Leaders

Bandit Gang’s Guide to Scoia’tael – Beyond the Starter Deck

Eithné Mother Gwent Art

The Upgraded Starter Deck

Beginning Scoia’tael players can work towards the upgraded starter deck or other archetypes.

The cards in the upgraded starter deck here can be obtained through a Reward Tree that costs only 15 Reward Points, the best value in the game. We highly recommend that new players interested in Scoia’tael complete this Reward Tree as soon as possible. More information on how to upgrade the deck is in the next section.

The upgraded version of the starter deck is a Nature’s Gift list. The strength of Nature’s Gift depends on which other decks are common in the metagame. If you face Nilfgaard a lot, the Purify effect of Dryad’s Caress and the Veil effect of Shaping Nature are very valuable.

The upgraded starter deck is not a refined deck, as it uses only cards from the starter deck and the Reward Tree. It also leaves 4 provisions unused. For a more refined list, see later on this same page, where we’ll look at several options for other Scoia’tael decks that you can work toward after upgrading your starter deck.

Using the Reward Tree to Upgrade Your Deck

As of Patch 9.5 (October 2021), Gwent offers Reward Tress to upgrade each faction’s starter deck. Each Reward Tree costs 15 Reward Points (keys) and offers multiple faction-specific Legendary cards. As such, new players should absolutely spend their keys on these trees, as they provide quick and cheap access to viable decks.

To access the tree, select the key resource at the top, then select the blue crown tab along the bottom right. The Scoia’tael tree is on the far right.

When you are in the tree, you will see 15 nodes, each costing 1 key. The trophy nodes provide Quests, which are simple to complete and reward you with Scoia’tael cards to upgrade your starter deck.

In order, the cards are Malena, Call of the Forest, 2 copies of Nature’s Rebuke, Treant Boar, Forest Protector, The Great Oak, and Shaping Nature.

As we will discuss later, Call of the Forest and Forest Protector are both excellent cards to have in almost any Scoia’tael deck.

Both the upgraded and original starter decks leave provisions on the table (never a good idea for an optimized deck). What that means for you, though, is that you can replace low-cost cards with higher-cost ones as you go (e.g., remove a 4-provision card to insert The Great Oak). As you go, though, do not have more than 25 cards in your deck, as that reduces the chances you will draw your best cards.

If you look at the upgraded starter deck, you will note that it includes all the cards you gain from the tree except Malena. This is because Malena is so non-impactful that she is generally worse than even your 4-provision cards.

Must-Have Cards

Unlike some factions, even the most powerful Scoia’tael cards aren’t played in every deck. These gold cards, though, are the most useful ones you should work toward as you build your collection. Make sure you know, though, what decks you are interested in building, or you could find yourself crafting cards you can’t use.

Note: The cards at the top of this list are all used in the Scoiatael deck that is currently the most competitive, an Orb of Insight Spella’tael deck. More on that deck later.

Note: If you dont know what these cards do, click on their images to learn more about them.

Simlas Finn aep Dabairr Gwent Card Art
One of the best tutors in the game, since it is able to thin 2 bronze cards and get 2 triggers for cards that want you to play Specials.

Simlas Finn aep Dabairr is one of the best tutor cards in the entire game, as well as currently the main reason to play Scoia’tael. Simlas thins your deck of 2 bronze cards, provides at least equal to his provision cost in value, adds flexibility in the choice of boosting your units or removing your opponent’s units, and provides 2 immediate triggers for your special-loving cards like Whisperer of Dol Blathanna and Harald Gord. The main consideration with Simlas is in the deckbuilder: you should usually run at least 3 pairs of 2x bronze specials. Orb of Insight is a particularly valuable target for Simlas.

Harald Gord Gwent Art
In the right deck, Harald Gord is an absolute beast of a finisher.

Harald Gord is a powerful finisher for some decks that play a lot of Special cards. For only 7 provisions, you can get at least 15 points, and sometimes as much as 20-25 points. Harald is a strong finisher for the Orb of Insight Spella’tael deck, as well as No-Unit variations of Scoia’tael.

Forest Protector Gwent Art
A strong, flexible option, frequently used to replay Nature's Rebuke.

Forest Protector is a very flexible and high-powered card. Most ST decks run at least one Nature’s Rebuke, and often two. Combined with another bronze Nature cards like Tempering, Dryad’s Caress, or Circle of Life, you should basically never brick Forest Protector. Giving access to a second or third Nature’s Rebuke is helpful, and it often plays as 11 or 12 points for 11 provisions.

Feign Death Gwent Art
The Scoia’tael Scenario is quite easy to trigger and provides a lot of points, especially played early in a round.

Feign Death is the Scoia’tael Scenario, and it’s one of the easiest scenarios to trigger, since many of the best Scoia’tael cards are elves. Feign Death can be used in a variety of decks, and it can be used flexibly in different rounds. If possible, try to play Feign Death early in the round you will be playing it, since the engine it spawns can continue to boost itself every turn. Feign Death also benefits from the Scoia’tael strategem, since it can immediately trigger Chapter 1 of Feign Death, making Feign Death more resistant to Korathi Heatwave.

Aelirenn Gwent Art
Run in most decks that include Feign Death, Aelirenn is 5 free points and thinning for only 8 provisions.

Aelirenn is an excellent card if your deck plays enough elves to reliably pull her out. If you run Feign Death, you can almost always pull out Aelirenn the same round you play Feign Death. One of the best things about Aelirenn is that she is controllable, so you can pass with 4 or fewer elves on board if you want to save the tempo for a later round. You can also keep her in hand if you do not want to commit the tempo until later.

Isengrim's Council Gwent Art
A cheap tutor with RNG that can be controlled in the deckbuilder.

Isengrim’s Council is a strong consideration, especially if you can control the outcomes to a certain extent. For instance, running only 1 elf like Ida Emean Aep Sivney or Ele’yas ensures you don’t have less optimal choices from Isengrim’s Council. Another popular option is running only 1 dwarf in Harald Gord (this can give you a cheap tutor to guarantee access to your finisher).

Call of the Forest Gwent Art
A strong tutor option that can get you any Scoia'tael unit and benefits from a Nature tag.

Call of the Forest is a powerful tutor card that is used in both Devotion and non-Devotion decks. Call of the Forest is a Nature card, which means you can tutor it with Fauve. Scoia’tael also has many units that tutor, so you can use Call of the Forest to get you access to a spell through a card like Fauve or Forest Protector. Basically the only important card you can’t find with this is Feign Death.

Fauve Gwent Art
Many Scoia'tael specials are Nature cards, so Fauve can find key bronzes and powerful golds.

Fauve is a strong consideration in a lot of decks, not just Nature’s Gift. She ensures you have access to Nature’s Rebuke, as well as Nature tutors like Call of the Forest and Isengrim’s Council. Most Devotion ST decks will include Fauve and Call of the Forest, including the upgraded starter deck.

Eithné Young Queen Gwent Art
An excellent card if unanswered, though the 2-point Young Dryads are very vulnerable to many decks.

Eithné Young Queen is a useful addition to Symbiosis decks. The 2-point Young Dryads she spawns are weak to control, but they can generate a lot of points if left unanswered. She can be run in non-Devotion lists, but she really shines in Devotion.

