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Bandit Gang’s Meme Snapshot for Gwent #7

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 seventh 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. The three 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:

Since patch 10.7 dropped, the ONE card that literally ruled the meta was the newly released Renfri. Super flexible and abusive, with some amazing curses and blessings that almost always combo into 25+ points of value. For this snapshot, I decided that all the decks I am going to prepare will NOT include Renfri or Renfri’s Gang, minus this one. The idea behind this? Try to prove how broken Renfri is by making a deck with few synergies/lots of weak architypes, including of course the now very well established “Renfri package” (Renfri, Renfri’s Gang, Roach, Knickers and Triss Butterfly). Also, as this IS the Bandit Gang meme snapshot and since Renfri IS a true bandit, this just had to be a true bandit deck (including a few demons here and there / also the Bandit’s architype fits the bill of “few synergies & weak architypes).

Pros:

  • Imprisonment and Collar were chosen to add to the troll factor in this deck
  • Renfri is still an overpowered card
  • Can unexpectedly make points (sometimes)

Cons:

  • This is obviously a troll deck 🙂

Strategy/Core Cards:

Renfri: ….

Written by Pokkas

Overview:

Do you know what you will get, when you use Master Mirror, while you have Renfri as your leader ability? Yes, a neutral legendary card. This pure RNG renfri deck will make sure that you frustrate your opponent when if you win. It might be not the most Powerful Renfri deck but it is for sure, the most fun.

Pros:

  • RNG will carry you
  • You play Gascon AND Aguara in your deck
  • Neutral Legendaries

Cons:

  • RNG might not carry you
  • You play another Renfri deck
  • Assimilate is kind of pass

Strategy/Core Cards:

Gascon: Iron Falcon: After you use Runemage, Gascon has a 60% chance to find you Renfri’s Gang which can play for up to 22 points + assimilate procs. Thats a nice tempo play. Remember to keep Gang in the deck! With all Renfri Decks around, you can just copy opponent’s Gang with Duchess’s Informant

Aguara: You will be surprise how hard this card can save your life. Choosing from 5 options with almost always give you a tall removal or a consistency card. Unless you didn’t pray to RNG gods.

Doublecross: the leader ability is amazing when played with Runemage and against other Renfri decks. Just use it after they slam Triss:Butt

Written by Bomblin

Overview:

The plan of this deck? Simple. Make as many Renfris as possible. In this version, you can use Renfri’s leader ability up to 6 times. Feeling cocky? Add Bribery to the deck for more! Play everything bronze in round 1 and then start your shenanigasm in round 3!

Pros:

  • A lot of Renfris
  • You will definetely surprise the opponent
  • Have some useful tech choices like locks and reset

Cons:

  • You add even more Renfris to the game
  • Did I ever tell you, that playing with more than 25 cards is not a good idea?
  • Mulligan is awkward

Strategy/Core Cards:

Land of 1k fables: Card that will thin your oneiromany and transform it into Renfri! Well, in 50% cases

Peter + locks: Very helpful duo against some of the greedy decks out in the wild

Master of Puppers: Can give you a game winning exchange!

Written by Bomblin

Overview:

Another revisit but this time, our beloved Olgierd has been buffed to 10 power! It is absolutely nuts, because it means each cow will be 2 points bigger! Also, few patches ago, the mechanic of Olgierd has been changed and you can use allgod and Joachim to boost him while he is not on the board! This means, each cow can be boosted by up to19 points!

Pros:

  • You play Olgierd and cows
  • Can actually make a lot of tempo
  • Surprise value

Cons:

  • You only have 2 sources of points -> Olgierd combo and Snowdrop + leader combo
  • You need to be focused and not make a mistake. Remember! Put Olgierd on top before using Joachim!
  • Can be bled

Strategy/Core Cards:

Joachim: You want to boost Olgierd by 8 points before he hits the board. You can line it up with leader or Calveit.

Artorius Vigo: do not change bronzes too much in this deck! At the moment, it is guarantee to create third alchemist!

Snowdrop: Can fix your hand and generate tons of points with leader. Remember! You want to keep affan and 1 mage assasin in your hand!

