Northern Realms

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: 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: 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.

Theme Snapshot #3: Tales of Love

Introduction

Welcome to our third Theme Snapshot! February is a season of love and we decided to show the love that is hidden in every faction.  Instead of a deck guide, each deck will tell you a unique story brought to you by our best writers. You will be able to learn a bit of lore but also jump into the crazy adventure filled with love.  Let us know which tale you liked the most!

The Tales

Many have met their significant others for the first time while at work, so perhaps one could recommend it as the ideal place for searching for love. The situation gets a bit more complicated if your area of work lies in espionage. Such was the tale of Carthia van Canten (also known as Cantarella) and Vattier de Rideaux. While the Imperial Spymaster, Vattier, would stay in the vicinity of the imperial throne, Cantarella’s position as a double agent required constant traveling and very little time for Vattier.
The situation got so desperate, that the two had to resort to some serious plotting involving numerous masses of soldiers, agents and tactics in order to see each other again.

The plan was simple: 1) Make the entire Alba Division led by Tibor Eggebracht start an offensive deep into enemy territory towards the area of Cantarella’s whereabouts. 2) This encourages the local ruler into sending Cantarella, believing she’s on their side, to the Nilfgaardian side in order to gather information. 3) As soon as she arrives, Vattier orders the Alba Division to retreat into its original position, which also prevents Cantarella from returning too early due to the massive movement of manpower. 4) Finally together!

So, how do you play this deck? 🙂 The core combo is very satisfying, strong, and lore friendly: 1) You use your leader to place cards on the top of your deck in this order: Any nonessential card, Tibor, Vattier. 2) You play Cantarella. 3) You place Cantarella to your opponent’s hand with Ardal aep Dahy. 4) Your opponent plays Cantarella, she plays Tibor, which will summon Vattier. 5) You give Spying to Tibor with Mage Torturer or Thanedd Turncoat and seize him immediately, as Vattier was summoned the turn before, so no need to wait for his order to charge up. Provided you’ll manage to avoid leader abilities and orders on already deployed cards, your Vattier should be safe enough to go on a date with his beloved!

Written by Mercernn

It was a misty morning, the fog hung low around the trees. The dew drops gripped tightly to the bottom of the leaves. The sunlight barely shone through the dense leaves of the Dol Blathanna forest tree tops. A feeling of unease was also in the air as a strange occurrence was fated to happen today; there were strangers in the forest.

A small group of Scoia’tael commandos, we’re taking a rest from what ailed them. To Etriel’s joy, her only issue at the moment was the rock in her left boot. Etriel knelt down and loosened her right boot to remove it and shake out the bothersome rock. On rising, she looked up to see her infamous leader; Aelirenn, with her hand ever present on the hilt of her sheathed blade. Aelirenn was talking with Vernossiel, Milva, and some of her Swordmasters. They were all planning to rendezvous with a lost unit of Half-elves who took in some outcast Witchers. Etriel’s joy started to turn to worry as she overheard the exploits and rumors of these desperate Felines. They didn’t sound like the best company to her, as she preferred the undying loyalty of her Elven sisters. Not really one for many companions anyway, Etriel only ever spent time with Muirlega. Who was far more skilled than any of those faux felines. There was great harmony between them, and their conversations were made more meaningful since Etriel was one of the few remaining Aen Seidhe with the ability of beast communication. 

It was for this reason, her mind was full of confusion as to why Aelirenn was wasting her time to join forces with this Gezras of Leyda and his band of Witcher outcasts. The confusion didn’t last long, as she observed the roaming rabble of Witchers wander into camp. The sunlight perfectly highlighted what appeared to be a long-awaited reunion between Gezras and Aelirenn, who were spinning slowly in a sweet embrace. As she watched the two of them slink away to the luxurious command tent, Etriel whispered to herself, “Doesn’t take much but a death march against all Dhoine to create a couple like that”. She walked away from her relaxed perch and chuckled to herself; “A pair of Elves and Cats we are. From looks alone, I like my Lynx better”.

Written by Kalvino

As most of you fine readers know. The Passiflora is considered the finest brothel in all of Novigrad and houses many kinds of hookers, from Sly Seductresses to Passiflora Peaches, to the most known and noteworthy ones. A utopia to many men, that is.

Men that often crave emotional intimacy and not just sex. And there is one man in particular that craves this, and his name is Geralt of Rivia. A witcher that is accompanied by his dear friend Roach, who he travels with across all of the continent to seek emotional intimacy with the most desirable women.

Many of those nights, he  spent at the Passiflora with his favorite kind of lady of ill repute:  The Sly Seductress. Especially if they are bonded. One time, Geralt wished to spend a night with them and got himself in a fistfight over them with Adriano the Mink. That truly was something, almost like they got caught in a love triangle, which was gossiped about by the Merchants of Novigrad.

Apparently it took until sunrise for the fistfight to end. And at the end of the day, Geralt got his arse kicked by Adriano, leaving the fine establishment thrashed, sporting a black eye. Which resulted in many customers being upset and asking themselves: ”Could this not have been avoided? Was there not a solution for Geralt, Adriano and the Sly Seductresses? Perhaps they should have all enjoyed the evening together and split the costs. Well, there goes the neighborhood. Is it time for a round of Gwent yet?

Written by BabyJosus

Love really gets the heart pumping. Pumping blood!

Join Dettlaff’s journey to rescue Syanna as he carves a bloody swathe through Beauclair. Utilize Dettlaff and his lesser vampire minions* and call forth the bloodmoon. None shall be safe from Dettlaff should they harm his dear Rhena.

The strategy is (predictably) pretty much the same as any other vamps deck. Do the thing that vampires do. But now Syanna is here too! For the flavor win, you want to be using her ability WITH Dettlaff, but if you’re one of those dirty game-winners, you can also use her with Protofleder for a decent point swing.

In the more likely (practically guaranteed) case, Syanna is going to get bonk’d. That’s fine! Dettlaff is going to be pissed, but we find that is when he is at its best. Ah, love… or something. The message is frankly getting muddled.

Oh, and if your opponent is one of those degenerate Nilfgaard players, and they are using Milton de Peyrac  Peyran… you know what to do…

The deck doesn’t run much in the way of tutoring/thinning because Syanna/Rhena is hard to find. That’s the joke. Please clap.

Written by Carrost

Have you ever wondered what it must feel like to be the only ogroid in your faction? Only being tolerated because of your usefulness to the military, but not accepted for who you are? Not allowed to stay in the Redanian barracks, but forced to live outside the city instead? But you still carry on because guarding boatses is your passion? Trollololo spent many years in the military, his dedication with Frigates inspired lots of Volunteers to join the army. And he gained a badge for each Volunteer recruited, which he proudly added to his armor. As the time went by, his armor became his purpose, and everything he experienced in the army, all the orders that he and his comrades fulfilled, made it better and better.

But one day, when he was on patrol with some Redanian soldiers, they found a woman near an old mansion. She wasn’t only sad, she was sadness, but also very beautiful. So the Redanians got curious about her and realized too late that she was just a specter. At first the archers realized that their armor and their quiver vanished, then the so-called elites felt all their strength wither away. But none of them was devastated like Trollololo, who lost all that he cared for to some illusion of a woman he didn’t even find remotely attractive. The patrol fled from that place and returned to the barracks, where they could stock up in the armory again. Trollololo however, felt that the army was no longer his home and decided to find another purpose in life, seeking someone not only to tolerate but love him.

After striding around for a while, he came across a company of bandits, who were just stealing some pigs from a nearby farm. This wouldn’t have been too interesting if there hadn’t been one individual among them that was significantly larger than the others. Could it be…? He followed them back to their camp and cautiously approached it. His assumptions were correct, there was an ogroid among them, even a female one! They called her Betsy. But then he witnessed how some dwarven musician came up with a piece of armor for the other bandits. Betsy was furious about it, took that armor and smashed it into pieces, uttering some angry noises that couldn’t be regarded as words. Trollololo still loved his armor, so he turned away disappointed and didn’t bother to make contact.

He sought shelter for the night in a nearby cave, where he found another troll, a strange one. There were colorful paper scraps everywhere. He wore a pointy hat and grabbed a sword by the blade, wielding it like a wand. Then the Nekker standing next to him turned into a soldier – Nilfgaard scum, no doubt. Trollololo wanted to attack that soldier when the mysterious troll swung the sword another time and the soldier turned into a mermaid, then into a dryad, then into some small deformed creature uttering “Uma umamaa”. Maybe this troll was the key to find the lovely she-troll that he desired so much…?

Written by Escanbryt

Rioghan was sitting on the bow of the ship. He was doing the night shift, guarding, and guiding the ship while the rest of his fellow pirates were fast asleep. The previous evening reminded him why these waters were the most treacherous on the continent. He and his fellow raiders battled through the rough storms and huge waves for the entire day. There were times he honestly felt they wouldn’t make it out alive. It was only late this afternoon that the sea went back to its peaceful state. The evening breeze gently touched his face, and the sound of the water splashing on the wooden sides of the ship’s bow almost put him to sleep. As much as he wanted to stay vigilant, this soothing experience made it more and more difficult for him to keep his eyes open. The full moon in the night sky was the only thing preventing the darkness from engulfing the entire ship, allowing Rioghan to at least be able to see his immediate surroundings. His eyes were focused on the playful movement of the splashing water when suddenly, he felt that something had bumped into the ship. And then, it began.

