pouch with coins and maximize our finisher potential (70-80+ points). The real flexibility of this deck comes from our combos being able to synergize/compliment with each other. We have poisons, we have Tidecloaks and Scenario (Forgotten Treasures), we have Greater Brothers. This is a draw dependent deck but we have enough thinning and enough coin production to be able to thin down to 5 cards. If things go our way, Vivaldi Bank can help in finding what we are missing. Our main combo with the Greater Brothers needs a lot of setup and is vulnerable if opponent has removal, but if all works out you ll have a massive finisher at the end!!

Pros:

  • A deck in v10.7 without Renfri
  • An upgrade from the great-performing V2 (posted in meme snapshot #6)
  • Has poison control, can produce a lot of coins
  • You need to be greedy with this deck, sometimes that will be a good thing for you 🙂

Cons:

  • Very draw dependant
  • Coin usage is really important in this deck!!
  • Card positioning is extremely important, especially when placing your scenario and Treasure Huntress
  • You need to be greedy with this deck, sometimes that will be a bad thing for you 🙂

Strategy/Core Cards:

Greater Brothers: Our combos are still the same as previous versions. Most important one is the Greater Brothers combo. Synergizes amazing well with Blindeye Apothecary and Bekker’s Dark Mirror. If we play Forgotten Treasures in the same round as Greater Brothers it’s good to have a sea jackal or another spender to use your coins/spread your points evenly. The option to use coins for triggering the Brother’s ability should be left as last resort. Remember, efficiency is the key here to get maximum value from your coin production.

Gellert & Experiment: Your poison package that helps with removal, you can optionally add more poison options depending on preference. Failed Experiment was added in this version of the deck since we can’t spam Abomination with Bleinheim anymore (thank you CDPR)

Ludovicus: I really love this card, as you can choose whether to go greedy or non-greedy with it. Can serve as bait as well, although I do usually prefer to get as much value from the card as possible.

Forgotten Treasures & Flyndr’s Crew: Flyndr is what makes Forgotten Treasures so oppressive. Dropping the Hoard requirement to 2 (if triggered fully) will always fill your pouch to the maximum and give you the flexibility to spend more coins per turn. Remember that in order to get full value from Flyndr’s Crew, you need to trigger its ability once per round (have at least 7 coins by the end of a turn per round). This is easy to achieve in R1 and R3, but doing this in R2 is tricky, especially if you win R1 by going a card down. Keep this in mind when doing your mulligans.

Vlodimir Von Everec: Our actual finisher that synergizes with Greater Brothers, converting his armor to power for a massive point swing. The more armor we manage to stack, the better!!!

Stolen Mutagens: One of my favorite SY cards. Greatly flexible, offers 3 different options to choose from: Damage a unit, Poison a unit and give coins, Boost a unit and give Veil. Remember.. having two Salamandras on board will allow you to choose 2 out of the three available options which is very easy to setup and gives us insane value for a 5-provision card!!

Written by Pokkas

Becoming A Pro

Overview:

Probably the most underrated archetype in the current patch that can win both long and short rounds. It has ability to outgreed a lot of archetypes and can do it with just few cards. Because of many combos in this deck, you are not to use one or two early to secure a round 1 win or a bleed in round 2. Cards like Artefact Compression, muzzle or prince Anesis, are amazing in the current meta. I personaly went 10-1 with this deck (though from rank 5 to 3)

Pros:

  • Unexpected Alzur in the deck
  • Can be powerful in short and long rounds
  • Many combos, a lot of cards can be committed

Cons:

  • Lacks tempo when board is empty
  • Consistency is crap and can screw you
  • Yrden is your enemy so be careful

Strategy/Core Cards:

Arcane Tome: It has a funny dynamic at the moment. If you play against Renfri deck, you just get a “free” thinning card. If you play against decks that will use it, you can then trigger Alzur at the same time you play him.

Immortals & Damned Sorceress: Crazy 4 points per turn. Nothing more to say. Look for it in round 1.

Pogner: Incredible finisher, especially in a long greedy round in which your Knight Errant shields everything around him. Sequencing is a key!

Written by Bomblin

Overview:

The change to Censer was a very requested one. We got a rework that changed it into a very interesting card. In this deck, you want to combine it with a lot of damage that can be stored by Arbalest and Archer. Also, if you proc Sabrina at the same time, you can boost something by a s**t ton of points! I am also a big fan of mobilization and I play a similar deck without Censer almost every season. I am still stating this: IT IS UNDERRATED!

Pros:

  • Big Finisher
  • Have 2 good bois -> Knickers and Trolololo
  • Its a control deck and some decks might struggle against it

Cons:

  • Slow
  • Weak in round 
  • Vulnerable to bleed

Strategy/Core Cards:

Sabrina & Censer: A beautiful combo that can generate you  up to 25 points in form of boost! (in a dream scenario)

Arbalest: The king of mobilization. It can generate a lot of charges you can hold. You can consider adding another Archer instead of balista too.

Trolololo: Watch him grow when you unleash your charges at the opponent

Written by Bomblin

 

Overview:

Shupe & Radeya decks existed for quite some time now, so it only makes sense that Renfri would eventually end up in a deck like this. The specific plan for the deck is to use either Shupe or Renfri in early rounds then get them back with Assire and replay them with Roderick. All three cards (Shupe, Renfri & Radeya) provide immense flexibility in your matchups. Feel free to experiment and try to use them as efficiently as possible depending on the situation.

Pros:

  • In situations where you are in a bad bleed situation, the well proven combo of Snowdrop & Tactical Decision will help you counter the bleed
  • A lot of flexibility
  • Has good tempo options

Cons:

  • Initial draw and mulligans are extrememely important
  • Needs good meta knowledge to play as efficiently as possible

Strategy/Core Cards:

Shupe: Super flexible card, can virtually help in many different matchups. Provides removal/tech options

Radeyah: Provides additional stratagem options

Renfri: Provides additional leader options

Runemage: Perhaps the one card that makes all of the above cards 100% better. Runemage will allow you to increase your choices from 3 to 5, increasing your chances to get exactly what you need

Snowdrop & Tactical Decision: Great big tempo combo that also helps in drawing cards that you havent drawn into yet. Remember that putting cards like Affan and Mage Assassin on top of your deck through Tactical Decision will immediately deploy the cards on board

Written by Decode

Overview:

The hidden cache used to be one of the most powerful Syndicate leader abilities. One of the reasons for that – its great synergy with scenarios and powerful hoard cards like The Flying Redanian and Saul. The new card drop not only gave the faction a new scenario that synergize with hoard but also reverted the “nerf” to the old scenario. With a combination of both, we created a powerful, deadly but greedy combo!

Pros:

  • Amazing in a long round if crucial cards are unanswered
  • Many engines that are hard to kill (Saul starts at 7, Sly seductress has a shield)
  • Surprise effect with a second scenario

Cons:

  • Can struggle in a very short round
  • A limited amount of coin spenders
  • Can be awkward to play

Strategy/Core Cards:

Albertus: Against some matchups, like cultists NG, kelly, and poison syndicate, he can do wonders dispelling several statuses (infused cards!) in one turn

Flyndr’s Crew: The greed coneseur. If your opponent has no way of killing any of the crew members, you are jumping happily in your room

Sea Jackall/Conjurer’s Candle: With the limited number of coin spenders, these cards are absolute must-haves in round 3. Remember that Candle has resilience! 

