Gwent

Bandit Gang’s Meme Snapshot for Gwent #6

Introduction

Many decks can be considered Meme Decks. Some people believe that a meme deck is mainly played for fun, to make yourself and the opponent laugh, and not to win with. A deck like Thicc Aglais would be a good example. Other people believe that meme decks have their own theme like the bandit archetype, which makes it a lore friendly deck. And most people would agree that a meme deck is also considered an off-meta deck: a deck that has its own unusual strategy or inclusions, but that can still win you plenty of games. You could think of a deck like Triple Commandos here.

But I digress. Welcome to the sixth edition of Bandit Gang’s Meme Snapshot! In case you missed out on the other editions, you can find them here. Once again, we want to use new concepts that weren’t included in the previous editions, but you might also see different versions of decks that were included already. The main goal, as always, is to show you the diversity that is possible in Gwent, beyond all the top tier meta lists. For this edition of the snapshot, we have removed the “Lore Friendly Decks” as we felt that none of the decks we included in this article could qualify to be submitted under this category. The categories included are as followed:

1. Fun But Garbage Decks: these are the decks that are just for fun but will not win you too many games.

2. Becoming A Pro Decks: these are decks that are considered off meta, but are decent to climb to Pro Rank with. Nonetheless, they are not included in the Meta Snapshots.

3. Honorable Mentions: these are decks from community members that we wanted to give that extra spotlight. We encourage you to submit your own, read more about this in the Conclusion.

Note: Click on the image of the deck to get directed to the PlayGwent website in order to import the deck to your client.

Fun But Garbage

Overview:

I was never a big fan of NG mill and clog decks. On the other hand, I always love to experiment with cards and archetypes I am not that experienced with. So the question here is: is Isbel a good waifu for us? Short answer to this is question is YES! The addition of Golden Nekker in the latest card drop gave us the ability to create some really awesome decks. This is an attempt to combine the traditional Kolgrim clog deck with Isbel and the new spicy cards!

Pros:

  • Tried and applied deck updated with the latest cards
  • Isbel is great here
  • High tempo

Cons:

  • It’s a clog deck.
  • People in higher ranks know how to counter Kolgrim decks
  • Did I mention I am not a big fan of clog decks??

Strategy/Core cards:

Isbel of Hagge: Very tricky to use as you have the option to trade the top cards of yours and your opponents deck. Timing is the biggest challenge here but pulling off a good steal from your opponent’s deck might win you the game

Kolgrim: Our main winning condition here. The concept is already well known as the card has seen lots of play. Clog our opponents deck while heavily thinning our deck. Can be used as an R3 finisher but also in a greedy R2 bleed for a 2-0

Assire var Anahid: I like using Assire for the flexibility she provides. Can be used to get something important from our GV (Kolgrim after a 2-0 greed bleed, another Isbel etc). Worst case scenario she can be used to clog our opponents deck even further

Warritt + Albrich: Can be used in conjunction with Isbel. Albrich brings her to top and boosts by 2 so she has more chances of surviving a turn until her order is enabled when placed on board. Warritt guarantees that the highest cost card of our opponent’s deck is right on the top of their deck, ready for the taking

Tactical Decision + Snowdrop: One of the best high tempo plays in the game right now

Golden Nekker + Ciri Nova: This combo is used so much since the latest card drop. Ciri’s resilience is a perfect late R1 or dry pass R2 card and Golden Nekker provides great thinning + perfectly setting up your board for high tempo plays

Black Blood: A little surprise against all those massively boosted decks out there. At the very least it will force your opponent to actual think how to play around it and in some cases it can completely negate those massive last turn plays (Gord is a prime example for that)

Written by Pokkas

Overview:

With the release of the latest set of cards, Mutagenerator was the first card that caught my eye. I did feel like it’s a card that has some very nice potential to be both in a meta/off-meta deck (eg Commandos deck) as well as a good old fun meme deck. So I present to you with an alternative way to use the card. In most iterations, people tend to use Mutagenerator in R3 to get that extra value from all those 4p or 5p cards they have in their decks. In this deck, we will use Mutagenerator in R1 to boost our bronzes and use all the boosts as carryover value for a big chonky (and I mean chonky) Erland in R3.

Pros:

  • Big big finisher with Erland (30+ points)
  • Enough consistency to pull this off without sacrificing too much value
  • Easily customizable to your liking, multiple options to choose from in your 4p cards in order to better suit your playstyle

Cons:

  • R1 is weird, a lot of the current meta decks can out-tempo you easily
  • Mill decks are our worst enemy
  • Red coin can be weird if your initial hand is very very VERY bad

Strategy/Core cards:

Mutagenerator: The star card of this deck. The whole idea behind this is to play it R1. You NEED to make sure that you have at LEAST 5x 4p cards in your deck, the rest goes to your hand. You drop the Mutagenerator on board, then play all 4p cards in Ranged row to get the max 5-point value distributed in your 4p cards in deck. Remember that all 4p cards that got boosted should remain in deck until Erland takes advantage of that sweet carryover value

Erland: Our main finisher. If done right, Erland can get a buff of 30-40 points. Should be used in late R3

Siege + Siege 4p cards: Can be used in conjunction with Mutagenerator. Siege has enough support here to be used for a push in R2 or in R3 as a backup to Erland

Pincer Maneuver + King Radovid V + Cursed Scroll + Fisher King: Great at fixing our hand. We have a total of 4 charges from leader + Radovid and cursed scroll (only on blue coin). This is not just important to get the cards we want in hand, but also to put those 4p boosted cards back in deck if needed. Fisher King is a bonus here; he can be removed if you feel like you don’t need him

Siege Master: Along with AA, can be used for thinning your deck. I tested this deck thoroughly with and without the siege master cards and I feel they are a necessary addition in what we need to do. Can be really helpful in shaking things up in R1 and get some good tempo out of them

Queen Adalia + Reinforcements: Can be used to get some extra value from Mutagenerator if you didn’t get enough bronze cards in R1 or if you just wanna get greedy (which I thoroughly advise you to do)

Written by Pokkas

Overview:

Who said that MO can’t be really fun? Necromancer’s Tome added a great tool to utilize your graveyard units. Sooooooo, let’s try to do just that!! In this deck we will be using our Tome to setup a board with as many Vran Warriors as possible + the She-Troll of Vergen then getting that awesome value from a huge finisher with Glustyworp. We have enough options here to allow the “Whenever a unit is destroyed during your turn” condition netting us a lot of points. If our opponent cannot answer our engines, they will be in a world of trouble

Pros:

  • Great value from our bronze cards
  • Makes being greedy feel like it’s a normal thing to do
  • Good thinning

Cons:

  • Hard to play 100% efficient
  • Not setting up your engines will lose you a massive part of your finisher value
  • RNG dependent

Strategy/Core cards:

Operator: Our initial play that helps setting up our graveyard with the Vran Warriors. A secondary target can be the Griffin which can also get as some good value. Megascopes are there to help a bit with spawning a few more engines without using our original Vran’s or Griffin’s

Necromancer’s Tome: Will spawn for us our bronzes in R3 and setup the board for our final play

She-Troll + Vran Warriors: Amazing engines that synergize amazingly with Glustyworp and Wererat.

Arcane Tome: Great option for getting a few of our specials out of our deck and use them whenever we need them. Keep in mind that using this card will also allow our opponent to do the same so use strategically!

