This Meta Snapshot, created by Team Aretuza and Team Nova, attempts to establish the best decks to play in Pro Ladder and Ranked Ladder, given the current state of the metagame, in order to maximize the chances of winning games and climbing.

Every deck is accompanied by a short text explaining a little bit about the archetype, showing the reasons for placing it in its tier alongside the pros and cons of the deck.

Legend

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 (e.g. Discard Beasts has a massive power level but can be countered with a simple tech); in addition, these decks should win consistently against lower tiers.

 

Tier 3

Decks in this tier are generally viable for normal ladder and for some cheesy picks at tournaments. These decks can surprise opponents and win matches, but without that surprise factor their potential is significantly reduced. A deck at this tier should lose against Tier 1 and Tier 2 decks the majority of the time

Patch Overview

A new patch arrived in the 4th of December, and it brought many solutions to the several problems Gwent Homecoming had. While not everything was resolved, meta is in a much healthier state than before, and most of binary cards of last patch were resolved.

There is a healthy diversity among factions, being all of them almost equally competitive, which leads to an open metagame, especially when talented deckbuilders are discovering new ways of playing everyday.

 

Overview

Big Woodland is an archetype based on two mechanics, one old and one new. The old mechanic is graveyard consume, using Ghoul and Ozzrel to feast upon units in your graveyard (and in the case of Ozzrel, your opponent's). The new mechanic is Thrive, which boosts the "Thriving" unit each time you play a unit with a larger point value.

With Nekker, Nekker Warrior, and Archespore as engines, this deck can develop a consistently high amount of points in long rounds (if uninterrupted). The graveyard consume mechanic carries the deck during short rounds, as long as taller units such as Old Speartip and Old Speartip: Asleep have been played in earlier rounds. As this deck hasn't received too many nerfs this patch, its position in the meta hasn't changed; however, it has a bad time when people start teching counters such as Geralt: Yrden.

The power level of this deck is quite high, and it remains one of the most popular options. This has led to many decks attempting to counter it, but Big Woodland still stands as a Tier 1 deck.

Pros:

  • Insane value in short R3 due to consume units plus Woodland Spirit's ability
  • Decent in long rounds due to Thrive mechanic

Cons:

  • Relatively vulnerable to tall unit removal effects
  • Engines are vulnerable to removal, as they start as 1 point units
  • Woodland Spirit Woodland Spirit 16 Order: Boost a unit in your hand by 8.
  • 13 Old Speartip Old Speartip 15 No ability.
  • 3 Weavess: Incantation Weavess: Incantation 11 Deploy, Melee: Consume a unit in your hand and draw a card.
  • 9 Old Speartip: Asleep Old Speartip: Asleep 10 No ability.
  • 10 Golyat Golyat 10 Deathwish: Your opponent Summons the lowest unit from their deck on the opposite row.
  • Alzur's Double–Cross Alzur's Double–Cross 10 Play the highest unit from your deck.
  • 2 Ozzrel Ozzrel 9 Deploy, Melee: Consume a unit from your opponent's graveyard. Deploy, Ranged: Consume a unit from your graveyard.
  • Imlerith's Wrath Imlerith's Wrath 8 Damage an enemy by the power of your highest ally.
  • 6 Frenzied D'ao Frenzied D'ao 8 Deploy: Destroy an enemy artifact.
  • 6 Dorregaray of Vole Dorregaray of Vole 8 Deploy: Lock a unit.
  • 4 Alpha Werewolf Alpha Werewolf 5 Immune. Thrive.
  • 1 Ghoul Ghoul 8 Deploy, Melee: Consume a unit in your graveyard.
  • 4 Wild Hunt Rider Wild Hunt Rider x2 6 Deploy: If you control the highest unit, Summon a copy of Wild Hunt Rider from your deck to this row.
  • 3 Wild Hunt Hound Wild Hunt Hound 5 Deploy: Damage an enemy by 1. If you control the highest unit, damage by 3 instead.
  • 2 Drowner Drowner x2 5 Thrive. Deploy: Damage an enemy by 2 and move it to the other row.
  • 1 Archespore Archespore x2 4 Thrive. Deploy: Damage a random enemy by 2. Deathwish: Repeat the Deploy ability.
  • 2 Wild Hunt Navigator Wild Hunt Navigator 4 Deploy: Boost an allied unit by 1. If you control the highest unit, boost by 3 instead.
  • 4 Werewolf Werewolf x2 4 Immune.
  • 4 Nekker Warrior Nekker Warrior x2 4 Thrive.
  • 1 Nekker Nekker x2 4 Thrive. Deploy: Spawn a base copy of this unit and Summon it to this row.

Matchup Table

Overview

Imlerith was one of the sleeper cards during most of last patch, until Green Knight discovered his synergy with a tall archetype and Eredin Bréacc Glas's ability to make our Imlerith immune. This results in a 2-point per turn immune engine for potentially 10 turns in the optimal round, which is difficult to achieve for other decks.

Although some of this archetype's core components were hit in the December patch, such as Ciri, extra thinning and consistency is still guaranteed by using Wild Hunt Rider in combination with the Witcher trio (Eskel, Vesemir, and Lambert). Golyat and Ozzrel assure decent value in short rounds, and the Thrive mechanic secures us continuous value in longer rounds with Archespore, Drowner, or Alpha Werewolf. Avallac'h could be used in this list because provides extra immunity, which is invaluable against some removals or tall unit punishers such as Geralt: Professional or Regis: Higher Vampire.

While this deck struggle against some matchups where a traditional Woodland would perform better, it has more favorable matchups in general, especially if people start to tech Geralt: Yrden.

Pros:

  • Imlerith is a really strong engine with Eredin Bréacc Glas's immunity
  • Thrive mechanic brings value for long rounds, paired with consuming from graveyard for short ones

Cons:

  • Weak against Big Woodland
  • A little bit draw-dependent
  • Eredin Bréacc Glas Eredin Bréacc Glas 15 Order: Boost a unit by 3 and give it Immune.
  • 10 Golyat Golyat 10 Deathwish: Your opponent Summons the lowest unit from their deck on the opposite row.
  • 5 Imlerith Imlerith 9 Order: If you control the highest unit, damage a unit by 2. Cooldown: 1.
  • 4 Chironex Chironex 9 Deploy: Damage a unit by 4. If you have Unicorn in hand, double that amount.
  • 4 Unicorn Unicorn 9 Deploy: Boost a unit by 4. If you have Chironex in hand, double that amount.
  • 3 Roach Roach 9 Whenever you play a gold card, Summon this unit from your deck to a random allied row.
  • 2 Ozzrel Ozzrel 9 Deploy, Melee: Consume a unit from your opponent's graveyard. Deploy, Ranged: Consume a unit from your graveyard.
  • Imlerith's Wrath Imlerith's Wrath 8 Damage an enemy by the power of your highest ally.
  • 5 Whispess Whispess 8 Deploy: Damage an enemy by 2. Increase this damage by 2 whenever you play Brewess or Weavess.
  • 5 Weavess Weavess 8 Deploy: Boost an ally by 2. Increase this boost by 2 whenever you play Whispess or Brewess.
  • 5 Brewess Brewess 8 Deploy: Consume 1 allied unit(s). Increase the number of targets by 1 whenever you play Whispess or Weavess.
  • 3 Eskel Eskel 7 Deploy: Summon Vesemir and Lambert from your deck to this row.
  • 3 Vesemir Vesemir 7 Deploy: Summon Eskel and Lambert from your deck to this row.
  • 3 Lambert Lambert 7 Deploy: Summon Eskel and Vesemir from your deck to this row.
  • 5 Nithral Nithral 6 Deploy: Destroy an enemy artifact. If you control the highest unit, damage units adjacent to that artifact by 2.
  • 4 Alpha Werewolf Alpha Werewolf 5 Immune. Thrive.
  • 4 Wild Hunt Rider Wild Hunt Rider x2 6 Deploy: If you control the highest unit, Summon a copy of Wild Hunt Rider from your deck to this row.
  • 2 Drowner Drowner x2 5 Thrive. Deploy: Damage an enemy by 2 and move it to the other row.
  • 1 Archespore Archespore x2 4 Thrive. Deploy: Damage a random enemy by 2. Deathwish: Repeat the Deploy ability.
  • 4 Nekker Warrior Nekker Warrior x2 4 Thrive.
  • 1 Nekker Nekker x2 4 Thrive. Deploy: Spawn a base copy of this unit and Summon it to this row.

Matchup Table

Overview

After the Eithné's nerf, the Elf core remained solid enough to be played but needed a new, syngeristic leader. This empty place was filled by Brouver Hoog, who grants some control in the form of movement and synergizes with our Schirrú, allowing the archetype to remain powerful.

This deck is the spiritual successor of old Elf Swarm, making our gameplay really consistent. The strategy is to flood the battlefield with Elves to summon Aelirenn, who also synergizes with Call of the Forest, making her a "summon a +3 point free Elf" as she will come back to the board when Call of the Forest is used on her. We have several control options with Schirrú or Ciaran aep Easnillen, which permits us to disrupt our opponent's gameplan. Isengrim Faoiltiarna will make our long rounds difficult to beat, countering also some popular meta picks such as Boar Skellige.

This remains a top-tier archetype, and its power level is really good despite the several nerfs it has suffered this patch. We will probably see Elves in future patches as well, if not at the top of the tiers, at least in the medium ones.

Pros:

  • Really strong long round with its swarm strategy
  • Enough control to deal with engine decks

Cons:

  • Vulnerable to AoE removal
  • Not as strong of a short round as other top-tier decks
  • Brouver Hoog Brouver Hoog 15 Order: Move a unit to the other row. If it's an enemy, damage it by 2; if it's an ally, boost it by 2. Charge: 3.
  • 2 Schirrú Schirrú 11 Zeal. Order: Destroy all other units with the same power as Schirrú.
  • 5 Ithlinne Aegli Ithlinne Aegli 11 Deploy: Boost a Scoia'tael unit in your hand by 4.
  • 5 Aelirenn Aelirenn 9 If on turn end you control 5 or more Elf allies, Summon this unit from your deck to the melee row.
  • 4 Milaen Milaen 9 Deploy, Melee: Damage an enemy by 4. Deploy, Ranged: Damage 4 enemies by 1.
  • 4 Isengrim Faoiltiarna Isengrim Faoiltiarna 9 Deploy: Boost all other Elf allies by 1. Whenever you play an Elf, boost self by 1.
  • Call of the Forest Call of the Forest 9 Shuffle an allied unit into your deck, then play a different unit with the same primary category from your deck and boost it by 3.
  • 3 Toruviel Toruviel 8 Deploy, Melee: Damage enemies at the ends of a row by 2. Deploy, Ranged: Damage all enemies on a row by 1.
  • 3 Vesemir Vesemir 7 Deploy: Summon Eskel and Lambert from your deck to this row.
  • 3 Milva Milva 7 Immune. Boost self by 1 whenever you play a Scoia'tael unit.
  • 3 Lambert Lambert 7 Deploy: Summon Eskel and Vesemir from your deck to this row.
  • 3 Eskel Eskel 7 Deploy: Summon Vesemir and Lambert from your deck to this row.
  • 5 Ciaran aep Easnillen Ciaran aep Easnillen 7 Deploy: Lock a unit and move it to the other row.
  • 3 Yaevinn Yaevinn 7 Deploy: Damage an enemy by 1 for every other Elf ally.
  • 3 Vrihedd Brigade Vrihedd Brigade 6 Deploy: Damage a random enemy by 2. Whenever Vrihedd Brigade is moved to the other row, repeat its Deploy ability.
  • 1 Vrihedd Vanguard Vrihedd Vanguard x2 5 Deploy: Boost self by 1 for each Elf in your hand.
  • 4 Vrihedd Sappers Vrihedd Sappers x2 5 Deploy: If you have an Elf in your hand, destroy an enemy artifact.
  • 2 Dol Blathanna Bowman Dol Blathanna Bowman 5 Deploy: Damage an enemy by 1 for each row that separates it from this unit.
  • 3 Dol Blathanna Archer Dol Blathanna Archer x2 5 Deploy, Melee: Damage an enemy by 2. Deploy, Ranged: Damage 2 units by 1.
  • 4 Vrihedd Dragoon Vrihedd Dragoon x2 4 Deploy, Melee: Move an enemy unit to their other row. Deploy, Ranged: Move an allied unit to your other row.
  • 2 Scoia'tael Neophyte Scoia'tael Neophyte x2 4 Deploy: Spawn and Summon a base copy of this unit to the other allied row.

Matchup Table

Overview

One of the great sleepers of the last Meta Snapshot was Eist Tuirseach due to his measly two mulligans and the presence of old Xavier Lemmens, which prevented him from being played. In this patch, he is a much better leader, and in combination with the strength of warriors in Skellige, it has now become a really good archetype.

