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Meta Snapshot #12

Patch Overview

Update: 17 November 2019; First published: 16 October 2019; Game version: 4.1.0.64

 

Changelog:

 

Contributors

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

Tier 1

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

 

Tier 2

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

 

Tier 3

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

 

Honorable Mentions

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


Written by Jamedi; Consultation: Damorquis, JMJWilson23 and SwanDive

 

What is a Meta Snapshot?

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

 

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

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

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

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

 

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

 

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

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

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

 

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

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

 

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

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

 

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

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

 

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


Tier 1

Tier 2

Overview

Recently, a more boost focused engine deck has emerged as the most common choice for Northern Realms. The addition of proactive boosting engines better suits the preferred removal options in the meta right now than does playing multiple engines in one turn, which was the primary strength of the previous version with Vernon Roche and Portal. Additionally, cards like Dandelion and Vysogota of Corvo are extremely greedy and increase our point output in a long round to higher levels than other versions of Northern Realms engine decks. Typically we want to seek a long Round 3 with this deck and our propensity to push Round 2 for a 2-0 victory is weaker than other Pincer Maneuver engine decks due to fewer damage dealing engines, but it is still a possible line with a strong hand and a long Round 2.

 

Essential Cards

  • One of the real enablers for this deck is Dandelion, which combines so nicely with many cards. When paired with Vysogota of Corvo, we can easily generate enough points to dominate any deck in the game if the pair is uninterrupted for a long round. This follows nicely into Vissegerd, which boosts by 1 for each charge gained with Dandelion on board. In addition, we will gain points passively with Aretuza Adept, Priscilla, and even Lyrian Arbalest and Redanian Archer. The boost on Redanian Archer is especially useful because we can instantly move it out of range of 5 damage removal cards, such as Alzur's Thunder.
  • Our deck generates a huge number of charges when it is functioning to full capacity, so we need a good place to drop all these charges. The best among these is Shani because it can convert each charge into more than one point when the Inspired ability is active. In addition, the boost from Vitality and the point of armor makes our units more difficult to remove and synergize nicely with Vissegerd and Redanian Archer.

 
Pros

  • One of the strongest long rounds in the game
  • Can boost our own engines to avoid opposing removal options

Cons

  • Weak to bleeding to decks that are strong in Round 1
  • Has no thinning compared to other engine decks so we do rely on drawing key cards and combos together in the same round

 

Tech Choices

  • NennekeDonimir of Troy

Nenneke provides us with more outright points and often accomplishes a similar effect to Donimir of Troy when it boosts our first engine of the round to play around removal, while offering us versatility in spreading the boost around. If the meta dictates the need for a hard defense of key engines, Donimir of Troy can be a suitable replacement to give us time to further develop our engines.

 


Written by JMJWilson23.

 

7,790 25 25 165

  • 15
    Pincer Maneuver
    Leader
    Pincer Maneuver Order: Play a Northern Realms faction card from your hand, then draw any card. This ability adds 15 provisions to your deck's provisions limit.
  • 7
    11
    Falibor
    Falibor Deploy: Damage an enemy unit by 3. Deathblow: Repeat the Deploy ability and decrease the damage by 1.
  • 1
    11
    Philippa: Blind Fury
    Philippa: Blind Fury Deploy: Damage an enemy unit by 4, then damage a random enemy unit by 3,2,1.
  • 6
    10
    Bloody Baron
    Bloody Baron Formation. Order: Reset a unit. Inspired: If it was boosted, give it Bleeding for a duration equal to the amount of boost it lost.
  • 4
    10
    Prince Anséis
    Prince Anséis Formation. Order: Damage an enemy unit by 4. Inspired: Duel an enemy unit instead.
  • 5
    9
    Priscilla
    Priscilla Formation. Order: Give a unit 1 Charge. Cooldown: 1. Inspired: Give a unit 2 Charges instead.
  • 5
    9
    Shani
    Shani Formation. Order: Give an allied unit Vitality for 1 turns and 1 Armor. Charge: 1 Inspired: Give an allied unit Vitality for 2 turns and 1 Armor instead.
  • 4
    9
    Nenneke
    Nenneke Zeal. Order (Ranged): Boost a unit by 1. Charge: 4.
  • 6
    8
    Dandelion
    Dandelion Ranged: Whenever an allied unit gains Charges, boost it by 1 for each Charge gained.
  • 5
    8
    Thaler
    Thaler Formation. Order: Give 3 Charges to an allied unit.
  • 5
    8
    Vissegerd
    Vissegerd Formation. Deploy: Gain Charges equal to the number of boosted allied units. Order: Damage an enemy unit by 1. Charge: 1.
  • 3
    8
    Vysogota of Corvo
    Vysogota of Corvo Zeal. Order (Ranged): Boost a unit by 1. Charge: 1. Gain 1 Charge whenever either player plays a card.
  • 4
    7
    Anna Strenger
    Anna Strenger Every allied turn, on turn end, boost the unit to the right by 1. Inspired: Boost adjacent units by 1 instead.
  • 4
    5
    Aretuza Adept
    x2
    Aretuza Adept Zeal. Order (Ranged): Give 1 Charge to an allied unit. Cooldown: 1.
  • 3
    5
    Cintrian Envoy
    Cintrian Envoy Formation. Order: Give 2 Charges to an allied unit.
  • 3
    5
    Redanian Archer
    x2
    Redanian Archer Zeal. Order (Ranged): Damage an enemy unit by 1. Charge: 1. Barricade: At the end of every allied turn, gain 1 Charge.
  • 3
    4
    Kaedweni Sergeant
    x2
    Kaedweni Sergeant Zeal. Order: Boost an allied unit by 1. Charge: 2.
  • 3
    4
    Lyrian Arbalest
    x2
    Lyrian Arbalest Order: Damage a unit by 1. Charge: 1. Gain 1 Charge whenever you play a card with Orders.
  • 3
    4
    Radovid's Royal Guards
    x2
    Radovid's Royal Guards Formation. Order: Boost an allied unit by 2. Inspired: Give it 2 Armor.
  • 2
    4
    Redanian Knight
    x2
    Redanian Knight Barricade (Ranged): At the end of every allied turn, boost self by 1. Exposed: Move self to the melee row, then damage the strongest enemy unit by 2.

Matchups

Favorable against
Struggles against

Tier 3

Honorable Mentions