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Meta snapshot #19 - 19.09 - Season of the Dryad

[22.09] Update #1: two new decks, updated ranking.

[10.09] Release: 6 new meta decks descriptions, new ranking, new matchups & gameplan info.

Syndicate is OP, and as in previous months, it’s mostly due to very strong gold cards, which universally fit in most SY archetypes. If only other factions would receive such sets of universally strong golds, we would definitely see many more forgotten archetypes alive again… Jackpot, even if nerfed, still delivers, but it’s Lined Pockets that shine – and the best way to play it is through completely ignoring its support concept – Intimidate.

Scoia’tael is back in the game. Bombarding opponents with copies of copies of copies of units and spells, if set up right, provide unparalleled tempo and point slam. Sadly it looks now like it’s a one-trick faction, but one can easily imagine that expanding the magic to more lore-friendly dryads and less lore-friendly dwarves (Powerful Dwarven Magic – hell yeah!), could make more concepts playable.

Northern Realms are consistently competitive. Commandos work, Siege works, and Patience provides nice support, not being however a dominant factor. Cooldown cooled down and is not delivering what it was meant to deliver when replacing Charges, but still, some of these cards can provide an advantage, notably Shani.

Nilfgaard is second to best with his Hyperthin deck. It’s refreshing to see Enslave out of meme tier, and able to challenge some of the seriously OP decks. New spying concepts add a lot of novelty, but lack of predictability and consistency (draw and opp deck dependant) is not allowing Spying to reach the top tier on its own. Old concepts work, are however tad more expensive with recent nerfs to Wanderers and Blightmakers, and we’re recommending sticking to locks and Ball for maximum consistency.

Skellige is delivering some serious and terrifying punches thanks to Melusine. Roughly as serious and terrifying as the Melusine video below, which we wholeheartedly recommend as it perfectly fits current lore of Skellige, and allows you to get more familiar with Polish folklore: https://youtu.be/jRCXjw5B4hA

Monsters after nerfs moved to Frost thanks to popular streamers, however, we expect that Monsters goto deck will change to something like Koshy in near future.

Other than that not much happening here, and we’re really disappointed that all the small changes happening to self-damage support for about a year now, are not even nearly enough to make it competitive.

Tier 1

Syndicate - Pocket Drill | Crimes | 4.5 stars

With a lot of factions getting an extremely strong expansion set, the old and trusty Lined Pockets have stuck to their guns and still come out on top.

Difficulty: Hard

Gameplan:

Mulligan:

You really want a playable hand that can keep reach, develop carryover on red coin and get out of the round on blue coin. The deck can struggle with tempo in the early round and be abused while on blue. You want to mulligan your Flying Redanian and try to look for a Round 1 spender (Sea Jackal and Coerced Blacksmith are ideal for this) to try and force a pass. It can be good to spend your entire bank in order to try and force a pass since you can defend the bleed very well even without a lot of carryover.

Round 1:

In Round 1 you really want a playable hand that can keep reach, develop carryover on red coin and get out of the round on blue coin. The deck can struggle with tempo in the early round and be abused while on blue. You want to mulligan your Flying Redanian and try to look for a Round 1 spender (Sea Jackal and Coerced Blacksmith are ideal for this) to try and force a pass. It can be good to spend your entire bank in order to try and force a pass since you can defend the bleed very well even without a lot of carryover.

Round 2:

In Round 2 you want to defend the bleed with as little commitment as possible. Cleaver+Drill can usually win you the round singlehandedly however you don’t necessarily need to commit Cleaver if you didn’t play Justice in Round 1. You can either use Cleaver/Justice and Drill to defend the bleed or use your other golds like Whoreson Junior, Professor to defend the bleed and save the Drill combo for a short Round 3.

Round 3:

Once you get to Round 3 the deck usually plays itself, the sequencing is pretty linear- you want to get your engines down as soon as possible and abuse your value golds/efficient spenders like Cleaver or Drill as much as possible.

Matchups:

Mirror:

You want to make sure you do not lose on even if you are on the blue coin. At the same time, you don’t necessarily need to win Round 1 since this forces a long Round 3 where you would have first say which is a good spot in the mirror.

Northern Realms:

As a control deck, you should have an edge over a Patience Siege engine deck however first say should be quite important. Against Commandos you need to be able to draw your answers to defender and Foltest in Round 1 and subsequently be able to win the round since you should not have enough points in a short round.

Bleed or not?

If you win Round 1 against Patience Siege you can bleed to make use of first say and to get the scenario out early. Against Commandos you take a long round.

Who will win?

You should be favoured against Siege but slightly unfavoured against Commandos.

Scoia’tael:

Against Scoia’tael it is slightly important to win Round 1, or at least contest Round 1 deep. Freakshow and Tiger’s Eye should give you a lot of removal potential on the blue coin while you can keep reach with poisons on the red coin. If you cannot win Round 1, getting out their orb carryover can be good for you since they do not really have any bleeding potential outside of Feign Death (and Simlas if they have him left).

.

Bleed or not?

You should take a long round if you can win Round 1.

Who will win?

The matchup can go either way depending on draws, Round 1 playability.

Monsters:

Against Koshchey you need to make sure you do not lose on even on blue coin and you can also keep reach on a red coin. You might not be able to win the round but if you draw decently you should be able to successfully defend the bleed and win a short round.

