Team Bandit Gang

Guide to the Seesaw in the Season of the Dryad

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

Rules and general approaches

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

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

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

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

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

Scoia'tael

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

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

Northern Realms

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

Skellige

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

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

Final Remarks

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

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