At first, he didn’t realize what it was. But it was there, a low humming, continuous sound. He didn’t know where this was coming from, although he felt like it was not coming from somewhere on the ship. For that, he was sure of. Rioghan thought that his exhausted mind was playing games on him. “What’s next? Am I going to start hearing bloody voices now?” A smirk appeared on Rioghan’s face, as his prompt explanation of the unexpected phenomenon clearly amused him. That smirk quickly disappeared, though, as the sound was now turning into something different. Along with the water splashing underneath the ship’s keel and the low creaking noises of the old wooden masts and sails, Rioghan could now clearly hear a female voice singing. He could not understand what the lyrics were, neither did he want to. The perplexity of what was happening to him sparked his curiosity. His gaze wandered towards the ocean, impatiently trying to track down the source of this unerringly mesmerizing voice. His eyes suddenly focused on the right side of the ship’s stern as he noticed something there. Rioghan could swear that there was something in the water, close enough to the surface to at least make out that it was moving right along with the ship. The pale moonlight subtly reflected on whatever that damn thing was, and Rioghan could distinguish the silhouette of what he initially thought was a big fish. His curiosity suddenly turned into surprise when he realized that whatever he was looking at, it was also staring back at him.

Rioghan stood there frozen, half hanging from the side of the ship, watching in bewilderment as the sea creature slowly started coming out of the water. He could now clearly make out the finer details: Long black hair, beautiful face, slender figure, pale white skin. And those eyes, those hauntingly beautiful emerald eyes, were still locked onto him. He couldn’t see the rest of the body as it was still hidden below the surface, but Rioghan was amazed on how this woman could keep up with the current speed that the ship was moving, seemingly without making the slightest effort. “This is a dream, I must be dreaming, it can’t be… It just can’t be…” he thought. “No, you are not dreaming, I am for real”.

The woman’s voice broke Rioghan’s train of thought, snapping him out of the dumbfounded state he was in for the last few moments. “Who are you? What are you? He asked in amazement. “I have been watching you for quite some time now, sailor. Since you left the Isles, I have been following you and your ship.” “You didn’t reply to my question” said Rioghan with a stern voice. The sea-woman replied to him with a faint smile: “That’s because I don’t need to. Do not be alarmed, I do not wish to harm you”. “Then what is it that you want from me?” said Rioghan, whose curiosity made him forget that his fellow pirates were sleeping just a few meters away from him, somehow still impervious to the events that have just unfolded. She didn’t reply, her body still somehow managing to move effortlessly through the water, her gaze still fixated on him. It was then, that her singing started again. This was a song that made logic fade away, numbed all physical sensations. Rioghan was now just staring at this otherworldly creature, his mind empty of any sort of thoughts or memories of past deeds in life. She slowly raised her right hand, beckoning for him to come closer. And he obeyed. It didn’t really matter if he wanted to do it or not, Rioghan just slowly moved over the ship’s side railing and dropped into the sea. Even the cold seawater did not help him snap out of this trance state he was in. It was her who gently grabbed his sinking body and now held him firmly in her arms. Feeling like he was in a lucid dream, Rioghan barely managed to ask one last time: “Who are you?” She was so close now, her eyes still studying every little detail on Rioghan’s face. Their bodies became one and his numb hands were involuntarily touching something scaly, still hidden below the surface. She was a sea creature, alright. Their eyes locked once more, their faces almost touching. She leaned in and with an uncanny voice she whispered: “Your life… will burn… as bright as the love between us”

This was the last thing Rioghan heard before he felt his body violently being pulled below the waves. Darkness was now surrounding him, but he didn’t care. He knew she was taking him somewhere, but he didn’t care. The only thing that mattered to him was her. And in the pitch-black emptiness of the lower depths of the North Sea, he heard her sing again.

Written by Pokkas88

Conclusion

And that was our third Theme Snapshot, we hope you enjoyed it! We hope that we inspired you to create your own memes or own versions of the decks with this Theme Snapshot. But for now, the Bandits and I will fare thee well, and we’ll see you again in Theme Snapshot #4!

Make sure to come back next month for another Meme Snapshot. Remember, that if you want to be featured, you can send us your decklists to teambanditgang@gmail.com!

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

Bandit Gang’s Meme Snapshot for Gwent #5

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 fifth 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. As before, we kept the same categories but have now added a new purpose to the Honorable Mentions category. The categories are as followed:

1. Fun But Garbage Decks: these are the decks that are just for fun but will not win you any games 90% of the time.

2. Lore Friendly Decks: these are decks that are based around a certain theme that is often lore based.

3. 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.

4. 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:

The ball deck is back! This time, with a twist! If you are looking for a unique way to play ball, this is it. How does it work? The plan is to somehow survive to round 3. Mulligan away ball and do not use mentors nor Calveit! In round 3, open with Jan and follow with a spotter to give the opponent ball. BAM! Every Viper Witcher Mentor nets a hefty 15 points! Later, you can use Cantarella to play Ball or Double Cross, if the opponent has a draw mechanic. Discard won’t help your opponent with Gorthur Gvaed on board! 

 Pros:

– A lot of points in round 3

– Spread power → big cards and tall removal/engines

– You play ball in a fun way

Cons:

– Terrible round 1

– Vulnerable to bleed

– Draw dependent

Core Cards:

Gorthur Gvaed: Not only does it give you another Viper Witcher Mentor, but it can also line up a nice Cantarella or mess with your opponent’s draw.

Blightmaker: Pray to get both in round 1, because they are your only good plays in this round.

Spotter: How to ruin your opponent’s day with one simple trick?

Written by Bomblin

Overview:

Sooooo, this is a funny one… The main concept behind this deck is to use good old boy Erland as a big finisher in R3 with a high probability of survival even if you do not have last say. How do we do that, you say? By spawning as many same-type units as possible in R1 & R2 and then using Pavetta in R3 to put everything back in the deck so that Erland can be as “fat” as possible.

Pros:

– So greedy it’s actually fun!!!

– Nice point finisher

– Easy to understand strategy

Cons:

– So greedy it’s actually painful!!!

– Very RNG dependent

– It needs to win R1 and bleed the opponent heavily in R2 in order to create as many units as possible!!!

Core Cards:

Draug: Our main way to produce a lot of similar type of units (Revenants). Revenants can also help in winning some rounds and provide some control over your opponent’s board

The Land of a Thousand Fables: Perhaps the single most important card in the deck as we will use this in R2 to sacrifice our AA (preferably after using it at least once in R1) in order to create a second Draug (has 50% chance to either get Draug or Henselt through this method). Second Draug = more Revenants

Pavetta: Gets all those revenants and puts them back to the deck to increase Erland’s value

Erland: Our winning condition. If all goes according to plan you will get a big 25-30 points finisher, which will also have an additional advantage: Immunity!!

King Foltest: Helps create as many dun banner as possible in order to be used with Draug

Mushy Truffle + PFI: Again, used to create as many bodies as possible for Draug

Queen Meve + Voyomir: Can help in winning R1, pushing or defending a bleed in R2

Leader – Pincer Maneuver: Can help with the consistency and un-bricking our hand

Written by Pokkas88

Overview

Yes, you’re not having a fever dream, it is true, you can technically have at some point a 72-powered ogroid boy in the game of Gwent. So, how is it possible to achieve this? The process itself is actually quite simple. First of all, if the row on which you have Old Speartip: Asleep is full, he will not summon Old Speartip, yet the strengthening part of his ability will trigger. Second of all, there are many ways to spawn Old Speartip Asleep! Third, put the first and the second point together and you’ve got profit. Well… sort of! 

Pros:

– Gives you a reason to play practice mode or friendly matches.

– Intriguing gameplay, especially for fans of puzzle games (e. g. Thronebreaker). 

– A chance to make arguably one of the highest base power units possible in the game.

Cons:

– Pretty much unplayable outside of friendlies/practice. Insta-death to control. 

– Absurdly draw dependent, even with a variety of tutors. 

– No back-up plan and no real way of generating points outside of the core combo.

Core Cards

The Speartips: Always secure the sleepy Speartip in your hand. Always have the angry Speartip in your deck. As soon the countdown on sleepy Speartip reaches 1, or earlier, your row must be filled in order to block the summoning effect. Rinse and repeat.  

The Spawn Gang: The sequencing of playing your spawning engines is very important as you’re fighting both time and synergy. The ideal sequencing is: Idarran – Weavess: Incantation – Caranthir onto Old Speartip: Asleep – Arachas Queen onto one of the 1-powered copies – Abaya and Ritual Sacrifice onto Arachas Queen – use of order on Weavess: Incantantion on Arachas Queen.

Written by Mercernn

Overview:

With the addition of Arachas Queen, MO gained a valuable card that can be used in a multitude of different decks. It also has massive meme potential as some of the synergies it can help create are just plain epic. In this version of the deck, we are going to use AQ + Golyat to create as many Golyats as possible, mainly for two purposes: a) mill our opponent as much as possible and b) to be used with witches sabbath in r2 and r3 for the additional carryover and of course… mill our opponent even more!!!

Pros:

– Deck has some amazing synergies

– Flexible enough to use your cards differently depending on match up

-Massive point value if everything plays according to plan

– Some of the deathwish units can be replaced to your liking!!!

Cons:

– A banished AQ means you lose a big part of your strategy

– Very draw dependent

– Low consistency

Core Cards:

Arachas Queen: The main idea behind this deck. You consume a card on deploy and creating a second copy when its own deathwish ability activates. Used to create as many Golyats as possible but the deck includes other targets as backup (Manticore, Miruna)

Golyat: Summons highest provision unit from opp deck. Mill opportunity + good carryover points through Witches Sabbath

Witches Sabbath + Alissa: Can be used to replay our cards (preferably on both R2 & R3) and get more value out of them, especially if its Golyat. Spring equinox can purify our units in R2 if needed so we can replay in R3!!!

