This article is part of a Bandit Gang series, covering the many different seasonal modes with brief descriptions of each, as well as some strategies and deck ideas. Not every deck will always be up to date, given the weekly rotation. Instead we display each deck based on its date of creation, so that you can retrace what may have changed in the game since then. Feel free to adjust the decks with new cards or old cards that you like better and, as always, have fun! – MAIN PAGE
Whenever you play a non-spying unit, move a random enemy unit with the same power to the opposite side.
This mode was introduced with the Season of Love, and its concept fits that very well. It’s all about charming as many units to your side of the board as you can. And for that, you can follow multiple strategies that all have the same goal: Stealing as many units from your opponent while making it difficult for him to get them back.
There are multiple factions acting successfully here and that brings some variety to this mode. Once more very popular is Nilfgaard with a very versatile midrange strategy. You can just play a list with lots of create mechanics, using Duchess’s Informant, Experimental Remedy and many more flexible cards to always have good chances to have the right power available. That one is successful as long as the opponent also plays in the midrange field. Monsters should rather go another way and bring all the units to a high power level from which they can’t really be stolen back. The list shown below reflects that, but I’ve also seen someone just blatantly playing an ordinary Viy deck, ignoring the stealing stuff entirely and just slamming down more value than the opponent could ever make with a deck that is teched on stealing other units. And then you can also go the other way and completely specialize on a specific power level for all your units. Shown below is a Syndicate list that aligns everything on 3 power and gains the upper hand when the opponent runs out of answers to that. Scoia’tael can go a similar way, but would include more control options and traps to keep the general point level low over the entire game, so that you can easily swing back if you keep last say. Northern Realms and Skellige are probably a bit behind here, due to lack of flexibility.
So pick the strategy that you like the most and go for it. The meta is far from being solved here and there are a lot of ways in which you can design and tech a decklist here. Just be consistent on what you are doing and you’ll probably find a way to make it work. Enjoy!