Written by Bomblin

Overview:

Harmony got a breath of fresh air with the recent patch, introducing a bunch of new cards and even a new scenario to make it more competitive again. In this deck however, we cut the scenario and focus more on a smaller card: The Chameleon.

The basic idea is to put a lot of Chameleons on the board to trigger the harmony engines as much as possible. This will create a lot of points once the engine is running. It even kind of allows to include Milva to the deck, because every Chameleon replay will boost her. But it will also make the Lake Guardian quite tall. I recommend to place Idarran and the Chameleons behind the defender of course. It’s also useful to use the leader ability right after you played Idarran, unless you have a Megascope waiting for that round already. Sequencing is a bit tricky sometimes, and you also need to have an eye on the Chameleon tags before playing a card from hand. If the tag of the card you want to play is already on the board with a Chameleon, replay that Chameleon first. Gaetan is nice for his Witcher tag and for the fact that you’ll often rowstack behind the defender. He’s worth even more points if you find a Dol Blathanna Sentry from Bountiful Harvest

Pros:

  • Doesn’t require you to include too many tags when deckbuilding, since the Chameleons got that covered
  • Can manage being bled. Get the engine going and save the Lake Guardian for the short round
  • When have you last seen vanilla Milva? (You could cut her for the Operator though if you like)

Cons:

  • It’s a functional deck in itself, but won’t be able to compete with the strong decks in this meta
  • Vulnerable to control, as most of the Harmony decks
  • You’ll have an awkward hand from time to time

Strategy/Core Cards:

Idarran, Megascopes and Chameleons: For obvious reasons. Operator is a consideration as well, but will take away the beast tag on the board

Harmony Engines: A bunch of harmony engines, could be even more if you want to cut Pellar or Squirrel

Lake Guardian: Your tall finisher

Written by Escanbryt

Honorable Mentions

Overview:

The idea behind this deck is based on a similar control version I used in the past with a greedier approach. Our Cat Mentors can possibly play for 15+ points for us.

Pros:

  • Harmony is extremely good this season
  • Control options with poisons
  • Golden Nekker is still amazing

Cons:

  • Greedy
  • Needs good placement of specific cards like Mentors
  • Can be difficult to defend a bleed

Strategy/Core Cards:

Gaetan and mentors are better played together. Always place mentors on the left-most position on your rows in order to take advantage of row mechanics, especially when playing Gaetan. Also keep in mind that mentors have the adrenaline tag. A card like sabertooth tiger can trigger mentors with adrenaline active each time the card transforms from normal version to stealth version. 

The Harmony package can get us quite a few points, especially since we use megascopes for the chameleons in order to get those extra points. Re-playing chameleons each turn also triggers mentors with active adrenaline

Written by UngryNab

Conclusion

This was our seventh 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 everyone providing us with their decks! We hope that we inspired you to create your own memes or own versions of the decks with this Meme Snapshot. But for now, Team Bandit Gang and I will fare thee well, and we’ll see you again in Meme Snapshot #8!

Now is the time to shine, oh memers of the Gwent community! Got a deck that’s so bad it’s good? One that’s kinda out there but still got you to pro, or one that’s lore friendly? Then please send an email to teambanditgang@gmail.com 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 #6

Introduction

Many decks can be considered Meme Decks. 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 sixth 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 previous editions, 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. For this edition of the snapshot, we have removed the “Lore Friendly Decks” as we felt that none of the decks we included in this article could qualify to be submitted under this category. The categories included are as followed:

1. Fun But Garbage Decks: these are the decks that are just for fun but will not win you too many games.

2. 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.

3. Honorable Mentions: these are decks from community members that we wanted to give that extra spotlight. We encourage you to submit your own, read more about this in the Conclusion.

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:

I was never a big fan of NG mill and clog decks. On the other hand, I always love to experiment with cards and archetypes I am not that experienced with. So the question here is: is Isbel a good waifu for us? Short answer to this is question is YES! The addition of Golden Nekker in the latest card drop gave us the ability to create some really awesome decks. This is an attempt to combine the traditional Kolgrim clog deck with Isbel and the new spicy cards!

Pros:

  • Tried and applied deck updated with the latest cards
  • Isbel is great here
  • High tempo

Cons:

  • It’s a clog deck.
  • People in higher ranks know how to counter Kolgrim decks
  • Did I mention I am not a big fan of clog decks??

Strategy/Core cards:

Isbel of Hagge: Very tricky to use as you have the option to trade the top cards of yours and your opponents deck. Timing is the biggest challenge here but pulling off a good steal from your opponent’s deck might win you the game

Kolgrim: Our main winning condition here. The concept is already well known as the card has seen lots of play. Clog our opponents deck while heavily thinning our deck. Can be used as an R3 finisher but also in a greedy R2 bleed for a 2-0

Assire var Anahid: I like using Assire for the flexibility she provides. Can be used to get something important from our GV (Kolgrim after a 2-0 greed bleed, another Isbel etc). Worst case scenario she can be used to clog our opponents deck even further

Warritt + Albrich: Can be used in conjunction with Isbel. Albrich brings her to top and boosts by 2 so she has more chances of surviving a turn until her order is enabled when placed on board. Warritt guarantees that the highest cost card of our opponent’s deck is right on the top of their deck, ready for the taking

Tactical Decision + Snowdrop: One of the best high tempo plays in the game right now

Golden Nekker + Ciri Nova: This combo is used so much since the latest card drop. Ciri’s resilience is a perfect late R1 or dry pass R2 card and Golden Nekker provides great thinning + perfectly setting up your board for high tempo plays

Black Blood: A little surprise against all those massively boosted decks out there. At the very least it will force your opponent to actual think how to play around it and in some cases it can completely negate those massive last turn plays (Gord is a prime example for that)

Written by Pokkas

Overview:

With the release of the latest set of cards, Mutagenerator was the first card that caught my eye. I did feel like it’s a card that has some very nice potential to be both in a meta/off-meta deck (eg Commandos deck) as well as a good old fun meme deck. So I present to you with an alternative way to use the card. In most iterations, people tend to use Mutagenerator in R3 to get that extra value from all those 4p or 5p cards they have in their decks. In this deck, we will use Mutagenerator in R1 to boost our bronzes and use all the boosts as carryover value for a big chonky (and I mean chonky) Erland in R3.

