Guide – Entrench

This article is part of a Bandit Gang series covering the many different seasonal modes with brief descriptions, strategies, and deck ideas for each. Not every deck will be up to date, given the weekly rotation. Instead, we will display the date it was created, 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 most importantly, have fun! – MAIN PAGE

Every played unit has resilience.

The Season of Mahakam once brought us this flavorful mode that salutes to the times of the Gwent beta, when Resilience was a substantial part of the dwarven archetype. Times have changed since then, and the gameplay around statuses has become more diverse. We have potentially powerful statuses like Poison, Bounty, or Lock and also mechanics like Veil and Purify to counter those. But we’ll get back to that later.

First of all, the immediate value of the cards that are played doesn’t change at all. But it is important to keep in mind that the end of a round is by no means a reset of the board, so if one player wins a round dominantly and also has resilience on his engines or high strength units, he continues to dominate in the next round as well. So it becomes a crucial part of a successful strategy to purify or remove the opposing units. Now coming back to the statuses that were mentioned before, you certainly don’t want to purify your own resilient units in this mode. That’s why Poison or Bounty can be really strong here. But it’s also a good choice to play some sort of aggressive engine setup. Northern Realms has various approaches to this. Nilfgaard’s Assimilate archetype has proven effective in the past, as well. No matter what you play, purify cards are really powerful and Siegfried of Denesle can be the sometimes necessary hard reset, even though your own units will be purified as a result. One more thing to mention is that artifacts gain resilience as well for some reason, and they cannot even be purified. So once infamous cards like Sihil will sometimes make an appearance here as well, even though it’s not as threatening as it used to be.

Right now I have a nice bounty deck for you, which is only one of many viable strategies. More decks might be added later, once I find more time to create and test them out. But Syndicate has been slightly underrepresented in most of the guides that I post here, so I want to give it some time in the spotlight. Hope you enjoy!

Guide to the Entrench Seasonal Mode

The Season of Mahakam makes a return and fitting to the dwarf theme, the according seasonal mode gives resilience to every unit that is played. A minor sidenote here is that this only applies to those units that you actively play, not those that are summoned or spawned. And for some reason it also applies to artifacts, which cannot even be purified. But the general gameplay does not change as much when you look at the immediate value of a card. Instead you can be overwhelmed by the carryover in a round afterwards if you do not pay attention and play accordingly. So how should you play this? Let’s have a look!

It is basically all around fostering your own carryover and denying that of your opponent. So for your own carryover you either bring high base strength or engines or a mix of both. Carryover denial is done by removal and purify, it really is that straightforward. There are some decks that really excel at bringing a balanced combination to the table or are just so good at one discipline that it is sufficient. Status heavy decks with bleed, poison or bounty force the opponent into an inconvenient decision whether to use purify on the own resilient units or not. So they should be in a good spot in theory, but in practice they often do not keep up the pace unfortunately. What has proven to be reliable are these three decks we present you now.


Assimilate lists perform well in many seasonal modes and this one is no exception. The mix of engines, cheap purifies and a strong leader ability make double cross decks very popular. In fact, I created this list in 5 minutes and it worked well right away. A nice feature is that you can play Coup de Grace twice on the same Joachim, as he remains on the board in the round after. More details in the deck guide. A different take on this archetype is a list that creates as many diviners as possible with cards like operator, informants and such. However this falls behind in a NG mirror, which you face quite often, so we retired that concept.

Northern Realms

As Northern Realms only have poor options for purify cards, we go all in on engines and point generation. Uprising can even be pretty strong in a short round if you start it with some decent carryover and engines. However if you lose control over the game, then Siegfried is your emergency resilience reset against the carryover bleed in round 2. Read the deck guide for more details.


The monster list of the month was provided by Sawyer and he is bringing a binary minimum unit deck with Force of Nature. So you just keep the board clean and empty until late round, then slam Speartip, Golyat and/or Woodland Spirit for large carryover. It has proven to be efficient in shutting down popular engine decks and denying any interaction with your side of the board. Don’t expect too many GGs though.

Final Remarks

Due to artifact carryover, you can also play a Sihil deck if you are that kind of person. However we at Team Bandit Gang do not promote this kind of behavior. Instead we advise you to always bring your heatwave or, in case of the monster deck, just don’t play units to begin with. Thank you for reading this guide and good luck!