Gezras of Leyda Gwent Art
A must-answer engine that can generate a ton of points for swarm decks.

Gezras of Leyda is one of the most powerful engine cards in the game if left unchecked. Even if he is removed immediately, playing him at the end of a round can often get you 12 or 13 points. Even better, those points are spread around, making you less vulnerable to tall punish. While decks that don’t play many units, such as Traps, can’t make use of Gezras, he’s a strong consideration in many other ST decks, especially Elf Swarm.

Other Archetypes to Build

While the upgraded starter deck will help you win games at lower ranks, it is not currently competitive at the highest ranks. Below is an optimized, competitive version of the same archetype, Symbiosis Nature’s Gift.

We have also included other Scoia’tael decks which are generally off-meta but can be strong when piloted well.

Current Meta Deck: Devotion Symbiosis

This deck is quite similar to the upgraded starter deck, though it is much more optimized.

Devotion Symbiosis is flexible with its gameplan, though you generally want to win Round 1 to gain round control and last say for a big Harald Gord finisher. If possible, open with Dunca to get your handbuff train going. You want Filavandrel aén Fidháil to be your primary handbuff target, as his effect benefits from boosts in hand. Preferably, you want Filavandrel on 8 or 10 power, since playing him on Melee on 8 power generates Isengrim’s Council and on 10 power generates Call of the Forest.

Almost all of your cards are expendable in Round 1, except Harald Gord and Filavandrel. Your typical gameplan is to win Round 1 with some handbuffs for carryover, then push Round 2 (often with second-form Eithné), then win a short Round 3 with Filavandrel, Forest Protector, and Harald Gord.

In some situations, you may want to give up Round 1, focusing on playing low-tempo handbuff cards like Circle of Life. If you can stay competitive longer into Round 1, that is usually preferable. If you go into a 10-card Round 2, you can have the problem of wanting to develop valuable Symbiosis engines, but not wanting to overcommit in case your opponent passes. A 7-card Round 2, then, is often better for the sequencing of this deck, since you can commit to defending the bleed.

Note: You should generally mulligan Eithné Young Queen, as it loses all handbuffs when it Transforms.

Viable Off-Meta: Orb of Insight Spella’tael

This deck relies on playing Orb of Insight as many times as possible, both immediately triggering Special-loving engines like Whisperer of Dol Blathanna and beefing up Harald Gord for a massive finisher. In best case scenarios, it’s possible to play six Orbs, each of which comes back again for six more Special triggers.

Since Harald Gord is your big finisher, your goal should be to win Round 1, bleed your opponent in Round 2, and beat them in a short Round 3 with last say Gord plus 2 other cards.

You have two big power plays outside of Gord (Feign Death and Simlas), and you will often use one of them to win Round 1 and the other in the Round 2 bleed.

Feign Death is excellent when going second (Red Coin), but may be an overcommitment going first (Blue Coin). Unless you keep her in hand, Feign Death will usually bring out Aelirenn for some tempo and thinning (especially good to keep her from clogging up Isengrim’s Council, which can be taken for an Elf if you aren’t using it for Gord). A nifty trick with Feign Death is that Chapter 2 will play a Special, meaning you can play Whisperer of Dol Blathanna and get an immediate trigger. If you have Orbs in the graveyard ready to go, you can even get a bunch of chained Special triggers without your opponent ever having the opportunity to react.

Your other non-finisher power play is Simlas. The best case is to use him for Orb of Insight, but he can used on Nature’s Rebuke or Tempering in a pinch. Even without Special-lovers on the board like Elven Scribe or Elven Seer, double Orb of Insight (and playing a couple of specials to pull them back from the graveyard) can often get you enough points to either win Round 1 or stay ahead of your opponent in a Round 2 bleed.

Once you’ve executed the above gameplan as best as you can (the deck can be awkward, so don’t worry if it doesn’t quite go according to plan), it’s simple: play big Gord, win game.

Viable Off-Meta: No-Unit Madoc

This deck’s win condition is to continually disrupt your opponent’s gameplan while developing just enough of your own points to win.

In most games, you’ll push to win Round 1. When going first, this usually involves playing Saber-Tooth Tiger (which is much better when going first). When going second, you’ll usually play as uninteractive as possible, using your removal on your opponent’s cards so that they cannot set up their board.

This deck has very few proactive plays (Saber-Tooth Tiger, Maxii Van Dekkar, and Pyrotechnician being the main ones), so try to save these for when you have to go first in a round.

Depending on the deck you’re facing, you may want to go into a short Round 3 with a Harald Gord finisher, or into a long Round 3 where you respond to your opponent’s plays.

This deck is highly meta-dependant, as it eats engine decks alive, but it struggles greatly against pointslam.

Note: For new players, this deck may be prohibitively expensive, since many of the cards are not useful outside of this specific deck.

Low Tier Off-Meta: Elf Swarm

This deck’s strategy is to play a lot of Elf units to swarm the board, then use cards like Gezras of Leyda, Isengrim Faoiltiarna, and Vernossiel to benefit from the swarm.

One of the biggest advantages of the deck is its flexible damage: Elven Swordmaster should get one point of damage almost every turn, while Dol Blathanna Bomber, Dol Blathanna Bowman, Vrihedd Officer, and Waylay let you fill in whatever other damage you need to disrupt your opponent’s gameplan.

The downside of the deck is that while it has an extremely powerful long round, it can be hard to swarm the board in two different rounds. Generally, you’ll be looking to have one medium-power longer round (some elves + Aelirenn + Yaevinn + perhaps Isengrim) and one high-power longer round (Feign Death + Vernossiel + Gezras + Isengrim).

The ace up this deck’s sleeve, though, is the combo of Simlas and Vanadáin. You can use Vanadáin to clean up your hand early (for instance of you draw Aelirenn), then mulligan the Waylays to play 4 Waylays from your deck with Simlas. Alternatively, if you have Simlas in hand and Vanadáin sticks, you can play Simlas for 2 Waylays from the deck to get as many as 18 points from Simlas.

Low Tier Off-Meta: Traps

This deck is an interesting hybrid of the Elf Swarm and No-Unit decks above. The goal of the deck is to get to a long Round 3, play Traps so that your opponent can’t do things, then play Eldain as your penultimate card and Vernossiel on the Melee row as the last card. When it actually gets to play out this plan, the deck is almost unbeatable. Of course, actually getting there is the tricky part.

The typical Round 1 gameplan is to play Feign Death, cheap bronze Elf cards to trigger Feign Death and pull out your Aelirenn, and Yaevinn and/or Isengrim as big tempo swings.

If possible, try to avoid playing any Traps in Round 1. This is not just because your Eldain will benefit from playing more Traps. This is because any good player will recognize the win condition of a Trap deck and do everything they can to prevent you from having a long, uninteractive Round 3. Holding back on your Traps means that players may think you are an Elf Swarm deck.

If you aren’t able to win Round 1 (which will happen relatively often, especially if you miss Feign Death), you can defend the bleed with Traps and Eldain. Try to save Vernossiel and Feign Death, since they’re really the only source of points you have in a short round.