Combining our Derran with Morkvarg and Cerys an Craite, we get a decent amount of tempo in the present plus carryover tempo for the future. Hjalmar an Craite is basically "remove what you want" on a unit, while Jutta an Dimun combined with Bekker's Dark Mirror is another package worth major points. Thus, our Count Caldwell is relatively secure to play, but we should discard it in some matchups, for example against Big Woodland.

Players long thought Eist Tuirseach to be not as good as this list proves, making it one of the most powerful decks in the format.

Pros:

  • Carryover and tempo in the form of Cerys an Craite
  • Most of our plays are really stable in tempo, and our short round is super-good with our leader.

Cons:

  • Vulnerable to graveyard-hate

 

 

  • Eist Tuirseach Eist Tuirseach 15 Order: Play a Warrior from your graveyard.
  • 4 Cerys an Craite Cerys an Craite 10 If this unit is in the graveyard, Summon it to a random allied row whenever you play a unit from your graveyard.
  • 4 Unicorn Unicorn 9 Deploy: Boost a unit by 4. If you have Chironex in hand, double that amount.
  • 3 Roach Roach 9 Whenever you play a gold card, Summon this unit from your deck to a random allied row.
  • 3 Hjalmar an Craite Hjalmar an Craite 9 Deploy, Melee: Banish a unit in your graveyard and damage an enemy by its power.
  • 4 Chironex Chironex 9 Deploy: Damage a unit by 4. If you have Unicorn in hand, double that amount.
  • Bekker's Dark Mirror Bekker's Dark Mirror 8 Choose a unit. If it's boosted, damage it by double the amount boosted. If it's damaged, boost it by double the amount damaged.
  • 5 Morkvarg Morkvarg 8 If this unit moves to the graveyard during the round, Summon it to the melee row and give it Doomed.
  • 4 Derran Derran 8 Deploy, Ranged: Move up to 3 cards from your deck to your graveyard.
  • 10 Count Caldwell Count Caldwell 8 Every turn, on turn end, move to the row with the highest unit on the battlefield.
  • 5 Birna Bran Birna Bran 8 Deploy: Draw 2 cards, then Discard 2 cards.
  • 12 Jutta an Dimun Jutta an Dimun 7 Deploy: If Jutta an Dimun is the highest unit, damage self by 6.
  • Lacerate Lacerate 7 Damage all units on a row by 2.
  • Freya's Blessing Freya's Blessing x2 7 Play a bronze unit from your graveyard.
  • 2 Savage Bear Savage Bear x2 5 Zeal. Deploy: Gain 1 Charge for each Savage Bear in the graveyard. Order: Damage a unit by 2. Charge: 1.
  • 4 Heymaey Skald Heymaey Skald x2 5 Deploy: Discard a card, then draw a card.
  • 5 Dimun Light Longship Dimun Light Longship x2 5 Order: Damage self and an enemy by 1. Cooldown: 1.
  • 3 An Craite Warrior An Craite Warrior 5 Deploy: Damage an enemy by 2. If played from the graveyard, damage it by 4 instead.
  • 2 An Craite Marauder An Craite Marauder x2 4 Deploy, Melee: Split 4 damage randomly between all other units.
  • 2 Tuirseach Skirmisher Tuirseach Skirmisher x2 4 When this unit is Discarded, Summon it from your graveyard to the melee row.

Matchup Table

Overview

Deathwish is another one of these pseudo-engine archetypes which were in a decent spot in the last patch but ultimately obscured by the prevalence of control decks. Unseen Elder's ability is good enough to enable us to fight during the three rounds, and deathwish cards such as Harpy Egg provide strong value in combination with activators like Cyclops.

The nerf to the Witcher trio has made the use of alternative thinning options much more reliable. In the Monsters faction, these are represented by Wild Hunt Rider and Naglfar, the last of these also being an excellent setup play for the next round. The Crones (Weavess, Brewess, and Whispess) are synergistic between each other, making every future Crone played more powerful than the last. Golyat and Ozzrel reinforce our short round, which is not really good against other decks with better finishers.

Deathwish has become a better archetype with the changes introduced this patch and has reached a point where it is near top-tier decks. It has a bright future if it gets some love in upcoming updates.

Pros:

  • Good deck for long rounds
  • Decent short Round 3 thanks to Ozzrel

Cons:

  • Vulnerable to locks
  • Not enough mulligans in Unseen Elder
  • Unseen Elder Unseen Elder 14 Order: Trigger an ally's Deathwish ability. On round start, refresh this ability.
  • 4 Geralt: Yrden Geralt: Yrden 11 Deploy: Restore all units on a row to their base power.
  • 10 Golyat Golyat 10 Deathwish: Your opponent Summons the lowest unit from their deck on the opposite row.
  • Naglfar Naglfar 10 Look at 2 random gold cards from your deck, then play one and place the other on top.
  • 3 Roach Roach 9 Whenever you play a gold card, Summon this unit from your deck to a random allied row.
  • 2 Ozzrel Ozzrel 9 Deploy, Melee: Consume a unit from your opponent's graveyard. Deploy, Ranged: Consume a unit from your graveyard.
  • 5 Brewess Brewess 8 Deploy: Consume 1 allied unit(s). Increase the number of targets by 1 whenever you play Whispess or Weavess.
  • 5 Whispess Whispess 8 Deploy: Damage an enemy by 2. Increase this damage by 2 whenever you play Brewess or Weavess.
  • 5 Weavess Weavess 8 Deploy: Boost an ally by 2. Increase this boost by 2 whenever you play Whispess or Brewess.
  • 5 Imperial Manticore Imperial Manticore 7 Deathwish: Destroy the lowest enemy.
  • 2 Werecat Werecat 7 Thrive. Deploy: Damage all enemy units on the opposite row by 1. Deathwish: Repeat the Deploy ability.
  • 5 Cyclops Cyclops x2 6 Deploy: Destroy an adjacent allied unit and damage an enemy by its power.
  • 5 Celaeno Harpy Celaeno Harpy 6 Deploy: Consume an allied unit.
  • 4 Wild Hunt Rider Wild Hunt Rider x2 6 Deploy: If you control the highest unit, Summon a copy of Wild Hunt Rider from your deck to this row.
  • 3 Maerolorn Maerolorn x2 5 Deploy: Trigger a bronze ally's Deathwish ability.
  • 3 Harpy Egg Harpy Egg x2 5 Deathwish: Spawn a Harpy and Summon it to this row.
  • 4 Bridge Troll Bridge Troll x2 5 Deathwish: Boost the highest ally by 4.
  • 4 Rotfiend Rotfiend x2 5 Deathwish: Damage a random enemy by 4.
  • 1 Archespore Archespore x2 4 Thrive. Deploy: Damage a random enemy by 2. Deathwish: Repeat the Deploy ability.

Matchup Table

Overview

Shupe's Day Off was one of the most fun cards in pre-Homecoming Gwent, and it is still a crazy card that we can exploit now with Emhyr var Emreis. Keep in mind, however, that Shupe's token is going to repeat the effect we chose the first time we played it when bounced with Emhyr var Emreis.

As Shupe's Day Off is an important part of our win condition, we are obligated to use some thinning cards in order to maximize our possibilities of drawing our dear ogroid, such as the Witcher trio (Eskel, Lambert, and Vesemir) and Roach. The rest of the core is basically composed of Soldier cards that synergize with each other.

Our favorite ogroid is back in the Gwent meta, and while not as strong as in the past, he's still a good alternative for those people who look for fun when smashing their rivals.

Pros:

  • Fun to play
  • Shupe's Day Off is a really powerful card

Cons:

  • Low consistency deck due to requirements of Shupe's Day Off
  • Emhyr var Emreis Emhyr var Emreis 14 Order: Move an allied unit or artifact back to your hand, then play a card.
  • Shupe's Day Off Shupe's Day Off 13 Doomed. If your starting deck has no duplicates, send Shupe on an adventure.
  • 4 Chironex Chironex 9 Deploy: Damage a unit by 4. If you have Unicorn in hand, double that amount.
  • 4 Unicorn Unicorn 9 Deploy: Boost a unit by 4. If you have Chironex in hand, double that amount.
  • 5 Serrit Serrit 9 Deploy: Damage an enemy by 3. If Auckes is in your hand, damage that unit by 5 instead.
  • 3 Roach Roach 9 Whenever you play a gold card, Summon this unit from your deck to a random allied row.
  • 4 Gimpy Gerwin Gimpy Gerwin 8 Deploy, Melee: Damage an enemy and all copies of it by 3.
  • 6 Frenzied D'ao Frenzied D'ao 8 Deploy: Destroy an enemy artifact.
  • 6 Assire var Anahid Assire var Anahid 8 Deploy, Melee: Shuffle a card from the opponent's graveyard into their deck. Deploy, Ranged: Shuffle a card from your graveyard into your deck.
  • 3 Eskel Eskel 7 Deploy: Summon Vesemir and Lambert from your deck to this row.
  • 3 Vesemir Vesemir 7 Deploy: Summon Eskel and Lambert from your deck to this row.
  • 5 Auckes Auckes 7 Deploy: Lock an enemy unit. If Serrit is in your hand, Lock all copies of that unit in the opponent's hand, deck, and on their side of the battlefield.
  • 3 Lambert Lambert 7 Deploy: Summon Eskel and Vesemir from your deck to this row.
  • 4 Traheaern var Vdyffir Traheaern var Vdyffir 6 Deploy: Look at the top 3 cards in your opponent's deck and move 1 to their graveyard.
  • 2 Prince Villem Prince Villem 6 Spying. Deploy: Play a random gold card from your deck.
  • 5 Slave Infantry Slave Infantry 7 Deploy: Transform an allied unit into Slave Infantry.
  • 4 Impera Enforcers Impera Enforcers 5 Order: Damage an enemy by 2. Charge: 1. Gain 1 Charge whenever you play a Spying unit.
  • 3 Alba Armored Cavalry Alba Armored Cavalry 5 Deploy, Melee: Lock an enemy unit.
  • 4 Vicovaro Novice Vicovaro Novice 5 Deploy, Ranged: Draw a card, then place a card from your hand at the top of your deck.
  • 2 Rot Tosser Rot Tosser 5 Deploy, Ranged: Spawn and play a Cow Carcass.
  • 3 Nauzicaa Brigade Nauzicaa Brigade 5 Deploy: Damage a boosted enemy by 3.
  • 2 Alba Spearman Alba Spearman 4 Deploy: Damage an enemy by 2. Increase the damage by 1 for each adjacent Soldier.
  • 1 Spotter Spotter 4 Deploy, Melee: Reveal a random unit from your opponent's deck and boost self by its power.
  • 2 Slave Driver Slave Driver 4 Deploy: Damage an enemy by 2. Increase damage by 1 for each Locked unit.
  • 3 Nauzicaa Sergeant Nauzicaa Sergeant 4 Whenever you play a unit with Deploy, boost self by 1.
  • 3 Magne Division Magne Division 4 On turn end, boost self by 1 if this is the only card on this row.

Matchup Table

Overview

This archetype is basically the answer to the question: What can a deck do with Emhyr var Emreis, one of the most versatile leaders in the game, to maximize its power? 

While the base is a swarmy deck, meaning that Zoltan: Scoundrel is the most valuable Emhyr target, other options such as bouncing back Unicorn or Chironex can be really useful as well if we need instant removal for an engine. The bronze core is based around soldiers, using Magne Division and Nauzicaa Sergeant as engines for long rounds and abusing the synergy between Germain Piquant and Slave Infantry.

This deck is really powerful in the current meta and relatively close in power to Tier 1 decks. However, its lack of short round tools leaves it just a step behind top tier decks.

Pros:

  • Really strong in long rounds due to its swarmy nature
  • Emhyr var Emreis is the most versatile leader in game

Cons:

  • Lack of short round tools
  • Vulnerable to AoE removals

 

  • Emhyr var Emreis Emhyr var Emreis 14 Order: Move an allied unit or artifact back to your hand, then play a card.
  • 2 Zoltan: Scoundrel Zoltan: Scoundrel 15 Deploy, Melee: Spawn and play Duda: Agitator. Deploy, Ranged: Spawn and play Duda: Companion.
  • 4 Germain Piquant Germain Piquant 11 Deploy, Melee: Spawn 2 Cows on both sides of this unit.
  • 4 Unicorn Unicorn 9 Deploy: Boost a unit by 4. If you have Chironex in hand, double that amount.
  • 5 Serrit Serrit 9 Deploy: Damage an enemy by 3. If Auckes is in your hand, damage that unit by 5 instead.
  • 4 Chironex Chironex 9 Deploy: Damage a unit by 4. If you have Unicorn in hand, double that amount.
  • 6 Frenzied D'ao Frenzied D'ao 8 Deploy: Destroy an enemy artifact.
  • 3 Lambert Lambert 7 Deploy: Summon Eskel and Vesemir from your deck to this row.
  • 3 Eskel Eskel 7 Deploy: Summon Vesemir and Lambert from your deck to this row.
  • 5 Auckes Auckes 7 Deploy: Lock an enemy unit. If Serrit is in your hand, Lock all copies of that unit in the opponent's hand, deck, and on their side of the battlefield.
  • 3 Albrich Albrich 7 Deploy, Ranged: Move any card from your deck to the top. If it's a unit, boost it by 2.
  • 3 Vesemir Vesemir 7 Deploy: Summon Eskel and Lambert from your deck to this row.
  • 3 Peter Saar Gwynleve Peter Saar Gwynleve 6 Deploy: Restore a unit to its base power.
  • 5 Slave Infantry Slave Infantry x2 7 Deploy: Transform an allied unit into Slave Infantry.
  • 3 Impera Brigade Impera Brigade x2 6 Deploy, Melee: Summon a copy of this unit from your deck to this row.
  • 4 Impera Enforcers Impera Enforcers 5 Order: Damage an enemy by 2. Charge: 1. Gain 1 Charge whenever you play a Spying unit.
  • 2 Slave Driver Slave Driver x2 4 Deploy: Damage an enemy by 2. Increase damage by 1 for each Locked unit.
  • 3 Nauzicaa Sergeant Nauzicaa Sergeant x2 4 Whenever you play a unit with Deploy, boost self by 1.
  • 3 Magne Division Magne Division x2 4 On turn end, boost self by 1 if this is the only card on this row.
  • 2 Alba Spearman Alba Spearman x2 4 Deploy: Damage an enemy by 2. Increase the damage by 1 for each adjacent Soldier.