Wererat: Can be used in conjunction with our engines to get those points coming in, while also helping in setting up our board for our finisher

Glustyworp: Our main finisher here! Killing all of those 1-power units gets us some amazing value while also triggering She-Troll and the Vran Warriors for each and every unit destroyed!!!

Frightener Dormant: An additional semi-finisher. If on board, triggers automatically when Glusty drops

Vigo’s Muzzle: A personal preference, can be replaced with anything else you want

Forktail: Can be really good against swarm decks, has a chance to setup a few more targets for Glusty. Also do you expect to see a lot of Forktails being used on ladder? Right!!! Neither will your opponent.

Written by Pokkas

Overview:

After the latest patch and the (very much needed) dwarves’ archetype boost, the meta has seen a swarm of dwarves’ deck flood the Gwent ladder. So I felt like it would be a good idea to try to make something a bit different than what everyone else is using right now that would make dwarves even more greedy than they already are! In this equation, enter Syanna + Dennis Cranmer = An amazingly fun combo to pull off leaving your opponent flabbergasted

Pros:

  • Awesome finisher with Syanna and Dennis Cranmer for double the armor boost
  • So greedy it feels good when it works
  • Good thinning

Cons:

  • Deck’s concept is easy to understand but it’s very difficult to navigate properly
  • RNG dependent
  • Armor stacking is very difficult to pull off

Strategy/Core Cards:

Wagenburg + Dwarven Chariot: Our most foolproof way to stack that armor up. When placed properly on board, you can keep boosting and getting that sweet armor value stacked up high enough in order to make that high point swing right at the end of the game. The longer the round, the better value you will get out of it. Also you can use both Wagenburg at the same time if you had to use your Malena in earlier rounds so instead of moving the Wagenburg you just play the Cranmer right in the middle of those cards

Malena: An extremely important card that serves us in two ways. First and foremost, it can help us move the wagenburg out of the way so that we can get the full value on Cranmer. Secondly, we can micromanage our rows if needed (eg move dwarves in the same row as Brouver Hoog, move our defender around if opponent has movement like in Movement ST or MO Frost) Can be replaced with Paulie for that extra 2-point armor from his armor

Syanna + Cranmer: Ideally this is your main combo. Imagine having two units with 15-point armor each. You move the wagenburg, trigger the order on Syanna then drop Cranmer for a 60-point finisher!

Broover Hoog: Great in pushing in R1 for gaining round control as well as getting the extra points later on in the game

Iris Shade: The only card in the deck that doesn’t always gain full value, but can serve as an additional finisher in case you don’t draw/can’t use Syanna

Zoltan + Giantslayer: Our resiliency options that act as a carryover option for us

Novigradian Justice + Mahakam Volunteers: A great option to use for thinning + combo well with Broover Hoog. Can be replaced with Mahakam Marauders but I feel like you get more out the Volunteers instead

Wriiten by Pokkas

Overview:

Are you guys tired of watching SK using that discard package again and again and again? Well, this is a spicy way to put some RNG into discard (because who wants consistency right?). In all honesty, the idea behind this is to make sure that you always thin to 1-2 cards. In this aspect, this deck performs admirably… as long as you draw Troll Porter and plan your strategy accordingly! Even if you don’t, you do have enough options here to roll that dice and watch RNG do its part!

Pros:

  • Awesome thinning capabilities with troll porter. God I love this card!!
  • RNG here is a blessing
  • Lots of spicy cards that make this a very fun deck to play

Cons:

  • Consistency is an issue; you need specific cards in order to be as efficient as possible
  • RNG here is also a curse
  • Might struggle against very high tempo decks

Strategy/Core Cards:

Troll Porter: Our main way of discarding here. The optimal play here is to use troll porter in order to banish 6 cards from our hand. Along with Roach and Knickers this effectively will leave you with 1 card in deck by the time you reach R3. The existence of so many 4p cards here is to try and use them as fodder for the troll porter. On the very rare occasion where you will get a perfect R1 hand (Snowdrop, Troll Porter + 8 bronze cards) you can literally make sure that you can Lippy in R2!!!

Snowdrop: Using her order in conjunction with troll porter can get you a nice 18-point snow drop!!! Keep that in mind!!

Runemage: Always try to play this as early as possible in order to get maximum value from all of our top value cards

Shupe & Radeya: Need to say more? The amount of value you can get from these cards can literally turn the tide in any game

Magic Compass: An invaluable card that basically guarantees you have another legendary SK card to play around with. Its main focus here is using Lippy for replaying a few of our main cards but its flexible enough to choose any other card you might feel it will be more beneficial to the current game you are playing

Vial of Forbidden Knowledge: Its personal preference, but since this is not a golden nekker deck then it can be replaced with literally anything you want. Since this is an RNG-based deck, in the off-chance you play against an opponent who are using Vial as well it can be good to have the ability to check their deck and plan ahead

Uma & Aguara: By definition, the most fun RNG cards in the game. Using after Runemage will give you more options as well, so let that RNG roll baby!!!

Written by Pokkas

Overview:

This deck is my favorite pet project. Whenever there is a new patch coming out or new cards are released, I always try to revisit this and make it even better than it already is. And believe me when I say, this version is absolutely awesome! Besides our main two combos that are always at the core of the deck, cards like Aerondight, Golden Nekker and the new SY faction cards add to the deck some better form of consistency that it never truly had. So, ladies and gents, I give to you.. SY Goes Pepega v2!!

Pros:

  • Amazing combos with Abomination + Greater Brothers
  • Increased consistency compared to previous iterations
  • Extremely enjoyable to play

Cons:

  • Very difficult to navigate properly
  • Combos are high risk/high gain focused
  • Overthinning might be an issue

Strategy/Core Cards:

Salamandra Abomination + Gellert Bleinheim: Our first main combo. ALWAYS have to be used with full hand because of the Adrenaline tags on both abomination and Bleinheim to get maximum value. Now you may ask what the idea behind this is? Play abomination first and tribute (this is 0 because of our leader). Try using stratagem or stolen mutagens to put a veil on abomination. Try to get as much coins as possible and then drop Bleinheim BEFORE Adrenaline 6 is triggered on Abomination and spend as many coins as you like, feel free to use a few leader charges as well. Your abomination will basically get spammed to 40+ points in a single turn. Reasoning behind this is to force your opponent to either commit a tall removal (which most decks in current meta do not have) OR pass the round. In any case it’s a win-win situation for us!!

Greater Brothers + Vlodimir: This is our R3 combo. Basically we trigger the Greater Brothers Insanity tag to get as much armor as possible on the card before we drop Vlodimir to convert that armor back into health for a massive finisher. Blindeye Apothecary is very efficient here as it can heal and boost Gretaer Brothers to 14-power. Repeating this twice can net you 30-40 points guaranteed!! For better gold efficiency, make sure that you should trigger the insanity on the brothers while having one or less coins. Apothecary needs only one coin to trigger both of its abilities because of our leader

Bekker’s Dark Mirror: An extremely useful card that can be used both defensively as well as offensively. Greater Brothers is a great target for it as it will help us heal and boost the card or we can use it remove a very tall unit from our opponent

Shady Vendor + Eventide Plunder: Extremely good bronzes that synergize amazingly well with this deck. Shady vendor can give us those additional poison crimes or get those extra coins that crime cards provide while Eventide Plunder provides us with spenders.