Pros:

  • Big big finisher with Erland (30+ points)
  • Enough consistency to pull this off without sacrificing too much value
  • Easily customizable to your liking, multiple options to choose from in your 4p cards in order to better suit your playstyle

Cons:

  • R1 is weird, a lot of the current meta decks can out-tempo you easily
  • Mill decks are our worst enemy
  • Red coin can be weird if your initial hand is very very VERY bad

Strategy/Core cards:

Mutagenerator: The star card of this deck. The whole idea behind this is to play it R1. You NEED to make sure that you have at LEAST 5x 4p cards in your deck, the rest goes to your hand. You drop the Mutagenerator on board, then play all 4p cards in Ranged row to get the max 5-point value distributed in your 4p cards in deck. Remember that all 4p cards that got boosted should remain in deck until Erland takes advantage of that sweet carryover value

Erland: Our main finisher. If done right, Erland can get a buff of 30-40 points. Should be used in late R3

Siege + Siege 4p cards: Can be used in conjunction with Mutagenerator. Siege has enough support here to be used for a push in R2 or in R3 as a backup to Erland

Pincer Maneuver + King Radovid V + Cursed Scroll + Fisher King: Great at fixing our hand. We have a total of 4 charges from leader + Radovid and cursed scroll (only on blue coin). This is not just important to get the cards we want in hand, but also to put those 4p boosted cards back in deck if needed. Fisher King is a bonus here; he can be removed if you feel like you don’t need him

Siege Master: Along with AA, can be used for thinning your deck. I tested this deck thoroughly with and without the siege master cards and I feel they are a necessary addition in what we need to do. Can be really helpful in shaking things up in R1 and get some good tempo out of them

Queen Adalia + Reinforcements: Can be used to get some extra value from Mutagenerator if you didn’t get enough bronze cards in R1 or if you just wanna get greedy (which I thoroughly advise you to do)

Written by Pokkas

Overview:

Who said that MO can’t be really fun? Necromancer’s Tome added a great tool to utilize your graveyard units. Sooooooo, let’s try to do just that!! In this deck we will be using our Tome to setup a board with as many Vran Warriors as possible + the She-Troll of Vergen then getting that awesome value from a huge finisher with Glustyworp. We have enough options here to allow the “Whenever a unit is destroyed during your turn” condition netting us a lot of points. If our opponent cannot answer our engines, they will be in a world of trouble

Pros:

  • Great value from our bronze cards
  • Makes being greedy feel like it’s a normal thing to do
  • Good thinning

Cons:

  • Hard to play 100% efficient
  • Not setting up your engines will lose you a massive part of your finisher value
  • RNG dependent

Strategy/Core cards:

Operator: Our initial play that helps setting up our graveyard with the Vran Warriors. A secondary target can be the Griffin which can also get as some good value. Megascopes are there to help a bit with spawning a few more engines without using our original Vran’s or Griffin’s

Necromancer’s Tome: Will spawn for us our bronzes in R3 and setup the board for our final play

She-Troll + Vran Warriors: Amazing engines that synergize amazingly with Glustyworp and Wererat.

Arcane Tome: Great option for getting a few of our specials out of our deck and use them whenever we need them. Keep in mind that using this card will also allow our opponent to do the same so use strategically!

Wererat: Can be used in conjunction with our engines to get those points coming in, while also helping in setting up our board for our finisher

Glustyworp: Our main finisher here! Killing all of those 1-power units gets us some amazing value while also triggering She-Troll and the Vran Warriors for each and every unit destroyed!!!

Frightener Dormant: An additional semi-finisher. If on board, triggers automatically when Glusty drops

Vigo’s Muzzle: A personal preference, can be replaced with anything else you want

Forktail: Can be really good against swarm decks, has a chance to setup a few more targets for Glusty. Also do you expect to see a lot of Forktails being used on ladder? Right!!! Neither will your opponent.

Written by Pokkas

Overview:

After the latest patch and the (very much needed) dwarves’ archetype boost, the meta has seen a swarm of dwarves’ deck flood the Gwent ladder. So I felt like it would be a good idea to try to make something a bit different than what everyone else is using right now that would make dwarves even more greedy than they already are! In this equation, enter Syanna + Dennis Cranmer = An amazingly fun combo to pull off leaving your opponent flabbergasted

Pros:

  • Awesome finisher with Syanna and Dennis Cranmer for double the armor boost
  • So greedy it feels good when it works
  • Good thinning

Cons:

  • Deck’s concept is easy to understand but it’s very difficult to navigate properly
  • RNG dependent
  • Armor stacking is very difficult to pull off

Strategy/Core Cards:

Wagenburg + Dwarven Chariot: Our most foolproof way to stack that armor up. When placed properly on board, you can keep boosting and getting that sweet armor value stacked up high enough in order to make that high point swing right at the end of the game. The longer the round, the better value you will get out of it. Also you can use both Wagenburg at the same time if you had to use your Malena in earlier rounds so instead of moving the Wagenburg you just play the Cranmer right in the middle of those cards

Malena: An extremely important card that serves us in two ways. First and foremost, it can help us move the wagenburg out of the way so that we can get the full value on Cranmer. Secondly, we can micromanage our rows if needed (eg move dwarves in the same row as Brouver Hoog, move our defender around if opponent has movement like in Movement ST or MO Frost) Can be replaced with Paulie for that extra 2-point armor from his armor

Syanna + Cranmer: Ideally this is your main combo. Imagine having two units with 15-point armor each. You move the wagenburg, trigger the order on Syanna then drop Cranmer for a 60-point finisher!

Broover Hoog: Great in pushing in R1 for gaining round control as well as getting the extra points later on in the game

Iris Shade: The only card in the deck that doesn’t always gain full value, but can serve as an additional finisher in case you don’t draw/can’t use Syanna

Zoltan + Giantslayer: Our resiliency options that act as a carryover option for us

Novigradian Justice + Mahakam Volunteers: A great option to use for thinning + combo well with Broover Hoog. Can be replaced with Mahakam Marauders but I feel like you get more out the Volunteers instead

Wriiten by Pokkas

Overview:

Are you guys tired of watching SK using that discard package again and again and again? Well, this is a spicy way to put some RNG into discard (because who wants consistency right?). In all honesty, the idea behind this is to make sure that you always thin to 1-2 cards. In this aspect, this deck performs admirably… as long as you draw Troll Porter and plan your strategy accordingly! Even if you don’t, you do have enough options here to roll that dice and watch RNG do its part!

Pros:

  • Awesome thinning capabilities with troll porter. God I love this card!!
  • RNG here is a blessing
  • Lots of spicy cards that make this a very fun deck to play

Cons:

  • Consistency is an issue; you need specific cards in order to be as efficient as possible
  • RNG here is also a curse
  • Might struggle against very high tempo decks

Strategy/Core Cards:

Troll Porter: Our main way of discarding here. The optimal play here is to use troll porter in order to banish 6 cards from our hand. Along with Roach and Knickers this effectively will leave you with 1 card in deck by the time you reach R3. The existence of so many 4p cards here is to try and use them as fodder for the troll porter. On the very rare occasion where you will get a perfect R1 hand (Snowdrop, Troll Porter + 8 bronze cards) you can literally make sure that you can Lippy in R2!!!

Snowdrop: Using her order in conjunction with troll porter can get you a nice 18-point snow drop!!! Keep that in mind!!

Runemage: Always try to play this as early as possible in order to get maximum value from all of our top value cards

Shupe & Radeya: Need to say more? The amount of value you can get from these cards can literally turn the tide in any game

Magic Compass: An invaluable card that basically guarantees you have another legendary SK card to play around with. Its main focus here is using Lippy for replaying a few of our main cards but its flexible enough to choose any other card you might feel it will be more beneficial to the current game you are playing

Vial of Forbidden Knowledge: Its personal preference, but since this is not a golden nekker deck then it can be replaced with literally anything you want. Since this is an RNG-based deck, in the off-chance you play against an opponent who are using Vial as well it can be good to have the ability to check their deck and plan ahead

Uma & Aguara: By definition, the most fun RNG cards in the game. Using after Runemage will give you more options as well, so let that RNG roll baby!!!