Matchup Table

Overview

Engine Overload is an engine-based Northern Realms deck. While most of its long-round power is localized in two cards, Tridam Infantry and Anna Strenger, other boosting cards such as Vysogota of Corvo and Nenneke are potentially strong enough on their own to carry a separate round.

Although the archetype's engines are vulnerable to removal, each Tridam Infantry paired with Anna Strenger provides a constant value of 3 points per turn, which is quite powerful. To avoid the damage we would suffer when an engine is removed, we run several engines, such as Vysogota of Corvo and Yennefer: Conjurer, in combination with Avallac'h as the best method of protection.

Northern Realms was the great outsider in the previous patch's metagame, and the lack of hard control in this patch has made it one of the great favourites in this meta. However, it is still not strong enough to reach Tier 1.

Pros:

  • Superb long rounds due to its multiple engines
  • Avallac'h immunity makes it able to snowball a round with an engine

Cons:

  • Struggles against control decks and any engine removal
  • King Foltest King Foltest 13 Order: Boost an ally by 1 and give it Zeal. Charge: 3.
  • 5 Saesenthessis: Blaze Saesenthessis: Blaze 11 Order: Damage an enemy by 1. Charge: 5.
  • 5 Yennefer: Conjurer Yennefer: Conjurer 10 Order: Damage the highest enemy unit(s) by 1. Cooldown: 1.
  • 6 Aguara Aguara 9 Deploy, Melee: Lock a unit. Deploy, Ranged: Remove a unit's Lock.
  • 5 Seltkirk of Gulet Seltkirk of Gulet 9 Order, Melee: Duel an enemy unit.
  • 5 Ocvist Ocvist 9 Order: Damage all enemies by 1.
  • 6 Nenneke Nenneke 9 Order, Ranged: Boost a unit by 1. Charge: 3.
  • 5 Botchling Botchling 8 Every turn, on turn end, damage the highest enemy by 1. Order: Transform into Lubberkin without changing power.
  • 6 Avallac'h Avallac'h 8 Order: Give an allied unit Immune.
  • 3 Vysogota of Corvo Vysogota of Corvo 8 Zeal. Order, Ranged: Boost a unit by 1. Charge: 1. Gain 1 Charge whenever either player plays a card.
  • 3 Ves Ves 8 Deploy: Damage an enemy by 4. Order: Give an ally Zeal.
  • 3 Eyck of Denesle Eyck of Denesle 8 Deploy: If you have a Dragon in your hand, gain Zeal. Order: Destroy a unit with 8 or more power.
  • 4 Anna Strenger Anna Strenger 7 If on turn end this unit is boosted, boost adjacent units by 1.
  • 1 Prize-Winning Cow Prize-Winning Cow 6 Order: Transform into Chort.
  • 4 Reinforced Trebuchet Reinforced Trebuchet x2 5 Ranged: Every turn, on turn end, damage a random enemy on the ranged row by 1.
  • 3 Lyrian Arbalest Lyrian Arbalest x2 5 Order: Damage a unit by 1. Charge: 1. Gain 1 Charge whenever you play a card with Orders.
  • 3 Kaedweni Sergeant Kaedweni Sergeant 5 Zeal. Order: Boost an ally by 1. Charge: 2.
  • 3 Kaedweni Revenant Kaedweni Revenant x2 5 Order: Damage a unit by 1. If it was destroyed, Spawn a base copy of Kaedweni Revenant and Summon it to this row.
  • 1 Damned Sorceress Damned Sorceress 4 Deploy: Damage an enemy by 3.
  • 3 Tridam Infantry Tridam Infantry x2 4 Whenever this unit receives a boost, damage a random enemy by 1.
  • 3 Lyrian Cavalry Lyrian Cavalry x2 4 Whenever you play a unit with Orders, boost self by 1.

Matchup Table

Overview

As this patch toned down control options, the return of engine-based decks like this new Dwarves list was expected. Dwarves have been reworked to be useful when they are buffed, which make them perfect in a hybrid archetype mixed with handbuff elements like King of Beggars and Hawker Smuggler, which now are able to stay on the battlefield.

The deck mixes long round engines, such as Mahakam Defender and Hawker Smuggler, with cards that grant value in short-medium rounds in two ways: resilience with Mahakam Marauder or Gabor Zigrin or just plain value with Sheldon Skaggs or the Relict Horses (Chironex and Unicorn). Call of the Forest allows substituting one worthless card with a good card from our deck, a process which can be used to buff a Dwarf.

As control has become less prevalent, this type of engine deck has found its moment to shine. It has become one of the most popular Scoia'tael options, and it is a possible candidate for becoming a Tier 1 deck if the meta is adequate for it.

Pros:

  • Strong in long rounds due to its multiple engines, including Dwarven Mercenary and Mahakam Defender
  • Enough removal with Cleaver or Sheldon Skaggs to play against other engine meta decks

Cons:

  • Worthless topdecks if we decide to push Round 2 to an empty hand
  • Slow start in Round 1, though it is avoidable with the use of our leader (which is absolutely necessary) and some early removal
  • Filavandrel aén Fidháil Filavandrel aén Fidháil 15 Order: Boost all units in your hand by 1.
  • 5 Ithlinne Aegli Ithlinne Aegli 11 Deploy: Boost a Scoia'tael unit in your hand by 4.
  • 5 Gabor Zigrin Gabor Zigrin 9 Deploy, Melee: Gain Resilience. Deploy, Ranged: Gain Immune. Whenever you play a Dwarf, boost self by 1.
  • 3 Cleaver Cleaver 9 Deploy: Damage a unit by 1 for every card in your hand.
  • 4 Chironex Chironex 9 Deploy: Damage a unit by 4. If you have Unicorn in hand, double that amount.
  • Call of the Forest Call of the Forest 9 Shuffle an allied unit into your deck, then play a different unit with the same primary category from your deck and boost it by 3.
  • 5 Zoltan Chivay Zoltan Chivay 9 Deploy, Melee: Destroy a unit with power less than or equal to the number of Dwarf allies.
  • 4 Unicorn Unicorn 9 Deploy: Boost a unit by 4. If you have Chironex in hand, double that amount.
  • 4 King of Beggars King of Beggars 8 Every turn, on turn end, boost the lowest unit in your hand by 1.
  • 3 Sheldon Skaggs Sheldon Skaggs 8 Deploy: Damage an enemy by this unit's power.
  • 4 Mahakam Marauder Mahakam Marauder x2 7 Deploy: If this unit is already boosted, gain Resilience.
  • 4 Hawker Smuggler Hawker Smuggler x2 7 Melee: Every turn, on turn end, boost a random unit in your hand by 1.
  • 4 Mahakam Defender Mahakam Defender x2 6 Every turn, on turn end, boost self by 1 if this unit is boosted.
  • 3 Mahakam Volunteers Mahakam Volunteers x2 5 Deploy, Melee: If there is a Dwarf on this row, Summon a copy of this unit from your deck to this row.
  • 3 Dwarven Mercenary Dwarven Mercenary x2 5 Order: Damage an enemy by 1. Charge: 1. Gain 1 Charge whenever you play a Dwarf.
  • 4 Vrihedd Dragoon Vrihedd Dragoon x2 4 Deploy, Melee: Move an enemy unit to their other row. Deploy, Ranged: Move an allied unit to your other row.
  • 1 Dwarven Skirmisher Dwarven Skirmisher x2 4 Deploy: Damage an enemy by 3. If it survives, boost self by 1.
  • 2 Dwarven Agitator Dwarven Agitator x2 4 Deploy, Ranged: Boost a Dwarf in your hand by 2.

Matchup Table

Overview

One of the archetypes to survive the patch changes, Wild Boar Skellige has unfortunately lost a lot of power and is generally now outclassed by better options, partly due to the Wolfsbane nerf which makes its long rounds much less reliable. Some people may still overvalue it, but we believe this deck is just generally worse than Tier 1 decks, losing its preferred spot among Skellige decks.

The core of the deck remains the same as pre-patch with Wild Boar of the Sea as a finisher for a long round, damaging units that we previously pinged with our leader, Mastercrafted Spear, or Dimun Light Longship for example. The deck also features a discard-based set of cards, formed by Birna Bran and Heymaey Skald in combination with Morkvarg and Tuirseach Skirmisher. The deck almost thins to zero cards, so we generally have access to most of our key cards, including Geralt: Professional and Regis: Higher Vampire, which greatly improve the red coin matchup.

While the deck is less powerful than in previous patches, it still finds a place in Tier 2, which could change with some improvements to Skellige in the future.

Pros:

  • Great long round with Wild Boar of the Sea
  • Great matchup on red coin with Regis: Higher Vampire

Cons:

  • Weak against most Tier 1 decks
  • Bad short round
  • Crach an Craite Crach an Craite 17 Order: Damage a unit by 1. Cooldown: 2.
  • 4 Wild Boar of the Sea Wild Boar of the Sea 11 Deploy, Melee: Damage all damaged enemies by 2.
  • 4 Geralt: Professional Geralt: Professional 11 Deploy, Melee: Damage an enemy by 3. If its power was a multiple of 3, destroy it instead.
  • 4 Chironex Chironex 9 Deploy: Damage a unit by 4. If you have Unicorn in hand, double that amount.
  • 4 Unicorn Unicorn 9 Deploy: Boost a unit by 4. If you have Chironex in hand, double that amount.
  • 3 Roach Roach 9 Whenever you play a gold card, Summon this unit from your deck to a random allied row.
  • 5 Birna Bran Birna Bran 8 Deploy: Draw 2 cards, then Discard 2 cards.
  • 6 Svanrige Tuirseach Svanrige Tuirseach 8 Deploy, Bloodthirst 3: Boost self by 5.
  • 5 Morkvarg Morkvarg 8 If this unit moves to the graveyard during the round, Summon it to the melee row and give it Doomed.
  • 6 Djenge Frett Djenge Frett 7 Bloodthirst 1: Lock an enemy unit.
  • 3 Vesemir Vesemir 7 Deploy: Summon Eskel and Lambert from your deck to this row.
  • 3 Lambert Lambert 7 Deploy: Summon Eskel and Vesemir from your deck to this row.
  • 3 Eskel Eskel 7 Deploy: Summon Vesemir and Lambert from your deck to this row.
  • 3 Udalryk an Brokvar Udalryk an Brokvar 6 Order: Damage a unit by 1. Charge: 3. Bloodthirst 2: Gain Zeal.
  • Mastercrafted Spear Mastercrafted Spear x2 7 Zeal. Order: Damage a unit by 1. Cooldown: 1.
  • 4 Heymaey Skald Heymaey Skald x2 5 Deploy: Discard a card, then draw a card.
  • 5 Dimun Light Longship Dimun Light Longship x2 5 Order: Damage self and an enemy by 1. Cooldown: 1.
  • 2 Tuirseach Skirmisher Tuirseach Skirmisher x2 4 When this unit is Discarded, Summon it from your graveyard to the melee row.
  • 3 Heymaey Spearmaiden Heymaey Spearmaiden 4 Deploy: Damage an enemy by 3, then damage self by 2.
  • 3 Dimun Pirate Captain Dimun Pirate Captain x2 4 Deploy, Bloodthirst 2: Damage an enemy by 3.
  • 2 An Craite Marauder An Craite Marauder 4 Deploy, Melee: Split 4 damage randomly between all other units.

Matchup Table

Overview

Consume Swarm has become a better deck this patch due to the addition of a mulligan to Arachas Queen. Arachas Queen's ability allows this deck to flood the board with Arachas Drones, which in turn helps us maximize our consume and destroy effects, such as Glustyworp.