Bleed or not?

If you are able to win Round 1 you should go for a long round 3.

Who will win?

You should be slightly favoured in this matchup.

Skellige:

Reckless Flurry is another deck that suffers against Syndicate decks. Their win condition a lot of the time is being able to win on even and pressure you into overcommitting in the bleed. However, if you are able to get out of Round 1 without losing on even you should be in a decent spot for the rest of the game. Against Melusine Skellige, getting 9 coins as soon as possible in order to Philippa Melusine should be fruitful for you. For the most part the deck is an engine deck and innately suffers against a control deck like Syndicate.

Bleed or not?

A long round should favour you.

Who will win?

You should be favoured here.

Nilfgaard:

Winning Round 1 against Nilfgaard can either be extremely easy or very challenging depending on both opening hands. Round control can be very helpful however be sure not to overcommit in order to win the round.

Bleed or not?

You can put out a very threatening bleed in Round 2 with Cleaver into Drill which can completely wipe your opponent’s board. A timely pass can ensure you go into Round 3 a card up if your opponent does not respect your bleed.

Who will win?

The matchup can go either way depending on various factors, it can be called a 50/50 matchup.

 

Good against:

Gernichora, Skellige Melusine, Reckless Flurry, Patience Siege

Bad against:

Commandos, Mirrors while not playing Philippa

Win condition:

Cleaver, Drill, Professor

Cards replacements:

Philippa -> Scoundrel if you see lots of Monsters
Sigi, Philippa, Swindle -> Graden, Witchfinder, Slander

Nilfgaard - Midrange Imprisonment Assimilate | 4.25 stars

Late last season, assimilate grew popularity with top players such as Cyberz using it to reach the top of the pro ladder. This season, it’s taking ladder by storm. With perhaps no truly unfavored matchups and flexibility to win in both long and short rounds, assimilate has cemented itself as a top meta deck.

Difficulty: Standard

Gameplan:

Mulligan:

For round 1, you’re going to want to thin. Find Blightmakers, tutors, and Dead Man’s Tongue.

Round 1:

Play your thinning, along with bronze special cards. It’s also okay to play one Mage Torturer to set up Artaud later. You usually pass relatively early to defend the bleed.

Round 2:

A long round 3 is almost always preferred, so if you win round 1, a dry pass is usually good. Otherwise, defend the bleed by playing Mage Torturer, Artorius Vigo, Vilgefortz, and Gorthur Gvaed.  Try to save your 10p+ cards for round 3.

Round 3:

Usually you should have a couple top golds remaining. In a long round, begin with assimilate engines. Use Invocation to deny your opponent’s largest threat. Cantarella/location can be great to replay Joachim or a great card from your opponent’s graveyard.

Matchups:

Mirror:

Last say is ideal, though it is most important to enter round 3 with a better-quality hand than your opponent. Be careful not to play Braathans, or Artaud too early otherwise your opponent will put spying on it. You want to play tutors and Blightmakers before round 3 begins, since over swarming can absolutely occur. This can even be a win condition for you if you play lots of spies. Overall, NG mirrors are always a mess, so unfortunately the optimal line can differ in every game.

Northern Realms:

Vs. Commandos, deny Foltest by lock, Vilge, or Invocation. Ideally you win round 1 and move into a longer round 3. However, if your hand is too awkward in round 1, passing to defend a bleed might be your best option. Against Duels, you want to copy a couple humans for your graveyard so that you can play Coup and Artaud on your opponent’s Shani. A longer round 3 should again be favored as long as you can lock/kill damage engines.
Bleed or not? Bleeding should not be important for either, though if Duels passes early, you may consider a light bleed – just be sure you don’t lose your card.

Who will win? You are favored against both opponents.

Monsters:

Monsters should typically be an easy matchup. If they play She-Who-Knows, you just copy it or play Invocation. The line here, is almost always to pass early and defend the bleed. If on red coin, you can play deeper into round 1 to get more engines out from your opponent.
Bleed or not? No. They should bleed you.
Who will win? You should almost always win so long as you don’t greed during round 2. Play your top end cards if you must to get card advantage.

Scoia’tael:

The gameplan against Scoia’tael is to secure a long round with last say. Since you have both Vilgefortz and Invocation, you can afford to play one early to secure round 1. Round control is nice, but not necessary if your opponent plays too much in round 1. ST usually has a few threats we must dispose of, so keep Tourney Joust in hand. Also, passing in round 1 after your opponent plays an elf can be a solid play. If played early in the game, giving Simlas spying is great, otherwise find a Sorceress to copy.
Bleed or not? Only if your opponent hasn’t played anything valuable yet. It is very risky though, since they can tempo hard with Simlas. Tread carefully.
Who will win? You are favored, but losing last say can change things.

Skellige:

Against Flurry, you have a couple really solid options for your Artaud and Coup: Junod and Hjalmar. Your opponent will likely play these very late, though. If played early, you can apply spying and punish your opponent. General game plan should remain the same, along with your result. Pass relatively early, defend bleed, win.
Bleed or not? No. If you save assimilate cards for long round 3 your engines overload the opponent.
Who will win? You should win, unless your opponent get the perfect hand for a 2-0.
 