Written by Pokkas

Overview:

This deck is my favorite pet project. Whenever there is a new patch coming out or new cards are released, I always try to revisit this and make it even better than it already is. And believe me when I say, this version is absolutely awesome! Besides our main two combos that are always at the core of the deck, cards like Aerondight, Golden Nekker and the new SY faction cards add to the deck some better form of consistency that it never truly had. So, ladies and gents, I give to you.. SY Goes Pepega v2!!

Pros:

  • Amazing combos with Abomination + Greater Brothers
  • Increased consistency compared to previous iterations
  • Extremely enjoyable to play

Cons:

  • Very difficult to navigate properly
  • Combos are high risk/high gain focused
  • Overthinning might be an issue

Strategy/Core Cards:

Salamandra Abomination + Gellert Bleinheim: Our first main combo. ALWAYS have to be used with full hand because of the Adrenaline tags on both abomination and Bleinheim to get maximum value. Now you may ask what the idea behind this is? Play abomination first and tribute (this is 0 because of our leader). Try using stratagem or stolen mutagens to put a veil on abomination. Try to get as much coins as possible and then drop Bleinheim BEFORE Adrenaline 6 is triggered on Abomination and spend as many coins as you like, feel free to use a few leader charges as well. Your abomination will basically get spammed to 40+ points in a single turn. Reasoning behind this is to force your opponent to either commit a tall removal (which most decks in current meta do not have) OR pass the round. In any case it’s a win-win situation for us!!

Greater Brothers + Vlodimir: This is our R3 combo. Basically we trigger the Greater Brothers Insanity tag to get as much armor as possible on the card before we drop Vlodimir to convert that armor back into health for a massive finisher. Blindeye Apothecary is very efficient here as it can heal and boost Gretaer Brothers to 14-power. Repeating this twice can net you 30-40 points guaranteed!! For better gold efficiency, make sure that you should trigger the insanity on the brothers while having one or less coins. Apothecary needs only one coin to trigger both of its abilities because of our leader

Bekker’s Dark Mirror: An extremely useful card that can be used both defensively as well as offensively. Greater Brothers is a great target for it as it will help us heal and boost the card or we can use it remove a very tall unit from our opponent

Shady Vendor + Eventide Plunder: Extremely good bronzes that synergize amazingly well with this deck. Shady vendor can give us those additional poison crimes or get those extra coins that crime cards provide while Eventide Plunder provides us with spenders.

Conjurer’s Candle: You gotta love the flexibility of this card. Profit + Boost with resilience so you can use it in-between 2 rounds. A great option to use in any SY deck

Stolen Mutagens: Perhaps one of the most underrated cards in SY, its flexible options can help you in a multitude of different scenarios. Extremely important for the abomination combo, either you already have veil from stratagem (you can choose poison and gain 5 coins’ option) or you use it as your veil source on red coin.

Golden Nekker + Aerondight + Ciri: These neutral cards are basically what make the deck even more consistent than it used to be. The value you can get from Aerondight can help in getting those extra points that will win you the round/game or can be used more in a defensive scenario where you need to boost one of your two defender scarabs from Azar Javed. Golden Nekker is for the extra tempo and thinning and lady Ciri Nova for the resiliency carryover.

Savolla: Last but not least, Savolla can really be a life saver in a bleed situation in R2 or can serve as an alternative finisher in a short R3 where we don’t have enough turns to build up the armor required on Greater Brothers

Written by Pokkas

Overview:

With the latest card drop and the boost on crimes, I wanted to put Tunnel Drill back to work. Since the card got nerfed, it saw very little use on ladder. Especially when used with Lined Pockets, we have enough crimes and enough coins to wreak havoc on our opponent’s board, denying them any sort of combo they might try to pull off.

Pros:

  • Great control options
  • Consistent game plan
  • Very flexible deck that can adapt in different scenarios

Cons:

  • Needs to be navigated properly
  • Lacks a lot of thinning
  • Need to be as coin efficient as possible in order to not overspend

Strategy/Core Cards:

Cleaver: Good tempo and great value from Intimidate. Can be used in all rounds of the game. Pairs really well with Skewertooth, Tunnel Drill and rest of the Crownsplitters cards as they increase the Intimidate value.

Shupe & Radeyah: Great flexibility added, especially when combined with Runemage. Will help to adapt in different scenarios.

Tunnel Drill: Our main removal option. Gets the most value when used with crimes in order to get the most efficient coin to fee usage.

Conjurer’s Candle: Perhaps one of the most important cards in the deck. Can be used to protect our Tunnel Drill. Also great option for spending all those coins.

Sir Skewertooth: Another great Intimidate engine with the added effect of having immunity which makes it difficult to deal with.

Runemage: Provides additional options for our Create cards such as Triss: Telekinesis, Shupe, Radeyah, Walter Veritas, Shady Vendor and Eventide Plunder.

Triss: Telekinesis: Gives a chance to replay a bronze special card from either your own or opponent’s deck. In most scenarios you will choose a crime card for the added value

Crime cards: Lots of them to use at your hearts content. Make sure to combo them correctly with Tunnel Drill and your Intimidate cards.

Harald Gord: Great finisher as most of the create cards are going to play Crime/Special cards thereby increasing Gord’s value over the course of the game.

Written by Decode789

Becoming A Pro

Overview:

The new Mutagenerator is an interesting card from the latest card drop, which can have very solid value, but requires a specific setup for that. While Babyjosus obviously had yet another iteration of Triple Commandos on his mind in his recent deck guide, this one takes a different approach with Dun Banners and the 4 provision cluster. This synergizes very well with the Uprising leader ability, because guess who is also a 4 provision unit that will hit a row of boosted Dun Banners? The Lyrian Scytheman from the leader ability of course!

So the gameplan is multiplying the Dun Banners in round 1 with King Foltest and Blue Stripes Scouts, which is good tempo in itself. You can also play your flexible gold cards to take round 1, because that’s rather important. Yes, this is one of the infamous decks that kinda needs to win round 1, because it’s a bit vulnerable to bleeding. Round 2 can be drypassed if the matchup doesn’t require you to bleed, in round 3 you then drop the Mutagenerator and the fun begins. First you shuffle your Dun Banners from round 1 back to the deck with Pavetta. Then you play your 4 provision cards (except Blue Stripes Scout if there’s one left) in the back row, which will boost the Dun Banners in the deck. Also play the other cards in the back row because you need to keep the front row free for later. Then finish round 3 by playing a Dun Banner to the front row, now boosting the 4 provision units on the board, not the deck. Follow up with the leader ability and place the Scytheman in the front row, triggering the Mutagenerator once more. If you have a Blue Stripes Scout left and still space on the front row, you can play him after that. If all went well, you may finish the round with a three digit amount of points.