All tools in the deck are designed to trigger different deathwish effects, like Ancient Foglet's, while we generate more Arachas Drones with our leader by using consume effects such as Slyzard. The deck also makes use of some swarm control tools like Forktail, which synergize with the leader. In this deck, the Forktail effect is basically a free Stammelford's Tremors. Glustyworp represents a good finisher, as all Arachas Drones it consumes are simply replaced by our leader. 

This is one of the most synergistic decks post-Homecoming and with the addition of a mulligan to Arachas Queen it has improved its position in the meta, but it is still far from top-tier.

Pros:

  • Strong in long rounds due to leader ability and deck synergies
  • Glustyworp and Forktail are interesting finishers, usually averaging a value in excess of 1 point per provision

Cons:

  • Vulnerable to area-of-effect removal, such as Foltest's Pride or Stammelford's Tremors
  • Lack of points in short rounds
  • Arachas Queen Arachas Queen 12 Whenever an allied unit is destroyed during your turn, Spawn an Arachas Drone and Summon it to a random allied row.
  • Renew Renew 13 Play a unit from your graveyard.
  • 4 Ruehin Ruehin 12 Deathwish: On turn end, Summon this unit from your graveyard to a random allied row.
  • Royal Decree Royal Decree 12 Play a unit from your deck.
  • 4 She-Troll of Vergen She-Troll of Vergen 10 Melee: Whenever an ally is destroyed during your turn, boost self by 2.
  • 4 Kayran Kayran 9 Zeal. Order: Consume an ally. Charge: 3.
  • 3 Glustyworp Glustyworp 9 Deploy: Destroy all units with 1 power. For each unit destroyed, boost self by 2.
  • 3 Caranthir Ar-Feiniel Caranthir Ar-Feiniel 8 Deploy: Spawn a 1-power copy of a unit from your hand and Summon it to this row.
  • 6 Avallac'h Avallac'h 8 Order: Give an allied unit Immune.
  • 4 Forktail Forktail x2 6 Deploy: Damage all other units by 1.
  • 5 Cyclops Cyclops 6 Deploy: Destroy an adjacent allied unit and damage an enemy by its power.
  • 5 Barbegazi Barbegazi x2 6 Order: Consume an allied unit. Charge: 2.
  • 4 Slyzard Slyzard x2 5 Order: Consume an allied unit on this row. Cooldown: 1.
  • 3 Harpy Egg Harpy Egg x2 5 Deathwish: Spawn a Harpy and Summon it to this row.
  • Arachas Nest Arachas Nest x2 5 Spawn 4 1-power Arachas Drones and Summon them to an allied row.
  • 3 Vran Warrior Vran Warrior x2 4 Whenever a unit is destroyed during your turn, damage a random enemy by 1.
  • 1 Archespore Archespore x2 4 Thrive. Deploy: Damage a random enemy by 2. Deathwish: Repeat the Deploy ability.
  • 1 Ancient Foglet Ancient Foglet x2 4 Deathwish: Summon this unit from the graveyard to the same row, boost it by 4, and give it Doomed.

Matchup Table

Overview

Woodland Control is an old friend which has survived up until the most recent patch. While most of the artifacts remain exactly as they were, the big nerf was to removal effects, such as Epidemic or Scorch, so the capacity of big board swings is reduced for this deck.

We play almost as many artifacts as before, since this is a very effective strategy once the use of artifact removals has decreased. While countering other control lists due to its immune units Werewolf and Alpha Werewolf, Woodland Spirit's ability helps us in short rounds, as it covers one of the traditional weakness of control. Sihil can snowball a round by itself if unanswered.

The deck is definitely weaker than it was last patch, which is why it dropped in the tier list to the lower part of Tier 2.

Pros:

  • Hard snowball thanks to artifacts
  • Decent short round with the Woodland Spirit ability

Cons:

  • Struggles against immune units
  • Weak against artifact removal 
  • Woodland Spirit Woodland Spirit 16 Order: Boost a unit in your hand by 8.
  • 3 Caretaker Caretaker 12 Deploy, Ranged: Play an artifact from your graveyard.
  • 2 Avallac'h: Sage Avallac'h: Sage 12 Deploy, Ranged: Play an artifact from your deck.
  • Sihil Sihil 11 Zeal. Order: Damage an enemy by 1. Cooldown: 2. Whenever Sihil destroys an enemy, increase Sihil's Order damage by 1 until moved from the battlefield.
  • Tainted Ale Tainted Ale 9 Zeal. Order: Damage a unit by 2. Charge: 3.
  • 3 Lambert Lambert 7 Deploy: Summon Eskel and Vesemir from your deck to this row.
  • 3 Eskel Eskel 7 Deploy: Summon Vesemir and Lambert from your deck to this row.
  • 3 Vesemir Vesemir 7 Deploy: Summon Eskel and Lambert from your deck to this row.
  • 2 Prince Villem Prince Villem 6 Spying. Deploy: Play a random gold card from your deck.
  • 4 Alpha Werewolf Alpha Werewolf 5 Immune. Thrive.
  • Thunderbolt Thunderbolt x2 8 Zeal. Order: Boost an ally by 3. Charge: 2.
  • Wyvern Scale Shield Wyvern Scale Shield 7 Zeal. Order: Boost a unit by 1. Cooldown: 1.
  • Mastercrafted Spear Mastercrafted Spear x2 7 Zeal. Order: Damage a unit by 1. Cooldown: 1.
  • 4 Forktail Forktail x2 6 Deploy: Damage all other units by 1.
  • 2 Wolf Pack Wolf Pack x2 4 Deploy: Damage an enemy by 2.
  • 4 Werewolf Werewolf x2 4 Immune.
  • 2 Peasant Militia Peasant Militia 4 Deploy: Boost an ally by 2.
  • 1 Archespore Archespore x2 4 Thrive. Deploy: Damage a random enemy by 2. Deathwish: Repeat the Deploy ability.
  • 1 Ancient Foglet Ancient Foglet x2 4 Deathwish: Summon this unit from the graveyard to the same row, boost it by 4, and give it Doomed.

Matchup Table

Overview

If one archetype could take the status of "most hated archetype" from Mill, it would most certainly be Sihil Nilfgaard. This archetype is based on using Emhyr var Emreis's ability of maintaining Sihil alive by resurrecting it twice with Caretaker. As we can see, most of our cards do damage in one way or another, making it very easy to steadily increase our Sihil's value.

Emissary combined with Impera Enforcers provide another stable engine combination. Furthermore, Rot Tosser contributes an additional spy tag unit, while Emissary is the perfect target to make our Sihil grow in value. Isbel of Hagge basically assures us the possibility of getting free card advantage in Round 3 if we have last say.

This list has become really popular during the last week, and it is very powerful in a non-Artifact removal meta, only losing its perfect spot by the moment I am writing this.

Pros:

  • Strong long rounds due to its Artifacts
  • Possible double last say with Isbel of Hagge

Cons:

  • Vulnerable to Artifact removal
  • Weak in short rounds

 

  • Emhyr var Emreis Emhyr var Emreis 14 Order: Move an allied unit or artifact back to your hand, then play a card.
  • Royal Decree Royal Decree 12 Play a unit from your deck.
  • 3 Caretaker Caretaker 12 Deploy, Ranged: Play an artifact from your graveyard.
  • 2 Avallac'h: Sage Avallac'h: Sage 12 Deploy, Ranged: Play an artifact from your deck.
  • Sihil Sihil 11 Zeal. Order: Damage an enemy by 1. Cooldown: 2. Whenever Sihil destroys an enemy, increase Sihil's Order damage by 1 until moved from the battlefield.
  • 5 Isbel of Hagge Isbel of Hagge 8 Order, Ranged: Look at the top card from both decks. Keep one and give the other to your opponent.
  • 3 Vesemir Vesemir 7 Deploy: Summon Eskel and Lambert from your deck to this row.
  • 3 Lambert Lambert 7 Deploy: Summon Eskel and Vesemir from your deck to this row.
  • 3 Eskel Eskel 7 Deploy: Summon Vesemir and Lambert from your deck to this row.
  • Mastercrafted Spear Mastercrafted Spear x2 7 Zeal. Order: Damage a unit by 1. Cooldown: 1.
  • 1 Emissary Emissary x2 6 Spying. Deploy: Boost an ally by 7.
  • 3 Combat Engineer Combat Engineer x2 5 Deploy: If you control an artifact, boost self by 3.
  • 4 Vicovaro Novice Vicovaro Novice 5 Deploy, Ranged: Draw a card, then place a card from your hand at the top of your deck.
  • 2 Rot Tosser Rot Tosser x2 5 Deploy, Ranged: Spawn and play a Cow Carcass.
  • 4 Impera Enforcers Impera Enforcers x2 5 Order: Damage an enemy by 2. Charge: 1. Gain 1 Charge whenever you play a Spying unit.
  • 2 Wolf Pack Wolf Pack x2 4 Deploy: Damage an enemy by 2.
  • 2 Slave Driver Slave Driver x2 4 Deploy: Damage an enemy by 2. Increase damage by 1 for each Locked unit.
  • 3 Magne Division Magne Division x2 4 On turn end, boost self by 1 if this is the only card on this row.

Matchup Table

Overview

Witchers is a hybrid archetype whose principal strength relies on the ability of Emhyr var Emreis to bounce back Vesemir: Mentor and thus get an effective 10-14 points extra value in the next plays, while also triggering Nauzicaa Sergeant twice.

Although some of our core cards have been nerfed, such as the Witcher trio (Eskel, Lambert, and Vesemir) or Ciri: Dash, we still have enough points, and we experienced a buff in our consistency as our leader now has an additional mulligan. We also have multiple card advantage options, including using Letho: Kingslayer to get a second Ciri or Ciri: Dash and allowing us to play an aggressive Round 2 if we feel confident enough. As the Reveal core has been nerfed, we added Impera Brigade, thus gaining extra consistency with this decent point play.

This archetype has suffered several nerfs in this patch but can still generate enough points with its engines, like Nauzicaa Sergeant and Magne Division, and its Witchers to be able to fight for a decent spot in this meta.

Pros:

  • Strong short rounds due to Witcher package
  • Multiple ways to win card advantage

Cons:

  • Vulnerable to bleeding
  • Ciri is a niche card difficult to fit into some board states
  • Emhyr var Emreis Emhyr var Emreis 14 Order: Move an allied unit or artifact back to your hand, then play a card.
  • Royal Decree Royal Decree 12 Play a unit from your deck.
  • 4 Vesemir: Mentor Vesemir: Mentor 10 Deploy: Boost all Witcher allies in hand, deck, and on the battlefield by 1.
  • 6 Letho: Kingslayer Letho: Kingslayer 10 Deploy: Transform into a copy of another unit on the battlefield without changing power.
  • 5 Serrit Serrit 9 Deploy: Damage an enemy by 3. If Auckes is in your hand, damage that unit by 5 instead.
  • 3 Roach Roach 9 Whenever you play a gold card, Summon this unit from your deck to a random allied row.
  • 5 Ciri: Dash Ciri: Dash 9 After 5 turns, on turn end, draw a card.
  • 4 Ciri Ciri 8 Whenever you lose a round, return this unit from the battlefield to your hand.
  • 3 Vesemir Vesemir 7 Deploy: Summon Eskel and Lambert from your deck to this row.
  • 5 Auckes Auckes 7 Deploy: Lock an enemy unit. If Serrit is in your hand, Lock all copies of that unit in the opponent's hand, deck, and on their side of the battlefield.
  • 3 Lambert Lambert 7 Deploy: Summon Eskel and Vesemir from your deck to this row.
  • 3 Eskel Eskel 7 Deploy: Summon Vesemir and Lambert from your deck to this row.
  • 4 Traheaern var Vdyffir Traheaern var Vdyffir 6 Deploy: Look at the top 3 cards in your opponent's deck and move 1 to their graveyard.
  • 3 Peter Saar Gwynleve Peter Saar Gwynleve 6 Deploy: Restore a unit to its base power.
  • 4 Viper Witcher Viper Witcher x2 6 Deploy: Reveal the top card from your opponent's deck and Banish it.
  • 3 Impera Brigade Impera Brigade x2 6 Deploy, Melee: Summon a copy of this unit from your deck to this row.
  • 2 Rot Tosser Rot Tosser x2 5 Deploy, Ranged: Spawn and play a Cow Carcass.
  • 1 Spotter Spotter x2 4 Deploy, Melee: Reveal a random unit from your opponent's deck and boost self by its power.
  • 3 Nauzicaa Sergeant Nauzicaa Sergeant x2 4 Whenever you play a unit with Deploy, boost self by 1.
  • 3 Magne Division Magne Division x2 4 On turn end, boost self by 1 if this is the only card on this row.

Matchup Table

Overview

Hubert Rejk had a major rework with Homecoming, and at first sight, we thought that all that crazy swings that the old "Foltest 40" decks made with him were dead. However, the game has proved us wrong. With his new design, we just need to adjust our deck to get the maximum damage in one turn to boost our Hubert.