Haunt, Deathwish package, Ritual Sacrifice, Abaya: Can be used in many different ways. Push and win R1, abuse AQ synergy more (eg via Ritual or Abaya), push or a defend a bleed, used in long round R3

Written by Pokkas88

Overview:
The new change to the Initiative keyword means many things, one thing ensures is lots of fire. It’s been awhile since I played a Scorch deck so I thought why not have a bit of fun and try to set it up 4 times in a game! Our old friend Alissa Henson is here to help out with our shenanigans 

Pros:

-So much fire

-Its a Shupe deck

Cons:

-Fragile combo

-Lots of set up

Core Cards:

Scorch: Will burn the highest power units on board(including yours if you’re not careful) so we want to use all our damage cards to line up the opponents cards to same power 

Francesca Findabair: Allows for a glorious Double Scorch in one turn 

Alissa Henson: Puts Scorch back in deck to be played again 

Renew: Solely for Alissa again

Written by Kalvino

Overview:

What if Skellige had their own Iron Man? He wouldn’t be as impressive, but he would be a few fun points! The main idea here is to utilize Onslaught’s passive to give lots of armor to an Axe-Wielder which you then remove with Iris for a big boost and small Pew Pew.

Pros:

– Core pirates synergy is pretty good

– Crach is low-key MVP

– Has Uma

Cons:

– Requires opponent to play units

– Few consistency cards

Core Cards:

Iris Shade: Takes armor off your Axe-Wielder or another Pirate and boosts self 

Terror Crew Axe-Wielder: When it loses armor it damages so perfect target to remove armor from 

Elf and Onion Soup: Nice RNG spice, used on Roach & Knickers 

Iris’ Companions: Used to ensure you draw Iris

Written by Kalvino

Lore Friendly

Overview:

With a recent change to Regis, the deck got so much better! You can finally tutor Regis with cards like Joachim or Roderick. Spies are still a bit underwhelming but at least the board clear looks cool! You can also consider a version with more assimilate cards. It would be harder to lineup Regis but it would make games more winnable.

Pros:

– Amazing in a long round

– Can destroy greedy decks

– Good against swarmy decks

Cons:

– Terrible against unitless decks

– Spies are a bit underwhelming engines

– Very slow.

Core Cards:

Regis: tutor him now, yay! Remember that he still doesn’t work after you use orders (including leader ability!)

Joachim: With Coup, he can line up 1 and 4 powers values for Regis. If you add to it Roderick, you already have a great row for our favorite Vampire.

Ramon: Great with Impera enforcers. In some niche situations, you can play him with Cavalry.

Written by Bomblin

Overview:

A deck I have been working on for quite some time now, since CDPR buffed Vandergrift a few patches ago. I really wanted to create a Vandergrift + Vandergrift’s Blade deck and this buff served as a good excuse to play around with the Knight tag. This is a lore-friendly non-meme deck that is actually fun to play and a fresh alternative to what everybody is playing in NR right now!!!

Pros:

-Some good synergies with the Knight cards

-Good consistency

Has both control and defensive capabilities

Cons:

-Low tempo

-Bronze cards with Knight tag feel very underwhelming

-Difficult to deal with swarm decks

-Difficult to play against heavy control decks

Core Cards:

Vandergrift’s Blade + Reynard Odo: If played in the same round, these cards can basically boost every unit played by 2 (blade will only work with Knights though). The extra boost can help a lot of your cards survive their first turn on the board while for some it can boost their removal capability!!

Prophet Lebioda: Each unit played next to Lebioda gets that well needed shield!!

Prince Anseis, Seltkirk & Vissegerd: Some excellent removal options (Anseis & Seltkirk) while Vissegerd can act as a last say card that will gain a lot of charges if most of your units are boosted.

Donimir: Very important to at least protect your units… The more your units remain alive (and boosted) the more you increase your chances on winning!!

Vandergrift: Like seriously… who expects this… from NR… in this meta?

Raffard’s Vengeance + Thaler + AA + Cintrian Envoy: Some good options to use for thinning and getting the cards you want… Use wisely!!!

Written by Pokkas88

Overview:

It’s getting a bit chilly around here, let’s make sure our opponents are freezing too! I dont think I’ve ever seen anyone play a deck focused on Blizzard…probably because it’s a terrible idea. I thought to try it out in Monsters as our units should always be higher power than the opponents. Alissa back again to potentially play Blizzard twice! 

Pros:

– Actual Blizzard value

– Chonky units

– Lots of Pew Pew 

Cons:

– Low point output on our side

– Relies on opponents cards

Core Cards:

Blizzard: Destroys all lowest units (including ours) 

Alissa Henson: Double Blizzed fun

Saesenthessis Blaze, Ivo of Belhaven, Yennefer Conjurer, Nithral, & Myrgtabrakke: All these cards are used to damage the opponents units and set their power to be lower than any of ours 

Incubus: Pulls a high power bronzes from our graveyard and ideally a low power unit from the opponent 

Hideous Feast: Very useful card as it can damage opponents cards in range of Blizzard and boost our cards to safety

Written by Kalvino

Overview:

When talking about SY, there is always one specific card that comes to mind for me… COLLUSION!!!!! I always felt that this impactful crime has great potential and loved experimenting with it. In this lore-friendly deck, we are trying to use collusion not once, but twice!!  It is a bit challenging to pull through, but when it does it feels so rewarding. Most people right now expect to face SY Jackpot, so this deck will definitely catch many people by surprise!

Pros:

– Can use collusion in two different rounds or even in a single round for double the value

– Scenario can help in getting round control quickly

– Lots of different cards from different archetypes allow for a more flexible approach to each match up

Cons:

-Heavy control decks will limit your potential to set up the board properly for Collusion

– Coin usage is very important as we do not have infinite coin generation

– Tricky to navigate correctly

Core Cards:

Collusion + Alissa + Ferko: The main concept of the deck. Play collusion once, use Alissa to return the card from your graveyard to your deck, then replay collusion once more via Ferko if needed. Ferko can be used in the same round as well if collusion and Alissa are both in hand!!

Passiflora Scenario: Can be used to gain round control, set up those engines and fill your pockets with very much needed coins.

Bloody Good Friends + Sea Jackal (Leader charges): Main source for 3 of the 5 tags needed to get a full value collusion. Always keep 1 BGF & 1 Sea Jackal for each time you are going to play collusion

Whoreson’s Freak Show: Can be used alongside payday and Kurt to remove targets that can be dangerous for you when setting up your board.

The Mushy Truffle + Sly Seductress: A very strong synergy with the Passiflora scenario, can be a good alternative for a R3 encounter where collusion has already been used in previous rounds

Jacques + Helveed: Your main source of Firesworn in this deck. Even if one of those tokens survive it will be enough to trigger collusion. Also can be your spenders if needed.

Written by Pokkas88

Becoming A Pro

Overview

This deck emerged from a shower thought that I had around the time when Ardal aep Dahy was released. It revolved around giving Cantarella to the opponent and having them play it to his disadvantage or discard it. So browsing across the deck builder, I came across three cards that caught my attention: Saer Quan (in combination with Amnesty), Curse of Corruption and Count Caldwell. Saer Quan turned out to be a bit clunky and CoC is often unsynergistic with Snowdrop, so I eventually picked Count Caldwell

Combo is easy: Play Cantarella, then in another round, play Leader and place Caldwell as the second card from the top. Then you play Ardal on Cantarella, while you draw the top card. Now your opponent has Cantarella in his hand while Count Caldwell is on top of your deck, and you have the tallest unit on the board. Will he play it? 

Pros

Punishes curious opponents for playing Cantarella. Most of them are curious. 

Tall units and tall removal support the strategy 

Operator with Nilfgaardian Knight enables a Shaelmaar target and gives great bonded value to Illusionists later on. 

Cons

Totally falls apart if you don’t have dominance during the combo 

Combo only works in the last round. Otherwise, Cantarella will just not be played (probably) 

Doesn’t necessarily have the strongest round 1 

Core Cards

Ardal aep Dahy, Cantarella, Count Caldwell (or another target card) and a few tactics. The rest of the deck should just revolve around the strategy.

Written by Escanbryt

Overview:

This deck is incredibly fun and surprisingly strong (Got me to Pro this season with a 12-2-1 record). The core strategy you follow is to utilize Caravan Vanguards for filling your rows as much as possible, and then employ Cat Witcher Mentors and Gaetan to get payoff from the high amount of units. The deck also includes a carryover package with handbuff and Allgod, which works very well with your leader, as well as Harald Gord to help you in shorter rounds. 

Pros:

– Very powerful, Cat Witcher Mentors can consistently reach over 20 points of value if used correctly.

– Decent both in control and proactive play.

– Capable of excelling in both short and long rounds. 

Cons:

– Draw dependent to a degree, as it is easy to brick your hand and many of your cards are combo-based. 

– Vulnerable to wide punish (Lambert, Lacerate, the SK Rain Archetype). 

– The risk of overfilling is omnipresent and requires a lot of thinking ahead. 

Core Cards

Caravan Vanguard: A priceless card for this deck. They have a very nice value curve, starting at 7.5 (Unbonded + Bonded / 2) and growing for each additional trigger. You aim to play them always on the ranged row to get more units, rather than boost. In such a scenario, a bonded trigger can play for 9 points of raw value + 2 triggers on each Cat Witcher Mentor + 2 triggers on Gaetan. 