Written by Bomblin

Overview:

You know me… I am a Coen type of guy. I loved this card and its meme potential for a long time now and I do occasionally create a new pile which is based around this card (a Renfri-Coen version does exist in my deck library but for obvious reasons I will not include that here). This deck has indeed a lot of potential to play for lots of points, even if our travelling priestess will not be too buffed. Cards like Vernon and Ring of Favor are integral to our success with this deck, knowing when to use them can literally win or lose the game for us. With Golden Nekker, we have the potential to always thin to 0 cards and our goal is to buff the Priestess as much as possible and keep them in deck as the last two cards so that Vernon can tutor them simultaneously (not a necessity but will be more difficult for opponent to deal with both at the same time). Two Priestess with at least 9 charges each can play for 38-points if used with Coen!!!!

Pros:

  • A deck in patch v10.7 without Renfri
  • Fun deck with good synergies
  • Great tempo and thinning
  • Satisfying finisher

Cons:

  • Tricky to pilot properly
  • If Ring of Favor is not used before your opponent passes in R1 you risk to semi-brick your Vernon or GN
  • Mill is our worst nightmare with this deck

Strategy/Core Cards:

Priestess: These will be the cards that will setup our combo before we drop our Coen on board. The more charges they have the better!!

Golden Nekker & Vernon: Two powerful tutors. Plan ahead on when to use them as drawing the right cards at the right moment in this deck is crucial to its success

Siege Engines Package: Lacking the Siege scenario but still provides some control over your opponent’s board. Great to use in R1. Having both Siege Masters in our R1 hand is preferrable

Coen: Our mighty finisher. Always remember that Coen will only boost units with equal power as him!!!

Written by Pokkas

Overview:

As the entire meta is ruled by Renfri, that means that a lot of decks currently use only units… Units need space on board in order to be deployed. Sooooo… what happens if there is no space left on board for those units to be placed? Easy win!! This deck was created in patch v10.6 but is especially applicable in this patch as well for the reason I mentioned above. It is an alternative version of the traditional clog decks, mainly utilizing Weavess Incantation as our shenanigans abuser. Once our core combo of Caranthir / Weavess / AQ is up and running, any card with a deathwish tag that is deployed on board has its ability triggered. Immediately! Without destroying / consuming the card! By the time your opponent realizes what is going on, his/her side of the board will be filled with our little rat rascals, preventing them from playing any cards and allowing us to maximize our point value with cards like Glusty, Jotunn and whatever deathwish units remain in our hand!!

Pros:

  • A deck in v10-7 without Renfri
  • Greatly satisfying watching Weavess spamming those deathwish abilities
  • Has the capacity to clog your opponent & spawn points from cards like harpy egg and bridge troll

Cons:

  • Incredibly vulnerable to bleed
  • Very dependant on draws and mulligans
  • Has a very specific combo you need to pull off so sequencing and drawing the right cards is extremely important

Strategy/Core Cards:

Caranthir, Weavess, Renew, AQ, Sabbath: A proper rotation is Caranthir into Weavess and immediately consuming Caranthir. Then Renew Caranthir into Weavess again before dropping AQ. Abaya and Sabbath can be used to get around 6-7 Incantations

Scenario & Deathwish package: Here to serve a purpose. Can help in pushing/winning R1 & get extra points from the Weavess. One Bridge Troll, with 7 Weavess Incantations on board, can possibly play for 32 points. One Harpy Egg can possibly play for 45 points.. it will also fill your board so be careful when using.

Glustyworp & Jotunn: The traditional big point slammers of the rat clog deck. Massive point value, Jotunn should be played as soon as opponent cant play cards anymore and Glusty should be used as last say

Noonwraith: The unsung hero of the deck… with 6-7 Incantations on board, can possibly spawn 12-14 rats on opponent’s board, literally out of nowhere. If you pull this off, there is very little our opponent can do!!! Can potentially use one leader charge to get two rats more for a total of 14-16 rats in a single turn!!! That board will remain clogged forever!!

Written by Pokkas

Overview:

Another Faction that can actually fit two scenarios into one deck and they do have some synergy! Deathwish package gives you some kind of control options in form of Werecat, Miruna and Imperial Manticore, whiel thrive is here to greed you the win in a long round. There are also here few cards that can trigger both scenarios and work well together

Pros:

  • Surprise Value
  • Pretty strong in a long round, can swing games in a short round
  • Many different combos and plays = fun!

Cons:

  • Consistency is medicore
  • Does 2 things ok but 0 amazingly
  • Both scenarios are not incredible in the power level

Strategy/Core Cards:

Imperial Manticore: None plays around Imperial Manticore

Penitient: Can trigger both scenarios and thin the crucial card from your deck. At the same time, can screw you.