As we can use our leader to boost Hubert Rejk, it is relatively easy to get him to at least 11 points. Nonetheless, we can achieve more points if we are able to time Sabrina Glevissig perfectly with a Kaedweni Revenant, for example while Ragh Nar Roog makes a long round a real pain for our opponent. The deck has become better after all the nerfs to control as some of our options to get maximum Hubert Rejk value are engine-based.

The archetype has improved greatly in this patch but not enough to go up in the tier list. We should still keep an eye on it, as it could become really good next patch.

Pros:

  • Great finisher in Round 3 with adequate setup
  • Ragh Nar Roog can be tutored with Keira Metz, improving our long round

Cons:

  • Vulnerable to bleeding
  • Princess Adda Princess Adda 16 Order: Damage a unit by 8.
  • Ragh Nar Roog Ragh Nar Roog 12 Apply this row effect to an enemy row: Every turn, on turn start, damage the highest unit on this row by 2.
  • 2 Keira Metz Keira Metz 10 Deploy, Ranged: Play a Spell from your deck.
  • Hanmarvyn's Blue Dream Hanmarvyn's Blue Dream 10 Play a unit from the opponent's graveyard and give it Doomed.
  • 4 Chironex Chironex 9 Deploy: Damage a unit by 4. If you have Unicorn in hand, double that amount.
  • 4 Unicorn Unicorn 9 Deploy: Boost a unit by 4. If you have Chironex in hand, double that amount.
  • 5 Botchling Botchling 8 Every turn, on turn end, damage the highest enemy by 1. Order: Transform into Lubberkin without changing power.
  • 3 Ves Ves 8 Deploy: Damage an enemy by 4. Order: Give an ally Zeal.
  • 3 Hubert Rejk Hubert Rejk 7 Deploy: Boost self by the amount of damage you dealt to enemies on this turn.
  • 1 Sabrina Glevissig Sabrina Glevissig 6 Spying. Deathwish: Damage all units on this row by 2.
  • Mastercrafted Spear Mastercrafted Spear x2 7 Zeal. Order: Damage a unit by 1. Cooldown: 1.
  • Lacerate Lacerate x2 7 Damage all units on a row by 2.
  • 4 Strays of Spalla Strays of Spalla x2 5 Deploy: Move a unit to the other row.
  • 3 Rivian Pikeman Rivian Pikeman x2 5 Deploy: Damage an enemy by 1. If it was destroyed, damage another enemy by 2.
  • 4 Reinforced Trebuchet Reinforced Trebuchet x2 5 Ranged: Every turn, on turn end, damage a random enemy on the ranged row by 1.
  • 3 Kaedweni Sergeant Kaedweni Sergeant x2 5 Zeal. Order: Boost an ally by 1. Charge: 2.
  • 3 Kaedweni Revenant Kaedweni Revenant x2 5 Order: Damage a unit by 1. If it was destroyed, Spawn a base copy of Kaedweni Revenant and Summon it to this row.
  • 3 Tridam Infantry Tridam Infantry x2 4 Whenever this unit receives a boost, damage a random enemy by 1.

Matchup Table

Overview

This patch has proved nostalgic. Some archetypes from the past have returned, and between them, we have seen our beloved Kaedweni King Henselt rise again in the form of this tempo archetype championed primarily by Molegion.

While his ability could look weak at first sight, the possibility of giving Zeal to some of our cards, such as Kaedweni Revenant, or getting an extra Kaedweni Knight potentially makes him a 12-point leader. Summoning Circle is another way to get extra tempo or fetch double Kaedweni Knight from the deck. The rest of the deck contains the strongest cards in Northern Realms, such as Vysogota of Corvo and Nenneke.

Extra mulligans have given a new life to King Henselt and a path to go into higher tiers than last patch. Maybe in the future, he can become the hated leader that he was during the Dun Banners nightmare.

Pros:

  • Good short round, while its long round its pretty decent

Cons:

  • Vulnerable to artifact removal
  • Sometimes bricky
  • King Henselt King Henselt 17 Order: Play a copy of an allied unit on the battlefield from your deck, boost it by 4, and give it Zeal.
  • 3 Vernon Roche Vernon Roche 12 Spying. Deploy: Play the top 2 cards from your deck.
  • Hanmarvyn's Blue Dream Hanmarvyn's Blue Dream 10 Play a unit from the opponent's graveyard and give it Doomed.
  • 6 Nenneke Nenneke 9 Order, Ranged: Boost a unit by 1. Charge: 3.
  • Summoning Circle Summoning Circle 8 Zeal. Order: Play a unit from your deck whose Recruit Cost is less than or equal to Summoning Circle's Charge count, then remove all Charges. Charge: 0. Every turn, on turn start, gain 1 Charge.
  • 5 Botchling Botchling 8 Every turn, on turn end, damage the highest enemy by 1. Order: Transform into Lubberkin without changing power.
  • Black Blood Black Blood 8 The next time an enemy receives a boost, destroy that unit and self.
  • 3 Vysogota of Corvo Vysogota of Corvo 8 Zeal. Order, Ranged: Boost a unit by 1. Charge: 1. Gain 1 Charge whenever either player plays a card.
  • 6 Avallac'h Avallac'h 8 Order: Give an allied unit Immune.
  • 3 Lambert Lambert 7 Deploy: Summon Eskel and Vesemir from your deck to this row.
  • 3 Eskel Eskel 7 Deploy: Summon Vesemir and Lambert from your deck to this row.
  • 3 Vesemir Vesemir 7 Deploy: Summon Eskel and Lambert from your deck to this row.
  • 4 Anna Strenger Anna Strenger 7 If on turn end this unit is boosted, boost adjacent units by 1.
  • 1 Sabrina Glevissig Sabrina Glevissig 6 Spying. Deathwish: Damage all units on this row by 2.
  • Wyvern Scale Shield Wyvern Scale Shield x2 7 Zeal. Order: Boost a unit by 1. Cooldown: 1.
  • 3 Kaedweni Sergeant Kaedweni Sergeant x2 5 Zeal. Order: Boost an ally by 1. Charge: 2.
  • 3 Kaedweni Revenant Kaedweni Revenant x2 5 Order: Damage a unit by 1. If it was destroyed, Spawn a base copy of Kaedweni Revenant and Summon it to this row.
  • 4 Kaedweni Knight Kaedweni Knight x2 5 Deploy: If played from the deck, boost self by 4.
  • 2 Wolf Pack Wolf Pack x2 4 Deploy: Damage an enemy by 2.
  • 3 Tridam Infantry Tridam Infantry x2 4 Whenever this unit receives a boost, damage a random enemy by 1.

Matchup Table

Overview

This archetype relies on one of the mechanics that has been added to Gwent with Homecoming: Orders. New Northern Realms leader King Demavend III synergizes with this mechanic and, thus, makes the inception of this archetype possible.

While it might seem like machines are the perfect target for charges, in reality, most of that cards are mediocre and suboptimal. Only Reinforced Ballista and Siege Tower have found their way into this archetype, because gold cards like Vysogota of Corvo are much more appealing. As most of our charge units have boosting effects, Anna Strenger is another optimal card in this build.

This archetype has a lot of potential in long rounds if it is unanswered, which makes it very interesting to play. It is still in the medium tiers, but if swarm archetypes become more popular, Foltest's Pride can carry us to heaven.

Pros:

  • Strong in long rounds if unanswered
  • Many synergistic cards

Cons:

  • Struggles against control decks
  • King Demavend III King Demavend III 16 Order: Give 1 Charge to a unit. Cooldown: 2.
  • Renew Renew 13 Play a unit from your graveyard.
  • 4 Roche: Merciless Roche: Merciless 11 Order: Seize an enemy whose power is less than or equal to Roche Merciless' Charge count, then remove all Charges. Charge: 0. Every turn, on turn start, gain 1 Charge.
  • 6 Nenneke Nenneke 9 Order, Ranged: Boost a unit by 1. Charge: 3.
  • 4 Foltest's Pride Foltest's Pride 9 Order, Melee: Damage an enemy and all other enemies with power equal to it by 1. Charge: 1.
  • 6 Aguara Aguara 9 Deploy, Melee: Lock a unit. Deploy, Ranged: Remove a unit's Lock.
  • 4 Priscilla Priscilla 9 Zeal. Order: Give a unit 1 Charge. Cooldown: 1.
  • 6 Frenzied D'ao Frenzied D'ao 8 Deploy: Destroy an enemy artifact.
  • 6 Avallac'h Avallac'h 8 Order: Give an allied unit Immune.
  • 3 Vysogota of Corvo Vysogota of Corvo 8 Zeal. Order, Ranged: Boost a unit by 1. Charge: 1. Gain 1 Charge whenever either player plays a card.
  • 4 Anna Strenger Anna Strenger 7 If on turn end this unit is boosted, boost adjacent units by 1.
  • 3 Johnny Johnny 6 Order: Damage a unit by 2. Charge: 1. Gain 1 Charge whenever you play a special card.
  • 3 Sarah Sarah 6 Order: Boost a unit by 2. Charge: 1. Gain 1 Charge whenever you play a special card.
  • 2 Prince Villem Prince Villem 6 Spying. Deploy: Play a random gold card from your deck.
  • 3 Siege Tower Siege Tower x2 5 Order, Melee: Boost adjacent allies by 1. Charge: 1.
  • 3 Reinforced Ballista Reinforced Ballista x2 5 Order: Damage a unit by 2. Charge: 1.
  • 3 Lyrian Arbalest Lyrian Arbalest x2 5 Order: Damage a unit by 1. Charge: 1. Gain 1 Charge whenever you play a card with Orders.
  • 3 Aretuza Adept Aretuza Adept x2 5 Zeal. Order, Ranged: Give 1 Charge to an allied unit. Cooldown: 2.
  • 3 Tridam Infantry Tridam Infantry x2 4 Whenever this unit receives a boost, damage a random enemy by 1.
  • 2 Siege Support Siege Support x2 4 Deploy: Give 2 Charges to a Machine ally.

Matchup Table

Overview

Discard Beasts is an archetype which mixes two of the characteristics of Beta Gwent: big finishers in the form of Tuirseach Bearmaster and thinning to zero. The deck's ability to thin using discard effects such as Bran Tuirseach's leader ability is quite powerful: Bran allows us to eliminate one bad card from our hand while also doing damage every time we discard something.

As this patch eliminated this deck's natural counter Xavier Lemmens, it is much easier to get value from Tuirseach Bearmaster, which can be reused in multiple ways (for example with Necromancy and Freya's Blessing). Sometimes, Tuirseach Bearmaster can even be played multiple times in the same round thanks to Raging Bear's effect putting it back into the graveyard. The nerf to Witcher trio also favored this archetype, as it didn't generally use the Witchers last patch due to its natural thinning. Operator's main target is Savage Bear, which kills the copy of Savage Bear spawned on the opponent's side with its Zeal. To get some early tempo, Derran should be used to pull Morkvarg, Cerys an Craite, and one beast, granting extra points in next rounds when using resurrection effects.

While our low early tempo makes this deck generally unable to compete with top tier decks, the rework to Xavier Lemmens has made this archetype much more reliable to play and less counterable. It is still far from being Tier 1 but  undoubtedly in a better situation than last patch, Discard Beasts looks promising for future development. 

Pros:

  • Strong short R3 due to Tuirseach Bearmaster
  • Great consistency, thinning to 0 in almost all matches

Cons:

  • Vulnerable to some graveyard-hate effects, especially any that interact with Tuirseach Bearmaster
  • Weak in R1
  • Bran Tuirseach Bran Tuirseach 13 Order: Discard a card, then draw a card. On round start, refresh this ability. Whenever you Discard a card, damage a random enemy by 1.
  • 4 Cerys an Craite Cerys an Craite 10 If this unit is in the graveyard, Summon it to a random allied row whenever you play a unit from your graveyard.
  • 5 Operator Operator 10 Deploy: Spawn and Summon a base copy of a bronze unit from your hand to this row on each player's side.
  • 6 Aguara Aguara 9 Deploy, Melee: Lock a unit. Deploy, Ranged: Remove a unit's Lock.
  • 3 Roach Roach 9 Whenever you play a gold card, Summon this unit from your deck to a random allied row.
  • 4 Derran Derran 8 Deploy, Ranged: Move up to 3 cards from your deck to your graveyard.
  • 5 Birna Bran Birna Bran 8 Deploy: Draw 2 cards, then Discard 2 cards.
  • 5 Morkvarg Morkvarg 8 If this unit moves to the graveyard during the round, Summon it to the melee row and give it Doomed.
  • Decoy Decoy 7 Shuffle an ally on the battlefield into your deck, then play the top unit from your deck.
  • 4 Ulfhedinn Ulfhedinn 7 Deploy: Damage an enemy by half of its current power.
  • Necromancy Necromancy 7 Play a bronze unit from your graveyard and give it Doomed.
  • 1 Prize-Winning Cow Prize-Winning Cow 6 Order: Transform into Chort.
  • Freya's Blessing Freya's Blessing x2 7 Play a bronze unit from your graveyard.
  • 6 Raging Bear Raging Bear x2 6 Deploy: Damage an ally to the left by 1. If there is no ally, damage self by 1 instead.
  • 5 Elder Bear Elder Bear x2 6 No ability.
  • 1 Tuirseach Bearmaster Tuirseach Bearmaster x2 6 Deploy: Boost a Beast ally by 2. Increase the boost by 1 for every Beast in your graveyard.
  • 2 Savage Bear Savage Bear x2 5 Zeal. Deploy: Gain 1 Charge for each Savage Bear in the graveyard. Order: Damage a unit by 2. Charge: 1.
  • 2 Wolf Pack Wolf Pack x2 4 Deploy: Damage an enemy by 2.
  • 2 Tuirseach Skirmisher Tuirseach Skirmisher x2 4 When this unit is Discarded, Summon it from your graveyard to the melee row.