Nilfgaard:
If you face Hyperthin, you should almost always win. Because of location, Cantarella, and Vilgefortz, you can deny your opponent from gaining top value from their finishing cards in round 3. You can even put spying on your opponent’s Vilgefortz if they stupidly play it too early.
Bleed or not? If you have the hand for 2-0 you can take this line. However, almost always, a long round should still provide a win.
Who will win? You should win. Typically it requires misplaying/overcommitting in round 1 to lose.
 
Syndicate:
When playing vs. Syndicate, you need to be aware of three major threats: Tunnel Drill, Witchfinder, and Whoreson’s Freak Show. So long as you can answer these threats, you should be in decent shape. Spying targets should be Whoreson Jr. and Professor. Many SY players will pass early in round 1, however, they usually like to bleed us, so you may get value from keeping a more playable hand in round 1 to hopefully force your opponent to overcommit. Spies are valuable and should be used to disrupt your opponent’s crownsplitter pocket – denying Tunnel Drill value.
Bleed or not? Dependent on your hand – usually a long round is fine. If you want, a light bleed is usually survivable, though shortening the round makes things difficult if you can’t make your opponent play Tunnel Drill.
Who will win? It’s very close. Both have good chances to win.

Good against:

Everything except Lined Pockets.

Bad against:

Lined Pockets sometimes. Occasionally a Melusine pile is difficult.

Win condition:

Card advantage after defending the bleed. Long round assimilate engine overload.

Cards replacements:

Vilgefortz + Remedy > Bribery + Amnesty

Nilfgaard - Golem Revelation | Hyperthin | 4.25 stars

The game plan of Hyperthin is pretty straightforward, all you have to do is to draw all your cards, put the Golem back as the only card, so you’ll have 1 card in your deck during r3. Which is marvelous because most of your wincons love revealing that Golem again and again, Triss, Yen, Xarth, and when you’re finished, you can invite the Golem to the party with Vilgefortz. The deck uses a Madoc package with a couple of bombs to have some removal, and a few locks to stop the threatening engines on the other side of the board. You have great pointslam value with the Wanderers, and the leader+Snowdrop combo is also worthed its money. You want to use your leader with Affan and the Mage Assassins so they all come back from your deck. The recent buff on Doadric is really nice because it triggers Snowdrop each time, and gives you bigger Wanderers, not even mentioning the added consistency.

Difficulty: Standard

Gameplan:

Mulligan:

Madoc is your only true brick, and you may want to put back the Golem, when you have the chance, to ensure that he’s the last card in your deck.

Round 1:

You want to win r1, because most of your golds only work if you have your deck depleted, so getting hard-bled in r2 can be catastrophic for your. You have a lot of tools to defend to bleed nonetheless, Snowdrop+leader is bonkers with Affan and the Assassins.

Round 2:

If you won r1, it’s up to you if you want to bleed some, but you can’t really go for a 2:0, as most of your golds only work perfectly in r3. So either bleed some, or pass and go into r3.

Round 3:

This is where the deck starts its magic, if you’ve played well, you should have a single card in your deck (hopefully a Golem) and you can chain together Triss, Yen, Xarth, and Vilge each of them getting you Golem-value.

Good against:

Viy, Kelly, Skellige.

Bad against:

Commandos, Syndicate, Gerni, Koshchey, Nilfgaard (skillful deck manipulation breaks our whole strategy)

Win condition:

Revealing Golem with Triss, Yen, Xarth, and Vilge in r3. Snowdrop+Leader is also great points.

Scoia'tael - Elven Magic Strikes Back | 4.25 stars

Once upon a time there were 3 little pigs. They all built a deck. The first pig was a new player and built a deck made of straw. The second pig was a more experienced player and managed to build a deck made of wood. The third pig was an ST main and made a deck made of bricks. One day a big bad wolf who (who happens to be an Yrden player) came by and challenged each pig to a game of Gwent. The first pig accepted the challenge, but the big bad wolf easily won 2:0. The second pig thought they had a better shot. The big bad wolf effortlessly won that game too. Finally, the wolf challenged the third pig. But the pig was very clever. The pig reads Team Elder Blood meta snapshots regularly so he’s aware of all the various strategies and tricks. The pig managed to play around every card that the big bad wolf played. Eventually the big bad wolf lost connection and the pig came out victorious. The morale of the story is that sometimes a deck full of bricks can exceed expectations.

Jokes aside, while this deck has many bricks it also has enough greed to outpoint opponents while also having enough control to shut down opponent’s strategy. Additionally whisperer has an excellent synergy with Orbs of insight. If timed right you can play whisperer through oneiromancy or to proc the final chapter of scenario to automatically pull out orbs from the graveyard.

Difficulty: Hard

Gameplan:

Mulligan:

Look for Sorceress, Seer and Scribe. Simlas is also good, but if you do have him, have both your Orbs in deck or at least both your lacerates. You might want to put Alzur back into your deck if you have an extra mulligan for the Oneiro/Royal Decree combo (See Round 1).

Round 1:

Generate as many Orbs as possible. You need to boost Sorceress by 2 to create Orb, which can only be done with another Orb or a Mahakam Ale. If all goes well, you can generate 6 (2 in Deck, 2 from Seer, 2 from Sorceress). If you have three Orbs in Graveyard, the next Special will pull all three out, so you can use Oneiromancy or Royal Decree to pull Alzur or Scribe and instantly trigger all three counters. Using scenario to win Round 1 is fine, since you want a short Round 3 anyway. Winning Round 1 is important to make sure you have last say for Gord.