Conjurer’s Candle: You gotta love the flexibility of this card. Profit + Boost with resilience so you can use it in-between 2 rounds. A great option to use in any SY deck

Stolen Mutagens: Perhaps one of the most underrated cards in SY, its flexible options can help you in a multitude of different scenarios. Extremely important for the abomination combo, either you already have veil from stratagem (you can choose poison and gain 5 coins’ option) or you use it as your veil source on red coin.

Golden Nekker + Aerondight + Ciri: These neutral cards are basically what make the deck even more consistent than it used to be. The value you can get from Aerondight can help in getting those extra points that will win you the round/game or can be used more in a defensive scenario where you need to boost one of your two defender scarabs from Azar Javed. Golden Nekker is for the extra tempo and thinning and lady Ciri Nova for the resiliency carryover.

Savolla: Last but not least, Savolla can really be a life saver in a bleed situation in R2 or can serve as an alternative finisher in a short R3 where we don’t have enough turns to build up the armor required on Greater Brothers

Written by Pokkas

Overview:

With the latest card drop and the boost on crimes, I wanted to put Tunnel Drill back to work. Since the card got nerfed, it saw very little use on ladder. Especially when used with Lined Pockets, we have enough crimes and enough coins to wreak havoc on our opponent’s board, denying them any sort of combo they might try to pull off.

Pros:

  • Great control options
  • Consistent game plan
  • Very flexible deck that can adapt in different scenarios

Cons:

  • Needs to be navigated properly
  • Lacks a lot of thinning
  • Need to be as coin efficient as possible in order to not overspend

Strategy/Core Cards:

Cleaver: Good tempo and great value from Intimidate. Can be used in all rounds of the game. Pairs really well with Skewertooth, Tunnel Drill and rest of the Crownsplitters cards as they increase the Intimidate value.

Shupe & Radeyah: Great flexibility added, especially when combined with Runemage. Will help to adapt in different scenarios.

Tunnel Drill: Our main removal option. Gets the most value when used with crimes in order to get the most efficient coin to fee usage.

Conjurer’s Candle: Perhaps one of the most important cards in the deck. Can be used to protect our Tunnel Drill. Also great option for spending all those coins.

Sir Skewertooth: Another great Intimidate engine with the added effect of having immunity which makes it difficult to deal with.

Runemage: Provides additional options for our Create cards such as Triss: Telekinesis, Shupe, Radeyah, Walter Veritas, Shady Vendor and Eventide Plunder.

Triss: Telekinesis: Gives a chance to replay a bronze special card from either your own or opponent’s deck. In most scenarios you will choose a crime card for the added value

Crime cards: Lots of them to use at your hearts content. Make sure to combo them correctly with Tunnel Drill and your Intimidate cards.

Harald Gord: Great finisher as most of the create cards are going to play Crime/Special cards thereby increasing Gord’s value over the course of the game.

Written by Decode789

Becoming A Pro

Overview:

The new Mutagenerator is an interesting card from the latest card drop, which can have very solid value, but requires a specific setup for that. While Babyjosus obviously had yet another iteration of Triple Commandos on his mind in his recent deck guide, this one takes a different approach with Dun Banners and the 4 provision cluster. This synergizes very well with the Uprising leader ability, because guess who is also a 4 provision unit that will hit a row of boosted Dun Banners? The Lyrian Scytheman from the leader ability of course!

So the gameplan is multiplying the Dun Banners in round 1 with King Foltest and Blue Stripes Scouts, which is good tempo in itself. You can also play your flexible gold cards to take round 1, because that’s rather important. Yes, this is one of the infamous decks that kinda needs to win round 1, because it’s a bit vulnerable to bleeding. Round 2 can be drypassed if the matchup doesn’t require you to bleed, in round 3 you then drop the Mutagenerator and the fun begins. First you shuffle your Dun Banners from round 1 back to the deck with Pavetta. Then you play your 4 provision cards (except Blue Stripes Scout if there’s one left) in the back row, which will boost the Dun Banners in the deck. Also play the other cards in the back row because you need to keep the front row free for later. Then finish round 3 by playing a Dun Banner to the front row, now boosting the 4 provision units on the board, not the deck. Follow up with the leader ability and place the Scytheman in the front row, triggering the Mutagenerator once more. If you have a Blue Stripes Scout left and still space on the front row, you can play him after that. If all went well, you may finish the round with a three digit amount of points.

Pros:

  • Round 3 runs on 4 provision cards, enabling you to play valuable cards early
  • Mutagenerator is already worth its value when triggered twice and can get a lot more
  • Traveling Priestess playing a side role here to buff the 4 provision cluster, but is already worth 9 points with Tridam Infantry when only shuffled once.

Cons:

  • Vulnerable to bleed
  • No targeted control
  • Sometimes awkward with a bad hand

Core Cards:

Dun Banners, Mutagenerator, multiplying package, Princess Pavetta, both echo cards, a good 4 provision cluster

Many gold cards in this are flexible but Ring of Favor is definitely recommended to take round 1 and most of the other gold cards help consistency or offer decent synergies.

Written by Escanbryt

Sawyer1888 has already made an in-depth guide here.

Overview:

So you’re tired of beating the snot out of people with Assimilate, I mean it’s been AGES since we played anything else. You need a bit of excitement in your life, you have considered playing Shupe and/or RNG decks before, but they only win 10% of the time. Well congrats, now we can double that win rate!!!

This deck adds some substance to the style of winning with whatever RNGesus throws you. Runemage is the evident key to expanding your options, so you can pull good solutions to problems on the board with your create cards. Like any Casino deck, we stuff it full of create cards. The most important of these is Shupe’s Day Off. Shupe’s biggest flaw is the RNG element. You may not get the option you want from him. Runemage guarantees all of these options are possible, maximizing Shupe’s utility. 

You REALLY want to play Runemage ASAP. Cursed Scroll on blue coin can help with that. Otherwise, try to win Round 1 with some tempo from Radeyah and your thinning cards like Roach, Knickers and Blightmaker. If you find this too inconsistent, check out some of the tech options below that you can swap in.

Mysterious Puzzle Box is an option to be played Round 1 for tempo, though it is ideally played in later rounds when you would gamble your bricks off and have Will o’ the Wisp on hand to delete Thing From The Box should your opponent win the bet.

Once Runemage has been played, go wild with your create cards and pray you roll high. Artorius Vigo is your sole native (Assimilate) engine, so play him early, ideally in round 3. He is NOT nailed down to guaranteed options, but can be (look at tech section). You want medium to longer length rounds to facilitate your pay-off finisher in the form of Tourney Shaelmaar, so soft bleeds are useful to utilize Squirrel or other “trash” cards.

Pros:

  • Casino EXCITEMENT
  • Maximum versatility
  • Decent point-slam

Cons:

  • Casino STRESS
  • Lack of engines, mediocre pay-off
  • The house usually wins

Core Cards:

Shupe: Shupe is potentially a huge amount of points with 15 different POWERFUL options, now fully available thanks to Runemage.

Arcane Tome: Many of the create cards are specials. Play this card after Runemage to access all your create cards. Prioritize the expensive ones first, as some opponents don’t want to play their own specials or don’t have specials. Consider it a tutor for your high value specials.

Tech Cards:

Cards you can consider switching out:

Aguara: True Form: This is one of the weakest create cards and very expensive. Its create pool is heavily polluted by specials that are NOT useful and niche use, especially from Syndicate.

Lydia van Bredevoort: Without assimilate engines to score points from creates, Lydia is substantially weaker than in Assimilate decks. She can, however, provide removal or situational cards that complement other created cards.