Matchup Table

Overview

Keltullis is a curious card with a design reminiscent of Imlerith: Sabbath, which was one of the strongest cards in the game if unanswered. While the old Imlerith was pretty toxic, this card is much better-designed, and it can destroy itself if it is the only card on the battlefield, which prevents Adrenaline Rush abuse.

As other versions of this archetype are too reliant on playing artifacts, this deck can use our Keltullis for triggering different deathwish effects, like Archespore, Harpy Egg, or Ancient Foglet. Naglfar is used here for additional consistency. Forktail also gets great value if we have fewer units than the opponent.

While definitely not competitive right now, Keltullis is an interestingly designed card which can provide hours of fun while winning some matches due to the cheese factor.

Pros:

  • Cheesy deck, not expected
  • Fun to play

Cons:

  • Keltullis is our only win condition
  • Too reliant on immunity
  • Eredin Bréacc Glas Eredin Bréacc Glas 15 Order: Boost a unit by 3 and give it Immune.
  • Renew Renew 13 Play a unit from your graveyard.
  • Naglfar Naglfar 10 Look at 2 random gold cards from your deck, then play one and place the other on top.
  • 6 Keltullis Keltullis 10 Melee: On turn end, destroy the lowest unit on the side with the most units.
  • 4 Unicorn Unicorn 9 Deploy: Boost a unit by 4. If you have Chironex in hand, double that amount.
  • 3 Roach Roach 9 Whenever you play a gold card, Summon this unit from your deck to a random allied row.
  • 4 Kayran Kayran 9 Zeal. Order: Consume an ally. Charge: 3.
  • 4 Chironex Chironex 9 Deploy: Damage a unit by 4. If you have Unicorn in hand, double that amount.
  • 6 Avallac'h Avallac'h 8 Order: Give an allied unit Immune.
  • Impenetrable Fog Impenetrable Fog x2 8 Apply this row effect to an enemy row: For 4 turns, on turn start, damage the highest unit on this row by 2.
  • 4 Forktail Forktail x2 6 Deploy: Damage all other units by 1.
  • 4 Slyzard Slyzard x2 5 Order: Consume an allied unit on this row. Cooldown: 1.
  • 3 Harpy Egg Harpy Egg x2 5 Deathwish: Spawn a Harpy and Summon it to this row.
  • 3 Foglet Foglet x2 5 Deathwish: Summon a copy of this unit from your deck to a random allied row.
  • 4 Bridge Troll Bridge Troll x2 5 Deathwish: Boost the highest ally by 4.
  • 1 Ancient Foglet Ancient Foglet x2 4 Deathwish: Summon this unit from the graveyard to the same row, boost it by 4, and give it Doomed.
  • 4 Werewolf Werewolf 4 Immune.
  • 1 Archespore Archespore x2 4 Thrive. Deploy: Damage a random enemy by 2. Deathwish: Repeat the Deploy ability.

Overview

Combo Soldiers is a spicy new Molegion list and a really fun deck to play. Summoning Circle is a very interesting artifact which grants us a good source of tempo in the turn it is activated while also thinning the deck. This style of deck recalls old Magic: The Gathering combo decks in the sense that it searches for some cards to win the match in a fast succession of turns.

The basic gameplan for this deck consists of going to Round 3 with the combo pieces Thunderbolt, Summoning Circle, and Yennefer of Vengerberg. In the words of this list's creator, you smash two times offensively with Yennefer of Vengerberg replayed by Emhyr var Emreis, clearing the board, and after that use Summoning Circle to get a Slave Infantry and buff the rest with Thunderbolt to end up with 22 points on our side of the board.

It is refreshing to see this kind of list making the meta much more interesting.

Pros:

  • Huge swing at the end of the match
  • Surprised opponents

Cons:

  • Inconsistent if you aren't able to draw your combo pieces
  • Emhyr var Emreis Emhyr var Emreis 14 Order: Move an allied unit or artifact back to your hand, then play a card.
  • 2 Yennefer of Vengerberg Yennefer of Vengerberg 11 Deploy, Melee: Damage all other units by 2. Deploy, Ranged: Boost all other units by 2.
  • 3 Roach Roach 9 Whenever you play a gold card, Summon this unit from your deck to a random allied row.
  • 4 Chironex Chironex 9 Deploy: Damage a unit by 4. If you have Unicorn in hand, double that amount.
  • 4 Unicorn Unicorn 9 Deploy: Boost a unit by 4. If you have Chironex in hand, double that amount.
  • Summoning Circle Summoning Circle 8 Zeal. Order: Play a unit from your deck whose Recruit Cost is less than or equal to Summoning Circle's Charge count, then remove all Charges. Charge: 0. Every turn, on turn start, gain 1 Charge.
  • 3 Lambert Lambert 7 Deploy: Summon Eskel and Vesemir from your deck to this row.
  • 3 Eskel Eskel 7 Deploy: Summon Vesemir and Lambert from your deck to this row.
  • 3 Albrich Albrich 7 Deploy, Ranged: Move any card from your deck to the top. If it's a unit, boost it by 2.
  • 3 Vesemir Vesemir 7 Deploy: Summon Eskel and Lambert from your deck to this row.
  • 3 Peter Saar Gwynleve Peter Saar Gwynleve 6 Deploy: Restore a unit to its base power.
  • Thunderbolt Thunderbolt x2 8 Zeal. Order: Boost an ally by 3. Charge: 2.
  • Lacerate Lacerate 7 Damage all units on a row by 2.
  • 5 Slave Infantry Slave Infantry x2 7 Deploy: Transform an allied unit into Slave Infantry.
  • 3 Impera Brigade Impera Brigade x2 6 Deploy, Melee: Summon a copy of this unit from your deck to this row.
  • 2 Rot Tosser Rot Tosser 5 Deploy, Ranged: Spawn and play a Cow Carcass.
  • 3 Combat Engineer Combat Engineer x2 5 Deploy: If you control an artifact, boost self by 3.
  • 3 Alba Armored Cavalry Alba Armored Cavalry 5 Deploy, Melee: Lock an enemy unit.
  • 3 Nauzicaa Sergeant Nauzicaa Sergeant x2 4 Whenever you play a unit with Deploy, boost self by 1.
  • 3 Magne Division Magne Division x2 4 On turn end, boost self by 1 if this is the only card on this row.

Overview

Diplomacy is an archetype based around the new ability of Cahir Dyffryn. The deck's gameplan revolves around protecting Cahir, preferably with Avallac'h's immunity ability, boosting enemy units, and then taking back the boosted points at the end of the round using Regis: Higher Vampire.

As the deck needs to draw its key gold cards, the core of the deck runs thinning cards such as the Witcher trio (Eskel, Vesemir, and Lambert), Roach, and Impera Brigade. These cards also encourage the deck to push in Round 1 trying to force an early pass, as it benefits significantly from a long R3 to get value from the combo.

This deck is the spiritual successor of old Letho-Regis decks and a good choice for those feeling nostalgic for that type of play.

Pros:

  • A huge surprise factor if the opponent is not prepared
  • Great consistency due to its thinning elements

Cons:

  • Bad in a short Round 3
  • Difficult to pilot
  • Potentially weak to last-play tall unit removal
  • Jan Calveit Jan Calveit 15 Order: Look at the top 3 cards from your deck and play one.
  • Garrison Garrison 11 Boost a unit by 10.
  • 1 Regis: Higher Vampire Regis: Higher Vampire 10 Deploy, Melee: Drain all boosts from an enemy.
  • 4 Cahir Dyffryn Cahir Dyffryn 9 Melee: Whenever an enemy receives a boost, boost self by the same amount.
  • The Last Wish The Last Wish 9 Look at the top 2 cards from your deck, then play one and Banish the other.
  • 3 Roach Roach 9 Whenever you play a gold card, Summon this unit from your deck to a random allied row.
  • 6 Avallac'h Avallac'h 8 Order: Give an allied unit Immune.
  • 6 Assire var Anahid Assire var Anahid 8 Deploy, Melee: Shuffle a card from the opponent's graveyard into their deck. Deploy, Ranged: Shuffle a card from your graveyard into your deck.
  • 6 Rainfarn of Attre Rainfarn of Attre 8 Deploy: Boost an enemy by 3, then boost self by 3.
  • 3 Vesemir Vesemir 7 Deploy: Summon Eskel and Lambert from your deck to this row.
  • 3 Albrich Albrich 7 Deploy, Ranged: Move any card from your deck to the top. If it's a unit, boost it by 2.
  • 3 Lambert Lambert 7 Deploy: Summon Eskel and Vesemir from your deck to this row.
  • 3 Eskel Eskel 7 Deploy: Summon Vesemir and Lambert from your deck to this row.
  • 3 Impera Brigade Impera Brigade x2 6 Deploy, Melee: Summon a copy of this unit from your deck to this row.
  • Swallow Swallow x2 6 Boost a unit by 6.
  • 3 Bomb Heaver Bomb Heaver 5 Deploy: Destroy an enemy artifact.
  • 6 Nilfgaardian Knight Nilfgaardian Knight x2 5 Deploy: Boost an enemy by 2. If there are no enemy units, destroy self.
  • Mahakam Ale Mahakam Ale x2 5 Boost a unit by 4 and remove its Lock.
  • 2 Slave Driver Slave Driver x2 4 Deploy: Damage an enemy by 2. Increase damage by 1 for each Locked unit.
  • 3 Magne Division Magne Division x2 4 On turn end, boost self by 1 if this is the only card on this row.

Overview

Usurper is still a relatively bad leader: He lacks mulligans, and his ability is only as good as the opponent's one. Human Nilfgaard, however, feels like an archetype he fits in perfectly, especially because there aren't too many brickeables cards that might require mulligans.

Doppler acts in the way Vrihedd Vanguard does in Scoia'tael. Here, it focuses on humans and represents a good tempo play. With the last patch changes, Count Caldwell has become less risky to run, and we can lock him with Dorregaray of Vole in the worst case. The rest of the core is basically composed of Nilfgaardian soldiers which represent a decent amount of points in long rounds. Assire var Anahid is played to get an extra three points with Roach in R3.

The archetype is certainly interesting, but it is not powerful enough (in part because its leader is not good) to get a higher tier. Maybe we will see it climb some tiers in the future.

Pros:

  • Good early tempo with Doppler
  • Decent against engine decks due to the amount of locks in this deck

Cons:

  • Lack of mulligans
  • Not enough tempo plays
  • Usurper Usurper 10 On game start, disable the enemy Leader for the duration of the battle.
  • 4 Vilgefortz Vilgefortz 11 Deploy, Melee: Destroy an enemy unit, then your opponent Summons the top unit from their deck to a random enemy row. Deploy, Ranged: Destroy an allied unit, then Summon the top unit from your deck to a random allied row.
  • 13 Tibor Eggebracht Tibor Eggebracht 10 Deploy: Your opponent Summons the top unit from their deck to a random enemy row.
  • 4 Shilard Fitz-Oesterlen Shilard Fitz-Oesterlen 9 Deploy: Set the power of the highest unit in your opponent's hand to 1.
  • 3 Roach Roach 9 Whenever you play a gold card, Summon this unit from your deck to a random allied row.
  • 5 Iris von Everec Iris von Everec 8 Deploy, Melee: Destroy an enemy artifact. Deploy, Ranged: Clear all row effects from your side.
  • 4 Gimpy Gerwin Gimpy Gerwin 8 Deploy, Melee: Damage an enemy and all copies of it by 3.
  • 6 Dorregaray of Vole Dorregaray of Vole 8 Deploy: Lock a unit.
  • 6 Assire var Anahid Assire var Anahid 8 Deploy, Melee: Shuffle a card from the opponent's graveyard into their deck. Deploy, Ranged: Shuffle a card from your graveyard into your deck.
  • 3 Albrich Albrich 7 Deploy, Ranged: Move any card from your deck to the top. If it's a unit, boost it by 2.
  • 4 Vreemde Vreemde 7 Deploy: Boost a Soldier ally and all copies of it by 2.
  • 4 Traheaern var Vdyffir Traheaern var Vdyffir 6 Deploy: Look at the top 3 cards in your opponent's deck and move 1 to their graveyard.
  • 3 Peter Saar Gwynleve Peter Saar Gwynleve 6 Deploy: Restore a unit to its base power.
  • 5 Slave Infantry Slave Infantry x2 7 Deploy: Transform an allied unit into Slave Infantry.
  • 3 Impera Brigade Impera Brigade x2 6 Deploy, Melee: Summon a copy of this unit from your deck to this row.
  • 1 Doppler Doppler x2 6 Deploy: Choose a unit in your hand, then boost self by the total number of units in your hand which have the same primary category as that unit.
  • 3 Alba Armored Cavalry Alba Armored Cavalry x2 5 Deploy, Melee: Lock an enemy unit.
  • 2 Slave Driver Slave Driver 4 Deploy: Damage an enemy by 2. Increase damage by 1 for each Locked unit.
  • 3 Nauzicaa Sergeant Nauzicaa Sergeant x2 4 Whenever you play a unit with Deploy, boost self by 1.
  • 3 Magne Division Magne Division x2 4 On turn end, boost self by 1 if this is the only card on this row.