Note: For new players, this deck may be prohibitively expensive, since many of the cards are not useful outside of this specific deck.

Finally, here are a few descriptions of decks that venture into meme territory. They are not particularly competitive, but they can be a lot of fun to play.

  • Dwarves (Mahakam Forge): This deck plays a bunch of proactive dwarves, taking advantage of the Mahakam Forge armor passive to protect them. Mahakam Guards can easily be 10 or 11 power for 4 provisions, the Resilient dwarves can be a real pain for some decks, and Brouver Hoog is a huge ongoing threat.
  • Harmony (Call of Harmony): This deck sets up a ton of Harmony engines and plays a wide variety of tags to benefit those Harmony engines. Francesca Findabair allows you to play Water of Brokilon twice for a massive amount of threats. Unfortunately, this deck is significantly outclassed by other similar options, such as Monsters Thrive.
  • Aglaïs (Mahakam Forge): This deck is mostly a meme, but at least it’s a fun meme. The goal is to secure last say at all costs, then pump everything you have into a huge Aglaïs. Francesca Findabair allows you to duplicate Tempering from your Leader, and Sorceress of Dol Blathanna allows you to play another buff, such as Tempering or Dryad’s Caress. This deck is easily disrupted, but when it works, it works spectacularly.

Bandit Gang’s Guide to Scoia’tael – The Starter Deck

Eithné Young Queen Gwent Art

Your Deck’s Foundations

The Scoia’tael (ST) starter deck is a Nature’s Gift list. While more advanced Nature’s Gift lists focus primarily on Symbiosis (cards that benefit from playing Nature specials), the ST starter deck has a variety of packages.

First, let’s look at Symbiosis. This keyword effectively adds 1 extra point to each of your Nature cards for each unit with the Symbiosis keyword you have (your Nature’s Gift leader has Symbiosis, as well). You’ll want to develop your Symbiosis engines (Hamadryad, Duén Canell Guardian, Abandoned Girl, and Freixenet) early in the round before playing Nature cards, so you get the full benefit from Symbiosis.

This deck also includes a Harmony package. The Harmony keyword boosts a unit whenever you play a Scoia’tael unit whose tag or “tribe” isn’t already represented on your side of the board. The tribes you have in this deck include Human, Dryad, Beast, Elf, and Witcher. Like Symbiosis, Harmony engines should be played early in order to maximize their value.

The deck also includes several cards that give Vitality to your units. Since Vitality generates points slowly (and can be removed with Purify), the payoff is it generally plays for more value than boosting a unit. Hamadryad is your primary Vitality target in this deck, since its ability effectively doubles any Vitality on itself.

There are also several cards that boost units in your hand, a mechanic that’s informally called Handbuff. While you will sometimes use boosted cards in your hand in the same round, they’re often most useful brought into future rounds, a concept called Carryover. Carryover is especially powerful, since it allows you to gain an advantage over your opponent in the deciding Round 3.

Your starter Scoia’tael deck is rounded out by several Utility cards: cards that are useful in specific circumstances. Geralt of Rivia allows you to remove one of your opponent’s units with 9 or more power. Surrender allows you to punish an opponent who is swarming their board on a single row. Dorregary of Vole allows you to lock one of your opponent’s cards to disrupt their gameplan. Alzur’s Thunder allows you to remove key engine cards from your opponent’s board.

How to Win with the Scoia'tael Starter Deck

Mulligan Phase

ST Starter Deck Mulligan
Choosing what to mulligan in the Scoia'tael starter deck.

You should use all of your mulligans, since this deck has no possible “bricked” cards (cards that will play for zero or minimal value). General mulligan strategy applies here: keep your gold cards and mulligan bronze cards.

You want to prioritize handbuff cards: Dunca is excellent in Round 1, Circle of Life gives you flexibility (especially going second), and Freixenet can be used for the handbuff if you get him Round 1.

Otherwise, prioritize a mixture of Symbiosis cards and Nature cards, as well as diverse tribes for Harmony if possible.

Round 1

ST Starter Deck Round 1
A typical Round 1 opening with the Scoia'tael starter Deck.

If you go first in Round 1 (Blue Coin), your strategy should be to develop engine cards like Symbiosis and Harmony, then play cards that benefit from those keywords. Dunca (with Tactical Advantage to protect her from the opponent’s removal) is an excellent opening play.

When playing your Symbiosis engines, start with Duén Canell Guardian or Abandoned Girl if possible. This deck has a lot of Vitality, so Hamadryad is one of your highest value cards, and playing it later can ensure your opponent has used up their removal. You can also use an immediate Leader charge on Hamadryad to boost her to 6 power, out of range of most removal.

You only have 2 Harmony engines in Sirssa and Trained Hawk. If you have both, play Sirssa first so she can boost from Trained Hawk’s Beast tag. Abandoned Girl can get you 2 Harmony triggers: you can play her for a Human trigger, then use her Order to transform her and play another Human unit.

Otherwise, weave in Nature cards and utility cards. You should almost always develop your Symbiosis engines before playing your Nature cards. For example, if one of your units has Bleeding, you could Purify that with Dryad’s Caress. If you instead develop a Symbiosis engine, you’ll take 1 damage but gain that back in the extra Symbiosis value if you play Dryad’s Caress next turn.

If you go second in Round 1 (Red Coin), decide immediately based on your hand if you are going to compete for Round 1. If you have Circle of Life, Freixenet, and/or Dunca, you should usually handbuff as much as possible before passing and letting your opponent win Round 1. If you play Dunca, it’s good to play out your weaker cards while Dunca keeps handbuffing every turn. If not, you can play a few handbuff cards and weaker cards, then pass once you have 7 cards in hand.

Round 2

ST Starter Deck Round 2
Going into Round 2 with a number of handbuffed cards gives you flexibility and carryover power.

Your deck is generally best in a long round, though it can be good in a short round if you saved handbuffed cards.

If you win Round 1 and have more than 7 cards, you can play more handbuff cards to prepare for Round 3. If you win Round 1 and have fewer than 7 cards, you should usually pass to go into a long Round 3.

If you lose Round 1, your opponent may choose to push you in Round 2, also called a “bleed.” Hamadryad is an excellent resource for Round 2, since she both adds Symbiosis and gives you a high-value target for your Vitality cards.

Round 3

ST Starter Deck Round 3
Going into a long Round 3 with Surrender for wide punish, Geralt of Rivia for tall punish, and several handbuffed cards gives you a good chance at winning.

Play Round 3 as if you were playing to win on Blue Coin in Round 1. Play out your Symbiosis engines, your Harmony cards (Sirssa first), then play Nature cards and utility cards.

You almost always want to save Geralt of Rivia for Round 3, though not necessarily if you are going into a short Round 3. Geralt and Surrender both represent the highest potential point ceilings in your deck, so keeping them, especially for a long Round 3, can help you swing the game.

Bandit Gang’s Guide to Scoia’tael – FAQs

Scoia’tael Frequently Asked Questions

Below are answers to questions you may have after reading our guide to Scoia’tael. If you have any questions that aren’t answered here, drop them in the comments and we will respond to them when we can! 

Technical and Mechanics Questions

Should I craft the Scoia’tael strategem, Aen Seidhe Sabre?