Pros:

  • Round 3 runs on 4 provision cards, enabling you to play valuable cards early
  • Mutagenerator is already worth its value when triggered twice and can get a lot more
  • Traveling Priestess playing a side role here to buff the 4 provision cluster, but is already worth 9 points with Tridam Infantry when only shuffled once.

Cons:

  • Vulnerable to bleed
  • No targeted control
  • Sometimes awkward with a bad hand

Core Cards:

Dun Banners, Mutagenerator, multiplying package, Princess Pavetta, both echo cards, a good 4 provision cluster

Many gold cards in this are flexible but Ring of Favor is definitely recommended to take round 1 and most of the other gold cards help consistency or offer decent synergies.

Written by Escanbryt

Sawyer1888 has already made an in-depth guide here.

Overview:

So you’re tired of beating the snot out of people with Assimilate, I mean it’s been AGES since we played anything else. You need a bit of excitement in your life, you have considered playing Shupe and/or RNG decks before, but they only win 10% of the time. Well congrats, now we can double that win rate!!!

This deck adds some substance to the style of winning with whatever RNGesus throws you. Runemage is the evident key to expanding your options, so you can pull good solutions to problems on the board with your create cards. Like any Casino deck, we stuff it full of create cards. The most important of these is Shupe’s Day Off. Shupe’s biggest flaw is the RNG element. You may not get the option you want from him. Runemage guarantees all of these options are possible, maximizing Shupe’s utility. 

You REALLY want to play Runemage ASAP. Cursed Scroll on blue coin can help with that. Otherwise, try to win Round 1 with some tempo from Radeyah and your thinning cards like Roach, Knickers and Blightmaker. If you find this too inconsistent, check out some of the tech options below that you can swap in.

Mysterious Puzzle Box is an option to be played Round 1 for tempo, though it is ideally played in later rounds when you would gamble your bricks off and have Will o’ the Wisp on hand to delete Thing From The Box should your opponent win the bet.

Once Runemage has been played, go wild with your create cards and pray you roll high. Artorius Vigo is your sole native (Assimilate) engine, so play him early, ideally in round 3. He is NOT nailed down to guaranteed options, but can be (look at tech section). You want medium to longer length rounds to facilitate your pay-off finisher in the form of Tourney Shaelmaar, so soft bleeds are useful to utilize Squirrel or other “trash” cards.

Pros:

  • Casino EXCITEMENT
  • Maximum versatility
  • Decent point-slam

Cons:

  • Casino STRESS
  • Lack of engines, mediocre pay-off
  • The house usually wins

Core Cards:

Shupe: Shupe is potentially a huge amount of points with 15 different POWERFUL options, now fully available thanks to Runemage.

Arcane Tome: Many of the create cards are specials. Play this card after Runemage to access all your create cards. Prioritize the expensive ones first, as some opponents don’t want to play their own specials or don’t have specials. Consider it a tutor for your high value specials.

Tech Cards:

Cards you can consider switching out:

Aguara: True Form: This is one of the weakest create cards and very expensive. Its create pool is heavily polluted by specials that are NOT useful and niche use, especially from Syndicate.

Lydia van Bredevoort: Without assimilate engines to score points from creates, Lydia is substantially weaker than in Assimilate decks. She can, however, provide removal or situational cards that complement other created cards.

Arcane Tome: This card is definitely risky, as some opponents can benefit heavily from playing their own high value specials. Consider a safer tutor.

Elf and Onion Soup: You may find yourself without good targets (or even any targets at all) to sacrifice for this card, so it often plays for fewer points than other alternatives. Granted, you can use it as Box gamble fodder.

Pellar and Squirrel: Very useful but pollutes Vigo’s creation pool, swap out for specials.

Cards you can consider switching in:

Removal cards: Korathi Heatwave, Yennefer’s Invocation, Vigo’s Muzzle, Leo Bonhart, and Vilgefortz are all good options if you have provisions to spare.

Create cards: Dazhbog Runestone and Summoning Circle are two alternatives/additions one can consider. Dazhbog Runestone especially as it can provide you assimilate engines (in place of Elf and Onion Soup).

Consistency: Fisher King, Roderick of Dun Tynne and Maxii Van Dekkar are all good consistency options for ensuring you draw/play the cards you want/need.

4 Provision Specials: In place of Pellar and Squirrel, in order to guarantee Artorius Vigo only has a pool of 5 bronze units to create from. Options include, Dimeritium Bomb, Mahakam Ale, Obsidian Mirror, Spores.

Written by BigDaddy843

BabyJosus made an in-depth guide for this deck here.

Bomblin made an in-depth guide for this deck here.

Magiq made an in-depth guide for this deck here.

Honorable Mentions

Overview:

I love Kolgrim, as a card of course, he promoted some radical deckbuilding at the time, like going card down on purpose or even that infamous 35 card enslave deck.

However, with the addition of Golden Nekker, nearly every deck can thin to less than 6 cards, making Kolgrims ability quite mediocre. So if ST/SY/MO can thin to such low numbers just imagine what NG can do.

So I present to you the SuperDuperMegaExtraHyper-Hyperthin!!!!

 

Pros:

Has surprise value for opponent, people try to defend the bleed with average cards. No real need to use your brain, just don’t play Kolgrim and Defender R1, however, if you do use your brain, you may find extra enjoyment with all the thinning combos!  

Cons:

Anything with a tall punish or even an untargeted tall punish (e.g. censer, igni. etc.) can counter us. Mill should also hard counter us, but there is some hope if you manage to not get Kolgrim milled.

 

Strategy/Core Cards:

Basically, we are going to play R1 like it’s the last round (MUST WIN R1…) and we will be thinning all the time and clogging just a little bit! If done properly, by mid R2 there will be no cards left in deck! This tactic aims to catch your opponent off guard as he is expecting a bleed, not a 2-0.

We want to keep Kolgrim and perhaps Defender for R2, consider everything else free to use.

Try using leader with both mage assassins in hand so you get the thinning and with snowdrop on board for extra points.

Assire is a great key card as in case you over thin she can put something back in deck to even re-enable Nekker bricks in specific categories. e.g. you have no specials left in deck, so you put 1 back. Else just put something in the opponent’s deck to increase the difference.

Considerations: you can fit Ciri: Nova by swapping her for War Council and downgrading a 5, you can also swap fisher king for Albrich, but that is only recommended if you want to specifically boost Kolgrim to 3 so he won’t die to SK boats. We want to avoid Aerondight as it will not get to great values as we are SMOrcing our way through each round. Lastly, we want to avoid any card that allows opponent to thin as well (Arcane Tome/Mata).

Written by UngryNab

Erdemches made a guide for this deck here.

Conclusion

This was our sixth 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 everyone providing us with their decks! We hope that we inspired you to create your own memes or own versions of the decks with this Meme Snapshot. But for now, Team Bandit Gang and I will fare thee well, and we’ll see you again in Meme Snapshot #7!

Now is the time to shine, oh memers of the Gwent community! Got a deck that’s so bad it’s good? One that’s kinda out there but still got you to pro, or one that’s lore friendly? Then please send an email to teambanditgang@gmail.com 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 #5

Introduction

Many decks can be considered Meme Decks. 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 fifth 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 previous editions, 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. We encourage you to submit your own, read more about this in the Conclusion.