Teleportation: A surprisingly valuable combo card, which is intended to be used on Vanguards. Provided you have 2 Vanguards on the board (1 play), Teleportation on one of them will trigger bonded, thus resulting in 6 raw value points + 2 triggers on each subsequent Mentor + 2 triggers on Gaetan + 1 point on Harald Gord + potential healing/status removal. You can easily get over 10 points with this handy, cheap card! 

Cat Witcher Mentors + Gaetan: These are your payoff cards for row swarming. Always play Mentors after you swarm your row a bit, so that they couldn’t be removed by low damage and place them to the leftmost position for synergy with Gaetan later. Also, always calculate how many spots you need to preserve for Mentors and Gaetan (1-4). Once your row is filled with but one position left, play Gaetan which will not only trigger his ability, but also re-trigger Mentors’ abilities for every card moved provided you played them to the very left. This will also only work on Adrenaline 4. 

Written by Mercernn

Overview

The Skellige Rain Archetype should never be underestimated. It even was played in the last Masters, but we made some cheeky changes to it.
Obviously you try to overwhelm your opponent with the classic Discard Package, while using some of your Bronze Engines to secure a round. The core and idea of this deck though is, that you play your leader earlier than usual, but keep in mind that you want to play it with Gremist in hand or on board, so that you can purify Arnjolf. This way we make sure that you can replay it with Fucusya, so that you get 10 turns of rain, which your Messengers of the Sea and Rioghan can make use of.
Cards like Madman Lugos, Gigascorpion Decoction or Avallac’h give you some control options, while the Megascope might get you an additional Messenger.
Sequencing with this deck is key, so make sure to plan ahead to maximize your rain value!
Your last 3 plays, with Messengers on board, might look like this: Sigrdrifa’s Rite on another Messenger, Fucusya into Arnjolf and then Bride of the Sea replaying Sigrdrifa’s Rite into Rioghan.  

Pros:

– Great mixture of consistency, control and engines

– Gives Madman Lugos a chance to shine 

– Makes use of the pointswing potential from Rioghan the Undying, Messengers and Rain

– Still viable even if your combo bricks

Cons:

– Sequencing can get a bit itchy from time to time 

– Squirrel and especially Xavier Lemmens can ruin your day

– Kinda depends on drawing your bronze cards, especially your Messengers

– Not much Rain without the combo

Core Cards:

Fucusya: She is without a doubt one of the strongest card in game right now. You will need her to replay Arnjolf, while it is in Graveyard, to make use of the meme. Otherwise you are still able to play Little Havfrues, Messengers or something else with her, but it’s less fun. 

Rioghan the Undying: While never in your hand, you will need him together with your Messengers and Rain to get the maximum payoff. You will try to get him back with Sigrdrifa’s Rite. 

Messenger of the Sea: They are a strong bronze engine, helping you synergize and maximize your rain potential with Avallac’h, Little Havfrues and whatever you play with Fucusya. They are basically your points with this deck, therefore you want to use Freya’s Blessing and Megascopes on them as well. 

Suggestions:

If you want to play safe, you can change some cards, like Megascope for a Pellar to be able to purify Arnjolf or Tears of Siren to secure yourself some Rain. You can change Avallac’h for Heatwave, but he secures you enough Rain to get your Messengers going. Madman Lugos and Decoction are not mandatory, as well as Spore, but they surely help you to control your opponent’s board.

Written by Sawyer

Overview:

Mourntart got a very nice Provision change in the recent patch and finally feels pretty playable! The points just Pop onto the board! We would like to play into all 3 rounds and set up a giant graveyard for our Mourntart to feast on with last say. 

Pros:

-Consistent game plan

-Plenty of points in all rounds

-Only cares about setting up graveyard

Cons:

-Really needs last say 

-Needs the right cards early to ensure later combo

Core Cards:

Mourntart + Petri’s Philter: The perfect pay-off to your whole game of set up. Philter allows Mounrtart to be played last with zeal and dodge any removal 

Plague Maiden +  Yennefer of Vengerberg + Siegfried of Denesle: Great round 2 to slam points and intimidate the opponent and the purification of tokens means even more bodies for Mourntart 

Mushy Truffle + Caravan Vanguard + Lesser Witch + Celaeno Harpy: All of our bonded units spawn more and more units to fill up our graveyard

Written by Kalvino , Deck by Decode789

Honorable Mentions

Overview:

The inspiration for this deck came from me having the idea of using Ancient Foglets as finishers, slamming them with a lot of weather effects on the enemy rows. Looking at row effects, rag nah rook popped in the list and I thought that I could add Madoc as well, even if it would not be that consistent as I intended to spawn fog frost and cataclysm. With the addition of Arachas Queen I could review the deck and even make it greedier! So, without further ado, I present you “She-Troll white and the 7 Madocs”.

Pros:

-Fun meme deck with very good potential

-Utilizing Madoc in a fresh alternative way by using row effects to both damage AND produce points for our engines

-Massive points in a long round

Cons:

-Susceptible to tall/row punish

-Initial hand is very important to get the maximum amount of Madocs possible (7)

-If AQ gets heatwaved, the entire plan falls through

Core Cards:

Arachas Queen + Madoc: The core of this deck, we need to spawn as many as possible in R1 in order to guarantee our engines will get the maximum value in later rounds

Abaya + Decoy + Witches Sabbath: Very important cards that can help in getting further value from the AQ+ Madoc combo

Whispess Tribute + Whispering Hillock: Excellent cards that act as tutors for the cards we will need

She-Troll + Vran Warrior + Ancient Foglets: Our faithful engines that will produce the majority of points for us. Every time that Madoc’s ability is used, we will trigger these engines concurrently as She-Troll & Vran buff themselves whenever a unit is destroyed and Ancient Foglets buff themselves whenever row effects are applied!!!

Moon Dust + Dimeritium Bomb + Red Haze + Northern Wind: Our bombs that will summon our Madoc from the deck or graveyard. Only 6 of them so use strategically!!!

*Note – A full guide for this deck is included in the PlayGwent database

Written by UngryNab

Our good friend MrRepek created this wholesome deck for the community to help celebrate MissLadyJay and Crozyr’s Wedding!

Mercernn helped out during the stream and suggested we include it. Be sure to click the Deck picture to read MrRepek’s full guide.

Deck by MrRepek

Conclusion

This was our fifth 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! Otherwise it would have been somewhat one-sided, with only decks from Bomblin, Kalvino, Pokkas and myself. We hope that we inspired you to create your own memes or own versions of the decks with this Meme Snapshot. But for now, Bomblin, Kalvino, Pokkas and I will fare thee well, and we’ll see you again in Meme Snapshot #6!

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!

Radovid and Meve: Deck Guide for NR

Overview

Disclaimer: The Radovid + Uprising interaction has been hotfixed shortly after the publishing of this article. The core of the deck was not affected, but the very combo in question should no longer work. You can swap Radovid for a card of your preference.

The time has finally come for the one and only rightful king to make it back to the game. Radovid allows you to regain some of your leader charges, which not only enhances the original power and utility of the leader ability of your choice, but he can also be used for carryover purposes on top of that.

In the case of this very deck, Radovid‘s main purpose is to (with the correct timing) replay up to two Lyrian Scythemen that can be spawned with the final charge of your leader ability, Uprising.

Following this approach, Radovid can reward you with up to 31 points! Is this intentional? Apparently it is! Will this interaction get nerfed or changed eventually? Well, no idea, but one could guess so, as it seems astronomically busted!

The deck itself aims to get payoff from swarm by utilizing not only your ability, but also Queen Meve and Draug, both being rather undervalued cards. Therefore, your general game-plan would be to preserve at least one of these, if not both, for a long round 3 and  then overcome your opponent there.

This deck is based on a Meve/Draug swarm deck from the last season which saw surprisingly positive results on Pro Rank even without the inclusion of King Radovid V.

Pros

  1. Crazy long round potential
  2. Multiple finishers/potential strategies to follow
  3. Capable of surviving bleeding

Cons

  1.  Vulnerable to row punish and certain tech tools
  2. Can experience a lack of consistency
  3. Swarm can lead to overfilling (especially against NG)

The Deck

Core Cards

King Radovid V: A very powerful card capable of allowing you to reuse your final Uprising charges and thus spawning two additional Lyrian Scythemen. In order to achieve this, make sure to always use all of your charges before you use Radovid‘s deploy and consequently order. Make sure to plan out your spacing and timing, so that you wouldn’t overfill your rows for the “procession” of Lyrian Scythemen under his command.

Queen Meve: A card that is capable of unparalleled power in long rounds. We’re talking about 30 to 40 points if all goes in your favour. On the other hand it might be the number one target for Heatwaves and Invocations of your opponents, bear that in mind. In many cases, her boost potential increases not only the potency of your leader, but also empowers other cards such as Vissegerd or Temerian infantry.

Draug: A very good damage engine provider that benefits from Poor Fucking Infantry in particular. The card also has a lot of second hand utility in many matchups. You can transform Counts Caldwells against Keltullis to stop them from moving to the other side or Joachim and other Spying units against Nilfgaard to block Coup de Grace. Be careful to not transform Meve or other crucial cards which you might opt to preserve!

Bandit Gang’s Meme Snapshot for Gwent #4

Introduction

A meme deck can be considered many things. 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 fourth 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 first and second edition, 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. As before, we kept the same categories but have now added a new purpose to the Honorable Mentions category. The categories are as followed:

1. Fun But Garbage Decks: these are the decks that are just for fun but will not win you any games 90% of the time. 

2. Lore Friendly Decks: these are decks that are based around a certain theme that is often lore based. 

3. 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.