Orchard + Archespore: Plants

Written by Bomblin

Overview:

Ever wanted to pull off a great combo by using the same gold card twice? This is one way of pulling that off in a deck where RNG meets… well… RNG!!! Our initial goal in this deck is to combo Land of a Thousand Fables into one of 6 different 12-provision cards (Great Oak, Gezras, Simlas, Eithne, Munro or Filavandrel). With the addition of new high provision cards, Land of a Thousand Fables has unfortunately lost a lot of its consistency as we cannot always guarantee a 100% transform of a specific card. Although in this deck we have a very low chance on pulling off a specific card out of our 6 available options, I do feel that Nature’s Gift can help in utilizing any of these options in our game plan.

Pros:

A deck in patch v10-7 without Renfri
Flexible and fun deck to play based on Nature’s Gift
Each game will be different as your strategy is based on what Land of a Thousand Fables will give us (feels like Renfri I suppose?)

Cons:

Heavy draw dependant
Lots of synergies can sometimes create more problems to us than options
The sooner we draw into LoaTF and our “sacrifice card” (Waters of Brokilon) the better

Strategy/Core Cards:

Land of A Thousand Fables: Play as early as possible in R1 so you will have your time to adjust your strategy accordingly. All possible transforms can be used in this deck, some with greater effect than others

Gezras: A possible double Gezras obviously has amazing value. Can be used in different rounds, can be used in the same round. If not dealt immediately it has amazing point value!!

Simlas: Probably the best option we can get. Early Simlas can get us Bountiful Harvest to help push in R1, a second Simlas can be used in conjunction with Alissa in order to play multiple Temperings/Caress/Rebuke or even Bountiful if you are lucky enough to get more copies from Sorceress of Dol Blathanna

Great Oak: All around great value from this card, you simply can’t go wrong if this is our transform

Eithne: Not running devotion, but will evolve to second stage which give us 3 dryads when played. So we still get good value out of it

Munro: Has only value when played with Dwarven Chariot, I have included only one chariot in deck, you can mix and match accordingly to your preference. One extra chariot and Zoltan’s Company (also a nature card) can be used if you want to be more flexible with Munro

Filavandrel: Perhaps the worst option for us to get. Give us the least value unless we boost him to 6 or 8

Alissa: Possibly a good option if we draw a second Simlas

Gord: Our always trustworthy dwarf that traditionally has great value in ST decks

Water of Brokilon: In the event that you don’t draw into Land of a Thousand Fables, Water of Brokilon can find some value but don’t expect it to be a game changer for you.

Written by Pokkas

Overview:

Very oldschoool meme deck that we revisit due to incredibly good card for this deck -> Seagull. Not only it is another beast, it comes with 3 more! Thats 4 boost for Flaminica or Axel! You can play a lot of different version of this deck. If you don’t feel this one, try more selfwound cards like priest, Sigvald, Dracoturtle etc. Plan is to play as many beasts in round 1 and 2 and then finisz the game withcorrupted Flamnica (remember, she can be replayed with Fucusya!

Pros:

  • Big Druids
  • Many Beasts
  • Handle it

Cons:

  • The points ceeling is quite low
  • Board space limits you a bit
  • Draw dependant and vulnerable to bleed

Strategy/Core Cards:

Elf and Onion Soup: For memes. Use it with Ermion and Crowmother

Seagull: The reason why I decided to revisit the deck. Its just glorious.

Siegfried: Not only great to clear doomed from your beasts, it can be used against immune cards or those which are infused or veiled or poisoned!

You may find an alternative version of this deck here

Written by Bomblin

Overview:

An alternative version to Bomblin’s beast deck (also included in this snapshot), this version heavily focuses on creating multiple Crow Messengers that will help us get an advantage in R1 and (should we win R1) help us bleed in R2. The idea behind this is using Operator to spawn a crow on each side of the board, then use Dudu and Hen Gaidth Sword to get two more copies. Scenario is there to help win R1, even leader can be committed early. In R2 all you have to do is use Hen Gaidth again and you can setup 5 crows on board for 20 points in a single turn. Also a good idea to take advantage of Crow’s-eye Rhizome and Spring Equinox to make sure that you have the additional beasts in your graveyard for the final round. Syanna and Flaminica are our finishing combo here, and if Axel wasn’t used in a previous round he can also be used here for the additional value.