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 ball deck is back! This time, with a twist! If you are looking for a unique way to play ball, this is it. How does it work? The plan is to somehow survive to round 3. Mulligan away ball and do not use mentors nor Calveit! In round 3, open with Jan and follow with a spotter to give the opponent ball. BAM! Every Viper Witcher Mentor nets a hefty 15 points! Later, you can use Cantarella to play Ball or Double Cross, if the opponent has a draw mechanic. Discard won’t help your opponent with Gorthur Gvaed on board! 

 Pros:

– A lot of points in round 3

– Spread power → big cards and tall removal/engines

– You play ball in a fun way

Cons:

– Terrible round 1

– Vulnerable to bleed

– Draw dependent

Core Cards:

Gorthur Gvaed: Not only does it give you another Viper Witcher Mentor, but it can also line up a nice Cantarella or mess with your opponent’s draw.

Blightmaker: Pray to get both in round 1, because they are your only good plays in this round.

Spotter: How to ruin your opponent’s day with one simple trick?

Written by Bomblin

Overview:

Sooooo, this is a funny one… The main concept behind this deck is to use good old boy Erland as a big finisher in R3 with a high probability of survival even if you do not have last say. How do we do that, you say? By spawning as many same-type units as possible in R1 & R2 and then using Pavetta in R3 to put everything back in the deck so that Erland can be as “fat” as possible.

Pros:

– So greedy it’s actually fun!!!

– Nice point finisher

– Easy to understand strategy

Cons:

– So greedy it’s actually painful!!!

– Very RNG dependent

– It needs to win R1 and bleed the opponent heavily in R2 in order to create as many units as possible!!!

Core Cards:

Draug: Our main way to produce a lot of similar type of units (Revenants). Revenants can also help in winning some rounds and provide some control over your opponent’s board

The Land of a Thousand Fables: Perhaps the single most important card in the deck as we will use this in R2 to sacrifice our AA (preferably after using it at least once in R1) in order to create a second Draug (has 50% chance to either get Draug or Henselt through this method). Second Draug = more Revenants

Pavetta: Gets all those revenants and puts them back to the deck to increase Erland’s value

Erland: Our winning condition. If all goes according to plan you will get a big 25-30 points finisher, which will also have an additional advantage: Immunity!!

King Foltest: Helps create as many dun banner as possible in order to be used with Draug

Mushy Truffle + PFI: Again, used to create as many bodies as possible for Draug

Queen Meve + Voyomir: Can help in winning R1, pushing or defending a bleed in R2

Leader – Pincer Maneuver: Can help with the consistency and un-bricking our hand

Written by Pokkas88

Overview

Yes, you’re not having a fever dream, it is true, you can technically have at some point a 72-powered ogroid boy in the game of Gwent. So, how is it possible to achieve this? The process itself is actually quite simple. First of all, if the row on which you have Old Speartip: Asleep is full, he will not summon Old Speartip, yet the strengthening part of his ability will trigger. Second of all, there are many ways to spawn Old Speartip Asleep! Third, put the first and the second point together and you’ve got profit. Well… sort of! 

Pros:

– Gives you a reason to play practice mode or friendly matches.

– Intriguing gameplay, especially for fans of puzzle games (e. g. Thronebreaker). 

– A chance to make arguably one of the highest base power units possible in the game.

Cons:

– Pretty much unplayable outside of friendlies/practice. Insta-death to control. 

– Absurdly draw dependent, even with a variety of tutors. 

– No back-up plan and no real way of generating points outside of the core combo.

Core Cards

The Speartips: Always secure the sleepy Speartip in your hand. Always have the angry Speartip in your deck. As soon the countdown on sleepy Speartip reaches 1, or earlier, your row must be filled in order to block the summoning effect. Rinse and repeat.  

The Spawn Gang: The sequencing of playing your spawning engines is very important as you’re fighting both time and synergy. The ideal sequencing is: Idarran – Weavess: Incantation – Caranthir onto Old Speartip: Asleep – Arachas Queen onto one of the 1-powered copies – Abaya and Ritual Sacrifice onto Arachas Queen – use of order on Weavess: Incantantion on Arachas Queen.

Written by Mercernn

Overview:

With the addition of Arachas Queen, MO gained a valuable card that can be used in a multitude of different decks. It also has massive meme potential as some of the synergies it can help create are just plain epic. In this version of the deck, we are going to use AQ + Golyat to create as many Golyats as possible, mainly for two purposes: a) mill our opponent as much as possible and b) to be used with witches sabbath in r2 and r3 for the additional carryover and of course… mill our opponent even more!!!

Pros:

– Deck has some amazing synergies

– Flexible enough to use your cards differently depending on match up

-Massive point value if everything plays according to plan

– Some of the deathwish units can be replaced to your liking!!!

Cons:

– A banished AQ means you lose a big part of your strategy

– Very draw dependent

– Low consistency

Core Cards:

Arachas Queen: The main idea behind this deck. You consume a card on deploy and creating a second copy when its own deathwish ability activates. Used to create as many Golyats as possible but the deck includes other targets as backup (Manticore, Miruna)

Golyat: Summons highest provision unit from opp deck. Mill opportunity + good carryover points through Witches Sabbath

Witches Sabbath + Alissa: Can be used to replay our cards (preferably on both R2 & R3) and get more value out of them, especially if its Golyat. Spring equinox can purify our units in R2 if needed so we can replay in R3!!!

Haunt, Deathwish package, Ritual Sacrifice, Abaya: Can be used in many different ways. Push and win R1, abuse AQ synergy more (eg via Ritual or Abaya), push or a defend a bleed, used in long round R3

Written by Pokkas88

Overview:
The new change to the Initiative keyword means many things, one thing ensures is lots of fire. It’s been awhile since I played a Scorch deck so I thought why not have a bit of fun and try to set it up 4 times in a game! Our old friend Alissa Henson is here to help out with our shenanigans 

Pros:

-So much fire

-Its a Shupe deck

Cons:

-Fragile combo

-Lots of set up

Core Cards:

Scorch: Will burn the highest power units on board(including yours if you’re not careful) so we want to use all our damage cards to line up the opponents cards to same power 

Francesca Findabair: Allows for a glorious Double Scorch in one turn 

Alissa Henson: Puts Scorch back in deck to be played again 

Renew: Solely for Alissa again

Written by Kalvino

Overview:

What if Skellige had their own Iron Man? He wouldn’t be as impressive, but he would be a few fun points! The main idea here is to utilize Onslaught’s passive to give lots of armor to an Axe-Wielder which you then remove with Iris for a big boost and small Pew Pew.

Pros:

– Core pirates synergy is pretty good

– Crach is low-key MVP

– Has Uma

Cons:

– Requires opponent to play units

– Few consistency cards

Core Cards:

Iris Shade: Takes armor off your Axe-Wielder or another Pirate and boosts self 

Terror Crew Axe-Wielder: When it loses armor it damages so perfect target to remove armor from 

Elf and Onion Soup: Nice RNG spice, used on Roach & Knickers 

Iris’ Companions: Used to ensure you draw Iris

Written by Kalvino

Lore Friendly

Overview:

With a recent change to Regis, the deck got so much better! You can finally tutor Regis with cards like Joachim or Roderick. Spies are still a bit underwhelming but at least the board clear looks cool! You can also consider a version with more assimilate cards. It would be harder to lineup Regis but it would make games more winnable.