4. Honorable Mentions: these are decks from community members that we wanted to give that extra spotlight.

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:

The deck consists of two strategies – you should use them in two rounds to win a game. The first one is a classic soldier strategy. Play a lot of Pikemen, Infantry or illusionists and use Vrygheff + Vreemde. The second strategy revolves around the recently buffed Ointment and old-school Alchemist meme. Swap the power of a small unit (a cow) with living armor or…. With Tibor, so you can use ointment on him!

Pros:

– Soldiers

– Cows

– Can battle both control and greedy decks.

Cons:

– Limited amount of maximum points

– Your combo can be bled

– Low control

Core Cards:

Triss Telekinesis: lets you play one bonus Ointment but can be replaced with a control card like Koko heatwave or Jennifer Invocation.

Germain Piquant: Core card for both of your strategies. An extremely important card so try to keep it for a final round

Mushy Truffle: Amazing for swarming and for keeping your cards healthy. You can use it for Pikemen in round 1 or Illusionists in round 2 or 3.

Written by Bomblin

Overview:

This is an incredible deck whose goal is to play double Cahir and finish the game with Regis: Higher Vampire.

Pros:

– Can’t lose against greedy boosty decks.

– No one expects Cahir in Enslave

Regis, duh

Cons:

Yrden is your enemy

– Bleedable

– Control decks can screw you

Core Cards:

Garrison: you want to use it on your opponent’s card to boost both your Cahirs and then steal the boost with Regis. With Steffan, you can do it twice!

Letho: Most of the time you want to use him on Cahir, however, in some situations, it is better to use him on the defender, Hefty Helge, or even your opponent’s card!

Enslave: is not a card but a leader that is unique and quite good in the current meta!

Written by Bomblin

Overview:

With the recent addition of Mushy Truffle to the game along with some Provision changes it’s now easier than ever to attack your opponents with Cutup Lackeys! I went for a bit of good ol’ Congregate Crimes and Fireswarm with a twist. 

Pros

– Fallen Knight’s can power through round 1 

– Fun to watch Cutups go Pew Pew 

– Damnation Value 

Cons

– Really needs Cutups to survive

– With so many combo pieces, you don’t like to be bled 

Core Cards

Whoreson Senior: We use full leader to ensure we have both targets and coins to allow Senior to give us 2 Cutups on board easily. 

Cutup Lackey: The bonded ability is what we’re aiming to make use of. We have Idarran and Igor to copy them as many times as possible. I like to be as greedy as possible and have them all on board before using any of my Crimes.

Mushy Truffle: Give us quick access to a Cutup Lackey and also does a great job of buffing them out of removal range. The Golden Froth is also very nice on our 2 defenders. Remember to have Idarran down before using Mushy Truffle as it’s a spawn!

Written by Kalvino

Overview:

This deck is silly. This idea is to get Dol Dhu Lokke and set Yghern, Pugo, Griffin, or Radeyah at the top of your deck. From there you have a few options. You can drop Imlerith for a thrive friendly pointslam, you can decoy one of the spawned drones or you can let Sunset Wanderers do its thing. With Dwimveandra you can do this multiple times and since Dol Dhu Lokke stays on the field for multiple rounds you have less pressure to draw both Dwim and Dol in the same round. The teleport facilitates an extra Dwimveandra proc but in a pinch you can replay a locked thrive unit or one Griffin/Elder bear for extra thriveyness.

Pros:

Radeyah and Shupe are really just there because you have no reason not to include them.

Cons:

– It’s a cute combo deck when you draw all the pieces but don’t expect easy wins even when you do draw all of the right cards.

Core Cards

Dol Dhu Lokke: Try to win r1 without playing DDL so you can use it to bleed r2 into a short r3.  

Glustyworp: Glusty is there for the cute Dwimveandra/DDL combo spawning a ludicrous amount of drones on your board. Glusty can and will save you from overswarming your board while also proccing thrive.

Written by Carrost

Overview:
Once upon a time there was a fella that figured out a new strategy for Iris: Shade. This new strategy contained Queen Meve, who gains armor for every boost that she gets, which became an ideal target for Iris. Therefore he put in a bunch of cards that synergize with this strategy and thus the following deck was created.

Pros:
– Thicc Iris
– Synergy between cards
– It is kind of fun

Cons:
– Being bled in round 2
– Missing out on combo cards
– Opponent has answers for your combo pieces

Core Cards:

Queen Meve + Iris Shade: Already explained why they are the core cards in overview kinda.

Donimir of Troy: It protects Meve from not dying, and also protects Vysogota of Corvo who equals a lot of points.

Iris’ Companions: Great tutor, when picking Iris from the deck you can also choose a card to discard. So it doesn’t have to be in hand.

Foltest + Dun Banner: This combo allows you to win round 1 easily which can guarantee you a long round 3.

Written by Babyjosus

Overview:

The meme decks disguised behind the Siege. The plan is to use the scenario in Round 1 to win it and go to a long Round 3. In Round 3, use as many Griffin Witchers as possible with Idarran and then purify them each turn after they are locked.

Pros:

– PEW PEW PEW

– Very good control

– I love to stockpile

Cons:

– Destroyed by total control decks

– Only good in long rounds

– Have bad cards and leader!

Core Cards:

Purify cards: use them on the row with Griffin Witchers for a replay of 3 damage each!

Idarran: Can work with Kaer Seren, Siege, and many more!

Written by Bomblin

Overview:

Probably the best Regis deck is the Nilfgaard spies deck but if you want to try something different, I strongly suggest Skelige Regis! The deck is incredible in long Round 3 if you manage to line up everything nicely and can guarantee you a victory against a lot of decks.

Pros:

– It is a Regis deck

– Amazing long round potential

– Huge, satisfying finisher

Cons:

– It might be hard to set up Regis

– You cry when you see Dagur banished

– Bad against decks with a low amount of units.

Core Cards:

Dagur Two Blades: You can play him twice because of Fucusya and he can give you a CRAZY amount of points with Regis.

Discard package: A classic, yes but worth mentioning because it lets you get Regis into your hand which is crucial for the deck and allows us to not play Matta.

Whale Harpooner: This card got a nice buff and it feels good in a Regis deck – helps you line up power and move units to one row.

Written by Bomblin

Overview:

 Elf and Onion Soup 4 Times in one game! What else do you need to hear? This one is pretty janky but lots of fun. Due to Soup being an alchemy it’s very easy for it to find value in a Druid deck. First Soup is the one from deck, Second is from Bride of The Sea, Third is Bride of the Sea again with Fucusya, Fourth is from Alissa putting it back and then playing it with Ermion. The perfect sequencing of this can be difficult and is dependant on your draws. 

Pros:

– RNG Casino Fun

– Gedy and Preachers offer many points

Cons:

– Very vulnerable to graveyard punish

– Preachers need to survive to give us points

Core Cards:

Elf and Onion Soup: We want to destroy our low power gold cards to find more useful ones. Main Target is Crowmother since she comes back, Morkvarg does as well. Ermion and our 4 power golds are nice targets too. Can be used one low power bronzes if needed, like Crows. 

Bride of the Sea: Since we need at least 1 turn of Rain on board to access Soup when we play Bride I went for Rage of The Sea to guarantee it always works. We want to use Fucusya and play Bride again so we must make sure we get her in the graveyard in either an early round or by destroying her with Soup. 

Alissa Henson: Used to shuffle the Soup back in deck to be tutored out again. 

Derran: Can be useful to put Crowmother in the Graveyard.

Written by Kalvino

Lore Friendly

Overview

With the recent expansion focusing on Mages, Bomblin & I felt inspired to highlight some Nilfgaardian Mages with this deck. At first glance it may look like a worse version of popular meta Assimilate decks, which might be true, however we have the power of underused cards on our side! You can look forward to surprising your opponent with Fringilla Vigo’s fiery pew pew and if you so dare you can even use Assire to put her back in the deck and do it again! The most fun card is definitely Cosimo Malaspina for good ol’ RNG nonsense.

Pros

– Surprise opponent 

– Highroll to victory 

– Play both Fringilla & Artorius Vigo

– Master of Puppers 

Cons

– Almost a Meta deck

– Cosimo Lowrolls are painful

Core Cards

Fringilla Vigo: She makes great use of all our mages and feels great played next to a Blightmaker and their spawned Guardian 

Cosimo Malaspina: Has many targets to transform in this deck. His value is not always assured but its always interesting to see what he finds you. Best on 4p or 5p cards.

Assire var Anahid: Very flexible but probably best used to put Roach or Cosimo back in deck for later.

Written by Kalvino

Overview:

Fully agent deck that can get a lot of value in a long round with a False Ciri! Also, if you missed Ball, you can play it again! Plus, no one is using the Lockdown leader ability!

Pros:

– Huh? ah…

– Nice in long rounds

– Struggle in Round 1

Cons:

– Bad leader ability

– Limited amount of points which can be generated

– Overswarm

Core Cards:

False Ciri: Not only the art and the voice line are incredible. The amount of points this card can provide for 6 provisions is amazing!

Seditious Aristocrats: You have a lot of spies so this card can get you a lot of value.

Emhyr: I just like my big boi.

Written by Bomblin

Overview:

In my opinion, dwarves are a super boring archetype. This version makes it more fun. It is also not a bad deck but lacks a tiny bit of control. The combo is to use Filavandrel from Isengrim’s Council to create Zoltan’s company. With Francesca and the original card, you can create a lot of Rowdy Dwarves! Then, you finish the round with Zoltan: Warrior.