Round 2:

If you won Round 1, bleeding usually is a bad idea. Dry pass to maintain last say. If you lost Round 1, use anything except Gord. If you use have to use Gord Round 2 you’ve most likely lost.

Round 3:

Since there is no defender, hold off Gord until your last play, ideally with last say.

Matchups:

Mirror:

Control Sorceress and Seers (Whisperers and Scribes next priority). Save heatwave for Gord. Last say generally wins. You may go up against a more control version of the deck, which may run two Nature’s Rebukes and a Forest Protector, so play around potentially having to deal with up to 5 5-damage Specials. If you’re going to lose last say anyway, heatwave can be used on the scenario or Alzur if he hasn’t been procced yet.

Northern Realms:

Save Heatwave for Siege, however, if it’s Commandos, use Heatwave on Donimir to kill Foltest. You don’t have a lot of control so be careful not to waste your Thunders.

Bleed or not?

Generally, a good idea, since you do well in a short Round 3, and bleeding out Siege, Commandos or a few Patience cards is good.

Who will win?

You don’t have a lot of control, but you’re probably greedier than anything other than a full patience deck. Bait out a bit of removal and it’s a good matchup.

Monsters:

This deck was originally made to counter Gerni, but with the recent nerfs, it has shifted to a greedier version, with less control. Monsters doesn’t usually have the control to deal with your engines, so should generally be able to set up most of your bronze engines.

Bleed or not?

Don’t bleed. You want to preserve last say. Monsters has too much point slam.

Who will win?

You have a very favorable match up.

Skellige:

Against Melusine: Heatwave for Melusine; control the Havfrue Singers and Svalblod Priests. Against Flurry: Heatwave for Madoc (or Greatsword if it’s too far out of kill range, and you can’t afford the Megascope follow up); control the Greatswords and Bear Witchers to deny Megascope. It may be a good idea to use the Sorceresses for damage Specials instead of Orbs to prevent the Greatswords or Bear Witchers from getting Megascope value.

Bleed or not?

Don’t bleed. You want to preserve last say. Skellige has too much point slam.

Who will win?

Against Melusine, you will probably win if you get off the Heatwave. Against Flurry, you probably lose, since you won’t be able to generate any Orbs. In this case just get as greedy as possible and hope your opponent just doesn’t have answers in hand.

 

Nilfgaard:

Heatwave for Ball or Snowdrop/Sunset if Hyperthin.

Try to bait out locks with Scribe or Seer and create Dryad’s Caress from the Sorceresses to purify them.

Bleed or not?

You need to 2-0 Mill or Hyperthin. Otherwise, bleeding out Golds is generally good.

Who will win?

Similarly to Flurry, if they control you too hard, you can’t generate Orbs, and will likely lose. If they aren’t playing much control, you probably out greed them, and likely win with last say.

 

Syndicate:

Heatwave is super dependent on what the deck specifically runs. Scoundrel, Ignatius Hale, Jacques, Cleaver, even Gord. Generally, hold onto it for a big gold.

Control isn’t super effective, since Drill and Freakshow burn all their coins on play anyway, but kill them just incase.

Bleed or not?

Usually a bad idea. Lots of pointslam and carryover.

Who will win?

As with Nilfgaard and Skellige, the control matchup is bad for you.

God against:

Greedy decks (Gerni, Melusine, Patience)

Swarm decks (Arachas, Elves)

Bad against:

Control decks (Flurry, Niflgaard, Syndicate)

Win condition:

Gord, Alzur, Feign Death, Simlas

Tier 2

Monsters - Arachas Swarm | 4.0 stars

Swarm and boost.

 

Difficulty: Easy

Gameplan:

Mulligan:

Look for a Griffin or a Kikimore Worker to set up Mammuna, and some early swarm.

Round 1:

Swarm and boost. Pretty simple gameplan. Be careful not to overinvest, as it’s easy to use up all your board buffs and then have nothing for round 3. Try to hold on to Triss: Telekinesis and Yennefer, and be cognizant of Chimera’s Adrenaline 4.

Round 2:

You do really well on a long round, but you also have to consider board space. If your hand is mostly board buffs (Yennefer, Bone Talisman, Behemoth, etc.) you can go for a long round 3. If you have a lot of spawn tools (Spontaneous Evolution, Arachas Nest, leader charges) you can consider bleeding. It’s worth noting however that this version of the deck doesn’t run that many spawn tools compared to board buffs, so be careful not to be overzealous with the bleeding and run out of spawn tools for round 3. You can always just drop Mammuna and then pass.

Round 3:

Swarm and boost. Remember Triss might give you a spawn, so use her with a few empty slots. Also remember that Yennefer is range row locked, and the Organics all spawn an extra drone, so be careful not to accidently spawn an extra drone and lock out Yennefer.

Matchups:

Mirror:

You pretty much just play Solitare. Heatwave for Mammuna. You might get more value playing Yennefer melee row, since you don’t have any wide punish. Against relicts you just lose. Against Wild Hunt you might be okay, but you pretty much guarantee frost value since you can’t row pile too much. All in all, not really great against any Monsters deck.