Arcane Tome: This card is definitely risky, as some opponents can benefit heavily from playing their own high value specials. Consider a safer tutor.

Elf and Onion Soup: You may find yourself without good targets (or even any targets at all) to sacrifice for this card, so it often plays for fewer points than other alternatives. Granted, you can use it as Box gamble fodder.

Pellar and Squirrel: Very useful but pollutes Vigo’s creation pool, swap out for specials.

Cards you can consider switching in:

Removal cards: Korathi Heatwave, Yennefer’s Invocation, Vigo’s Muzzle, Leo Bonhart, and Vilgefortz are all good options if you have provisions to spare.

Create cards: Dazhbog Runestone and Summoning Circle are two alternatives/additions one can consider. Dazhbog Runestone especially as it can provide you assimilate engines (in place of Elf and Onion Soup).

Consistency: Fisher King, Roderick of Dun Tynne and Maxii Van Dekkar are all good consistency options for ensuring you draw/play the cards you want/need.

4 Provision Specials: In place of Pellar and Squirrel, in order to guarantee Artorius Vigo only has a pool of 5 bronze units to create from. Options include, Dimeritium Bomb, Mahakam Ale, Obsidian Mirror, Spores.

Written by BigDaddy843

BabyJosus made an in-depth guide for this deck here.

Bomblin made an in-depth guide for this deck here.

Magiq made an in-depth guide for this deck here.

Honorable Mentions

Overview:

I love Kolgrim, as a card of course, he promoted some radical deckbuilding at the time, like going card down on purpose or even that infamous 35 card enslave deck.

However, with the addition of Golden Nekker, nearly every deck can thin to less than 6 cards, making Kolgrims ability quite mediocre. So if ST/SY/MO can thin to such low numbers just imagine what NG can do.

So I present to you the SuperDuperMegaExtraHyper-Hyperthin!!!!

 

Pros:

Has surprise value for opponent, people try to defend the bleed with average cards. No real need to use your brain, just don’t play Kolgrim and Defender R1, however, if you do use your brain, you may find extra enjoyment with all the thinning combos!  

Cons:

Anything with a tall punish or even an untargeted tall punish (e.g. censer, igni. etc.) can counter us. Mill should also hard counter us, but there is some hope if you manage to not get Kolgrim milled.

 

Strategy/Core Cards:

Basically, we are going to play R1 like it’s the last round (MUST WIN R1…) and we will be thinning all the time and clogging just a little bit! If done properly, by mid R2 there will be no cards left in deck! This tactic aims to catch your opponent off guard as he is expecting a bleed, not a 2-0.

We want to keep Kolgrim and perhaps Defender for R2, consider everything else free to use.

Try using leader with both mage assassins in hand so you get the thinning and with snowdrop on board for extra points.

Assire is a great key card as in case you over thin she can put something back in deck to even re-enable Nekker bricks in specific categories. e.g. you have no specials left in deck, so you put 1 back. Else just put something in the opponent’s deck to increase the difference.

Considerations: you can fit Ciri: Nova by swapping her for War Council and downgrading a 5, you can also swap fisher king for Albrich, but that is only recommended if you want to specifically boost Kolgrim to 3 so he won’t die to SK boats. We want to avoid Aerondight as it will not get to great values as we are SMOrcing our way through each round. Lastly, we want to avoid any card that allows opponent to thin as well (Arcane Tome/Mata).

Written by UngryNab

Erdemches made a guide for this deck here.

Conclusion

This was our sixth Meme Snapshot, we hope you enjoyed it! Hopefully we can all agree on the fact that there are plenty of decks included for all kinds of players that don’t want to contribute to the meta. For players that would like to have a good time, that want to role-play and want to go put their boot in the meta and claim their seats among the kings.

A big thank you to everyone providing us with their decks! We hope that we inspired you to create your own memes or own versions of the decks with this Meme Snapshot. But for now, Team Bandit Gang and I will fare thee well, and we’ll see you again in Meme Snapshot #7!

Now is the time to shine, oh memers of the Gwent community! Got a deck that’s so bad it’s good? One that’s kinda out there but still got you to pro, or one that’s lore friendly? Then please send an email to teambanditgang@gmail.com and we will consider putting it in our next Meme Snapshot!

Please consider checking out our article section where you can find plenty of articles. From member interviews to deck guides and more!

Deck Guide: Toxic Aristocrats

Overview


Since the Price of Power Expansion, maybe even before, Masquerade Ball disappeared. That might not change with this Guide, but it gives you an impression of how a classic Masquerade Ball deck could look like these days. And while testing, it turned out to be actually stronger than expected. 

One of the biggest weaknesses of playing this deck was always to get bled in Round 2, losing your Scenario or not drawing into it in Round 3. With the introduction of Jan Calveit as a card, we won’t have this problem anymore, as we can secure drawing into the cards we really need.  
To avoid the bleeding, we want to win Round 1 as efficient as possible. To help with that in addition to the tempo of Calveit, we play Ring of Favor, together with the Blightmaker and Mage Assassin combo. Fangs of the Empire with maybe Maraal or Cupbearer can also help to threaten some reach, while if necessary, we can take it with the removal potential of Vincent or grab a good unit with Vigo’s Muzzle

Obviously, you need a playable Round 1 hand to be able to do so, but with so many options to contest, you should be fine. If you feel not being able to secure Round 1, it might be an idea to hold Calveit, so your Scenario won’t get bled in Round 2 or even mulligan it away…but that’s a gamble and your call to take or not. 

The huge potential in this deck lies in its power combo: Masquerade Ball and Philippe Van Moorlehem. Protected behind Ffion var Gaernel, we should be able to gain a lot of points with our Thirsty Dames. Use your aristocrats wisely, you don’t need to instantly poison the unit you want to kill. Poison a unit with the spawned Fangs, then lock it with Philippe. Do the same with the other one and maybe even with Maraal as well. Gain statuses for your Dames and, depending on how long the Round takes, finish it off with Philippe and your remaining removals. 
Vigo’s Muzzle locks first before it grabs the unit, so it boosts your Dames as well as your leader ability Imposter. Keep that in mind to not waste points, but you don’t have to combine them necessarily. 

Pros: 
– A lot more flexibility to win Round 1 than old Ball decks, while also being consistent for your Round 3. 
– Versatile with thinning, points, removal and control. Even Bronze cards like Experimental Remedy, Van Moorlehem Hunter or Imperial Diplomacy can turn out valuable. 
– You can be toxic without being rude and Poison makes cool sound effects. Masquerade Ball is also better than Blue Balls

Cons:
Calveit Round 1 is not guaranteed, as well as your Blightmaker package. It needs a decent understanding of the matchup to know what Gold cards to commit Round 1. 
– Sequencing with Philippe, Dames and Poison is key to get the most points, but it might be weak against wide or no-unit decks. 
– It is not meant to be a 2:0 deck, as it needs some time to develop its power in a longer Round 3. 

The Deck

Core Cards

Ring of Favor helps you to secure Round 1, but be aware of your opponent might have it as well.

Masquerade Ball obviously is your main threat and gives you engines and removal

Philippe Van Moorlehem not only has a cool name, but can be really powerful if used together with your Dames and Poisons.

Ffion var Gaernel protects your important engines. Always play him in the Melee Row, as you want to defend your Maraal as well. 

Vincent Van Moorlehem is a decent removal for defenders, veiled units, Ciri:Nova or anything you gave Poison or Lock to. Together with your leader ability Imposter, it can be even a one turn removal. 