Probably not. The main utility of Aen Seidhe Sabre is in triggering Chapter 1 of Feign Death immediately, without giving your opponent a chance to play Korathi Heatwave. While Korathi Heatwave on Feign Death can be devastating in an Elf Swarm deck, that deck isn’t currently in the metagame. The much more popular deck using Feign Death is Orb of Insight Spella’tael, which both doesn’t want to commit Feign Death in Round 1 and doesn’t care as much about having it Heatwaved, since it clears the way for Harald Gord.

Why did my Eithné lose its boosts? Eithné (in her 1st and 2nd form) has a unique mechanic called Transform. Cards that Transform will always set to the base power of the new card. So, if you boost Eithné to 8 in Round 1, she will then transform and reset to 6. This is why it’s common to mulligan Eithné if you will be playing Dunca.
Why did Forest Protector not trigger? Forest Protector plays a bronze Nature card from your graveyard. This means that you must have previously played a bronze Nature card, such as Nature’s Rebuke, Circle of Life, Tempering, or Dryad’s Caress. Other Bronze Specials, such as Orb of Insight, cannot be played with Forest Protector. Gold Nature cards, such as Shaping Nature, also cannot be played with Forest Protector.

I have a unit in my hand and Dunca on the board, but nothing is happening. Why?

Dunca and Circle of Life both buff Scoia’tael units in hand, not Neutral units. If you have only Neutral units, these cards will not trigger their effects.

Why isn’t Call of the Forest showing me all the units in my deck?

Like Dunca, Call of the Forest only applies to Scoia’tael units. It will not show you Neutral units from your deck.

Why didn’t Eldain transform my trap? Eldain requires Traps to be face-up, meaning they have triggered either their Ambush or Spring abilities and turned over to the card art side. Any face-down traps will not be converted into Elven Deadeyes.
I’m a Devotion deck and Pavko Gale is only dealing 1 damage. Why? Pavko Gale’s conditional for 2 damage requires only Scoia’tael units on the board. While you may be playing Devotion, it’s possible your opponent put another card on your board, such as a Nilfgaard spy or a bronze unit through Operator.

Overall Faction Questions

What are some good tech cards in Scoia’tael?

If you are facing a lot of decks with Defenders, Vrihedd Sappers can provide a flexible offensive or defensive Purify. If you’re facing lots of Nilfgaard, Dryad’s Caress can be helpful to remove Poison and Locks. Making a Bomb provides 4-damage removal while maintaining Devotion. If you’re facing a lot of row-locked units, Vrihedd Dragoon is a cheap 4-provision option for movement (Paulie Dahlberg also works here and can protect one of your own engines). Ciaran aep Easnillen and Morenn both offer locks, though they are worse in points than Dorregaray of Vole. Ida Emean aep Sivney is another nice Purify, since her floor is generally 8-9 points because of the Vitality option. If you’re facing decks that play a big threat as their first play, Serpent Trap with the Spring option is basically a cheaper Curse of Corruption on the first card your opponent plays.

What’s Scoia’tael’s playstyle like? How will I know if I like Scoia’tael before investing my resources?

Scoia’tael is a flexible faction, as it can successfully play Control, Midrange, Swarm, Engine Overload, and No-Unit. For new players, Elves and Nature’s Gift are both solid Midrange options. Scoia’tael also offers a lot of room for growth, as most ST decks can be fairly tricky to play optimally.

Which Scoia’tael deck should I play?

Currently, Orb of Insight Spella’tael is likely your best option. Nature’s Gift and Deadeye Ambush decks, such as Symbiosis, Elves, Traps, or Movement are also options, though they are not as strong in the current metagame. For more information, see Part 2: Beyond the Starter Deck.

Should I upgrade the Scoia’tael Starter Deck using the reward trees?

If you intend to play Scoia’tael, yes, absolutely. The upgraded starter deck, while not 100% optimal, is fairly close. A few swapped cards, and you’ll be able to compete with the deck.

What’s the current state of Scoia’tael?

The Price of Power expansions have provided Scoia’tael with some useful cards. In particular, Thanedd Coup introduced Orb of Insight, Elven Seer, and Simlas Finn aep Dabairr. These cards, combined with Once Upon a Pyre cards like Whisperer of Dol Blathanna and Sorceress of Dol Blathanna, form the core of the current meta deck, Orb of Insight Spell’atael.

Outside of this deck, only No-Unit Madoc is often played on ladder. Other Scoia’tael decks are much weaker than these decks and are likely to get overrun, especially on higher ranks.

Which Scoia’tael premiums should I craft?

If you like Traps, the music on Eldain is a banger. The third-form of Eithné (Wrath of the Brokilon) is beautiful. The premium for Aglaïs has an ethereal beauty that I could watch on loop many times. If you want a cheap but cool premium, Oakcritters is creepy and cute at the same time.

Bandit Gang’s Guide to Scoia’tael – Concepts, Keywords and Leaders

Eithné Wrath of the Brokilon Gwent Art

Concepts and Keywords

In order to get better at Scoia’tael and build your own decks, you need to understand these concepts and keywords that are a part of the faction’s unique identity.

Symbiosis is a Scoia’tael-only keyword that adds 1 point to each of your Nature cards. Symbiosis makes weaker bronzes like Tempering and Dryad’s Caress much more playable with the Nature’s Gift leader. Eithné Young Queen, when played in a Devotion deck, is your most powerful Symbiosis engine, representing 3 points for every Nature card if the opponent does not have answers. The combination of solid Symbiosis engines in Hamadryad and Eithné with strong Nature cards like Call of the Forest and Nature’s Rebuke makes Symbiosis one of the most powerful sets of cards in Scoia’tael.

Harmony is another Scoia’tael-only keyword. It boosts Harmony units whenever an ST card with a new “tribe” tag is played on the board. For example, if you do not have an Elf on the board, playing an Elf will boost any cards with Harmony by the specified amount (Percival Schuttenbach is the only card with more than 1 Harmony right now). There are currently 11 different tribe tags in Scoia’tael: Beast, Dragon, Dryad, Dwarf, Elf, Gnome, Human, Machine, Relict, Treant, and Witcher. Harmony cards are often inefficient for their provision cost, and the keyword can force you into playing cards in a sub-optimal order. As a result, it is currently too weak for competitive play.

Movement is a package of Scoia’tael cards that either move rows or benefit from moving rows. Dol Blathanna Sentry is the core of the movement package, and it’s supported by cards like Dryad Matron, Cat Witcher, Malena, and Gaetan. Movement also helps with dealing with enemy units that are row locked. Vrihedd Dragoon is a very flexible card that also costs 4 provisions, making it easier to fit into decks as a tech choice.

Handbuff is the concept of boosting units in your hand, and it is one of Scoia’tael’s biggest strengths. Cards like Dunca and Circle of Life are frequent inclusions in Scoia’tael decks. Unlike cards that boost units in the deck, the cards that you boost in your hand can be either played in the same round (if you need the tempo) or saved for carryover. This makes them extremely flexible. Unfortunately, there is some anti-synergy between Eithné Young Queen and Handbuff cards: if you are playing Handbuff, try to mulligan Eithné to prevent her from Transforming and losing all boosts.