Pros:

  • A deck in patch v10.7 without Renfri
  • Good combos that provide tempo
  • Beasts & SK, how can this go wrong??

Cons:

  • Very draw dependant
  • Needs to win R1 and round control
  • You will lose value on the tokens if Equinox is not used at the appropriate time

Strategy/Core Cards:

Syanna & Flaminica: Both of these cards will be your best friend in this deck. If setup accordingly (and if Syanna survives) Flaminica will play for a chunky amount of points

Crow Messengers: Great in a R2 push. Can give you the chance to make a calculated bleed that will frustrate your opponent

Operator & Hen Gaidth: Integral for creating multiple copies of your crows

Dudu: Part of the Operator/Gaidth combo, but if missed can be used offensively or defensively depending on the match up

Axel: Can be your small Gord that will help squeeze out those extra few points

Written by Pokkas

Overview:

I was very sad to see the nerf that Gellert Bleinheim got, taking away a great meme combo from our arsenal BUT, we still got Greater Brothers to have fun with. With the release of the Forgotten Treasures Scenario we now have an additional tool to fill that pouch with coins and maximize our finisher potential (70-80+ points). The real flexibility of this deck comes from our combos being able to synergize/compliment with each other. We have poisons, we have Tidecloaks and Scenario (Forgotten Treasures), we have Greater Brothers. This is a draw dependent deck but we have enough thinning and enough coin production to be able to thin down to 5 cards. If things go our way, Vivaldi Bank can help in finding what we are missing. Our main combo with the Greater Brothers needs a lot of setup and is vulnerable if opponent has removal, but if all works out you ll have a massive finisher at the end!!

Pros:

  • A deck in v10.7 without Renfri
  • An upgrade from the great-performing V2 (posted in meme snapshot #6)
  • Has poison control, can produce a lot of coins
  • You need to be greedy with this deck, sometimes that will be a good thing for you 🙂

Cons:

  • Very draw dependant
  • Coin usage is really important in this deck!!
  • Card positioning is extremely important, especially when placing your scenario and Treasure Huntress
  • You need to be greedy with this deck, sometimes that will be a bad thing for you 🙂

Strategy/Core Cards:

Greater Brothers: Our combos are still the same as previous versions. Most important one is the Greater Brothers combo. Synergizes amazing well with Blindeye Apothecary and Bekker’s Dark Mirror. If we play Forgotten Treasures in the same round as Greater Brothers it’s good to have a sea jackal or another spender to use your coins/spread your points evenly. The option to use coins for triggering the Brother’s ability should be left as last resort. Remember, efficiency is the key here to get maximum value from your coin production.

Gellert & Experiment: Your poison package that helps with removal, you can optionally add more poison options depending on preference. Failed Experiment was added in this version of the deck since we can’t spam Abomination with Bleinheim anymore (thank you CDPR)

Ludovicus: I really love this card, as you can choose whether to go greedy or non-greedy with it. Can serve as bait as well, although I do usually prefer to get as much value from the card as possible.

Forgotten Treasures & Flyndr’s Crew: Flyndr is what makes Forgotten Treasures so oppressive. Dropping the Hoard requirement to 2 (if triggered fully) will always fill your pouch to the maximum and give you the flexibility to spend more coins per turn. Remember that in order to get full value from Flyndr’s Crew, you need to trigger its ability once per round (have at least 7 coins by the end of a turn per round). This is easy to achieve in R1 and R3, but doing this in R2 is tricky, especially if you win R1 by going a card down. Keep this in mind when doing your mulligans.

Vlodimir Von Everec: Our actual finisher that synergizes with Greater Brothers, converting his armor to power for a massive point swing. The more armor we manage to stack, the better!!!

Stolen Mutagens: One of my favorite SY cards. Greatly flexible, offers 3 different options to choose from: Damage a unit, Poison a unit and give coins, Boost a unit and give Veil. Remember.. having two Salamandras on board will allow you to choose 2 out of the three available options which is very easy to setup and gives us insane value for a 5-provision card!!

