Guide – Switcheroo

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 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

After 2 turns the players switch hands.

The Switcheroo seasonal mode from the season of the cat is an interesting one. What happens is that you switch hands with your opponent after every turn you make. That has some consequences which reflect in rather unusual strategies being successful. To begin with, the first round is pretty much always played until both hands are depleted. If one player passes earlier, the other one just plays cards from both hands until he is ahead. Another thing is that the strong cards are being played first, otherwise you leave them for your opponent. And of course it brings transparency as you can see early if there is a counter to a card in one of both hands.

What does that mean for deckbuilding? Playing points from deck interaction is one of the pillars of your strategy, because the deck remains inaccessible and exclusive for the other player. This can be simple self-playing cards like Roach and the like. Faction-specific tutors like Menno Coehoorn or John Natalis are also only useful to you unless you play a faction mirror match. Also cards like Blightmaker and Braathens are not that powerful if they don’t have the correct deck for them. And the Cursed Scroll should be the stratagem to pick most of the time.

Then there are also small advantages you can get by deckbuilding. It could be a decision to play a devotion list, or else a singleton list to use Shupe which is otherwise a zero point card. Or maybe you even combine both to a devotion singleton list and wait for your opponent to deal Shupe to your hand? I don’t know if that’s worth it but it sure sounds funny.

And the last pillar that I would mention here is the cultivation of carry-over. As mentioned before, the round one is played for a length of ten cards and then the game comes down to one or two short rounds afterwards. Here we can talk about Shupe again and his ability to become resilient. But cards like Phoenix or Crowmother can do the trick as well. Alternatively some good consistency for strong cards in the last rounds can do the trick as well. Pincer maneuver can be recommended for that.

For some reason there are still people who claim that you just need to play trash cards in this mode. It is correct that both good and bad cards are accessible to both players and the sum of the direct value of both hands isn’t that impactful. However all the other things that are mentioned in this guide will likely make the difference in the end. I hope you have fun with this mode!

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