Deck Guide: BJ’s Blue Balls (Triple Commandos)

Overview

Triple Commandos, also famously known as BJ’s Blue Balls (due to the shameless sell-out back in the day on many Twitch streams), is all about playing your Blue Stripes Commandos every round. While the deck has originally been created in patch 7.4, it has been brought back to life in the past with patch 8.5 and now with patch 10.4. You could say this was because Bomblin forced me to create a new Triple Commandos deck, or simply because the new card drop benefits the archetype quite well. I choose the latter, but I let you decide for yourself.

With the rework on Lady of the Lake the deck has gained a lot of consistency since we no longer have to run Papa John because she can play Oneiromancy and Amphibious Assault for us.

And aside of that, we got two new cards that we included in the deck and they are as followed. The most important one is called Mutagenerator. This card is great with Blue Stripes Commando because you are guaranteed to have lots of them in your deck. And when you play a commando on the ranged row 5 commandos in your deck get boosted. Also, if you happen to play Maxii Van Dekkar and/or a Blue Stripes Commando from hand and/or from Reinforcements on the melee row it gives you even more value. And then I didn’t mention the many 4 provision cards that we can play on the melee for even MORE value. This results in the card being an auto include in the deck in my opinion.

The second new card is called Vial of Forbidden Knowledge which can be an easy 8 points for 4 provisions if the vitality gets unanswered. Plus it has a bonus ability which only happens when both players have the card included. Someone on Reddit said this about it: ”It’s basically a gentleman’s agreement for open decklists”.

Pros:
-This deck allows you to out-tempo your opponent in round 1, push your opponent in round 2 and win the game in a short round 3. 
-Fairly consistent thanks to Cursed Scroll, Lady of the Lake, Roche: Merciless, Amphibious Assault & Oneiromancy.
-Lots of pro-activity.

Cons:
-The deck is vulnerable to cards like Lambert: Swordmaster, Surrender, Lacerate etc.
-Also vulnerable to Pavetta being banished or stolen. This requires you to 2-0 your opponent since in hindsight, your round 3 is pretty awful without being able to play your Commandos.
-Lacks control.

The Deck

Core Cards

Donimir of Troy and Foltest because they get you tons of copies of commandos in round 1 alongside the regular Blue Stripes Scouts play.

Pavetta because it puts your Commandos back in the deck which you can then tutor out of the deck and have a huge tempo-play.

Renew on Pavetta to do the exact same, but in round 3.

Cursed Scroll, Lady of the Lake, Roche: Merciless, Amphibious Assault & Oneiromancy are Core Cards due to them making the deck more consistent.

Deck Guide: Runemage is Nilfgaardian

Runemage Is The New Black

Overview

The newest card drop has changed the way how we approach Gwent games, and Runemage is no exception. He allows all your Create/Assimilate cards to have a more precise choice as he increases your options to 5 rather than 3.  Not to mention that it includes even your leader ability Double Cross. He’s just too good to not include in Assimilate lists! 

Apart from Runemage  there are two more new cards in this deck: Ring of Favor and Prophet. Ring of Favor helps to secure a win in round one with its plus two per turn tick, or allows you to draw the top card of your deck when the opponent passes.  Whereas Prophet is a bit more niche card as you need to know what your opponent is going to do next. Fortunately, with the help of Runemage and leader Double Cross you are able to view 5 cards from the opponent’s hand, thereby giving you the exact details you need to completely ruin the opponent’s sequencing. 

The game-plan of this deck is to get Runemage  before your create cards so you have a choice of 5 instead of 3 options. Braathens  is the only card that does not benefit from this (for now). So, he is mostly used in tandem with Ring of Favour to secure round one .  Roderick is used to fetch  the gold cards such as Runemage  or Vigo for earlier rounds. As you can see, this deck does not run the Blightmakers and Mage Assassins as this is more of an old-school approach with the Vigo  + Hunting Pack combo. As a somewhat spicy tech choice, the list runs a poison package for the tall removal, so Yennefer’s Invocation is not the only option you have while playing this deck. 

Pros:
– Create options become easier/precise.
– High tempo.
– Has some control options.
Cons:
– Slight Inconsistency.
– Core cards can be bled
– Goes Tall

The Deck

Core Cards

Runemage – The star of the deck! Allows you to see 5 options instead of 3 is a huge game changer!

Ring of Favor – Always starts in your hand in round one and has literally no downsides. Either gives you points to catch up and potentially win round one, or draw your top card.

Artorious Vigo – With the help of Runemage, this crafty spellcaster shows you all 5 bronzes in the starting deck and thus gets rid of the weakness of an inconsistent Vigo  if you run more than 3 bronze units. Pairs superbly well with the Hunting Pack.

Prophet – Strong card that allows you to take control of the opponent’s sequencing, especially with 5 options from Double Cross as you can plan ahead as to when you can drop prophet. He can be played during a bleed to make your opponent stumble with their sequencing.

Artaud Terranova – Still the greatest Assimilate card, as he can create anything that you have applied spying to.

Joachim
– A great card for the final round point-slam.

Rigged Casino

Overview

The Deck

So you’re tired of beating the snot out of people with Assimilate, I mean it’s been AGES since we played anything else. You need a bit of excitement in your life, you have considered playing Shupe and/or RNG decks before, but they only win 10% of the time. Well congrats, now we can double that win rate!!!

This deck adds some substance to the style of winning with whatever RNGesus throws you. Runemage is the evident key to expanding your options, so you can pull good solutions to problems on the board with your create cards. Like any Casino deck, we stuff it full of create cards. The most important of these is Shupe’s Day Off. Shupe’s biggest flaw is the RNG element. You may not get the option you want from him. Runemage guarantees all of these options are possible, maximizing Shupe’s utility.  

You REALLY want to play Runemage ASAP. Cursed Scroll on blue coin can help with that. Otherwise, try to win Round 1 with some tempo from Radeyah and your thinning cards like Roach, Knickers and Blightmaker. If you find this too inconsistent, check out some of the tech options below that you can swap in. 

Mysterious Puzzle Box is an option to be played Round 1 for tempo, though it is ideally played in later rounds when you would gamble your bricks off and have Will o’ the Wisp on hand to delete Thing From The Box should your opponent win the bet. 

Once Runemage has been played, go wild with your create cards and pray you roll high. Artorius Vigo is your sole native (Assimilate) engine, so play him early, ideally in round 3. He is NOT nailed down to guaranteed options, but can be (look at tech section). You want medium to longer length rounds to facilitate your pay-off finisher in the form of Tourney Shaelmaar, so soft bleeds are useful to utilize Squirrel or other “trash” cards. 

Pros: 
-Casino EXCITEMENT
-Maximum versatility
-Decent point-slam

Cons:
-Casino STRESS
-Lack of engines, mediocre pay-off
-The house usually wins

Core Cards

Shupe: Shupe is potentially a huge amount of points with 15 different POWERFUL options, now fully available thanks to Runemage. 

Arcane Tome: Many of the create cards are specials. Play this card after Runemage to access all your create cards. Prioritize the expensive ones first, as some opponents don’t want to play their own specials or don’t have specials. Consider it a tutor for your high value specials. 

Tech Cards

Cards you can consider switching out:

Aguara: True Form: This is one of the weakest create cards and very expensive. Its create pool is heavily polluted by specials that are NOT useful and niche use, especially from Syndicate. 

Lydia van Bredevoort: Without assimilate engines to score points from creates, Lydia is substantially weaker than in Assimilate decks. She can, however, provide removal or situational cards that complement other created cards. 