Northern Realms:

Save Heatwave for Siege, however, if it’s Commandos, use Heatwave on Donimir to kill Foltest. You don’t have a lot of control so be careful not to waste your Parasite.

Bleed or not?

Generally, an awful idea. Northern Realms has a lot of ping damage, and you don’t want to waste spawn tools trying to bleed.

Who will win?

You will probably get destroyed. A single Reinforced Ballista is enough to destroy your entire board.

Scoia’tael:

Kind of a luck-based match up. You don’t have a lot of control, and control doesn’t do much to you, so you’ll both basically play Solitaire and the greedier deck will win. Winning round 1 and using Heatwave on Gord is really important in this matchup. If they run double lacerate though, you will get clapped.

Bleed or not?

Don’t bleed. You want to preserve last say. Heatwave for Gord is huge.

Who will win?

It’s anyone’s game, unless they happen to have lacerate, in which case you will probably get destroyed.

 

Skellige:

Against Melusine: save Heatwave for Melusine. Against Flurry: Heatwave for Madoc (or Greatsword if it’s too far out of kill range, and you can’t afford the Megascope follow up).

Bleed or not?

Don’t bleed. Skellige has too much ping with rain or flurry.

Who will win?

You will probably get destroyed. A few turns of rain or a few leader charges will wipe your board.

 

Nilfgaard:

Heatwave for Ball or Snowdrop/Sunset if Hyperthin.

Bleed or not?

You need to 2-0 Mill or Hyperthin. Otherwise, this is one of the few matchups where bleeding might be okay. Still, though, be careful not to overinvest and end up down a card. Mammuna + pass is the best bleed option.

Who will win?

You aren’t affected much by control, so it’s basically your only good match up.

 

Syndicate:

Heatwave is super dependent on what the deck specifically runs. Scoundrel, Ignatius Hale, Jacques, Cleaver, even Gord. Generally, hold onto it for a big gold.

Drill and Freakshow will shred your board faster than an industrial hamburger grinder.

Bleed or not?

Never.

Who will win?

You will probably get destroyed. Drill or Freakshow will wipe your board.

 

Good against:

Control with no wide punish (Imprisionment)

Bad against:

Wide punish (Northern Realms, Skellige, Syndicate, a random lacerate, a Madoc deck, etc.)

Win condition:

Yennefer, Triss: Telekinesis, Bone Talisman, Mammuna

 

Monsters - Frost | 4.0 stars

I hope you brought a jacket ’cause it’s cold in here!

Auberon gathered the frosty bois, and they’re ready to party!

The classic Frost deck is back into the meta, with some interesting additions like Imlerith, (He’s been unchanged in the last couple of months, let’s hope he can finally stay) Yghern+Ozzrel, and the infamous Mammuna. The deck has some solid plays for a long and short round as well. The new passive ability of White Frost is really valuable since we have a lot of Wild Hunt units, so the new effect synergizes well with them. The downside is that there aren’t many control tools here, so you have to be careful against greedy/engine decks.

 

Difficulty: Medium

Gameplan:

Mulligan:

You only bricks are the Winter Queen and the second Wild Hunt Rider. You generally want to mulligan a second copy of the bigger bronzes so you can Mammuna into them later. Try to have a tall bronze in your graveyard by r3. You also have to be careful not bricking Ge’els, so you should keep one of the two Wild Hunt specials in your deck for him (or the second instance of Ard Gaeth).

Round 1:

Try not to overcommit, use your cheap bronzes, and try to keep in the round. If your opponent drops his powerful golds, you can let him take the round, you have the tools to defend a r2 bleed.

Round 2:

If you won r1, you can decide bleeding depending on your opponent’s deck. If they want a long r3, go ahead and bleed. If they are more of a pointslam deck, you can drypass, and win r3 with your engines.

Round 3:

Depending on your previous rounds, you should have the upper hand, either with some explosive cards in a short round, as Mammuna, Auberon, Ozzrel, or going into the long r3 with all your engines, and overwhelm (freeze) your opponent.

Good against:

Pointslam decks.

Bad against:

Greedy, Engine-heavy decks.

Win condition:

Auberon, Mammuna, Ozzrel

Cards replacements:

Ard Gaeth, The Apiarian Phantom -> Korathi Heatwave, Red Riders

Skellige - Fists of Flurry | Control | 4.0 stars

Melusine is gaining in popularity slowly, though Flurry still remains a solid option for Skellige. Last season, Skellige was arguably the most disappointing faction, having no top 500 players post fMMR at 2600 or higher. However, after Monsters’ significant nerfs, Skellige is in a slightly better position this time around. Flurry remains the posterchild for easy-to-learn decks.

Difficulty: Easy

Gameplan:

Mulligan:

You’re going to want at least one Raging Bear in hand, along with Megascopes, Maxii Van Dekkar, and some removal. If you draw a Skirmisher or Morkvarg, they are nice to keep in hand for a push to win on even or otherwise to save for high tempo plays in rounds 2/3.

Round 1:

Typically, the deck likes to win round 1. This can often be done simply by playing Raging Bear/Megascope or Coral/Skirmisher and a Gutting Slash or two. On red, you can push to win on even a lot of the time without over-committing. However, this deck also has a respectable long-round if you save your golds and your opponent begins playing key cards early.