Pros:

– Amazing in a long round

– Can destroy greedy decks

– Good against swarmy decks

Cons:

– Terrible against unitless decks

– Spies are a bit underwhelming engines

– Very slow.

Core Cards:

Regis: tutor him now, yay! Remember that he still doesn’t work after you use orders (including leader ability!)

Joachim: With Coup, he can line up 1 and 4 powers values for Regis. If you add to it Roderick, you already have a great row for our favorite Vampire.

Ramon: Great with Impera enforcers. In some niche situations, you can play him with Cavalry.

Written by Bomblin

Overview:

A deck I have been working on for quite some time now, since CDPR buffed Vandergrift a few patches ago. I really wanted to create a Vandergrift + Vandergrift’s Blade deck and this buff served as a good excuse to play around with the Knight tag. This is a lore-friendly non-meme deck that is actually fun to play and a fresh alternative to what everybody is playing in NR right now!!!

Pros:

-Some good synergies with the Knight cards

-Good consistency

Has both control and defensive capabilities

Cons:

-Low tempo

-Bronze cards with Knight tag feel very underwhelming

-Difficult to deal with swarm decks

-Difficult to play against heavy control decks

Core Cards:

Vandergrift’s Blade + Reynard Odo: If played in the same round, these cards can basically boost every unit played by 2 (blade will only work with Knights though). The extra boost can help a lot of your cards survive their first turn on the board while for some it can boost their removal capability!!

Prophet Lebioda: Each unit played next to Lebioda gets that well needed shield!!

Prince Anseis, Seltkirk & Vissegerd: Some excellent removal options (Anseis & Seltkirk) while Vissegerd can act as a last say card that will gain a lot of charges if most of your units are boosted.

Donimir: Very important to at least protect your units… The more your units remain alive (and boosted) the more you increase your chances on winning!!

Vandergrift: Like seriously… who expects this… from NR… in this meta?

Raffard’s Vengeance + Thaler + AA + Cintrian Envoy: Some good options to use for thinning and getting the cards you want… Use wisely!!!

Written by Pokkas88

Overview:

It’s getting a bit chilly around here, let’s make sure our opponents are freezing too! I dont think I’ve ever seen anyone play a deck focused on Blizzard…probably because it’s a terrible idea. I thought to try it out in Monsters as our units should always be higher power than the opponents. Alissa back again to potentially play Blizzard twice! 

Pros:

– Actual Blizzard value

– Chonky units

– Lots of Pew Pew 

Cons:

– Low point output on our side

– Relies on opponents cards

Core Cards:

Blizzard: Destroys all lowest units (including ours) 

Alissa Henson: Double Blizzed fun

Saesenthessis Blaze, Ivo of Belhaven, Yennefer Conjurer, Nithral, & Myrgtabrakke: All these cards are used to damage the opponents units and set their power to be lower than any of ours 

Incubus: Pulls a high power bronzes from our graveyard and ideally a low power unit from the opponent 

Hideous Feast: Very useful card as it can damage opponents cards in range of Blizzard and boost our cards to safety

Written by Kalvino

Overview:

When talking about SY, there is always one specific card that comes to mind for me… COLLUSION!!!!! I always felt that this impactful crime has great potential and loved experimenting with it. In this lore-friendly deck, we are trying to use collusion not once, but twice!!  It is a bit challenging to pull through, but when it does it feels so rewarding. Most people right now expect to face SY Jackpot, so this deck will definitely catch many people by surprise!

Pros:

– Can use collusion in two different rounds or even in a single round for double the value

– Scenario can help in getting round control quickly

– Lots of different cards from different archetypes allow for a more flexible approach to each match up

Cons:

-Heavy control decks will limit your potential to set up the board properly for Collusion

– Coin usage is very important as we do not have infinite coin generation

– Tricky to navigate correctly

Core Cards:

Collusion + Alissa + Ferko: The main concept of the deck. Play collusion once, use Alissa to return the card from your graveyard to your deck, then replay collusion once more via Ferko if needed. Ferko can be used in the same round as well if collusion and Alissa are both in hand!!

Passiflora Scenario: Can be used to gain round control, set up those engines and fill your pockets with very much needed coins.

Bloody Good Friends + Sea Jackal (Leader charges): Main source for 3 of the 5 tags needed to get a full value collusion. Always keep 1 BGF & 1 Sea Jackal for each time you are going to play collusion

Whoreson’s Freak Show: Can be used alongside payday and Kurt to remove targets that can be dangerous for you when setting up your board.

The Mushy Truffle + Sly Seductress: A very strong synergy with the Passiflora scenario, can be a good alternative for a R3 encounter where collusion has already been used in previous rounds

Jacques + Helveed: Your main source of Firesworn in this deck. Even if one of those tokens survive it will be enough to trigger collusion. Also can be your spenders if needed.

Written by Pokkas88

Becoming A Pro

Overview

This deck emerged from a shower thought that I had around the time when Ardal aep Dahy was released. It revolved around giving Cantarella to the opponent and having them play it to his disadvantage or discard it. So browsing across the deck builder, I came across three cards that caught my attention: Saer Quan (in combination with Amnesty), Curse of Corruption and Count Caldwell. Saer Quan turned out to be a bit clunky and CoC is often unsynergistic with Snowdrop, so I eventually picked Count Caldwell

Combo is easy: Play Cantarella, then in another round, play Leader and place Caldwell as the second card from the top. Then you play Ardal on Cantarella, while you draw the top card. Now your opponent has Cantarella in his hand while Count Caldwell is on top of your deck, and you have the tallest unit on the board. Will he play it? 

Pros

Punishes curious opponents for playing Cantarella. Most of them are curious. 

Tall units and tall removal support the strategy 

Operator with Nilfgaardian Knight enables a Shaelmaar target and gives great bonded value to Illusionists later on. 

Cons

Totally falls apart if you don’t have dominance during the combo 

Combo only works in the last round. Otherwise, Cantarella will just not be played (probably) 

Doesn’t necessarily have the strongest round 1 

Core Cards

Ardal aep Dahy, Cantarella, Count Caldwell (or another target card) and a few tactics. The rest of the deck should just revolve around the strategy.

Written by Escanbryt

Overview:

This deck is incredibly fun and surprisingly strong (Got me to Pro this season with a 12-2-1 record). The core strategy you follow is to utilize Caravan Vanguards for filling your rows as much as possible, and then employ Cat Witcher Mentors and Gaetan to get payoff from the high amount of units. The deck also includes a carryover package with handbuff and Allgod, which works very well with your leader, as well as Harald Gord to help you in shorter rounds. 

Pros:

– Very powerful, Cat Witcher Mentors can consistently reach over 20 points of value if used correctly.

– Decent both in control and proactive play.

– Capable of excelling in both short and long rounds. 

Cons:

– Draw dependent to a degree, as it is easy to brick your hand and many of your cards are combo-based. 

– Vulnerable to wide punish (Lambert, Lacerate, the SK Rain Archetype). 

– The risk of overfilling is omnipresent and requires a lot of thinking ahead. 