Arcane Tome: This card is definitely risky, as some opponents can benefit heavily from playing their own high value specials. Consider a safer tutor. 

Elf and Onion Soup: You may find yourself without good targets (or even any targets at all) to sacrifice for this card, so it often plays for fewer points than other alternatives. Granted, you can use it as Box gamble fodder. 

Pellar and Squirrel: Very useful but pollutes Vigo’s creation pool, swap out for specials. 

Cards you can consider switching in:

Removal cards: Korathi Heatwave, Yennefer’s Invocation, Vigo’s Muzzle, Leo Bonhart, and Vilgefortz are all good options if you have provisions to spare. 

Create cards: Dazhbog Runestone and Summoning Circle are two alternatives/additions one can consider. Dazhbog Runestone especially as it can provide you assimilate engines (in place of Elf and Onion Soup). 

Consistency: Fisher King, Roderick of Dun Tynne and Maxii Van Dekkar are all good consistency options for ensuring you draw/play the cards you want/need. 

4 Provision Specials: In place of Pellar and Squirrel, in order to guarantee Artorius Vigo only has a pool of 5 bronze units to create from. Options include, Dimeritium Bomb, Mahakam Ale, Obsidian Mirror, Spores. 

Deck Guide: 10.4 Drill/Cleaver/Candle Crime

Overview

Since the release of 10.4 a variety of decks have resurfaced (e.g. dwarves). one of these more recently viable decks that has caught my eye is crime with the Lined Pockets leader ability, having used crime decks intermittently over the course of my two years playing GWENT, I can safely say there’s a special place in my heart for crime.

This deck has benefitted greatly from the addition of Conjurer’s Candle and Ring of Favor as the Ring of Favor helps  win the first round (something crime normally struggles to do without expending a lot of resources) and Conjurer’s Candle helps to protect engines and acts as a spender when needed.

Although the deck is packed with control options and removal, access to cards like Cleaver, Conjurer’s Candle,  and Eventide Plunder, provide valuable spending options when there are not many good targets on the opponent’s side of the board. Overall I’ve had a heap of fun playing this deck and I’d highly recommend it if you want to play something a little bit more off-meta.

The Deck

Core Cards

Cleaver – Power play at the start of a round that will be less focused on the removal of your opponent’s points, able to achieve intimidate 3 from adjacency bonus (easily done with Ferko + Justice to nestle him between) so that crimes play for 3 extra points, able to spend 4 coins to summon Cleaver’s muscle  a 5 power body with shield.

Tunnel Drill – Secondary major engine alongside Cleaver,  able to deal 3 damage for 2 coins if a crime has been played within the turn, the BEST damage tool in the deck for a sustained round, can be protected by Conjurer’s Candle  at 7+ Power so it’s out of range of low-cost removal such as Boiling Oil and Natural Selection, or slightly bigger plays like Enslave and Vigo’s Muzzle.

Conjurer’s Candle –  Useful Spending tool that turns X coins into X + 1 points on board, can be used to protect important engines such as Tunnel Drill and Whoreson’s Freak Show, or used to boost a unit to deny dominance for a Nithral, dodge a schirrú explosion, ruin a Geralt: igni lineup etc…

Ring of Favour – Perfect addition for reinforcing round 1 advantage the turn before opponent wants to pass, often plays for 10-14 points for only 8 provisions, protects low health targets e.g. Giantslayer marks, thins for 1 card if opponent passes, so not terrible punishment for misplaying it.

Ferko The Sculptor + Novigradian JusticeFerko can tutor any crime out of the deck, however, when tutoring Justice the condition that requires a Crownsplitter to be one Board to summon a Cleaver’s muscle is automatically fulfilled, thins 2 cards potentially and plays for  between 10 and 15 points depending on what engines are already on board.

Deck Guide: Skellige and the Magic Compass

Overview

21 new cards have been added to the game and I am having tons of fun with all of them! In this article, I have two decks for you that include Magic Compass – a card revealed by me, Bomblin. The first deck is actually the creation of one of the Bandit Gang pro players – Energix. He had a crazy 85% win rate with it on pro rank and I absolutely love it!

The plan of the deck is quite simple. You want to go through your deck as much as possible with the discard package, Knickers, and Roach. You can generate a lot of points behind the defender using Messenger of the Sea and rain/storm cards.

Try to also set up a carryover with Ciri: Nova and use your Golden Nekker to thin 3 more cards and generate tempo. Magic Compass can often hit cards that are not crucial for the victory and it doesn’t generate any big problems. Moreover, it can be used to put Morkvarg on the board.

In round 3, you want to use Magic Compass when you have 2 or fewer cards in the deck to generate a legendary card. In most cases, you want to use Fucusya with Messanger of the Sea for a lot of value or Lippy to get instant 10 point play (Roach and Knicker) plus a chance to go through the deck (and Golden Nekker!) again!

Pros:

-Can generate a lot of points in the short and long round

-Has a carryover in form of Nova and a sort of Compass

-Can give you any legendary you need in round 3

Cons:

Magic Compass can sometimes screw you

-It is not easy to play – you have to keep in mind many possible scenarios

-Can struggle against some greedy decks.

The Deck

Core Cards

Golden Nekker: Crazy value card. You play 3 cards that can generate even more cards! It can easily give you more than 20 points in one turn.

Ring of Favor: Amazing card that can help you play for round 1 easily. Especially with the number of Mill decks currently on the ladder – this card can let you survive round 1 and in the worst case, it is another thinning card!

Messenger of the Sea: The most crucial engine in your deck. Especially against decks with a lot of units, this card can generate an absurd amount of points.

Overview

The Deck

The second deck of today is my take on the Skellige raid deck. Not only does the new card Highland Warlord supports the unitless or control heavy decks, but I do believe it also helps an old-school archetype – devotion warriors.

Deck has a bit of a slow round 1. You want Mulligan for both Highland Warlords, Derran, and thinning cards. Try to not use your high provision golds and attempt to win round 1.

Because this deck lacks tempo in early rounds, you will be often bled in round 2. If you see that this might happen, play your Eist and any other card apart from Eist. If necessary, you can even use your leader ability on a scary engine.

In round 3, combo your Eist with leader ability (if available), and in combination with Magic Compass – because this is a devotion deck, Eist will summon moved cards on the board.

Pros: 

-Big finisher with a lot of points even without the leader’s ability

-Not relying on engines – instant points in most cases

-A lot of control tools

Cons:

-Slow

-Can be easily bled in Round 2 if you are not careful

Magic Compass is way more clunky in round 1 than in the first deck

Core Cards

Eist: Not only does he synergizes with a leader’s ability, but the Magic Compass also gives it more flexibility and can generate a lot of points as a finisher in round 3.

Primal Savagery: The best card after the boost out of all raid cards. Not only it is a removal, but it also creates a unit on your side of the board.

Derran: In most cases, you want to use it with Morkvgar but it can also be used to set up a nice Magic Compass.

Deck Guide: Devoted Traveling Priestesses

Overview

There’s a brand new patch out now and it includes 21 new cards plus some balance changes. So let’s go and try some new decks, shall we? This Northern Realms list was already a concept that I wanted to develop for the next Bandit Gang meme snapshot, but the release of the new Traveling Priestess might make it good enough to be more competitive. It is very greedy, so it’s perfect for the early days of a new patch.