Traps are Artifact cards that are played face-down, meaning the opponent doesn’t know which Trap you played. They have 2 conditions: an Ambush (which triggers when a certain condition is fulfilled, such as your opponent passing or playing a Special card) and a Spring (which you can manually trigger for a weaker effect). Traps are generally too weak for inclusion in other decks, but combined together can make for a solid archetype. Eldain and melee-row Vernossiel are a powerful finisher for Trap decks.

Poison can be played in Scoia’tael, but it is by far the weakest of the 3 poison factions. Dryad Ranger is a very strange design, since it damages a unit you will ideally be destroying anyway. Forest Whisperer is an overcosted Fangs of the Empire. Treant Mantis: Stalk is random, making it very easy for the opponent to minimize its value. Until ST Poison cards get a buff, do not play them in your deck if you want to win.

Resilience is primarily used in Dwarf decks, with Zoltan Chivay and Gabor Zigrin both representing Carryover points. Both are generally included in all Dwarf decks, since they don’t pay too much of a provision penalty for having Resilience.
Row Swarm is the concept of playing a lot of cards on a single row, then playing cards that benefit from having a lot of cards on the row. Cards that benefit from Row Swarm include bronzes like Cat Witcher Mentor and Cat Witcher Adept, as well as high-end golds like Gezras of Leyda, The Great Oak, Brouver Hoog, Gaetan, and Yaevinn. Just be careful to not fill up your own row so that you can’t play these cards, especially against Nilfgaard and their Spying units.

Specials is one of Scoia’tael’s strengths, harkening all the way back to the early days of Gwent and the “Spella’tael” deck. Cards like Francesca Findabair, Harald Gord, Whisperer of Dol Blathanna, and Elven Scribe all benefit from playing Specials. Sorceress of Dol Blathanna and Forest Protector let you play additional Special cards. If you are playing a Special-heavy deck with Harald Gord as your finisher, try to secure last say so that your Gord isn’t answered by your opponent.

Leader Abilities

Below is an explanation of the 7 Scoiatael leader abilities, as well as their strengths and weaknesses.

Guerilla Tactics is a weak leader ability at 6 points with the additional utility of buffing one of your key engines or disrupting your opponent’s card placement. Unfortunately, one of the key cards that benefits from Guerilla Tactics, Brehen, has anti-synergy with the leader, since you deal 2 damage to a unit you want to destroy with Brehen. Usually, Guerilla Tactics is best with an all-in movement focused deck including as many movement cards as possible.

Invigorate is another weak leader, though balance changes have at least made it sort of, maybe a bit playable (if you don’t mind losing). For new players, it can be a bit of a trap: 10 points with upside (used on cards like Sheldon Skaggs) for +16 provisions seems good on paper. However, unlike other leaders, it is highly awkward and inflexible. With a leader like Deadeye Ambush, you can always spend a charge or two for tempo, or you can save them for a powerful burst in Round 3. Invigorate’s boosts will likely be spread throughout the entire game, making them neither powerful as a finisher nor immediately impactful as tempo.

Nature’s Gift is one of the mainstays of Scoia’tael: for +15 provisions you get 6 points of Vitality, additional boost and protection for your Hamadryads, and one of the best passives in the game in the form of 1 untouchable Symbiosis. ST has enough decent Nature cards to make the Nature’s Gift leader upward of 20 points spread throughout the game. The 3 leader charges are also flexible, as you can spend one to get ahead or to protect key engine cards from common damage thresholds. For more info about how to play Nature’s Gift, see Part 1: The Starter Deck and Part 2: Beyond the Starter Deck guides.

Precision Strike is another powerful leader option. In order to enable the leader, you should always run 2 Brokilon Sentinels, then mulligan them so you can pull them out with the leader’s Deathblow. Precision Strike is generally used as finisher in Round 3, representing 11 total points. It can be used with a variety of decks. Two of the best Scoia’tael decks currently use Precision Strike (see Part 2: Beyond the Starter Deck).

Deadeye Ambush is the third of the “good” Scoia’tael leaders, alongside Nature’s Gift and Precision Strike. It always represents 9 flexible points for +15 provisions. In many cases it can represent more, though, with cards like Vernossiel, Yaevinn, and Isengrim Faoiltiarna benefiting from the additional Elven Deadeyes. Running Aelirenn in a Deadeye Ambush deck gives you the flexibility to push for tempo by playing leader charges until you have 5 elves on the board. Deadeye Ambush can be played with Traps, Elves, or Movement (see Part 2: Beyond the Starter Deck).

Call of Harmony as a leader is currently only useful in Harmony decks. If you are playing Harmony, though, you should usually play this leader, as it represents 10+ points for +16 provisions. The leader ability is a Relict, so you should usually play it after developing other Harmony engines, as it’s one of only 2 Relicts in ST. Unfortunately, the single burst power of the leader makes it fairly inflexible, as you cannot spread its value around strategically.

Mahakam Forge is one of the weaker leaders in raw points, with only 5 points from Tempering. The passive ability of giving armor to your Dwarves makes it the best choice for Dwarf decks, as you can power up cards like Pyrotechnician, Xavier Moran, Yarpen Zigrin, and Brouver Hoog. Mahakam Forge is also used as a 5-point boost for Aglaïs decks, though those decks are not competitive (see Part 2: Beyond the Starter Deck).

Bandit Gang’s Guide to Scoia’tael – Overview

Table of Contents

Introduction

Elves, dwarves, dryads, gnomes, and treants: Scoia’tael is the home for all the “bloody nonhumans” of Gwent. Scoia’tael specializes in guerilla warfare: dealing damage, laying traps, moving units around the board, and swarming the board.

In this section, Gwent beginners can learn how to play and win games with the Scoiatael starter deck. While no starter deck is particularly competitive at higher ranks, the Scoiatael starter deck can win you games with the right strategy at lower ranks. Read this guide to learn how to pilot the starter deck, or continue on to Part 2 if you want to know how to upgrade the deck to compete better at higher ranks.

Click the button or image to continue to Part 1.

In this section, you will learn how to upgrade the starter deck into a more competitive deck. This guide includes must-have cards in Scoiatael, as well as a variety of archetypes you can work to build toward. If you aren’t sure if you like Scoia’tael, we recommend checking out Part 1 of this guide and playing with the starter deck first.

Click the button or image to continue to Part 2.

If you want to get better at playing Scoia’tael, you will need to learn the concepts and keywords essential to the faction. This guide will help you learn all things Scoiatael, as well as build a foundation toward making your own custom decks. 

Click the button or image to continue to Part 3.

If you have questions about Scoia’tael, we’ve got answers! Check out our Frequently Asked Questions in this concluding guide. 

Click the button or image to continue to Part 4.

Bandit Gang’s Guide to Syndicate- Concepts and Keywords

Concepts and Keywords

While there are many other concepts prominent or unique to Syndicate, these are the most common and important to look out for.