Core Cards

Caravan Vanguard: A priceless card for this deck. They have a very nice value curve, starting at 7.5 (Unbonded + Bonded / 2) and growing for each additional trigger. You aim to play them always on the ranged row to get more units, rather than boost. In such a scenario, a bonded trigger can play for 9 points of raw value + 2 triggers on each Cat Witcher Mentor + 2 triggers on Gaetan. 

Teleportation: A surprisingly valuable combo card, which is intended to be used on Vanguards. Provided you have 2 Vanguards on the board (1 play), Teleportation on one of them will trigger bonded, thus resulting in 6 raw value points + 2 triggers on each subsequent Mentor + 2 triggers on Gaetan + 1 point on Harald Gord + potential healing/status removal. You can easily get over 10 points with this handy, cheap card! 

Cat Witcher Mentors + Gaetan: These are your payoff cards for row swarming. Always play Mentors after you swarm your row a bit, so that they couldn’t be removed by low damage and place them to the leftmost position for synergy with Gaetan later. Also, always calculate how many spots you need to preserve for Mentors and Gaetan (1-4). Once your row is filled with but one position left, play Gaetan which will not only trigger his ability, but also re-trigger Mentors’ abilities for every card moved provided you played them to the very left. This will also only work on Adrenaline 4. 

Written by Mercernn

Overview

The Skellige Rain Archetype should never be underestimated. It even was played in the last Masters, but we made some cheeky changes to it.
Obviously you try to overwhelm your opponent with the classic Discard Package, while using some of your Bronze Engines to secure a round. The core and idea of this deck though is, that you play your leader earlier than usual, but keep in mind that you want to play it with Gremist in hand or on board, so that you can purify Arnjolf. This way we make sure that you can replay it with Fucusya, so that you get 10 turns of rain, which your Messengers of the Sea and Rioghan can make use of.
Cards like Madman Lugos, Gigascorpion Decoction or Avallac’h give you some control options, while the Megascope might get you an additional Messenger.
Sequencing with this deck is key, so make sure to plan ahead to maximize your rain value!
Your last 3 plays, with Messengers on board, might look like this: Sigrdrifa’s Rite on another Messenger, Fucusya into Arnjolf and then Bride of the Sea replaying Sigrdrifa’s Rite into Rioghan.  

Pros:

– Great mixture of consistency, control and engines

– Gives Madman Lugos a chance to shine 

– Makes use of the pointswing potential from Rioghan the Undying, Messengers and Rain

– Still viable even if your combo bricks

Cons:

– Sequencing can get a bit itchy from time to time 

– Squirrel and especially Xavier Lemmens can ruin your day

– Kinda depends on drawing your bronze cards, especially your Messengers

– Not much Rain without the combo

Core Cards:

Fucusya: She is without a doubt one of the strongest card in game right now. You will need her to replay Arnjolf, while it is in Graveyard, to make use of the meme. Otherwise you are still able to play Little Havfrues, Messengers or something else with her, but it’s less fun. 

Rioghan the Undying: While never in your hand, you will need him together with your Messengers and Rain to get the maximum payoff. You will try to get him back with Sigrdrifa’s Rite. 

Messenger of the Sea: They are a strong bronze engine, helping you synergize and maximize your rain potential with Avallac’h, Little Havfrues and whatever you play with Fucusya. They are basically your points with this deck, therefore you want to use Freya’s Blessing and Megascopes on them as well. 

Suggestions:

If you want to play safe, you can change some cards, like Megascope for a Pellar to be able to purify Arnjolf or Tears of Siren to secure yourself some Rain. You can change Avallac’h for Heatwave, but he secures you enough Rain to get your Messengers going. Madman Lugos and Decoction are not mandatory, as well as Spore, but they surely help you to control your opponent’s board.

Written by Sawyer

Overview:

Mourntart got a very nice Provision change in the recent patch and finally feels pretty playable! The points just Pop onto the board! We would like to play into all 3 rounds and set up a giant graveyard for our Mourntart to feast on with last say. 

Pros:

-Consistent game plan

-Plenty of points in all rounds

-Only cares about setting up graveyard

Cons:

-Really needs last say 

-Needs the right cards early to ensure later combo

Core Cards:

Mourntart + Petri’s Philter: The perfect pay-off to your whole game of set up. Philter allows Mounrtart to be played last with zeal and dodge any removal 

Plague Maiden +  Yennefer of Vengerberg + Siegfried of Denesle: Great round 2 to slam points and intimidate the opponent and the purification of tokens means even more bodies for Mourntart 

Mushy Truffle + Caravan Vanguard + Lesser Witch + Celaeno Harpy: All of our bonded units spawn more and more units to fill up our graveyard

Written by Kalvino , Deck by Decode789

Honorable Mentions

Overview:

The inspiration for this deck came from me having the idea of using Ancient Foglets as finishers, slamming them with a lot of weather effects on the enemy rows. Looking at row effects, rag nah rook popped in the list and I thought that I could add Madoc as well, even if it would not be that consistent as I intended to spawn fog frost and cataclysm. With the addition of Arachas Queen I could review the deck and even make it greedier! So, without further ado, I present you “She-Troll white and the 7 Madocs”.

Pros:

-Fun meme deck with very good potential

-Utilizing Madoc in a fresh alternative way by using row effects to both damage AND produce points for our engines

-Massive points in a long round

Cons:

-Susceptible to tall/row punish

-Initial hand is very important to get the maximum amount of Madocs possible (7)

-If AQ gets heatwaved, the entire plan falls through

Core Cards:

Arachas Queen + Madoc: The core of this deck, we need to spawn as many as possible in R1 in order to guarantee our engines will get the maximum value in later rounds

Abaya + Decoy + Witches Sabbath: Very important cards that can help in getting further value from the AQ+ Madoc combo

Whispess Tribute + Whispering Hillock: Excellent cards that act as tutors for the cards we will need

She-Troll + Vran Warrior + Ancient Foglets: Our faithful engines that will produce the majority of points for us. Every time that Madoc’s ability is used, we will trigger these engines concurrently as She-Troll & Vran buff themselves whenever a unit is destroyed and Ancient Foglets buff themselves whenever row effects are applied!!!

Moon Dust + Dimeritium Bomb + Red Haze + Northern Wind: Our bombs that will summon our Madoc from the deck or graveyard. Only 6 of them so use strategically!!!

*Note – A full guide for this deck is included in the PlayGwent database

Written by UngryNab

Our good friend MrRepek created this wholesome deck for the community to help celebrate MissLadyJay and Crozyr’s Wedding!

Mercernn helped out during the stream and suggested we include it. Be sure to click the Deck picture to read MrRepek’s full guide.

Deck by MrRepek

Conclusion

This was our fifth 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 everyone providing us with their decks! Otherwise it would have been somewhat one-sided, with only decks from Bomblin, Kalvino, Pokkas 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, Pokkas and I will fare thee well, and we’ll see you again in Meme Snapshot #6!

Now is the time to shine, oh memers of the Gwent community! Got a deck that’s so bad it’s good? One that’s kinda out there but still got you to pro, or one that’s lore friendly? Then please send an email to teambanditgang@gmail.com 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 #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!