Written by Pokkas

Becoming A Pro

Overview:

Probably the most underrated archetype in the current patch that can win both long and short rounds. It has ability to outgreed a lot of archetypes and can do it with just few cards. Because of many combos in this deck, you are not to use one or two early to secure a round 1 win or a bleed in round 2. Cards like Artefact Compression, muzzle or prince Anesis, are amazing in the current meta. I personaly went 10-1 with this deck (though from rank 5 to 3)

Pros:

  • Unexpected Alzur in the deck
  • Can be powerful in short and long rounds
  • Many combos, a lot of cards can be committed

Cons:

  • Lacks tempo when board is empty
  • Consistency is crap and can screw you
  • Yrden is your enemy so be careful

Strategy/Core Cards:

Arcane Tome: It has a funny dynamic at the moment. If you play against Renfri deck, you just get a “free” thinning card. If you play against decks that will use it, you can then trigger Alzur at the same time you play him.

Immortals & Damned Sorceress: Crazy 4 points per turn. Nothing more to say. Look for it in round 1.

Pogner: Incredible finisher, especially in a long greedy round in which your Knight Errant shields everything around him. Sequencing is a key!

Written by Bomblin

Overview:

The change to Censer was a very requested one. We got a rework that changed it into a very interesting card. In this deck, you want to combine it with a lot of damage that can be stored by Arbalest and Archer. Also, if you proc Sabrina at the same time, you can boost something by a s**t ton of points! I am also a big fan of mobilization and I play a similar deck without Censer almost every season. I am still stating this: IT IS UNDERRATED!

Pros:

  • Big Finisher
  • Have 2 good bois -> Knickers and Trolololo
  • Its a control deck and some decks might struggle against it

Cons:

  • Slow
  • Weak in round 
  • Vulnerable to bleed

Strategy/Core Cards:

Sabrina & Censer: A beautiful combo that can generate you  up to 25 points in form of boost! (in a dream scenario)

Arbalest: The king of mobilization. It can generate a lot of charges you can hold. You can consider adding another Archer instead of balista too.

Trolololo: Watch him grow when you unleash your charges at the opponent

Written by Bomblin

 

Overview:

Shupe & Radeya decks existed for quite some time now, so it only makes sense that Renfri would eventually end up in a deck like this. The specific plan for the deck is to use either Shupe or Renfri in early rounds then get them back with Assire and replay them with Roderick. All three cards (Shupe, Renfri & Radeya) provide immense flexibility in your matchups. Feel free to experiment and try to use them as efficiently as possible depending on the situation.

Pros:

  • In situations where you are in a bad bleed situation, the well proven combo of Snowdrop & Tactical Decision will help you counter the bleed
  • A lot of flexibility
  • Has good tempo options

Cons:

  • Initial draw and mulligans are extrememely important
  • Needs good meta knowledge to play as efficiently as possible

Strategy/Core Cards:

Shupe: Super flexible card, can virtually help in many different matchups. Provides removal/tech options

Radeyah: Provides additional stratagem options

Renfri: Provides additional leader options

Runemage: Perhaps the one card that makes all of the above cards 100% better. Runemage will allow you to increase your choices from 3 to 5, increasing your chances to get exactly what you need

Snowdrop & Tactical Decision: Great big tempo combo that also helps in drawing cards that you havent drawn into yet. Remember that putting cards like Affan and Mage Assassin on top of your deck through Tactical Decision will immediately deploy the cards on board

Written by Decode

Overview:

The hidden cache used to be one of the most powerful Syndicate leader abilities. One of the reasons for that – its great synergy with scenarios and powerful hoard cards like The Flying Redanian and Saul. The new card drop not only gave the faction a new scenario that synergize with hoard but also reverted the “nerf” to the old scenario. With a combination of both, we created a powerful, deadly but greedy combo!

Pros:

  • Amazing in a long round if crucial cards are unanswered
  • Many engines that are hard to kill (Saul starts at 7, Sly seductress has a shield)
  • Surprise effect with a second scenario

Cons:

  • Can struggle in a very short round
  • A limited amount of coin spenders
  • Can be awkward to play

Strategy/Core Cards:

Albertus: Against some matchups, like cultists NG, kelly, and poison syndicate, he can do wonders dispelling several statuses (infused cards!) in one turn

Flyndr’s Crew: The greed coneseur. If your opponent has no way of killing any of the crew members, you are jumping happily in your room

Sea Jackall/Conjurer’s Candle: With the limited number of coin spenders, these cards are absolute must-haves in round 3. Remember that Candle has resilience! 

Written by Bomblin

Overview:

Harmony got a breath of fresh air with the recent patch, introducing a bunch of new cards and even a new scenario to make it more competitive again. In this deck however, we cut the scenario and focus more on a smaller card: The Chameleon.