Round 2:

Depending on the matchup, you may want to bleed your opponent down to basically nothing, though this season, maintaining last say can be game-winning in many matchups, so make good trades while trying not to lose your card. Vs certain decks, a long round 3 can also be okay.

Round 3:

Ideally, you have the last say with major point slam and situational tall removal.

Matchups:

Mirror:

If you face a mirror, you want to win round 1 without over-committing. However, having last say is not worth an extraordinary amount, so try not to use your major point slam if you don’t need to. On blue, if your hand is weak, play it safe and pass early rather than risk losing on even.

Northern Realms:

When you see commandos, you have numerous ways to deal with the defender/Foltest combination. Ideally, you don’t need to use Heatwave, and can save it for Siege later, but you need to win round 1 to have a long round 3, so commit what you must to make that happen. Even leader charges are okay here. If you see one of the mid-range Siege decks, use Gutting Slash or Dimeritium Bomb in round 1 to deny Shani’s carry-over. A long round 3 should be slightly favored for you, though if you have a good hand in round 2, you can likely take the 2-0.

Bleed or not? A long round 3 should be favored in both matchups.
Who will win? Skellige is favored.

Scoia’tael:

You really want last say here. Unfortunately for us, Scoia’tael improved over the course of last season and now typically plays Alzur, which actually threatens a 2-0 vs Flurry if they have the right hand. You need to mulligan your hand for a long round 1, so that you’re comfortable playing deeply into the round. Also, answer all the elves (Sorceress, Whisperer, and Seer), even using a leader charge or two to do so. Don’t be tempted to use Heatwave on Feign Death if you see it played in round 1. Our best change is winning round 1 and taking a long round 3, though if your opponent passes early without playing much, you should bleed carefully.
Bleed or not? It’s tricky. Ideally, you shorten round 3, but you can’t risk losing the last say. Be very cognizant of your opponent’s reach if you bleed.
Who will win? Scoia’tael is favored, but you can win if you efficiently shut down their engines and keep the last say.

Monsters:

Ahh, another matchup where our removal finds value. Selfeaters are mega engines – make sure you remove these immediately – using a leader charge if you need to. Witch Apprentices are also important to kill when you can. Junod is your best card in this matchup. Use it on She Who Knows or save it for a tall unit in round 2 or 3. Winning round 1 typically is more work than it’s worth, so most the time you should play some bad cards and pass early to prepare for a bleed. Though if you can keep reach, play as far into round 1 as you can. We always lose a short round on even cards, so either go into round 3 a card up after being bled, or you need to win round 1 and take a long round 3.
Bleed or not? Probably not worth the risk of losing a card.
Who will win? Monsters is favored because it has superior point slam and some engines.

Skellige:

When you face Melusine, you want to shut down engines in round 1, kill Melusine with Junod or Heatwave, and win the round. Bleeding is key – you want to force your opponent to use all their combo pieces which they like for the long round (Fulmar, Dagur, Melusine). Even down a card, you should have a fair shot at winning if your opponent can’t resurrect a win condition.
Bleed or not? Yes.
Who will win? It’s very close. Melusine wins if given a long round 3 with their combo pieces.

 

Nilfgaard:

Nilfgaard should give you two matchups: Hyperthin and Midrange Assimilate. When you face Hyperthin, you need to gage how much your opponent commits in round 1 and react accordingly. It is typically best to win round 1 and go for a 2-0. However, if you don’t have the hand for a 2-0, you’re best to just take a long round 3, which can go either way depending on what you have in hand. If you lose round 1, you’re in a difficult position, since Hyperthin can force some really important cards out of you before passing. Also, losing last say hurts your chances slightly. Against Midrange Assimilate, you want to see your opponent play their engines early. If they do, you can win a long round. If not, it is important for you to win round 1 and bleed a bit. Typically seeing Braathans or Vigo + Blightmaker in round 1 should give you a fair chance to win the long round. Most of the time however, it is safest to bleed hard.
Bleed or not? Dependent on hand quality vs. Hyperthin. For Assimilate, it should be dependent on how much your opponent has committed.
Who will win? Flurry is slightly favored vs. Assimilate and slightly unfavored vs. Hyperthin.

 

Syndicate:

Against Lined Pockets, you will always struggle. This is quite a difficult matchup since their bounties find such tall units. You don’t want a long round, but if you bleed too much, you will end up losing a card. Find the happy medium, and you have a chance to win. Otherwise, just go for a 2-0 and pray your opponent missed everything.
Bleed or not? Yes, Syndicate loves a long round. Also, Tunnel Drill + Bounty is stupidly good. Try to disrupt that.
Who will win? Lined Pockets should win most of the time. Your best chance is being red coin, winning on even, then getting a 2-0.

 

Good against:

Northern Realms, Assimilate,

Bad against:

Lined Pockets, Monsters

Win condition:

Deny opponent’s engines effectively. Last say heatwaving tall units. Short round mega point slam.

Cards replacements:

Nope.

Tier 3

Northern Realms - Midrange Siege | 3.75 stars

Midrange siege is in a pretty good spot at the moment, presenting a well-rounded and reasonably strong deck. Your scenario, the bronzes that activate it, and your zealed duelists offer the deck both commanding tempo and competitive removal.  The rework of reinforced ballista continues to provide a strong bronze core to the deck, giving the potential to set up a siege engine firing squad perfect for removing token threats like Gernichora’s Fruit and Whisperer of Dol Blathanna.