Your gameplan depends a bit on the cards that you draw. First of all, mulligan the Traveling Priestesses if you draw them. Then have a look at the engines that you have available and play round 1 accordingly. You’d probably start setting up some engines first, then proceed to shuffle one priestess multiple times for your late game. It’s okay to invest cards like King Belohun, Vysogota of Corvo, Trollololo or Anna Strenger early, depending on how much pressure you face. The thing is that you have multiple threats in here and many are expendable.

You should keep one finishing combo in mind however, and most of them include the Traveling Priestess. A very spicy approach would be a double Coën play for example. This would include Viraxas and Kerack Marine as combo pieces, while the Priestess helps aligning units. If Belohun is still available, that’s also cool. Anyway you’d align as many units as possible on 7 power, including Coën of course, and activate him. Then you can use Viraxas’ order on him and boost him by 4 with the Kerack Marine and repeat for an obscene amount of points. But we all know that this will not always work out, so you can also just dump your boosts from the Priestess on Prince Anséis or Mad Kiyan and start slamming with Viraxas’ support.

Pros:

  • Lots of threats for your opponent to deal with. If his control options are limited, he will need to make some tough decisions.
  • Consistent with Pincer Maneuver and King Radovid. Any charge that doesn’t need to find a specific card contributes to the Priestess.
  • Coën has a massive swing potential and is just so fun to play.

Cons:

  • Not that easy to play. Involves a lot of calculations.
  • Might struggle against heavy control decks.
  • Requires Devotion and has few direct control options.

The Deck

Core Cards

Traveling Priestess: The more she’s shuffling, the stronger your finish will be. Supporting cards are King Radovid, Istredd, Griffin Witcher Mentor and Cintrian Envoy. Tutoring her with Amphibious Assault is recommended, since you often need one more turn to play your boost target. These targets can be Coën, Prince Anséis, Mad Kiyan or just a plain Tridam Infantry.

Coën: Lovely card, and no longer boosts opposing units. Involves a lot of counting, especially if you are going for the double tap with Viraxas. Cards that help in alignment can be Traveling Priestess, Vysogota of Corvo or King Belohun, as well as boosting engines.

Trollololo: Nice sidekick to have around when you are using all those charges. Otherwise removal bait.

Viraxas: Strong finisher that works well with multiple cards in this deck.

Magic Compass – Card Reveal by Bomblin

Do not worry guys! It was just April’s fool joke! Bandit Gang is not going anywhere! In fact, today we even have a card reveal for you! The next card drop is coming on Tuesday, the 5th of April, including 21 new cards! I have the pleasure, to present you, the new Epic Skellige Special: MAGIC COMPASS!

The card is a very gripping addition to the Skellige faction. I do believe it can be played in Meta decks, but it can also be a worthy addition to memes!

The Meta:

Firstly, the card is a great thinning card. You can play 2 cards in 2 rounds, while at the same time putting 4(!) cards into your graveyard. This means, that it synergizes with all of the cards that want to be resurrected like An Craite Warrior. Moreover, if you manage to hit a card like Morkvarg in one of the top 3 cards (with a help of, for example, Fisher King) he will jump into the front row. Same thing with devotion Eist! Keep in mind, that it won’t work with discard cards!

The Meme:

This card has amazing synergy with one of my favorite archetypes: Hyperthin. Not only does it thin up to 6 cards, but it also gives you a finisher of a legendary card! Imagine Fucusya or Gedyneith in a deck that does not even use it!

The in-between:

The deck that I am looking forward to making with this card is actually the Ciri: Nova deck. I think it has a chance to be a meme changed into a dream. Why? Because Magic Compass helps you look for the Ciri in round 1, while in round 3 lets you play a legendary card that is actually above the 9 provision limit! Imagine Ciri: Nova, Arnachad, Morkvarg, or Olaf-Hym-combo! The potential is limitless!

Problems:

The card, however, is not perfect. First of all, it is not easy to tutor, especially in devotion Skellige decks. The lack of raid tag hurts the card but it probably would make it too good. Moreover, looking at the top 3 cards can be extremely awkward if you don’t want to lose any of the 3 cards. It will probably need to be in a mid-range deck that just uses good value cards. Lastly, this card gives you so much thinning that you might end up overthinning – here, the second part of the card’s ability helps but you still should be careful!

Overall, I do believe the card is super interesting and I absolutely love its design! What do you guys think? What deck this card can be played in?

Meta Snapshot #1 Rock Paper Scissors

Introduction

After years of playing card games. After thousands of hours put into Gwent. After millions of teardrops poured over the RNG dictating the outcome of the game, Bandit Gang decided to leave Gwent content creation. We are concerned about the horrible balance of the game and we no longer want to be a part of it.

King is dead, long live the King! We are not, however, moving away from content creation! We have agreed to finally move to a game that has a proper balance. That’s why today, we present our first Meta Snapshot for the greatest and most balanced game in the world: Rock Paper Scissors!

A Tier

They work hard and play hard, that’s what you can expect from most Rock players. Hard as a rock? Well, it’s harder than a rock as ACDC sing. The reason for this is that playing Rock puts the most pressure on your carpal tunnel out of all the signs in this month’s meta, and therefore you can just feel the dedication of the players, willing to play in their style in spite of risking their health. This season, Rock finds its deserved place in A tier with an amazing match up against Scissors, but no longer as stellar results against the other signs. Some speculation found in the Chinese RPS Meta Reports indicate that a potential alternative to Rock, the Wok sign, could find it’s place in the international meta soon. For the time being, nonetheless, we have to rely purely on Rock that should stand strong against this season.

Rock is especially great against confident players that like an aggressive, fast pace playstyle. The experienced player often starts with scissors so a rock starter is great against those. It is also expected for a rookie, especially men, to open with rock – try avoiding the mistake. Rock is a solid strategy for new players that want to experiment with a strong sign. 

  • Difficulty – Easy
  • Good Against – Scissors
  • Bad Against – Paper
  • Underwhelming Mirror Matches

Papers, please. No? Oh well, maybe just Paper will do fine then and for as long as you want to succeed in RPS, this meta it couldn’t be closer to the truth! Paper, the simplest and most ergonomic sign isn’t neccessarily a fan-favorite.  As if slapping your opponent cheekily with it and asserting your dominance, Paper gives you a direct edge over any Rock archetype, nonetheless it will have trouble against its historic counter-sign, Scissors. This sign is also ideal for players with sweaty hands, as the natural airflow resulting from using the sign helps you with battling this condition, just genius! 

Paper is statistically the least common strategy. Use it as an opening against new and inexperienced players. Because it is often considered weak, soft, and unappealing by players. It has a surprising effect on your opponents. Do not play against people that like an aggressive approach.

  • Difficulty – Advanced
  • Good against – Rock
  • Bad against – Scissors
  • Underwhelming Mirror Matches

Running with Scissors is a great idea, at least for as long as you’re running into a lot of Papers, perhaps not as much in any other cases. Scissors are well known for their Aggro potential which they’ve been upholding for a very long time. The core of what makes Scissors such a dangerous, and at some points even disliked sign, is that its sharp nature as if encouraged the players utilizing it to pressure for victory harder than usual. Channelling all of your pokerface reading skills when playing against a Scissors main is a must! 

The ideal aggressive sign. Usually associated with people that play fast and want to trick your opponent. Play it mainly against females opponents and more experienced players. It is tricky to use against new gamers and males. Scissors are a sign that can easily backfire against new players. Use Scissors in a skilled way against more sophisticated opponents.