The basic idea is to put a lot of Chameleons on the board to trigger the harmony engines as much as possible. This will create a lot of points once the engine is running. It even kind of allows to include Milva to the deck, because every Chameleon replay will boost her. But it will also make the Lake Guardian quite tall. I recommend to place Idarran and the Chameleons behind the defender of course. It’s also useful to use the leader ability right after you played Idarran, unless you have a Megascope waiting for that round already. Sequencing is a bit tricky sometimes, and you also need to have an eye on the Chameleon tags before playing a card from hand. If the tag of the card you want to play is already on the board with a Chameleon, replay that Chameleon first. Gaetan is nice for his Witcher tag and for the fact that you’ll often rowstack behind the defender. He’s worth even more points if you find a Dol Blathanna Sentry from Bountiful Harvest

Pros:

  • Doesn’t require you to include too many tags when deckbuilding, since the Chameleons got that covered
  • Can manage being bled. Get the engine going and save the Lake Guardian for the short round
  • When have you last seen vanilla Milva? (You could cut her for the Operator though if you like)

Cons:

  • It’s a functional deck in itself, but won’t be able to compete with the strong decks in this meta
  • Vulnerable to control, as most of the Harmony decks
  • You’ll have an awkward hand from time to time

Strategy/Core Cards:

Idarran, Megascopes and Chameleons: For obvious reasons. Operator is a consideration as well, but will take away the beast tag on the board

Harmony Engines: A bunch of harmony engines, could be even more if you want to cut Pellar or Squirrel

Lake Guardian: Your tall finisher

Written by Escanbryt

Honorable Mentions

Overview:

The idea behind this deck is based on a similar control version I used in the past with a greedier approach. Our Cat Mentors can possibly play for 15+ points for us.

Pros:

  • Harmony is extremely good this season
  • Control options with poisons
  • Golden Nekker is still amazing

Cons:

  • Greedy
  • Needs good placement of specific cards like Mentors
  • Can be difficult to defend a bleed

Strategy/Core Cards:

Gaetan and mentors are better played together. Always place mentors on the left-most position on your rows in order to take advantage of row mechanics, especially when playing Gaetan. Also keep in mind that mentors have the adrenaline tag. A card like sabertooth tiger can trigger mentors with adrenaline active each time the card transforms from normal version to stealth version. 

The Harmony package can get us quite a few points, especially since we use megascopes for the chameleons in order to get those extra points. Re-playing chameleons each turn also triggers mentors with active adrenaline

Written by UngryNab

Conclusion

This was our seventh 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 #8!

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!

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: 10.4 Drill/Cleaver/Candle Crime

Overview

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

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

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

The Deck

Core Cards

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

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

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

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

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

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!

Deck Guides: FUN-sworn & King of Jackpot

Overview

The time has come for the Firesworns to make a comeback in Gwent and cleanse all the heresy on the ladder! With the appearance of the Hierarch Cyrus Engelkind Hemmelfart  the firesworn have gain a new morale and this time they WILL impose the righteousness upon the wicked.

The main purpose of Cyrus Engelkind Hemmelfart is to respawn our mighty Fallen Knights in Round 3.  That way we can use the Fallen Knights in Round 1 to secure a win.

The general game plan of the deck is to swarm the board with Firesworn tokens and then boosting them all up with Dies Irae and Sacred Flame and some important cards like Grand Inquisitor Helveed and Igor the Hook so it’s recommended to save these powerful allies for a long Round 3.

You can use Ulrich to spawn an extra copy of Fallen Knight in Round 1 to get an additional engine because  we need to dictate the flow of the game, winning Round 1 and go into a long Round 3. Otherwise our opponent will drain all our ressources in Round 2 and leave our congregation empty.

Pros

  • Very good in long rounds
  • Lots of points output potential
  • More than enough capable of winning round 1

Cons

  • Vulnerable to row punishes
  • Can suffer from lack of consistency in draws
  • Control decks can kill your engines before you start swarming

The Deck

Core Cards

Cyrus Engelkind Hemmelfart is what I would say firesworn decks needed for a long time. Before the hierarch entered the fray, you would use your most important engine Fallen Knight in Round 1 to win to secure yourself an ideally long Round 3. But now it’s possible to use those amazing bronze engines both in the first and the third round of the game.