Alongside these threats, the deck can generate a decent amount of carryover through Shani and your bronze patience mages, as well as getting a tempo burst in the second or third round from Hubert. Running inspired zeal helps Shani/patience a lot, guaranteeing value from the bronze unit’s order. Overall, the deck plays as a very standard midrange experience. Its generalized strategy allows for a reactive and enjoyable playstyle on the ladder.

Difficulty: Standard

Gameplan:

Mulligan:

As usual, your #1 priority is to have access to Amphibious Assault, whether from hand or through John Natalis. You should try to have at least one patience card for Shani to resurrect later. Keep in mind you have plenty of other great bronzes to pull, so don’t stress about this too much. Above all else, avoid drawing Hubert.

Round 1:

Set up your patience bronzes to generate carryover, along with any other engines you can get away with. How much you can get away with committing here depends a lot on your opponent. Be careful with your duelists, because while it can make sense to commit them r1 against some targets (She Who Knows being the best example), it can be game losing if you commit them here needlessly.

Round 2:

Depending on the matchup, you can shoot for a short round or a long round in r3. Feel free to use Siege to bleed, as it is most useful in a round where you can go first, setting up damage engines and keeping your opponent off the board. You should try to reserve cards like Shani and your duelists for a short r3, but if you can gain an advantage by committing them here it is sometimes acceptable. Again, be careful about this.

Round 3:

If you still have Siege, try to set it up as soon as possible. The faster your Ballista firing squad is up the better. If the round is long enough that Shani might finish her cooldown, try to play her soon enough for that to happen. She will most likely be removed, but if she isn’t that can win you the round on its own.

Matchups:

Coming Soon

Cards replacements:

Margarita -> Leticia

If you’re a dedicated Northern Realms player, then sometimes you just want to go full greed. Leticia is a new card, and while it often just gets removed, if it can stick for even a couple of turns the value it provides is absolutely nuts for seven provisions.

Adalia -> Foltest

Casting Contest/Aretuza Student 1x -> Dun Banner 2x

The Foltest/Dun Banner combo is still insane, allowing for five points per turn and forcing your opponent out of r1 if it sticks. However, now that midrange runs Inspired Zeal for duel removal value, the lack of Pincer Maneuver’s consistency in the deck makes Foltest somewhat unreliable. If you’re not afraid of a little low roll/high roll, he is still a powerful option. Really, if you want to run him you probably want to break devotion so you have access to Oneiromancy.

Monsters - Koshchey’s Mistress | 3.75 stars

Most of you have already seen this deck a million times. Do you need convincing that this deck has points?  Mammuna and Bloody Mistress are excellent addition to the original Koshchey archetype. They helps you set up Sabbath, defend a bleed or play as a short round 3 finisher. Selfeaters replaced the Endrega Larvas. Their card art is so disgusting it might even scare your opponents into forfeiting (but more research needs to be done to confirm that hypothesis). What more can we say, if you enjoy playing a strong deck that is easy to pilot, this deck is perfect for you.

Difficulty: Standard

Gameplan:

Mulligan:

Make sure you don’t have more than one copy of a bronze. Mulligan any bronze you already played. This is to ensure that Mammuna is not bricked. Besides that, the only brick in your deck is drawing into two Archespores so you should often take all your mulligans especially if searching for Koshchey.

Round 1:

Try to develop your bronzes to set up Mammuna. If you drew Archespore and a consume card, this is the best round to play it. Being aggressive is fine but committing Koshchey and Mammuna (usually a brick in round 1 anyway) is not a good idea.

Round 2:

Bleed most matchups. Whether it’s a soft bleed or an aggressive bleed depends on the matchup and your hand.

Round 3:

A short round with Koshchey or Mammuna is very powerful.

Matchups:

Monsters:

Mirror:

We run She Who Knows, so it can be a deciding factor in the mirror. If you’re on red coin, try to keep the reach, and drop her when your opponent passes. Unfortunately this deck doesn’t have any control, so you can’t stop the opposing engines. It is a good idea to bleed if you drew Koshchey and Caranthir. If your opponent drew poorly you can easily win 2:0.

Northern Realms:

You will typically see midrange siege decks and maybe commandos. Try to win round 1 against midrange siege decks. Against commandos, if you lost r1, try to survive the bleed without committing Koshchey.

Bleed or Not? Bleed midrange NR. Take a long round against commandos.

Who Will Win? You are favoured. against midrange NR and highly favoured against commandos.

Scoia’tael:

Scoia’tael plays precision strike decks. They have plenty of control to deal with your win conditions.

Bleed or Not? A long round suits you more than a short round. Having said that, they might have an awkward hand in round 2 so a soft bleed might be fine just to test your opponent. If you notice they are struggling you might consider winning 2:0.

Who Will Win? It’s a slightly bad matchup due to their efficient control.

Skellige:

Reckless Flurry decks run a lot of control. Getting Sabbath against this deck is not an easy task. Having said that, we have so many points that the opponent might just not keep up.

Bleed or Not? Our long round against the deck is quite good so we do not need to bleed.