Pros:

– Cute, big combo

– A lot of points outside of combo with Brouver

– Armor can protect you from pings

Cons:

– Yrden

– A lot of setup

– Be careful not to overswarm

Core Cards:

Brouver: helps you win the round where you don’t use your combo.

Francesca: Mostly used for Zoltan’s Company but can be flexible with Council or Call of the Forest

Dwarven Chariot: Spawns Rowdy Dwarves and gives armor to set up Brouver or to protect engines.

Written by Bomblin

Overview:

I built this list to revisit the self poison archetype after the Wretched Addict received a nice buff recently. However I ended up with a hybrid list that features several sketchy locations and a nice Syndicate vibe, so it suits this category.

Your strategy is starting your engines early and harvest points from overspending. You can play your cards as you draw them, but save your spenders for the end of the round. So the coin management is pretty simple, and so is your point generation.

Pros:

– Wretched Addict is a pretty good card now

– Three different possible targets for Dwimveandra

– Beggars work well with Caesar Bilzen, if Sigi Reuven is not available

Cons:

– Little removal in this deck

– Self poison package is a bit clunky, Wretched Addicts often need a second round before they get started because Gellert is vulnerable

– Fisstech is bad for you

Core Cards:

This deck is not as much about particular cards, but more about the theme.

Written by Escanbryt

Overview:

I am trying to make Vampire deck good every single season. I’ve tried full-on vampires, mixed them with Frost and now it is time for a control heavy decklist. And it works quite well!

Pros:

– Nice combo with Orianna

– A lot of control

– Vampires

Cons:

– You lose against Veil and no unit decks

– Small cards that require setup

– Can be bad in short rounds

 

Core Cards:

Toad Prince: amazing 4 point removal that can bypass shields and armor for relatively low provision

Orianna: winner of a long round if hidden behind the defender

Yghern + Ozzrel + Golyat: old combo is back after recent provision changes!

Written by Bomblin

Becoming A Pro

Overview:

The core idea of this deck is to use one of the recent additions to the game, Mushy Truffle, to protect possibly one of the greediest cards in the game – Vattier. You might be asking yourself why use Mushy Truffle over cards such as Armory, Petri’s Philter, Thunderbolt or perhaps even your Defender. The answer is cost-efficiency, as all of the previous cards either rob you of way too many points alone, or can take place of other, better cards and thus weaken your deck overall. Mushy Truffle provides you with some extend of protection and even if Vattier gets answered or you don’t draw him, you are still left with a stellar card capable of generating over 20 points. The deck has been proven by reaching Pro Rank and is capable of climbing further. 

Pros:

– Vattier’s crazy potential unburdened by wacky tech/support cards.

– A very strong Assimilate and control packages.

– Multiple finishers/plans for the final round – flexibility.

Cons:

– Difficult to pilot and susceptible to a degree of rng with draws.

– In some matchups even 5 power won’t be enough to keep Vattier alive.

– Finding proactive plays can get tricky depending on your hand.

Core Cards:

Vattier de Rideaux: Freedom has never been sweeter as Vattier can exist without a bunch of silly cards now. Usually your R3 card but in some heavily unfavorable matchups (Swarm, Control or Movement decks) you can also play him earlier if you know he wouldn’t stick anyways. Unbelievable potential, he can reach over 30 points of value quite often. Most often played as the penultimate card and boosted by Mushy Truffle immediately for protection. 

Mushy Truffle: Can protect Vattier, triggers Assimilate twice, Allows you to use your opponents bronzes against your opponent, provides you with carryover if played in R2. This card is crazy. You always wanna draw it regardless of whether you plan to play Vattier or not. Illusionists are both quite powerful and very fun to play with. 

Ramon Tyrconnel + Soldiers: The reason for why I opted for Ramon (Aside from loving the card!) was that he can provide you with an additional lock that could potentially unblock your Vattier. Furthermore, he can give you extra Assimilate engines and more proactive control setup with Slave Hunters and a variety of useful things with Illusionists. Ramon can be really draw dependent and you should keep it in mind, though, when using Roderick, Joachim, or when shuffling in general. 

Written by Mercernn

Overview :

The main idea of the deck is to punish your opponent with their own strategy. Usually Vilgefortz Renegade targets include Heatwave, Echo cards or Combo cards which you can pull off with Artaud Terranova and Coup de Grace. Ideally in round 1, you thin with Blightmakers, set up spying with Turncoats and Mage Torturer. Then Fercart into Dead Man’s Tongue for thinning and tempo. Nilfgaard usually prefers a longer round, so when you win round 1 proceed to dry pass round 2 and  take the long round 3. There are some exceptions depending on you matchups like Traps, Relicts, Double Cross, etc. 

Pros:

-Great on red coin

-Has good control like locks and tall punish

-Has engines and tempo to win r1

Cons:

-Can be bled out of good cards

-Less proactive

-Disciplined mulligan is required to not brick your mage assassins

Core Cards:

Vilgefortz Renegade: Great punisher for when the opponent has used tall punishes or echo cards for you to steal. Basic idea is to swap their best card with a bronze tactic from hand which you can then later play with Lydia’s ranged ability.

Lydia van Bredevoort: Pairs really well with Renegade as she can take back the tactic you put in opponent’s GY

Vincent Van Moorlehem: Pairs really well with Imposter

Coup de Grace: The deathblow really helps setting up your Renegade, when the opportunity strikes take it. Use Renegade to get that card you killed with Coup in your hand.

Artaud Terranova: All the spying tags in the early rounds really help you in setting up combos with the Renegade in Round 3/Final Round.

Fercart: Helps you to thin your deck and set up targets for Coup and Artaud. Great when he plays Deadman’s Tongue or Invocation .

Thanned Turncoat : Utilized with Fercart it becomes a nice engine combo that also sets up your Artaud

Blightmaker : Always wants to thin your Mage Assassin

Deadman’s Tongue: Used on Emissary and  Informant most of the time.

Written by Decode789

Overview:

If you know me I always enjoy some wholesome Scoia’tael and this particular deck has quickly become a personal favorite. You may take a look at this list of cards and be confused but I swear it makes sense! The original deck idea was to play as many Sorceresses and Bountiful Harvests as possible; I first tried it with Idarran but have since opted for a more consistent variant. With this final version the idea is to create 2 Bountiful Harvests (while leaving the original 2 in deck) then put them back in deck and play all 4 at once through Simlas. For a sweet and simple explanation, GhostArya (who has enjoyed success with her own version of this deck) said it best; “Get Simlas and 4 Harvests or lose”! Also shoutout to Danamariani from Twitch chat for the perfect deck name. 

Pros:

– Quite consistent

– Very satisfying finisher

– Sorceresses intimidate opponents 

– Great carryover

– Actually likes Blue coin 

Cons

– Falls apart if core cards are missed

– Fears running into Graveyard punish

– Can overswarm in bad situations 

Core Cards

Filavandrel aen Fidhail: One of our ways to guarantee an early Harvest. Ideally we handbuff him with a Vrihedd Saboteur or with a well placed handbuff from another Harvest. Cursed Scroll is used as the stratagem mainly to guarantee Fil on hand so he can be buffed. 

Triss Telekinesis: Our second card with pretty high potential to guarantee an early Harvest. Almost always works unless you run into an opponent with many specials. We are running only 2 sets of bronze specials to make her more consistent. 

Johnny & Sarah: Very underrated cards that work extremely well with our gameplan. We can commit one of them in an early round to secure victory but would love to have both for our final Simlas combo. Can often find them handbuffed or use a leader charge to get them out of removal range.

Alissa Henson: The centerpiece that enables our combo, she shuffles 2 copies of a bronze (Bountiful Harvest) from your graveyard back to the deck. It’s very important you play her before you go for your Simlas. It’s risky to do this before the final round because you could draw into the shuffled cards so ideally it’s done in the same round as Simlas.

Simlas Finn aep Dabairr: The glorious Elven Sage himself who allows for our giant point swing of playing 4 Bountiful Harvest in a single turn. Remember to give yourself ample time as the sequencing of clicking 9 cards in a turn sometimes lasts the full timer. It’s advised to not get a Whisperer in longer rounds as you will often run out of space. Also keep a unit in hand as to not miss out on all the handbuffs from the Harvests, its great to see them all go on Gord for example.

Written by Kalvino

Overview

The main idea of the deck is to have the highest Skaggs as often as possible. If you miss Skaggs in the early game do not worry as you have Filavandrel, Defenders and Sorceresses. 

Pros:

– Can use Red Coin to secure carryover

– Strong engines

– Skaggs offers great removal

– If everything goes well our finisher is huge

Cons:

– Easily punished on Blue if your hand is bad

– Luck of the draw

– Torque can miss target cards if there’s too many units in hand

Core  Cards:

Torque: Bread and butter of the deck, always have to handbuff him when you get the chance

Filavandrel aen Fidhaill: Ideal number for him would be 8 or 10, 12 can sometimes backfire so if you are sure that getting the Waters of Brokilon would win you the game then go for it.

Dunca/Hawker Smugglers: Smugglers should be protected with the leader ability whenever possible because these are your handbuff engines.

Simlas Finn aep Dabairr: Bountiful harvests is a great combo often used to defend the bleed from the opponent and simultaneously handbuffing your cards.

Forest Protector: Bountiful harvest can get you out of a tight spot when you need that small tempo. Into Rebuke for the control option as well.

