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Meta Snapshot #12

Patch Overview

Update: 17 November 2019; First published: 16 October 2019; Game version:





Consultants: Adzikov, Damorquis, Jamedi, JMJWilson23, KochuaKolemoen, MolegionSanttu2x, Sergi2Vamos.
Editors: Apero, Kochua
Manager: JMJWilson23

Tier 1

Decks in this tier have favourable matchups against the majority of lower tier decks and some favourable matchups against other Tier 1 lists. Another criterion is that these decks should be able to win against lower-tier decks on blue coin most of the time.


Tier 2

Decks in this tier can beat Tier 1 decks if the player can access its full potential, or are strong decks with a clear counter; in addition, these decks should win consistently against lower tiers.


Tier 3

While decks in this tier remain good laddering options that can successfully achieve high winrates, they can struggle to achieve the same winrate when matched up against decks we place in higher tiers. They may make for strong tournament options.


Honorable Mentions

Decks here aren't strong or popular enough to be tiered, but have enough potential to be better with the adequate support cards. They may win against unsuspecting opponents and can make for interesting tournament options, but are otherwise worth just keeping an eye on.

Written by Jamedi; Consultation: Damorquis, JMJWilson23 and SwanDive


What is a Meta Snapshot?

A Meta Snapshot is a comprehensive list of the decks which are played in a CCG. The decks are ordered by criteria, accounting for their power level through a tier (used by Team Aretuza & Team Nova), star or numerical system. If you would like to discuss our current Meta Snapshot, you can join our Discord server.


Which kind of criteria are used to classify a deck into a tier?

While the list of criteria is extensive, here are the most important aspects:

  • Power level is the amount of points a deck can output in comparison to others in the meta. In general, decks of higher tiers tend to have a greater number of unconditional points without depending on what rival decks do.
  • Consistency is focused on the draw dependency of a deck and the amount of thinning this deck has. Better thinning means more consistency, which usually means easier access to higher-value cards. If a deck is too dependent on drawing one or two certain cards but runs no thinning, it lacks consistency.
  • Counterability is the difficulty that other decks have to tech for the matchup against a certain deck and how much they need to sacrifice to improve the matchup. In Gwent, there are a lot of ways to prepare a deck for a concrete matchup and we can expect players to tech against the strongest/most popular decks of the metagame. The capability of a deck to win despite teching plays a role in its tier placement.

The data are collected by the players in several hundred matches and is then translated into the Snapshot. While the normal ladder experience can be different, tiered decks are good to climb the ladder to Pro Rank with relative ease.


What is the meaning of the different tiers?
  • Tier 1: Decks in this tier are the strongest, the most difficult to counter and heavily influence how decks in other tiers adapt.
  • Tier 2: Usually this tier covers decks which are still good, but due to some reason, they cannot be qualified as Tier 1. They usually have less strength than Tier 1 decks or have another factor that makes them slightly worse than top tier decks. In some particular metagames, a deck can be Tier 2 due to how easy it is to tech against it.
  • Tier 3: Decks in this category are still viable for climbing the ranked ladder, but they encounter more difficulty at high fMMR. They can still be used as tournament picks (in formats in which you can ban). They may still have favorable matchups versus some Tier 1 decks, but they are usually unfavored. Decks which are inconsistent or too draw-dependent also fall into this category.
  • Honorable Mentions: Here, we put decks whose strength is not enough to be tiered, but which have the potential to be much better with some support. These decks are always worth keeping an eye on. A deck which has been discovered recently and has not been played enough to be tiered can also fall into this category.


My experience differs from what you describe in the Snapshot. Does this mean that the Snapshot is not accurate?

Short answer, no. Long answer, there are a huge number of factors that can influence the development of a matchup between two players with their respective decks, which includes player skill, knowledge of the matchup and the respective decks, cards drawn and how they have played the match. Also, it is worth noting that a meta snapshot represents a picture of how the meta is in a particular moment. “Tiers” as defined above are never rigid constructs. In any given day, the meta can shift dramatically.

In general, inexperienced players tend to play worse and with more unpredictable lists. As we move up on the ladder, decklists tend to be more optimized, sometimes influenced by content creators such as popular streamers or the most recent meta snapshot. Reaching Pro Rank, we can expect to face the best possible players with the most optimized decklists.


I have a different list from the one shown in the Snapshot. Does this mean that one of the lists is incorrect?

Lists provided in our snapshots are usually stock lists, which are supposed to be a base to be modified according to the meta you are currently facing and your own playstyle. The tech section provides some card replacement options which may be more effective within a particular meta. This normally does not affect a deck’s overall consistency.


I haven’t seen this deck which appears in the Snapshot / I play this list or this archetype and it isn’t in the Snapshot.

The Snapshot tries to be as accurate and complete as possible. We release an initial snapshot as soon as the meta has settled after a game patch and make as many updates as possible afterwards. If a deck is not included, it will most likely be added in one of the next updates, as we try to prioritize the most popular and relevant decks. Despite that, we have to skip some decks which are unpopular or are very similar to existing ones. If you would like to be informed about our updates, feel free to check our website regularly or follow Team Aretuza or Team Nova on Twitter or Discord.


