So You Want To Play Fringilla Vigo!

Hello you wonderful lovers of the forgotten, the damaged, and all the bastard and broken things! We all know why we’re here; let’s lift another forgotten card out of the murk of disuse and, for just a moment, give it a spot in the limelight.

A Primer

The Lodge of Sorceresses has requested we analyze the Nilfgaardian Sorceress Fringilla Vigo. Being both a gentleman and acutely terrified of being transfigured into a duck, I obliged. Can we conjure up a way to make this mage mighty or will our analysis spell doom for her hopes in any viable list? Since Fringilla is  a character entirely grounded in the Witcher Universe and not based on any real life individuals, I will eschew the lore drop for this article. Feel free to lambast me in the comments if there really was a real life mage by the same name.


So what are we dealing with? Fringila Vigo is a 4 power, 8 provision card with the ability: “Deploy: Damage an enemy unit by 2. Increase the number of targets by 1 for each adjacent mage.” With 1 adjacent mage, Fringilla reaches parity at 8 points for 8 provisions. With two she achieves an efficiency of 1.25 power per provisions. Unfortunately Fringilla belongs to a subset of “mid-range” provision cards who get easily outpaced by the newer and much more explosive high provision cards. Fringilla herself occupies an especially unenviable position of not filling any special niche within a deck. The damage that she does isn’t enough to remove threats on your opponent’s side of the board, she doesn’t provide any engine value and her pointslam value is ok but nothing that would swing a round.

Deckbuilding Ideas

Fringilla’s real value, like most of the cards that we see in this dear series, comes from her place as part of a whole. Because Fringilla can’t secure kills on high value targets, we need to shift her focus to something else. We can use her “chip” style damage to leverage the abilities of other cards, specifically cards such as Amnesty and Sweers, both of whom allow you to seize a weak enemy unit. With Enslave as the leader ability, you gain another means of capturing and turning damaged enemy units to your cause. Should you be so inclined, you could run Emhyr Var Emreis to seize a unit each turn provided they have the spying status and have been damaged down to 1 power. Fringilla’s chip damage also facilitates cards with deathblow effects such as Coup de Grace, Palmerin de Launfal, and Milton de Peyrac-Peyran.

The Good, the Bad, and the Ugly

Now we round back to our customary summary. Is Fringilla GOOD and just waiting for the right support, BAD and in need of a buff, or UGLY and in dire need of a rework? I think Fringilla is a GOOD card. Nilfgaard needs more mages, period, but mages that cater or play around seizing mechanics would be huge positive to Fringilla’s playstyle. Should mages or deathblow effects receive more support I have no doubt that Fringilla would see play in her current iteration.

That’s my take on Fringilla! Did I do the card justice? How would you use Ms. Vigo’s magic might? Leave a comment below! As always this has been Carrost, your friendly neighbourhood jank peddler, signing off with my customary “Don’t let anyone tell you what cards you can and can’t play.”

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