  • Difficulty – Medium
  • Good against – Paper
  • Bad against – Rock
  • Underwhelming Mirror Matches

Conclusion

After writing the meta snapshot and analyzing many guides, we got to the conclusion, that Rock Paper Scissors is actually… not a perfectly balanced game! According to the data, people use rock and scissors around 35% of the time, while paper only in 29% of cases! Moreover, people tend to change their strategy when they are on a losing streak and at the same time -> they keep the symbol if they are on a winning streak! Well, If even RPS is not a balanced game, I guess we will go back to Gwent soon…

If you wanted to find out more about RPS check out some of thse websites: 

And that was our very first (and possibly last) Meta Snapshot for Rock Paper Scissors, we hope you’ve enjoyed it! See you next month when, who knows, what we’ll bring to you. 😉 

For more content, please consider checking out our article section where you can find all kinds of things. From interviews to deck guides and more!

Renfri Needs a Gwent Card #13

After reading The Last Wish, I was impressed by the character Renfri and realized that this unique and interesting character was entirely absent from the game of Gwent. What a travesty! I decided to remedy this situation by posting a custom card every day until Renfri is added to Gwent. The custom cards from the last week appear below.

Alraune

If you follow the books and games, the Scoia’tael are portrayed primarily as angry and vengeful vestiges of a bygone era, and as victims of so-called progress. Though sometimes portrayed in a sympathetic light, their violent attacks against major characters often render them irredeemably villainous.

It only takes a little imagination to consider the motivations of the Scoia’tael, however. In part, they fight because they are goaded and persecuted by humans. But there is another reason: they hate humans because they correctly perceive them as a threat to a way of life that is beautiful. When I see the Scoia’tael faction, I don’t focus on their violence. That’s just them having a bad day. I focus on their ways of beauty and harmony, which are their true nature. And that’s why the green team will always be my favorite faction.

And so I present you Alraune, fading ember of a dying age. I see Alraune as a unique type of dryad who maintains a living garden deep in the forests of Brokilon. She only wishes peace and beauty on those around her–human, elf, dryad, even dwarf–alike. But alas, it’s not to be. One day her garden will burn while her precious trees and flowers are converted to lumber and perfume, to be sold for a few coppers in Novigrad. In response, there isn’t really much to say except…

Bloede dh’oine!

Art Source

Apex Predator

I was going to call this card “Food Chain” but in all honesty, “Apex Predator” sounds way cooler. This card gives monsters players double bronze thinning and allows them to play and thrive a card in the same turn. Since thrive’s biggest weakness is initial fragility, this card makes it hard for opponents to cheese away Nekkers with targeted or ping damage. It also encourages monsters players to pack their deck with 3-4 bronze big boys. You know: Aen Elle Conqueror, Frost Giant, and Griffin and so forth. Also known as the total chads that the monsters faction is known for.

With the devotion condition met, you can tutor gold thrive units like Koschey and thrive them the same turn, but there’s major antisynergy with Caranthir in doing so. Apex Predator requires the thrive unit in deck, while Caranthir requires it in hand. Sometimes, a little antisynergy is good, as it balances otherwise potentially OP combos.

Art Source

Nine Lives

In my headcanon, Nine Lives is a young and spunky street urchin who offers tours of Novigrad to anyone who will pay for such a service. If she likes you, she’s true to her word and you’ll be treated to the best shops and sights the city can offer. Rub her the wrong way, however, and you just might wake up to an aching headache and an empty wallet–if you wake up at all. More than one foul soul has attempted to take advantage of this young girl, only for the predator to become the prey. Yay for street justice!

In terms of gameplay, this card offers a new meaning to the “place at the bottom of your deck” card abilities scattered throughout the Syndicate faction. As long as mulligans don’t get in the way, you can sequester cards there, safely out of reach of deck manipulating shenanigans. That means you Nilfgaard!

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Ice Titan

In Skellige, there is no shortage of young men willing to hurl themselves at some ancient and deadly monster in hopes of earning the heart of a maiden. If that fact could have a card, this would be it right here.

Without synergies, this card is merely a 1-point-per-turn engine. But being the astute Gwentlemen (and Gwentladies) that we are, we know that Skellige gets a lot of use out of healable bodies. When cards like Heymaey Flaminica and Bear Witcher Mentor come to the table, this card is a powerhouse indeed.

In all honesty, I think that Gwent is too tempo-focused at the moment and that we need more synergy-focused engines like this one. If Ice Titan were maybe 1 provision higher and had veil or immunity, it might have the means to survive for more than a turn or two and actually be meta defining. On the other hand, we could lower the provisions by 1 so that the card could be replayed by Fucusya.

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Fabio Sachs

Fabio Sachs was a dude who helped Ciri, got knighted at one point, and eventually became an explorer. This card recognizes him in his shining moment, as he made his famous discovery.

In this case, playing Fabio Sachs allows you to add an extra gold card to your deck, though it can’t be played immediately. This allows you to plan around the created card, even deciding whether you wish to play it at all. Since the card is always an epic, it can’t add too much value to your deck. At the same time, because it isn’t played immediately, you can plan for the perfect moment to drop your card.

This card synergizes with Oneiromancy to a substantial degree. In a lot of ways I try to avoid adding Oneiromancy to my decks because its so expensive and adds no direct value. It also makes matchups a bit more predictable due to the increased consistency. Yet, there is a time and a place for Oneiromancy, and I do think it should occupy a substantial place in the meta. Thus, a card like Fabio is a consideration for people who play Oneiromancy and still have the good fortune to draw all their golds.

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Interferator

Ah, if it isn’t our old nemesis, the dastardly Nilfgaard faction making an appearance. In what ways will this monstrosity mangle the strategy of our pitiable opponent? Let’s take a look.

In this case, the Interferator is a mage who connects the Lock and Spying archetypes. Giving spying to units as they are locked is already devious, but true Nilfgaard mains will turn up the nefariousness to level eleven by triggering the devotion condition. A combination of Interferator, Emhyr var Emreis and Phillipe Van Moorlehem could be the Nilfgaard equivalent of Sukrus and Arnaghad.

Alright, let’s move on. I already feel like I’m going to puke.

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Tedd Deireadh

It’s the end of the world! No, I’m not being dramatic, it really is! That’s what Tedd Deireadh means, anyway. The end of the world is often seen as a bad thing, but sometimes the old must die in order to pave way for something new and better. So goes the Aen Ithlinnespeath prophecy: “The world will die amidst frost and be reborn with the new sun. It will be reborn of Elder Blood, of Hen Ichaer, of the seed that has been sown. A seed which will not sprout but burst into flame.”

In this highly unique Gwent card, the player is encouraged to seek out three specific bronze units which are marked at the start of the game. The quest gains resilience whenever a marked card is played, offering the player an additional chance to find other cards from the set. Overall, it’s worth quite a few points, since it plays for roughly 6 points per round. It’s effectively an 18-for-14, but it’s not even played from hand, making it closer to a 24-for-14. (Note that we can add the value of the weakest bronze in our deck to the value of cards played not from hand. In most cases, that’s a 6.)

Tedd Deireadh’s greatest weakness is that the Wild Hunt (and Monsters in general) tends to have poor consistency, with few direct tutors. For this reason, I created an additional custom card to support this quest. With access to a direct bronze tutor which can itself be tutured by Ge’els, Wild Hunt should be able to reliably complete the quest… to bring about Tedd Deireadh and THE END OF THE WORLD!!!

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