Statuses

Syndicate is all about coins and the advantages they provide. Inflicting statuses like Bounty or Poison and gaining points through Spending, Tributes and Intimidate are your main modus operandi while leading the forces of the Novigrad underworld into the fray. Fallen Knight, Casino Bouncers, Witchfinder being the most generalized of these. Casino Bouncers in particular being a staple of many Syndicate decks with one of the easiest thinning pre-conditions available in Gwent. (highlighted green) 

Keywords

In this category you will learn about every keyword that you can use in the Syndicate faction   

Card tags

 These are of special importance to Syndicate, particularly the gang category ones. Which are necessary for triggering Sigi Reuven, arguably the strongest card Syndicate has. (highlighted red)

Coins

 The most important keyword for the syndicate faction as almost all cards revolving around syndicate requires coin in one way or another while in some cases to trigger hoard or to gain as profit’s or just to spend for various benefits from spender cards. Ways to gain coins can be direct from cards, stratagems and leaders.

Hoard

 An ability that requires you to own a certain amount of coins is called Hoard. While it may require you to have x amount of coins to trigger the ability, it will not spend the coins you have and if it’s a continuous working ability it will keep triggering the ability as long as you hold on to x amount of coins. But as soon as you go down that required amount the ability will stop triggering. Most common cards that require hoard are Sewer Raiders and Passiflora Peaches 

Insanity

A very similar keyword as fee but instead of just using coins as a form of payment it gives you an option to use your health as payment to trigger the ability of certain cards. You can also use insanity again if you can heal a card back to its full health of over the cost of its ability which can be strong since you can trigger it more than once without coins 

Intimidate

Gives boost to a card with intimidate keyword each time you play a crime special cards works almost the same as harmony from Scoia’tael  but instead of units it triggers when you play crime spell cards  

Spender/Fee

The most direct way to spend your coins, think of it as an order ability but with zeal and charges, as long as you have coins to spend you can keep triggering it.

Profit

One of the most easiest ways to get coins from cards, some units and specials when played can give you a certain amount of coins which is your profit 

Tribute

An optional deploy ability of some cards that require coins to spend while it is not necessity for you to spend the coins for tribute it can however be a powerful deploy ability in certain situations for example with professor while normally you may not use his tribute but if an engine is protected by armor you can spend some coins to use his tribute to bypass that protection and kill the engine 

Bounty

A status that you can give to an enemy unit and if that enemy unit dies you will be compensated by coins equal to the base power of that enemy unit. Keep in mind bounty will not work on a unit protected by veil and it can also be nullified by purify, the best course of action would be to just use a spender to kill the unit you gave bounty to in the same round to not give an opportunity to your opponent to purify it. 

Over-profit

While coins are very nice mechanics to have with a lot of pro’s it also has its cons which is an upper limit for the coins you are allowed to own which is 9. You cannot own more than 9 coins per game and any coin you gain afterwards will go to waste which is why it is important to use a bit of coins before you play cards that can make you over profit.

Leaders

Lined Pockets

Grants you 1 coin per charge and can be used 6 times in total as well as giving you 1 coin whenever you play a crime card .Lined pocket used to be really bad because the only support it had was intimidate and Townsfolk which could be used with Igor which was basically meme’s but if left unchecked it could generate a lot of points, LP was also used with Portal, Gord and Senior but now that it has the support of Cleaver, Junior, Professor, Drill and leader having an extra charge it has turned into a powerhouse of the faction. Not only can you generate a lot of points quickly with cheap 4 point crime specials you also have the option to decimate your opponent with Drill. In terms of control and point slam LP is as good as if not better than the Arachas Swarm list from the Monsters faction.

Jackpot

Grants you 9 Coins, then boost an allied unit by any coin that goes over profit, whenever an allied unit gives you Coins, boost it by any excessive coins gained. Before the buff in patch 9.0 Jackpot was seeing almost no play at all in the ladder. After the patch however it has been one of the 2 most played leader from syndicate faction mainly due to the fact that not only did it get easier for new players to play with, it also became very good in generating a lot of points in short and long period of times making it essentially be good in long and as well as in short rounds. It is also very forgiving in case you over profit in fact it encourages you to over profit. And lastly while it may get nerfed by 1 provision in the next patch it will still be a deck that will terrorize the ladder and remain at tier1.

Pirate’s Cove

Spawn a Sea Jackal on an allied row which can be used a total of 2 times. Before patch 8.5 Pirate’s Cove saw no competitive play on the pro ladder. After the buff it became one of the most popular Syndicate leaders for a while. Being able to spawn a spender on demand allowed people to avoid over-profiting and be far more lenient with their coin economy in general. Having 2 charges allowed you to regulate your coins in two of the potential three rounds in a game of Gwent, which was, frankly speaking, pretty amazing. While the recent buffs to Jackpot made Cove fall from grace a bit, it is still a very strong leader capable of playing competitively on the pro ladder.

Congregate

Spawns a Firesworn Zealot on an allied row and grants you 1 coin which can be used 3 times. While a little weaker than its patch 3.0 counterpart it was last nerfed in patch 5.1 and has been left untouched ever since. It’s really good with cards such as Fallen Knight, Sacred Flame, Eternal Fire Priest and Dies Irae, Congregate is a really good leader for Fireswarm decks however, since those have fallen somewhat out of favour, the leader sees hardly any play on the pro ladder.

Hidden Cache

While it was last nerfed in patch 6.2 but buffed again in patch 7.1 Hidden Cache used to be the leader of choice in Syndicate for most players before the buffs to Jackpot, Pirate’s Cove and Lined Pockets. Being a really good leader for Hoard decks, Hidden Cache was the go to leader for Passiflora decks allowing you to not only gain 9 coins overall, but the passive of reducing Hoard triggers by 2 allowed for some amazing leeway. Overall, a fun and decently powerful leader.

Off The Books

Gives you 2 coins which can be used 3 times as well as making every allied Tribute costs 1 Coins less. Before this leader got the support of the last 2 expansions it used to be a leader not really played competitively because it did not had enough support to compete with other leaders of the faction, however with the recent bounty package getting buffed in the Price of Power expansion it has started seeing competitive play with decks including cards such as Witchfinder, Professor, Graden and Moreelse.

Blood Money

Damage an enemy unit by 8, then gain coins equal to any excessive damage dealt. Used to be fairly okay in patch 3.0 but after the change in patch 5.1 it has rarely seen play in pro ladder if any at all and has been probably the least played leader in the syndicate faction ever since.

Archetypes

An archetype is essentially a bunch of cards synergizing each other and being strong enough to construct an entire deck or in other cases can support each other in smaller packages.

Swarm

The point of the swarm archetype is to spam out as many Firesworn Zealots as possible while your engines are on board and then boosting as many units as possible with cards such as Sacred Flame and Dies Irae there are a few noteworthy supporting cards in this archetype such as Fallen Knight’s, Firesworn Scribe, Eternal Fire Priest and Grand Inquisitor Helveed while its strength lies in its ability to quickly fill your side of the board with as many tokens as possible and then boosting them all, its weakness consists of row punishes and control heavy decks such as Skellige’s warriors, Nilfgaard’s ball and Syndicate’s bounty decks.

