This article is part of a Bandit Gang series covering the many different seasonal modes with brief descriptions, strategies, and deck ideas. Not every deck will always be up to date, given the weekly rotation. Instead, we will display the 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 have fun! – MAIN PAGE
At the start of the match, set the power of every unit in your starting deck to its provision cost.
In the Season of the Griffin, the seasonal mode called Power Shift was introduced. The rules that it offers are rather simple and the main effect is a shift in the balancing of the cards that you can use. There are cards that exceed their provision cost in strength and have a little effect or a drawback for this, so these cards shouldn’t be played here. And then there are cards that have a base strength way below their provision costs and a strong ability instead. These are the ones that you should consider while building your deck. That includes a lot of neutral cards like Sunset Wanderers, Roach, Knickers, Vivienne: Oriole, Gascon, Saer Qu’an, Witcher Trio, and many more. You can always include those as fillers according to the provisions that are available. The high supply in viable neutral cards allows for functional decks with very few synergies, if you want to go for that.
But faction specific strategies and cards are making a difference as well, of course. Monsters can utilize the higher base strength well for consume decks. The good cards for this used to be Detlaff: Higher Vampire, Ruehin or even the old Ciri: Nova. I guess nowadays it just would be Viy. Nilfgaard, Syndicate, and Scoia’tael should be able to gain good bronze value with poison cards, and each of these factions will also find high value gold cards. And I’m sure that there’s also something for Northern Realms and Skellige as well, such as decks with witcher synergies, for example. But when you go and create your own lists, keep in mind that the altered strength only applies to the units in your starting deck. Anything that you spawn or create will have its original base power.
In a short time, I’ve built a nice Tactical Decision list that thins very well and makes Rience exceptionally powerful. Other decks may follow soon.