Are you just including the most popular decks/FOTM lists? Do you keep the best lists for yourselves?

No. While it is true that part of our work is to try and create a representation of the meta that is as accurate as possible and this, of course, includes the popularity of decks, popularity has no impact on how decks are tiered. We do not keep the best lists for ourselves. We are creating meta snapshots to share our collective knowledge of this game and provide players of all levels with a more enjoyable Gwent experience.


Do you have more questions? Join the discussion on Discord!

Tier 1


While most meta Mystic Echo decks feature a mixture of engine gameplay with powerful finishers, they lack direct removal potential. This deck is mostly the opposite in that it features solid control tools with only a few engines. Our main game plan is to play out the game using our removal tools efficiently while hopefully picking up passive value with Sage and a variety of ways to source Dwarf Berserker. With the Mystic Echo leader ability, we can replay Novigradian Justice twice to play either Dwarf Berserkers or Mahakam Marauder if we need the tempo. After spending the whole game playing various special cards, we finish with Harald Gord that often reaches 13-14 points. Note that we utilize Mystic Echo as our leader ability of choice here, but Call of Harmony and Guerilla Tactics are also fine options.


Essential Cards

  • The whole deck is built to support Harald Gord, which represents our main finisher. Backed by the power of Harald Gord in a short round, we have some flexibility to push the opponent if the matchup calls for it, although our default state is usually a long Round 3 because we are not afraid of opposing engines in most cases.
  • Novigradian Justice is the best target for our Mystic Echo leader ability, so we want to replay it in as many games as possible. Primarily, we will target Dwarf Berserker, although, if we need more tempo, Mahakam Marauder is an option as well.


  • More control tools than other Scoia'tael decks
  • Powerful Harald Gord finisher


  • Lacks proactive points, especially when our Sages are answered
  • Weak Round 1 without committing our key cards


Tech Choices

  • Call of the Forest, SurrenderTriss: Telekinesis, Lacerate

Our deck currently runs high on tutors to increase its consistency, which is a strong option due to the high power level of the Mystic Echo leader ability. If the meta creeps in power around our deck and leader ability, we can increase our ceiling by including Triss: Telekinesis instead of Call of the Forest. This option is high variance due to the number of specials in the list, but does add another power play option.


Written by JMJWilson23.


7,720 25 13 163

  • 13
    Mystic Echo
    Mystic Echo Order: Play a Scoia'tael special card from your graveyard. This ability adds 13 provisions to your deck's provisions limit.
  • 8
    The Great Oak
    The Great Oak Deploy: Damage an enemy unit by the number of cards to the left of Great Oak, then boost self by the number of cards to the right of Great Oak.
  • 12
    Novigradian Justice
    Novigradian Justice Play a bronze unit from your deck. If it was a Dwarf, Spawn a base copy of it and Summon it to the same row.
  • 7
    Munro Bruys
    Munro Bruys Deploy: Transform 2 allied Rowdy Dwarfs into Dwarf Berserkers.
  • 10
    Call of the Forest
    Call of the Forest Play a Scoia'tael unit from your deck and boost it by 1.
  • 4
    Avallac'h Deploy: Spawn and play Biting Frost, Impenetrable Fog, or Torrential Rain.
  • 4
    Figgis Merluzzo
    Figgis Merluzzo Defender. Deploy: Spawn 2 Rowdy Dwarves in this row.
  • 8
    Isengrim's Council
    Isengrim's Council Look at a random Dwarf, Dryad and Elf from your deck, then play one and boost it by 2.
  • 8
    Surrender Remove 2 Armor from all units in a row and damage them by 2.
  • 2
    Fauve Deploy: Play a Nature card from your deck.
  • 2
    Harald Gord
    Harald Gord Deploy: Boost self by 0. Increase the boost by 1 for every special card you played this game.
  • 6
    Zoltan's Company
    Zoltan's Company Spawn 3 Rowdy Dwarves in an allied row.
  • 5
    Alzur's Thunder
    Alzur's Thunder Damage a unit by 5.
  • 5
    Piercing Missile
    Piercing Missile Damage an enemy unit by 4, ignoring its Armor.
  • 4
    Sage Whenever you play a special card, boost self by 2.
  • 4
    Dryad's Caress
    Dryad's Caress Purify an allied unit and boost it by 3. If you control a Dryad, also give it Vitality for 3 turns.
  • 4
    Spores Reset a unit.
  • 4
    Tempering Boost a unit by 5. If it's a Dwarf also give it 2 Armor.
  • 4
    Iron Falcon troubadour
    Iron Falcon troubadour Deploy: Give 2 Armor to a unit in your hand.
  • 4
    Mahakam Marauder
    Mahakam Marauder Deploy: Gain Vitality for 2 turns. Bonded: Gain Vitality for 4 turns.
  • 2
    Dwarf Berserker
    Dwarf Berserker Barricade: At the end of your turn, damage self by 1 then damage a random enemy unit by 1.


Favorable against
Struggles against

Tier 2

Tier 3

Honorable Mentions