Overview

Mill is one of the most hated/loved archetypes that has been present in various forms in Gwent since the beginning. The old times when Avallac'h comboed with Dimeritium Shackles have passed, and the deck has evolved to its current form. A great difference between this Mill iteration and older ones is that this one is less based on making our opponent draw cards and more focused on thinning our own deck with various cards, like Ihuarraquax or Tibor Eggebracht.

The objective is to thin the opponent's deck to fewer than three cards in Round 3, running them out of cards to draw and, thus, allowing us to gain card advantage. This patch has made the use of the Witcher trio (Eskel, Lambert, and Vesemir) less popular and increased interest in using other thinning cards in every faction instead. This list adds Stregobor aiming to mill an additional card. 

As the Reveal core was nerfed, the bronze cards had to change. This list uses Soldiers for extra points. The Mill archetype is in a really bad spot right now but can always be used as a cheesy pick for Ranked or just for fun if you enjoy watching your opponent run out of cards.

Pros:

  • Almost assured card advantage if we are able to reach R3
  • Ihuarraquax, Vilgefortz, and Tibor Eggebracht are strong finishers

Cons:

  • Lack of points in comparison to top tier decks
  • Draw-dependent
  • Emhyr var Emreis Emhyr var Emreis 14 Order: Move an allied unit or artifact back to your hand, then play a card.
  • Renew Renew 13 Play a unit from your graveyard.
  • 4 Vilgefortz Vilgefortz 11 Deploy, Melee: Destroy an enemy unit, then your opponent Summons the top unit from their deck to a random enemy row. Deploy, Ranged: Destroy an allied unit, then Summon the top unit from your deck to a random allied row.
  • 4 Ihuarraquax Ihuarraquax 11 Deploy, Melee: Each player Summons the unit with the highest Recruit Cost from their deck to the melee row. Deploy, Ranged: Each player Summons the unit with the lowest Recruit Cost from their deck to the ranged row.
  • 13 Tibor Eggebracht Tibor Eggebracht 10 Deploy: Your opponent Summons the top unit from their deck to a random enemy row.
  • 5 Stregobor Stregobor 9 Ranged: After 2 turns, each player draws a unit and sets its power to 1.
  • 6 Assire var Anahid Assire var Anahid 8 Deploy, Melee: Shuffle a card from the opponent's graveyard into their deck. Deploy, Ranged: Shuffle a card from your graveyard into your deck.
  • 5 Isbel of Hagge Isbel of Hagge 8 Order, Ranged: Look at the top card from both decks. Keep one and give the other to your opponent.
  • 6 Avallac'h Avallac'h 8 Order: Give an allied unit Immune.
  • 3 Albrich Albrich 7 Deploy, Ranged: Move any card from your deck to the top. If it's a unit, boost it by 2.
  • Decoy Decoy 7 Shuffle an ally on the battlefield into your deck, then play the top unit from your deck.
  • 1 Cantarella Cantarella 7 Spying. Deploy: Play the top card from your opponent's deck.
  • 4 Traheaern var Vdyffir Traheaern var Vdyffir 6 Deploy: Look at the top 3 cards in your opponent's deck and move 1 to their graveyard.
  • 3 Peter Saar Gwynleve Peter Saar Gwynleve 6 Deploy: Restore a unit to its base power.
  • 4 Viper Witcher Viper Witcher x2 6 Deploy: Reveal the top card from your opponent's deck and Banish it.
  • 4 Vicovaro Novice Vicovaro Novice x2 5 Deploy, Ranged: Draw a card, then place a card from your hand at the top of your deck.
  • 1 Spotter Spotter x2 4 Deploy, Melee: Reveal a random unit from your opponent's deck and boost self by its power.
  • 3 Nauzicaa Sergeant Nauzicaa Sergeant x2 4 Whenever you play a unit with Deploy, boost self by 1.
  • 3 Magne Division Magne Division x2 4 On turn end, boost self by 1 if this is the only card on this row.
  • 2 Alba Spearman Alba Spearman x2 4 Deploy: Damage an enemy by 2. Increase the damage by 1 for each adjacent Soldier.

Overview

Reveal is the great loser of the December patch changes. While it was a really powerful archetype before the nerfs, now the Reveal bronze units are only cost effective if you win the Reveal ability procs. Deithwen Arbalest and Recruit have become worse, but they are definitely still playable.

If Mangonel sticks on the board, we can generate enough points to maintain ourselves successfully in the round even when losing the inherently RNG-based Reveal abilities. Daerlan Soldier grants us some extra tempo, while Ihuarraquax and Tibor Eggebracht represent good finisher value in short rounds.

Being one of the losers of the patch, Reveal has dropped some tiers. However, it can still recover if the Reveal mechanic is reworked in some way to make it less based on RNG.

Pros:

  • Decent value if Mangonel sticks on the board
  • Short round finishers in form of Ihuarraquax and Tibor Eggebracht

Cons:

  • RNG-based archetype
  • Struggles against control decks
  • Morvran Voorhis Morvran Voorhis 18 Order: Reveal a random card from your opponent's deck and boost an ally by 2. Charge: 3.
  • 4 Ihuarraquax Ihuarraquax 11 Deploy, Melee: Each player Summons the unit with the highest Recruit Cost from their deck to the melee row. Deploy, Ranged: Each player Summons the unit with the lowest Recruit Cost from their deck to the ranged row.
  • 13 Tibor Eggebracht Tibor Eggebracht 10 Deploy: Your opponent Summons the top unit from their deck to a random enemy row.
  • 3 Yennefer: Divination Yennefer: Divination 9 Deploy, Ranged: Reveal a random unit from your deck, then boost an ally by its power.
  • 4 Xarthisius Xarthisius 9 Deploy: Reveal a random card in your deck. If it's a unit, boost self by its power and shuffle it back. If it's an artifact or a special card, play it.
  • 3 Vrygheff Vrygheff 9 Deploy: Trigger the Deploy abilities of adjacent bronze Soldiers.
  • 3 Triss Merigold Triss Merigold 9 Deploy, Ranged: Reveal a random unit from your deck and damage an enemy by its power.
  • 3 Sweers Sweers 9 Deploy: Damage an enemy by 1. Whenever you Reveal a card, increase Sweers' Deploy damage by 1 until moved from the battlefield.
  • 11 Imperial Golem Imperial Golem 8 Deploy: Reveal the top unit from your opponent's deck and damage self by its power, then shuffle it back.
  • 3 Lambert Lambert 7 Deploy: Summon Eskel and Vesemir from your deck to this row.
  • 3 Eskel Eskel 7 Deploy: Summon Vesemir and Lambert from your deck to this row.
  • 3 Vesemir Vesemir 7 Deploy: Summon Eskel and Lambert from your deck to this row.
  • 3 Impera Brigade Impera Brigade x2 6 Deploy, Melee: Summon a copy of this unit from your deck to this row.
  • 3 Deithwen Arbalest Deithwen Arbalest x2 5 Deploy: Damage an enemy by 1, then Reveal a random unit from both decks. If yours has more power, repeat the Deploy ability.
  • 3 Daerlan Soldier Daerlan Soldier x2 5 When you Reveal this unit, Summon it from your deck to a random allied row.
  • 2 Rot Tosser Rot Tosser x2 5 Deploy, Ranged: Spawn and play a Cow Carcass.
  • 4 Recruit Recruit x2 5 Deploy: Reveal a random unit in both decks. If yours has higher power, boost self by 2.
  • 4 Mangonel Mangonel x2 5 Whenever you Reveal a card, damage a random enemy by 1.
  • 3 Magne Division Magne Division x2 4 On turn end, boost self by 1 if this is the only card on this row.

Overview

The Spies archetype is basically a shadow of what it used to be in pre-Homecoming Gwent, but we still have hope for it. While the nerfs of the last patch hit it hard, this archetype still tries to use Spy cards, such as Emissary, Prince Villem, and Joachim de Wett, to get extra value from Impera Enforcers and to align a big Regis.

The deck also tries to abuse card advantage, using Ciri: Dash and Letho: Kingslayer to possibly get double last say in Round 3. The ticks of our Impera Enforcers help us align cards for a triple or quadruple Regis proc.

This archetype is in a difficult state. It can become very good if we see new Spy cards in the upcoming expansions, so it is possible that we will have a more refined and powerful list in the future.

Pros:

  • Great deck if piloted correctly
  • Abuse of card advantage

Cons:

  • Lack of points in comparison to other decks
  • Single engine deck
  • Jan Calveit Jan Calveit 15 Order: Look at the top 3 cards from your deck and play one.
  • 2 Regis Regis 13 Deploy: Damage all enemies on a row by 1. If any were destroyed, repeat this ability.
  • 4 Joachim de Wett Joachim de Wett 11 Spying. Deploy: Play the top non-Spying unit from your deck, then boost it by 8.
  • 6 Letho: Kingslayer Letho: Kingslayer 10 Deploy: Transform into a copy of another unit on the battlefield without changing power.
  • 5 Ciri: Dash Ciri: Dash 9 After 5 turns, on turn end, draw a card.
  • 3 Roach Roach 9 Whenever you play a gold card, Summon this unit from your deck to a random allied row.
  • 6 Assire var Anahid Assire var Anahid 8 Deploy, Melee: Shuffle a card from the opponent's graveyard into their deck. Deploy, Ranged: Shuffle a card from your graveyard into your deck.
  • 3 Eskel Eskel 7 Deploy: Summon Vesemir and Lambert from your deck to this row.
  • 1 Cantarella Cantarella 7 Spying. Deploy: Play the top card from your opponent's deck.
  • 3 Vesemir Vesemir 7 Deploy: Summon Eskel and Lambert from your deck to this row.
  • 3 Lambert Lambert 7 Deploy: Summon Eskel and Vesemir from your deck to this row.
  • 2 Prince Villem Prince Villem 6 Spying. Deploy: Play a random gold card from your deck.
  • 3 Impera Brigade Impera Brigade x2 6 Deploy, Melee: Summon a copy of this unit from your deck to this row.
  • 1 Emissary Emissary x2 6 Spying. Deploy: Boost an ally by 7.
  • 4 Impera Enforcers Impera Enforcers x2 5 Order: Damage an enemy by 2. Charge: 1. Gain 1 Charge whenever you play a Spying unit.
  • 3 Alba Armored Cavalry Alba Armored Cavalry 5 Deploy, Melee: Lock an enemy unit.
  • 2 Rot Tosser Rot Tosser x2 5 Deploy, Ranged: Spawn and play a Cow Carcass.
  • 3 Magne Division Magne Division x2 4 On turn end, boost self by 1 if this is the only card on this row.
  • 1 Spotter Spotter x2 4 Deploy, Melee: Reveal a random unit from your opponent's deck and boost self by its power.
  • 2 Slave Driver Slave Driver x2 4 Deploy: Damage an enemy by 2. Increase damage by 1 for each Locked unit.

Overview

Eithné is the great damned of the December patch. Her ability's change from 3 charges in every round to 4 charges for all rounds has made her very weak in combination with the nerfs to the Elf packge, and she is now being replaced by Brouver Hoog in most cases.

Despite that, we can still use her pings combined with the artifacts in the deck, like Mastercrafted Spear or Wyvern Scale Shield, to align an Epidemic, which makes us really consistent in long rounds. As Scorch has been nerfed, using Villentretenmerth with our artifacts makes it possible to line up a really great Scorch. The elves included in this archetype make it really easy to erase engines from the board, but usually with a net loss of points.

This archetype has been hit hard by the last patch's changes, but it could return to a good position with slight buffs to some of its key pieces.