Sacred Flame is a very important card in this archetype, as it not only provides you with 2 additional units but also allows you to boost every Firesworn unit on the board, essentially giving you the effect of Bone Talisman.

Dies Irae allows you to deal 3 damage while boosting all your Firesworn by one point. Which is a substantial effect, as nearly all your cards will be Firesworn, but it also gives you the option of boostin ANY unit instead if you are able to kill a unit with this card’s effect. Although most would say that this might be the best thing about this card, the fact that this card has echo increases its value even more, as I see it. The fact that it can buff your whole army of zealots twice makes it unique and fun.

Overview

Although Francis Bedlam, the King of  Beggars is a synergy card for tributes, he works really well in Jackpot, as the woes of over-profiting are all but lost to this archetype. 

The main purpose of this wily underworld kingpin is to summon himself during the round Savolla is played. And that’s really easy, since Jackpot provides you with a nice and full bank. This combination allows you to spend 9 coins and get it back immediately through King of Beggars, who will also join the fray from your deck to allow you to convert your ill gotten gains into more cold, hard points.

In the early rounds, Sewer Raiders are used to thin your deck which is especially good if you are on blue coin as your Tiger’s Eye stratagem will provide a nice and juicy advance of five coins. Mutants Maker provides you a proactive play which will grant you either 3 coins, or, if your bank is full, 3 additional points. This boost also applies to cards like Tax Collector, Sigi Reuven, Whoreson’s Freak Show and Witch Hunter Executioner. This deck not only includes point slam and coin spenders it also has control options through Whoreson Junior, Freak Show, Executioner and Vigilantes.

Overall the deck has point-slam. control and flexibility.

Pros: 

  • Has control options
  • Can be good in short and long round
  • Massive finisher

Cons: 

  • Can experience some inconsistency
  • Core cards are susceptible to bleed
  • Vulnerable to tall punish

The Deck

Core Cards

King of Beggars allows your bank to refill after paying a high tribute, summons himself to the field and serves as a spender in a pinch, so make sure to mulligan – this smooth criminal will serve you better in your deck. 

Savolla is your King of Beggars summon trigger, either in a short round or when you are being pushed. In order to achieve this combination, your bank has to have at least 7 coins to be able to afford Savolla‘s tribute and to summon the King of Beggars. In a pinch, your leader ability enables this interaction instantly.

Sigi Reuven in this deck has a profit of 10 and ideally you want to deploy him when your bank is full. In a pinch, he can also serve as a tribute enabler for Savolla, but this is not the best use for the linchpin of the Novigrad underworld.

Caesar Bilzen is played between two profit cards usually in-between Sigi Reuven and any other profit cards for maximum value. He is your finisher in most games.

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!

Bandit Gang’s Guide to Syndicate-FAQS

FAQ

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

Why didn’t my Jacques reach its 3rd form? Why does my Whoreson Junior only target boosted units? 

You have neutrals in your deck which can cancel your Devotion abilities.

Why does Saul not boost by 3 when I have 7 coins?

Saul will only boost by 3 when you have 7 coins if you are using Hidden Cache leader.  

Is Tiger’s Eye worth crafting?

Yes, but it’s not as important as your other high-end gold cards such as Whoreson Junior and Sigi Reuven.

What will happen if I use Bloody Good Fun with 9 coins?

All 9 of your coins will be used if you use Bloody Good Fun without spending them beforehand.

I used a special card that gave me coins to over profit in the jackpot leader. Why didn’t my card get boosted?

Your unit will only get boosted if it’s the one that over profited and using specials to over profit will not give your units any boost.

I gave a Bounty to a unit but it did not receive it?

Veiled units cannot gain any status including bounties or your opponent used purify to clear the bounty.

What leader do you suggest for a new player starting the Syndicate faction?

Jackpot is the best Leader you can play right now if you are a new player.

Bandit Gang’s Guide to Syndicate- Concepts and Keywords

Concepts and Keywords

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

Statuses

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

Keywords

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

Card tags

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

Coins

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

Hoard

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

Insanity

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

Intimidate

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

Spender/Fee

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

Profit

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

Tribute

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

Bounty

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

Over-profit

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

Leaders

Lined Pockets

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

Jackpot

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

Pirate’s Cove

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

Congregate

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

Hidden Cache

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

Off The Books

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

Blood Money

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

Archetypes

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

Swarm

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

Self-Poison

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

Intimidate

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

Bounty

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

Hoard

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