Self-Poison

Self-poison is a really fun archetype to play around with. It focuses mainly on poisoning its own units and was more of a package before the Way of the Witcher expansion because there was little to no support for the archetype. Way of the Witcher brought a sort of renaissance to the archetype and sparked quite a few decks focused on the mechanic, including some silly memes which feel oh so satisfying to unleash upon your unsuspecting opponents. Essential cards for this archetype are Salamandra Abomination, Bleinheim Brothers and Salamandra Hideout  while the memes consist of Salamander, Madame Luiza and Renew. One of the main foci of this archetype is to continue poisoning  Salamandra Abominations or using the Bleinheim Brothers to poison your whole board, while turning in a tidy profit. If you manage to stick a unit with the Veil status, you can, in theory spend as many coins as you want to boost the unit to a ludicrous size, with only the timer hampering your shenenigans. Certainly a strong archetype after the buffs and new cards it got in the last expansion, it is however hampered pretty significantly by Nilfgaard, a faction which likes to dabble in poison as well and control heavy decks in general.

Intimidate

Intimidate is all about establishing your engines and then using crime cards to boost them by the specific value of intimidate on an engine, while it was super strong in the last seasons due to the Halfling Safecrackers, Cleaver, Drill and Gord. It has been nerfed a bit in the last season but that does not stop people from still playing this strong archetype with a few changes like Portal, Mutants and Whoreson Senior. Overall a very strong and reliable archetype to play on the pro ladder.

Bounty

Bounty archetype mainly focuses on putting bounties on your opponent’s cards to capitalize on them. Before the recent price of power expansion the archetype was just not really strong at all but with the recent bounty cards added from the expansion it has been the go to archetype for pro ladder climb. The Witchfinder, Fabian Hale, Professor and Caleb Menge are your high end cards to apply bounties. Some of the low cost bounty givers are Hysteria, Kurt, Slander and Witch Hunter. Graden, Witch Hunter Executioner and Whoreson’s Freak Show are some of the spenders that you can use to kill the opponent units with bounty. One of the few engines this archetype has are the Vigilantes.

Hoard

 Hoard is essentially an archetype where you put a lot of engines and cards that require the Hoard keyword. This archetype used to see a lot of plays before intimidate and bounty archetype’s got strong. Your main high-end cards in this archetype consists of Passiflora, Lieutenant Von Herst, Saul and The Flying Redanian. The cheaper bronze cards consist of Sea Jackal, Passiflora Peaches and Sewer Raiders.  The main goal in this archetype is to always have enough coins to trigger the hoard of your cards, especially The Flying Redanian which can provide some fun interactions with Kikimore Warrior. Passiflora is to be used with the Peaches, Overall this archetype generates a lot of points. Some of its weaknesses can be tall punishes.

Bandit Gang’s Guide to Syndicate- Beyond The Starter

Beyond the Starter Deck

Once you have saved up some scraps to upgrade your list to a meta deck, this section will help you get familiar with each card in the meta deck that you will use, while the starter section and deck made you familiar with some of the most important basic cards and the archetype. The following are the “must have” cards that you will see and encounter in most Syndicate decks.

P.S. Click the images to see the card’s information if you’re unfamiliar. 

Must have cards

Whoreson Junior

Whoreson Junior may seem similar to other tall removal cards at first glance, but his reliability and versatility has made him the backbone of most if not all Syndicate decks at the small cost of Devotion. You can use him as both offensive and defensive removal.

Sigi Rueven

If junior is the backbone of your deck, then Sigi Reuven
can be considered its legs. While he may just be a simple, albeit significant, coin generator at first, due to recent changes to Jackpot leader he also acts a point slam card and an engine, with his Intimidate keyword. In short he is a really good card that is essential in most modern Syndicate decks.

Professor

Professor is one of my favourite Syndicate cards. He is a solid 14 for 12 and is best utilised removing an engine. Many people disregard his Tribute as lackluster, but there are quite a few engines, which are protected by armor, so the ability to simply ignore said protection can come in clutch.

Caesar Bilzen

A massive coin generator, point slam card and a spender to boot.  Caesar and Sigi Reuven could be considered the best of friends. Although it requires some board setup with profit cards (Sigi Reuven most prominently at that) this dwarf can provide some insane value and play way over his provision cost.

Salamandra Hideout

Salamandra Hideout is another very good  8 provision card,  giving you the option to play Salamandra Abomination, Failed Experiment, Salamandra Mage or Salamandra Lackey. Like any location, it also has the Resilience keyword and can move the Poison effect from an allied unit to any other unit with its order.  One possible synergy would be with
Fisstech Trafficker.
Poisoning an allied unit with this drug peddler grants you a nice profit of three coins. And the status can just be transferred to an enemy unit with the order of your hideout.  Another nifty trick to utilize is an uninteractive kill. If you already have a unit with the poison status on your side of the board, you can simply move the status with your location, play a simple Fisstech and get rid of an enmy unit without your opponent having any chance to react to your sordid deed.

Vivaldi Bank

Vivaldi Bank gives you 3 coins and shows you the top of the card in your deck as well as an extra card for each coin you possess, allowing you to see up to 10 cards from your deck.  You can play the first (so the top card of your deck) for free but if you want to play another card you will have to spend coins equal to the card’ss distance from top. Vivaldi Bank is the perfect card for your deck because the only downside our deck had so far was the lack of tutors, which the bank takes care of nicely.

Bronzes

As bronzes are easy to acquire, we will not dive overly deep into them. However, the following cards deserve some special mention due to their value and therefore presence in most, if not all, Syndicate decks. Bear them in mind when constructing decks. 

Payday

Payday serves as cheap 5 point removal for 5 provisions. While  it may seem a bit overpriced at first, its second ability, which gives us additional coins for any excessive amount of damage done makes up for it . 5 points of damage take care of most engines these days, so this cards will serve you well in most Syndicate lists.

Fisstech

Fisstech is arguably one of the best 4 provision specials in the whole faction. It gives you 4 coins and poisons a unit. With the Lined Pockets leader ability it provides an additional coin, which makes it even more worthwhile. It can be played as an offensive poison  for removal purposes, but you can also play it on your own units, if you just need the profit. It is comparable to the Fangs of the Empire card in Nilfgaard, but better in some aspects, since it doesn’t provide your opponent a body to interact with.

Sea Jackal

Sea Jackal is the best bronze spender in the entire Syndicate faction, since it allows you spend your coins at at better than 1 for 1 ratio under certain conditions. If you manage your coins carefully, this ransacking pirate can easily serve as your win condition.

There are other exceedingly valuable cards that feature in many Syndicate decks, though they are not quite as universal, with more requirements/conditions. Thus, while (very) high priority, should be considered within the context of more specific decks. However, 
Jacques Grand Master
as probably the strongest Syndicate card,
playing for hefty 12 points on deploy, while also serving as a spender and an engine in Round 3, and Philippa Eilhart which can steal your opponent’s cards with minimal pre-conditions deserve a special mention. And lastly Passiflora Peaches, which can be very strong and hard to kill engines with the condition of Hoard 4, should not be forgotten.

Deck

The Full-Meta Jackpot Deck

Game Plan

Round 1: In this round we will usually play our Bleinheim brothers with Passiflora Peaches, Mutants Maker and Sea Jackal. The main goal of this round is to play least amount of high end gold cards and making opponent use their golds and if possible make your Flying Redanian come out of the deck in round1.