Vrihedd Saboteur: Filavandrel / Sorceresses

Written by Decode789

Overview:

I love Glusty. I love AQ. I love Shupe. I love She-Troll. I love Renew. How about combining all of these ideas in one deck? It is perfect. Use your Glusty in round 1 because you want to use him again the round 3!

Pros:

– A lot of control

– No one expects double Glusty

– Nice combo finisher

Cons:

– Resets

– Korathi heatwave on Glusty

– Sometimes it is slow

Core Cards:

Renew: Most of the time you want to use it on Glusty to have your combo again. However, there are situations where it is better to use it on Whispess, defender, or even she-troll!

She Troll + Vran Warrior + Wererat: if you can get the combo going on, you get 3 points per turn!

Shupe + Radeyah: Nice value cards!

Written by Bomblin

Overview:

Deathwish has recently been buffed so I wanted to give it a try. Do you want to slam Rotfiends in your opponent’s face? Then this is the deck for you!

Pros

–  Can generate a lot of points in a short round

–  Has a control aspect where people are forced to play either around Fiends, Miruna or Toad Prince 

Cons:

– Goes tall on consume cards

-Opponents can play around Miruna or Toad Prince

Core  Cards:

Mushy Truffle : This card can enable your bonded ability for your Harpy when required.

Penitent: This card can be used early to thin out either Pugo/Golyat from your deck which enables your Ozzrel later on.

Haunt : This is the core deathwish enabler of the deck. Helps you proc Dettlaff, Miruna or Harpies when you are short on consumes.

Cyclops: I would like to call it an offensive consume where you just yeet the Fiend dealing 5 damage and also procing the deathwish of 5 damage. It is a flexible card among deathwish.

Dettlaff: In a short round, Dettlaff and your leader can generate a huge amount of points.

Urn of Shadows: Another useful tool to enable your deathwish abilities when you are short on consume cards. Usually for Archespore thin, Miruna seize or Penitent thin.

Written by Decode789

Introduction:

So first of all, keep in mind that this deck is supposed to be an attempt to use different neutral cards together with the power of Northern Realms to create some unique combination.
It surely has its strengths but also lacks some sort of tempo or heavy control options for certain matchups.

Gameplan:

The core idea is to play your Poor f* Infantry, turn them into Kaedweni Revenants with Draug and overwhelm your opponent with your specter army. Then, using Land of a Thousand Fables to turn your second Amphibious Assault into another Draug, you do all this again. Maybe with some Poor f* Infantry you have left, maybe with some other humans. 

Obviously, you can also use your Radovid’s Royal Guards, Dun Banner or Maxii Van Dekkar in addition to some leader charges in round 1 to place humans on your side of the board, turning them with Draug instead of your Infantry. 

Core Cards:

The Mushy Truffle is there to give you more Poor f* Infantry, while Casting Contest can help you to reenable the Revenants Order Ability and also boosting it up. While cards like Vincent Meis and Margarita Laux-Antille give you some control options on your opponent’s side of the board, the Siege Ladder is necessary to move around your Revenants, making them more flexible in what row you want to spawn more. You sometimes might overswarm a row pretty fast if you are not careful, so see them as your strategic movement.
Mandatory to this list is the Land of a Thousand Fables on Amphibious Assault, as only its order can turn AA into Draug…otherwise the core strategy won’t work. Therefor we have Pincer Maneuver as our leader ability in addition to also playing Oneiromancy…just to be sure. 

Tips:

Anyway, that’s basically it. You might find decent matchups, you might get in trouble versus other decks, but it surely teaches you sequencing in Gwent and can be a lot of fun if everything works out, while also strong enough to overwhelm your opponents. If you want to, you can change cards a bit, like a second Aedirnian Mauler or even including Sabrina Glevissig.

Written by Sawyer1888

Overview:

This deck is very control-heavy and has a few cards and combos that can slam down quite some points. The signature move is a three card combo of Tuirseach Veteran, Megascope and Idarran that yields 27 points for 17 provisions. This can usually only be countered if the Veteran is removed right away, which is kinda easy, but not obvious. And the Veteran can be made harder to remove, if one of the locations has its Order available. If you play greedier, the locations can both benefit from Idarran, if played after the combo.

Otherwise you have the Portal with the Bear Witcher Adepts and almost exclusively high base power units. So you can just play Triss Merigold as a plain removal card whenever needed, the only real brick being Geralt: Quen. Maxii van Dekkar and Cursed Scroll help your consistency.

Pros:

– Can create a lot of pressure on red coin

– Has a lot of options to disrupt engine decks

– Bleeds well and has a good short round with Geralt: Quen and Bear Witcher

Cons:

– Feels awkward if the Tuirseach Veterans get answered early

– Falls short if the removal doesn’t really disrupt a strategy

– Can sometimes have a clunky hand

Core Cards:

The combo cards are the core obviously, but beyond that it’s also not easy to change cards here. Cards like Portal, Marching Orders and Triss Merigold have specific deckbuilding requirements. And this deck feels really synergistic if you consider that this is a control-pointslam-deck. So I wouldn’t recommend changing too much here.

Written by Escanbryt

Honorable Mentions

Overview:

This is a highly greedy, inconsistent but super awesome SY meme deck to have fun with. Off the Books leader is essential as we don’t have a lot of ways to generate coins. Some cards can be used for Tribute (0). Basically has 3 main combos that can be utilized to make your opponent’s eyes roll back and forth while trying to understand what is going on!! 

Pros:

– Super greedy!!!

– Fun interactions/combos

– Feels good to pull off

Cons:

– Inconsistent

– Super draw dependent!!!

– Very vulnerable to tall removal

Core Cards:

Gellert Bleinheim + Salamandra Abomination: Can be used in any round, only if you have a full hand. Main goal is to have Abomination poisoned then add veil to it (via Crystal Skull or Stolen Mutagens). Try getting as many coins as possible and maybe commit a leader charge as well (not more than 7 though). Use Bleinheim and spam its fee order on Abomination. 1 coin will equal to a 4 point boost on Abomination (Veil will protect Abomination from second poison), with enough coins you can get about 30-40 points in a single turn. Can be spammed until Adrenaline 6 (Abomination self-purifies on turn end). Can help pushing your opponent to pass or bait a tall removal

Madame Luiza + Tinboy & Savolla: Can be used at any given moment to win a specific round or get out of a nasty bleed situation

Greater Brothers + Apothecary + Teleportation + Vlodimir: Make sure to initially use Greater Brothers while you don’t have any coins in your purse. Use Insanity until power drops to 2, then play Apothecary using Tribute for both heal and boost then use Insanity again to further boost your armor. Rinse and repeat (second apothecary or via teleportation) for a sweet 35-40+ armor on Greater Brothers. Last card should be Vlodimir to swap armor with power for a nice big finisher.

Bekker’s Dark Mirror: Can be used offensively but also as an extra/backup heal/boost on Greater Brothers for even greater boost!!!

Triss Telekinesis: Chance to get extra Stolen Mutagen or Teleportation 

Written by Pokkas88

Conclusion

This was our fourth 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 Carrost, Escanbryt, Sawyer, Mercernn, Decode and Pokkas for providing us with their decks! Otherwise it would have been somewhat one-sided, with only decks from Bomblin, Kalvino and myself. We hope that we inspired you to create your own memes or own versions of the decks with this Meme Snapshot. But for now, Bomblin, Kalvino and I will fare thee well, and we’ll see you again in Meme Snapshot #5!

Do you have a unique meme deck? Then please contact us on Discord 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!

Theme Snapshot #2: Shupe

Article edited by Weevil89 & banner made by Decode789.

Introduction

Since you all have to wait for the next Meme Snapshot to be released next season, Bomblin and I have decided to introduce the Theme Snapshot. This snapshot will focus on different themes, such as Ciri: Nova decks. but only 1 deck for each faction with potentially a few Honorable Mentions. Our plan is to release the Theme Snapshots between each Meme Snapshot.

Today, we will be focusing on Shupe-only decks in honor of Repek. We hope you will enjoy these decks during the dry period of no meme decks from us!

SHUUUUUUUPE!

Overview
Try to not queue into a regular meta deck and also try to win one more round than your opponent. Don’t use leader with full hand.

Edit: Even if the first statement is truly an important aspect to be successful, they key strategy with this deck is to use its tools as effective as you can.

You have access to removal, tall punishment, versatile locks with the Letho of Gulet and his buddies, but also some amount of consistency and the board purify Siegfried of Denesle.

Use these wisely, improve your hand with cards like Vicovaro Novice, Maxii Van Dekker, the classic leader + Snowdrop combo or especially Doaderick Leumaerts, who can help you find certain key cards. Courier can not only improve your hand, but also synergise with Vilgefortz.

Obviously, if possible, you want to have Vilgefortz: Renegade in hand together with Vypper, to maybe grab an early echo card and get your points back on board. 

The question now is: Can you help Shupe and his Vilgefortz escort to prevail in this season?

Written by Sawyer1888.

Overview:
With the last BG Snapshot I showed you, my fellow Scoia’tael Dh’oine, the beauty of
Triple Gezras. Today I bring you yet another chance to improve your happiness three times with
Triple Shupe! We have our base copy of Shupe and as I’m sure you’re aware Alissa allows you
to shuffle Shupe back to the deck. I like to do this first then Oneiro out the second Shupe while
Francesca is on board to play Two Shupes at once. We also have Alzur and Spells for some
nice points!