Pros:

  • Enough engine removal
  • Favourable matchup against swarmy decks due to our multiple removal

Cons:

  • Lack of points in comparison with other decks

 

  • Eithné Eithné 19 Order: Damage a unit by 1. Charge: 4.
  • 5 Ithlinne Aegli Ithlinne Aegli 11 Deploy: Boost a Scoia'tael unit in your hand by 4.
  • 2 Schirrú Schirrú 11 Zeal. Order: Destroy all other units with the same power as Schirrú.
  • Call of the Forest Call of the Forest 9 Shuffle an allied unit into your deck, then play a different unit with the same primary category from your deck and boost it by 3.
  • 3 Yarpen Zigrin Yarpen Zigrin 8 Every turn, on turn end, if there are no allied units on the battlefield, boost self by 3.
  • Summoning Circle Summoning Circle 8 Zeal. Order: Play a unit from your deck whose Recruit Cost is less than or equal to Summoning Circle's Charge count, then remove all Charges. Charge: 0. Every turn, on turn start, gain 1 Charge.
  • Pitfall Trap Pitfall Trap 8 Ambush: Destroy the next unit played by your opponent before it triggers any abilities.
  • 3 Eskel Eskel 7 Deploy: Summon Vesemir and Lambert from your deck to this row.
  • 3 Vesemir Vesemir 7 Deploy: Summon Eskel and Lambert from your deck to this row.
  • 3 Lambert Lambert 7 Deploy: Summon Eskel and Vesemir from your deck to this row.
  • Epidemic Epidemic 9 Destroy the lowest unit(s).
  • Thunderbolt Thunderbolt x2 8 Zeal. Order: Boost an ally by 3. Charge: 2.
  • Mastercrafted Spear Mastercrafted Spear x2 7 Zeal. Order: Damage a unit by 1. Cooldown: 1.
  • 2 Vrihedd Officer Vrihedd Officer 6 Deploy, Melee: Damage an enemy by 3. Deploy, Ranged: Boost an ally by 3.
  • 2 Dol Blathanna Bowman Dol Blathanna Bowman x2 5 Deploy: Damage an enemy by 1 for each row that separates it from this unit.
  • 3 Dol Blathanna Archer Dol Blathanna Archer x2 5 Deploy, Melee: Damage an enemy by 2. Deploy, Ranged: Damage 2 units by 1.
  • 3 Elven Swordmaster Elven Swordmaster 4 Order, Melee: Damage an enemy by 1. Cooldown: 2. Whenever you play an Elf, decrease Cooldown by 1.
  • 1 Blue Mountain Elite Blue Mountain Elite x2 4 Deploy: Damage an enemy by 4 if there are no other units on its row.
  • 2 Wolf Pack Wolf Pack x2 4 Deploy: Damage an enemy by 2.
  • 3 Pyrotechnician Pyrotechnician 4 Zeal. Order: Destroy an allied artifact and damage a unit by 2. Cooldown: 2.

Overview

Buff Scoia'tael is a fun archetype relying on boosting our units to incredible heights. With the two gold cards Xavier Moran and Aglaïs, it becomes possible to achieve scores that are almost unimaginable in post-Homecoming Gwent.

As with most combo decks, thinning elements are used to provide consistency in the search for the win conditions, including the use of a characteristic tutoring card such as Isengrim's Council, which always assures us getting Aglaïs. Last say with this deck is quite desirable, as that helps to protect Aglaïs once she is buffed to a high point value. 

The element of surprise is important to this deck, because it needs to get an uncontested long R3 where it can play Thunderbolts. Then, these artifacts can be used in a single turn to maximize the value on our Aglaïs (including using Francesca Findabair into Garrison). Try to avoid control options such as Geralt: Professional or Regis: Higher Vampire.

Pros:

  • Big swing capability if all of the combo pieces are set up correctly
  • Great finisher in the card of Aglaïs

Cons:

  • Incredibly vulnerable to Scorch
  • Really easy to be bled out of combo pieces if you lose R1
  • Francesca Findabair Francesca Findabair 13 Order: Play a special card from your graveyard.
  • Garrison Garrison 11 Boost a unit by 10.
  • 2 Aglaïs Aglaïs 10 Deploy: On turn end, double the amount of boosts on self.
  • Isengrim's Council Isengrim's Council 10 Look at a random Dwarf, Dryad, and Elf from your deck, then play one.
  • 4 Xavier Moran Xavier Moran 9 Melee: Whenever this unit receives a boost, boost it by an additional 2.
  • 3 Roach Roach 9 Whenever you play a gold card, Summon this unit from your deck to a random allied row.
  • 3 Dennis Cranmer Dennis Cranmer 8 Deploy, Melee: Boost adjacent units by 2. Deploy, Ranged: Boost all other units on this row by 1.
  • 3 Eskel Eskel 7 Deploy: Summon Vesemir and Lambert from your deck to this row.
  • 3 Vesemir Vesemir 7 Deploy: Summon Eskel and Lambert from your deck to this row.
  • 3 Lambert Lambert 7 Deploy: Summon Eskel and Vesemir from your deck to this row.
  • Serpent Trap Serpent Trap 6 Ambush: Destroy the next special card played by your opponent before it triggers any abilities.
  • Thunderbolt Thunderbolt x2 8 Zeal. Order: Boost an ally by 3. Charge: 2.
  • Wyvern Scale Shield Wyvern Scale Shield x2 7 Zeal. Order: Boost a unit by 1. Cooldown: 1.
  • Mahakam Ale Mahakam Ale x2 5 Boost a unit by 4 and remove its Lock.
  • 2 Dol Blathanna Bowman Dol Blathanna Bowman x2 5 Deploy: Damage an enemy by 1 for each row that separates it from this unit.
  • 3 Dol Blathanna Archer Dol Blathanna Archer x2 5 Deploy, Melee: Damage an enemy by 2. Deploy, Ranged: Damage 2 units by 1.
  • 4 Vrihedd Sappers Vrihedd Sappers 5 Deploy: If you have an Elf in your hand, destroy an enemy artifact.
  • 2 Wolf Pack Wolf Pack x2 4 Deploy: Damage an enemy by 2.
  • 4 Vrihedd Dragoon Vrihedd Dragoon 4 Deploy, Melee: Move an enemy unit to their other row. Deploy, Ranged: Move an allied unit to your other row.
  • 3 Pyrotechnician Pyrotechnician 4 Zeal. Order: Destroy an allied artifact and damage a unit by 2. Cooldown: 2.

Overview

Spella'tael is another classic archetype that Homecoming has preserved, albeit in a version more reminiscent of the early Open Beta version of this deck. Instead of Dol Blathanna Sentry, we now use Sage in addition to a lot of spells. The archetype has changed from a finisher-slam to a more engine-based type.

As some of the spells are used as boost effects, Xavier Moran synergizes well with this archetype and is used as another possible value card besides Sage, which we can duplicate with Operator (possibly pulled with Alzur's Double–Cross) in the best case scenario. Ragh Nar Roog amplifies our power in long rounds.

While this archetype is still in development, this new versions seems like a new, hopeful beginning for the lovers of Spella'tael.

Pros:

  • Good in long rounds
  • Especially good against engine decks

Cons:

  • Vulnerable to bleeding
  • Difficult to pilot due to a lack of units

Other card options

  • Dimeritium Shackles can be included in an engine-heavy meta, becoming a better play due to its synergy with Sage.
  • Dragon's Dream can be used as another way to punish row stack, and it's a good target to reuse with Francesca Findabair.
  • Francesca Findabair Francesca Findabair 13 Order: Play a special card from your graveyard.
  • Ragh Nar Roog Ragh Nar Roog 12 Apply this row effect to an enemy row: Every turn, on turn start, damage the highest unit on this row by 2.
  • Garrison Garrison 11 Boost a unit by 10.
  • 5 Operator Operator 10 Deploy: Spawn and Summon a base copy of a bronze unit from your hand to this row on each player's side.
  • Alzur's Double–Cross Alzur's Double–Cross 10 Play the highest unit from your deck.
  • 4 Xavier Moran Xavier Moran 9 Melee: Whenever this unit receives a boost, boost it by an additional 2.
  • The Last Wish The Last Wish 9 Look at the top 2 cards from your deck, then play one and Banish the other.
  • 3 Roach Roach 9 Whenever you play a gold card, Summon this unit from your deck to a random allied row.
  • Necromancy Necromancy 7 Play a bronze unit from your graveyard and give it Doomed.
  • Decoy Decoy 7 Shuffle an ally on the battlefield into your deck, then play the top unit from your deck.
  • 3 Sarah Sarah 6 Order: Boost a unit by 2. Charge: 1. Gain 1 Charge whenever you play a special card.
  • 3 Johnny Johnny 6 Order: Damage a unit by 2. Charge: 1. Gain 1 Charge whenever you play a special card.
  • Swallow Swallow x2 6 Boost a unit by 6.
  • Alzur's Thunder Alzur's Thunder 6 Damage a unit by 5.
  • 4 Vrihedd Sappers Vrihedd Sappers 5 Deploy: If you have an Elf in your hand, destroy an enemy artifact.
  • 3 Sage Sage x2 5 Whenever you play a special card, boost self by 2.
  • Mahakam Ale Mahakam Ale x2 5 Boost a unit by 4 and remove its Lock.
  • Dimeritium Shackles Dimeritium Shackles x2 5 Lock a unit and damage it by 3.
  • 4 Farseer Farseer x2 4 Deploy, Ranged: Reveal a random card from your deck. If it's a special card, boost self by 2.
  • 1 Dwarven Skirmisher Dwarven Skirmisher x2 4 Deploy: Damage an enemy by 3. If it survives, boost self by 1.

Overview

Self Wound is a classic archetype that originated in Gwent's Closed Beta, and although it has been a part of the game since its inception, Self Wound's state and playability has fluctuated heavily over time from top tier to merely mediocre.

While Drummond Queensguard looks like a good card in theory, its requirements to be good are just too high: It is a very bad engine and, more often than not, turns out to be a bullseye for control and locks. As is the case with every Skellige deck, Self Wound also needs the discard package with Birna Bran and Heymaey Skald for consistency. The rest of the deck is composed of a combination of units which benefit from damage, including the famous Olaf and Hym combo.

This archetype is underpowered, but it is also fun to play. Thus, it can be considered decent while we wait for some improvements that make it playable in higher ranks.

Pros:

  • Synergistic cards

Cons:

  • Vulnerable to control and locks
  • Lack of points

 

  • Crach an Craite Crach an Craite 17 Order: Damage a unit by 1. Cooldown: 2.
  • 4 Geralt: Professional Geralt: Professional 11 Deploy, Melee: Damage an enemy by 3. If its power was a multiple of 3, destroy it instead.
  • Alzur's Double–Cross Alzur's Double–Cross 10 Play the highest unit from your deck.
  • 8 Olaf Olaf 10 Order: Boost Olaf by twice the amount he is damaged.
  • 3 Roach Roach 9 Whenever you play a gold card, Summon this unit from your deck to a random allied row.
  • 4 Harald Houndsnout Harald Houndsnout 9 Deploy: Spawn 3 of Harald's Pals and Summon them to your other allied row. Order: Damage an ally by 1. Cooldown: 1.
  • 6 Frenzied D'ao Frenzied D'ao 8 Deploy: Destroy an enemy artifact.
  • 5 Birna Bran Birna Bran 8 Deploy: Draw 2 cards, then Discard 2 cards.
  • Bekker's Dark Mirror Bekker's Dark Mirror 8 Choose a unit. If it's boosted, damage it by double the amount boosted. If it's damaged, boost it by double the amount damaged.
  • 5 Morkvarg Morkvarg 8 If this unit moves to the graveyard during the round, Summon it to the melee row and give it Doomed.
  • 1 Hym Hym 8 Deploy: Swap this unit's power with a damaged unit's power.
  • 6 Djenge Frett Djenge Frett 7 Bloodthirst 1: Lock an enemy unit.
  • 12 Jutta an Dimun Jutta an Dimun 7 Deploy: If Jutta an Dimun is the highest unit, damage self by 6.
  • 4 Heymaey Flaminica Heymaey Flaminica 6 Every turn, on turn end, Heal all damaged allies on this row by 1.
  • 4 Drummond Shieldmaiden Drummond Shieldmaiden x2 6 The next time this unit takes damage, Summon a copy of it from your deck to this row.
  • 5 Dimun Light Longship Dimun Light Longship x2 5 Order: Damage self and an enemy by 1. Cooldown: 1.
  • 4 Heymaey Skald Heymaey Skald x2 5 Deploy: Discard a card, then draw a card.
  • 2 Tuirseach Skirmisher Tuirseach Skirmisher x2 4 When this unit is Discarded, Summon it from your graveyard to the melee row.
  • 3 Heymaey Spearmaiden Heymaey Spearmaiden x2 4 Deploy: Damage an enemy by 3, then damage self by 2.
  • 3 Heymaey Protector Heymaey Protector x2 4 Whenever an adjacent unit takes damage, boost self by 1.

Links to older meta snapshots