Round 2: Whether we win round 1 or lose we have enough high end gold cards available to bleed and defend the bleed, if you win round 1 we can bleed this round with Professor, Whoreson Junior,Philippa and Salamandra Hideout. Make sure not to use Sigi Reuven and Caesar Bilzen in this round as these 2 cards are our win-condition with Whoreson’s Freak Show.

Round 3: In round 3 we can play Jacques Grand Master, Sigi Reuven and Caesar Bilzen to get ourselves the win, as long as Sigi survives we can get huge value on our Caesar and lastly you can use Whoreson’s Freak show to spend the coins.

Pros and Cons

Pros

  • Lots of control
  • Good in both long and short rounds

Cons

  • Weak to decks with huge tempo e.g Commandos
  • Can get out-pointed by greedy decks e.g Koshchey

Bandit Gang’s Guide to Syndicate- The Starter

Your Deck’s Foundations

Syndicate is a very unique faction and, unlike the others, it does not offer a starter deck as of yet. Because of that, there is no single foundation for your beginner deck. Instead you will be playing all sorts of archetypes which will prepare you for the meta version of the deck. The game plan is to put as many engines and point slam cards on the board as possible to out-tempo our opponent, and to use our control engines such as Whoreson’s Freak Show and Ewald Borsodi  to take care of our opponent’s engines.

Thin Cards for Consistency

It is important to play Sewer Raiders and Casino Bouncers in Round 1 to trigger their thinning effect, which will not only give you tempo but also improve your draws for Round 2 and 3. Try to mulligan the copies of each card to avoid bricking your hand.

The Casino Bouncers in Action
The Sewer Raiders in Action

Grow Your Points

The deck has a lot of engines that demand your opponent’s attention. Saul de Navarette, Tax Collectors and Borsodi Brothers can sometimes be played as bait to protect the more important engines of our deck such as Roland and Gellert with Lieutenant Von Herst.

Tax Collector acts not only as an engine to generate coins but also generates a lot of points when you have 9 coins. This little pencil-pusher will act as your main coin generator other than Eavesdrop and Fisstech

Roland Bleinheim, Gellert Bleinheim and Lieutenant Von Herst are the most important engines of our deck. The general game plan is to let Herst spawn as many tokens as possible and then poisoning and boosting them all with Gellert Bleinheim. If this combo is done at 9 coins, it will generate double the rewards, since both the tokens and Roland Bleinheim will receive boosts, as Bleinheim’s coin generation will be turned into boosts due to our leader’s passive ability.

He rarely lives though
Gellert without Roland(left) vs Gellert with Roland and 9 coins(right)

Shut Down Opponents

While putting our own engines on the board and point slamming we also need to shut down our opponent’s engines and win-condition cards with our control cards.

Payday is one of the many control options in our deck and is a really good 5 point removal card. It is, however, advisable to use this card only when really needed, since we are running only a single copy.

Graden is a removal on deploy on any card as long as it has the Bounty status, which can easily be applied through Kurt and Slander

Geralt of Rivia  is our tall removal, and is used to get rid of the biggest unit on the opposite side of the board. So try to save him for your last play and don’t try to damage or kill your opponents tallest unit with other cards of our control package. Because that would put poor Geralt out of a job.

The Strategy

The goal is simple: Play engines and point slam while killing your opponents engines and win-conditions. In Round 1, try to win while investing as few gold cards as possible. We also do not want to play round 1 overly deep. Our goal is to play our thinning package and some bronze engines to get our opponents gold cards and removals out. If there is an opportunity to tempo pass in round 1- do so.

In round 2 we basically want to use our good cards to bleed our opponent’s win conditions out. We can play the Bounty package, Borsodi brothers and Bleinheim brothers to bleed. In Round 3 we can play our Whoreson’s Freak Show and find good targets for Geralt of Rivia.

Is it good to pass here or not?
Can we defend the bleed?

Pros and Cons

Pro’s :

  • Very solid and flexible deck which will get you used to most of the mechanics in syndicate faction.
  • Able to point slam
  • A lot of control

Con’s :

  • Lack of tutors which can make certain situations awkward to play.
  • Bad against swarm and tall punish
Why did i save my Geralt till the end?

Bandit Gang’s Guide to Syndicate – Overview

Introduction

Syndicate is the faction newly added to Gwent after homecoming and features a lot of unique and fun mechanics such as coins, hoard, intimidate and various other cool stuff which you will learn in this guide.

The goal of this guide is to provide the Gwent newcomers with cheap (at 2520 scraps each) decks, which are also already being tailored to be able to evolve into more Meta lists. Syndicate is a very tough faction to start with for a new player because, unlike the rest of the factions, Syndicate does not provide new players a starter deck. But fear not, you will learn to maneuver your Syndicate starter deck, its strategies, cards and combos.

click the heading or the image to continue  to the starter guide

This is the section beginners will look to for deck upgrades. It will include a list of must have cards, which will ensure that your scraps are well spent and not wasted, while the meta deck will act as your goal to work towards.

click the heading or the image to continue  to the beyond starter guide

The foundation to the proper use of any faction’s cards and deckbuilding is recognition of its core keywords and concepts. This guide can help players of all skill levels take a shortcut to combos and custom decks. 

click the heading or the image to continue  to the concepts guide

Answers to the various questions a beginner will have after going through this guide.

click the heading or the image to continue  to the faqs

Bandit Gang’s Guide to Nilfgaard – Overview

Devious intrigues, aristocratic elegance, ruining everyone else’s day, these are the things that make Nilfgaard great.
Subjugate your opponents in style with the empire’s huge array control tools.

Table of Contents

Introduction

This guide will equip you with everything you need to know about Nilfgaard on your journey to Pro-rank. Know thyself and thine enemy and you will win a hundred battles. Whether it is cards, plays, concepts or deckbuilding, each part of this guide will progressively advance your skills from beginner to advanced levels. Though we advocate starting from the beginning, feel free to jump around as we made this to cater to a wide-range of skill levels.  Each following section will provide an overview on the topic and its purpose, and link to the guide. 

Part 1: The Starter Deck

Intermediate and advanced players may find subtleties here that aid in piloting other Nilfgaard decks. Certainly an essential read for beginners. Click here or the image below to learn how to pilot your Nilfgaard starter deck.  Particularly, round strategy, its most potent cards, and combinations. 

Up to date with new starter decks introduced in patch 8.5. 

Usurper Officer crop (Katarzyna Bekus)

Part 2: Beyond the Starter Deck

For beginners looking to upgrade their decks, read this guide. The list of must-have cards will ensure your scraps are well spent, while an off-meta and full-meta list will give you goals to work towards. Intermediate players may find key components that can help improve their decks, for instance consistency cards that are often underrated. For advanced players, the full-meta deck will serve well as a foundation for a climb to pro-rank.  

P.S. Updated to patch 9.0, click card images in the guide for their full text. 

Part 3: Concepts, Keywords and Leaders

The foundation to proper use of any faction’s cards and deckbuilding is recognition of its core keywords and concepts. This guide can help players of all stripe shortcut their way to combinations and custom decks. 

Part 4: FAQs

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