Pros:
-3 Whole Shupes!
Uma can highroll
Alzur can highroll
-Can 2-0 with perfect hand

Cons:
Alzur can lowroll
-No engines
-Bad in long round 3

Core Cards:
Shupe: Good Gwenti Card, Bestestest

Alissa: Ideally used for Shupe

Radeyah: Nice pointslam, sometimes Cursed Scroll comes in clutch

Francesca: Best to double play Shupe, also nice on Uma

Alzur: Save Orb, Oneiro, and Uma for nice value

Written by Kalvino.

Overview
New expansion, new cards. specifically for the bounty archetype! And with Shupe being one of the notorious hunters in the universe of Gwent, the Witch hunters decided to take him in to succeed in their cause of destroying the meta. This deck is all about killing your opponent’s units with bounty and spending the coins you get from them.

Pros
SHUUUUUUUPE.
– A variety of control options.
– A spender whenever you need one because of leader ability.

Cons
– Bounty can be a bit slow since you have to apply the bounty on a unit before you can destroy the unit.
– Can only apply 1 bounty.
– Because its a Shupe deck you can only run 1 bronze of each.

Core Cards
The Brute: While its a bit of an expensive card, Octavia makes sure you will always be able to play it, and if you are able to kill a high base powered unit then this card get easily its value.

The Witchfinder: Great setup for Graden.

Shupe: You can charm your opponents units, what else do I need to say!

Written by Babyjosus.

If you want to read the full deck guide then I would like to suggest you to click on the deck image.

Written by Mercernn.

Overview
Inspired Zeal is one of the strongest Northern Realms leader abilities. There are a lot of cards that synergize with it well and Shupe decks allow to play a few of them in a deck. At the same time, you can squeeze in some tech choices and cool bronzes. The deck looks very similar to the current devotion meta deck, It just uses the power of Shupe instead.

Pros
SHUUUUPE.
-has few very powerful spells.
-can be powerful in long, greedy rounds.

Cons
-lack of consistency.
-bronzes generate points very slowly.
-you are often forced to commit in earlier rounds.

Core Cards:
Duel cards: the staple cards of Inspired Zeal leader ability. Also, Radeyah can create a stratagem with a shield. If you combine it with a duel card, you can get a huge tall removal.

Lyrian Arbalest and Lyrian Cavalry: almost every card you play has an order ability so both cards are basically 1 point per turn engines.

Raffard’s Vengence: Amazing card that lets you play two engines at the same time. It also has a great synergy with a leader ability and has a bonus, underrated, crew ability (Remember that Siege Support can reduce its CD!)

Written by Bomblin.

Overview
With the introduction of Alissa Henson in a new expansion, every faction can play Shupe twice! Skellige, however, can do it four times! Yes! This is quadruple Shupe Skellige! The plan is to spend all your powerful golds in round one and then replay them in later rounds after using Lippy Gudmund.

Pros
SHUUUUUUPE.
-very consistent.
-can fit in a lot of „tech choices” cards.

Cons
-can be awkward to play.
-the maximum amount of points you can generate is limited.
-rely on perfect sequencing.

Core Cards:
Discard package: Alongside Snowdrop, the discard package can help you with finding key cards and also generate a lot of points. Especially, if you can greedily play Snowdrop and Coral.

Xavier: This is a tech choice card that works especially well against Skellige (Rain deck in particular). He can also be used to kill echo cards and carry overcards (e.g. Orb of Insight, Crowmother, Flying Redanian).

Siegfried: Another tech card, this time to counter meditating mages. Feel free to change it to other cards like decoction if you do not encounter NR.

Written by Bomblin.

Conclusion

And that was our second Theme Snapshot, we hope you enjoyed it! We hope that we inspired you to create your own memes or own versions of the decks with this Theme Snapshot. But for now, Bomblin and I will fare thee well, and we’ll see you again in Theme Snapshot #3!

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

Deck Guide: Siege Mages

Introduction

Although pretty similar to the popular Siege Mage list in the last patch, this deck is still going strong with bunch of mages to terrorize the ladder once again.

Game Plan

Mulligan: In an ideal situation our main goal for mulligans is to get at least 1 Ban Ard Student, Chapter of Wizards, Meditating Mage and Aretuza Students. Try to also look for Siege if you are lucky enough to draw it.

Round 1: The First thing we need to do as soon as we start round 1 is to play our Ban Ard Students to get the patience value going on it while our main goal in this round is to just play mages such as Aretuza Adept and Aretuza Students. You can however invest Chapter of Wizards to play an additional Mage.  Seltkirk of Gulet can be used to win Round 1, but only if it’s really necessary.

Round 2: Depending on your hand we can bleed the opponent in round 2 with siege, Raffard’s Vengeance, Queen Adalia and other siege engines. Another thing we can do in this round is to play as many Meditating Mages as possible. This calm little mage will soon turn into a huge threat, which can can carry over its points into the next round, thus putting the opponent at a huge disadvantage. Combined with Aretuza Adept, who buffs herself every time a unit’s Patience keyword is activated, your points can quickly snowball far beyond what your opponent might be able to handle.

Round 3: If you successfully bled your opponent in round 2 and got his win-conditions out we can play Gerhart of Aelle to close out and win the game, if you got a long round 3 instead you can just repeat everything we should have done in round 2.. and do that in round 3 this time with the difference of not playing Meditating Mage in round 3 as  we will not gain any value from potential carry over in the final round.

The Deck

Pros and Cons

PROS:

  • Lots of tempo
  • Enough control to deal with opponent’s engines

CONS:

  • Lack of tutors can make the draws awkward
  • Weak against control heavy decks

Considerations

One of the changes you can make is to replace Queen Adalia with Bloody Baron for tall removal or Tissaia de Vries to get some additional value from your mage engines.  Xavier Lemmens is a solid tech choice against several decks run on ladder nowdays, but he can be replaced with Sile de Tansarville.

Combo

Chapter of Wizards while at first may look a bit overpriced but his ability to play Runeword and then spawn the copy of a mage you played makes up for his 13 provision cost and is a very good tempo card to play.

Xavier Lemmens will look as a weird pick on first glance but his ability to counter Bounty setup, Mammuna and Skellige’s Graveyard shenanigans can  comes in clutch at unexpected moments.

Leticia Charbonneau can be played early in rounds to progress her patience, which will in turn boost our other mage engines greatly.

Aretuza Adept is a very important engine in this deck that will give us a lot of points which will be essential to win rounds.

Seltkirk of Gulet is one of the only tall removal we have in our deck and is very important for us since we dont really have any tall removals in this deck, the reason why i picked him over Prince Anseis is because we can tutor him with our Amphibious Assault.

Raffard’s Vengeance is one of the best cards in this deck not only can you play this card for a card advantage but it can also act as constant 2 point per turn engine which is beneficial for both siege and mage archetype of our deck.

Meditating Mage is an excellent 4+ potential carryover with its Resilience and Vitality keywords, but the main use of this card will always be to be used with Chapter of Wizards to spawn as many Meditating Mage’s as possible which in turn will grant you a lot of carryover.

Conclusion

This is a very fun simple  yet very strong and competitive deck which can still be viable after the meta settles down in a few days. Also approved by our one and only meme master Bomlin so please try this deck and tell us how your games went

Thanks for reading, and happy gwenting!

Price of Power – Card Reveal by Escanbryt

Hello everyone, and welcome to a very special article. I have been given the opportunity to reveal a new card from the upcoming expansion “Harvest of Sorrow”, which is the third and final part of the “Price of Power” set. It is a bronze card for the Northern Realms faction with an interesting ability. Ladies and gwentlemen, please do not disturb: the Meditating Mage!

Now your first impression might be disappointment about yet another slow Patience card. And the payoff in Vitality makes it even slower than the Ban Ard Student or Aretuza Student. But that’s not really the point here. The strength of this card is the ability to gain Resilience when bonded. And this Resilience is activated upon using the order ability while bonded, not deploy while bonded (confirmed by CDPR). So when you are about to pass the round and you have two or more Meditating Mages on the board, you can activate the Order ability and the mages will gain Resilience and Vitality according to their Patience value. And since Vitality is a status, it’s going to carry over to the next round as well.

Most bonded cards only have a slight improvement in strength when the bonded effect is active. This one  relies on it entirely. The good news is that there are multiple ways to generate more than the two copies from the starting deck, especially for the Northern Realms. While Blue Stripe Scouts or King Foltest are probably clunky to use here, Queen Adalia, Reinforcements or a lucky roll on Runeword are an easy way to bring more copies to the board. The shield from Adalia and Runeword is without any doubt useful in that regard. There is also a new location named The Mushy Truffle, which lets you spawn and play a bonded unit from your starting deck. And if you want to go even further down that road, think about Megascope or Idarran shenanigans.

However the main question for deckbuilding will be to find a way to compensate for the slow tempo. This will probably set a limit to the number of Meditating Mages that you want to play in a viable deck.  If we talk about meme decks though, which happens way too seldomly, think about Tissaia de Vries reactivating the orders of all Meditating Mages on the activation turn by the end of round 1, enabling them to regain resilience in round 2. And the Dethmold finisher! I have ideas…

Anyway, let’s see how this card turns out. It is cheap resilience in a way, but it will need the right deck to work properly. I want to thank CDPR for letting me be part of this reveal campaign! And since you are already here, let me introduce you to my main piece of content creation over the last few months. As an article writer for Team Bandit Gang, I recently finished the compilation of seasonal mode guides on our homepage. It contains strategies and examples for decklists. These decklists will be updated from time to time, but are also explained in a way that you can adjust them on your own if they are somewhat outdated.

So if you enjoy some seasonal matches from time to time, make sure to bookmark our Seasonal Mode main page. Thank you and cheers!