Who Will Win? You are favoured

Nilfgaard:

On one hand, there’s hyperthin. These decks have a strong amount of points but so do you. On the other hand, some midrange decks are built to counter this deck especially enslave decks. These are tougher to play against.

Bleed or Not? Bleed aggressively. Try to 2:0 hyperthin and bleed out the scenario from Ball decks.

Who Will Win. Hyperthin should be favoured for you but Ball decks shouldn’t.

Syndicate:

This is also a tricky matchup. You will mainly see Lined Pockets. You have to be aggressive. They have plenty of answers for Koshchey.

Bleed or Not? You have to bleed aggressively.

Who Will Win? You are unfavoured.

Good against:

Most other pointslam decks.

Bad against:

Masquerade Ball, Crimes

Win condition:

Koshchey, Mammuna, Bloody Mistress

Cards replacements:

Bloody Mistress -> Heatwave

Selfeater -> Dorregaray

Scoia'tael - Humans to the sea! | 3.75 stars

Patch 9.2 introduced 4 new cards that finally helped the green faction get out ofthe dumpster. In addition to the Precision Strike version you can also go full on elves with Deadeye Ambush leader. The deck offers a very flexible gameplan thanks to cards like Simlas who offers decent amount of carryover, Scenario that helps you swarm board with elves and Gord as short r3 finisher.

Difficulty: Standard

Gameplan:

Mulligan:

You mulligan  your potential Simlas specials and Aelirenn. You can also mulligan Gord if you think the round is going deep.

Round 1:

Try to win the round with your bronze elves. You can develop carryover by playing Simlas into double Orbs

Round 2:

Since in a long round you also risk overswarming your board with Whisperers and leader, you need to push in the second round with your Scenario and Isengrim and make the r3 as short as possible. However you should be careful on losing card advantage as that will give the opponent the chance to answer your Gord.

Round 3:

A short r3 with last say is a win in almost all the time. But if you are forced into a long r3 you should mulligan your Whisperer card since it can really clog your board and make your gameplan a bit awkward.

Matchups:

Mirror:

Last say in r3 is your wincon so this matchup is favored to whoever has the blue coin. So if you get the red coin you can try to put some pressure by playing scenario since it’s worth winning the round.

Northern Realms:

Commandos. Duels
Bleed or not? You always bleed with this deck.

Who will win? Elves are favoured.

Monsters:

Gerni
Bleed or not? You should bleed to try to force him to commit his Gerni and Mammuna. Try to not lose card advantage since this deck plays Yrden often.

Who will win? Its 50/50.

Skellige:

Melusine. Flurry control
Bleed or not? This matchup is favoured as long as you bleed out his Scenario and Heatwave his Melusine

Who will win? Elves

Nilfgaard:

Ball. Enslave
Bleed or not? Nilfgaard can clog your board easily with spies so you have to make the r3 as short as possible.

Who will win? Depends how the bleed r2 goes

Syndicate:

Lined pockets
Bleed or not? Elves are unfavored against Syndicate so bleeding out their Drill and Cleaver is necessary.

Who will win? Syndicate is favorred.

Good against:

NR Duels, SK Melusine, NG Ball

Bad against:

Wide punish cards like Lacerate, Lined Pockets

Win condition:

Simlas, Scenario, Gord

Northern Realms - Foltest's Buff Commandos | 3.75 stars

Nothern Realms still are on quite bad spot, but after relic nerf seems to be a bit better. Commando decks is unique, because base on one powerful combo and can overcommit in R1 in order to force player`s strategy. With this deck, we are eager to jam our expensive cards in round 1. Start with a defender, then commando/Roche (depending on situation, then Foltest. Then pray to God it works. When the combo works it can produce commandos at a rate that will make Lippy players cry. If not, then you still have other ways to spawn more commandos. Actually Either Siege version or Erland or Draug is an option.

Difficulty: Medium

Gameplan:

Mulligan:

Make sure you do not have more than one copy of a commando in hand. Try looking for your important cards like Foltest and Pavetta. If you played Pavetta in round 2 then be careful as you’re very likely to draw commandos.

Round 1:

You want to stay in the round as long as possible. Establish your defender.  Then play Roche/commando depending on oponent`s potencial removal range. Then play your Foltest. If your Foltest survives you should win the round. Radovid’s Royal Guard can be used to defend Foltest if you missed your defender. If your Foltest dies you should still push. Put as many commandos in the deck. Do not take out more commandos unless you need it to win the round.

Round 2:

Bleed, bleed and bleed some more. It should be easier if you did not click your commandos in round 1 as you can now proceed to pull them out. Shorten the round as much as possible. If all your commandos are in the graveyard you can play Pavetta, otherwise, save her for round 3. Be careful with Oneiromancy and Amphibious Assault, if you already played them in round 1 you’ll be running into the risk of not finding your key cards.

Round 3:

Hopefully, you have access to Pavetta and commandos. Return commandos into the deck. Boost everything with Erland, preferably at adrenaline 3. Then pull out the commandos.

Matchups:

Mirror:

Focus on getting carryover. If your opponent does not play defender take out their Foltest with Seltkirk. If you win round 1 try to bleed if you suspect your opponent is playing siege. If your opponent plays a devotion list save a squirrel and banish their Amphibious Assault to prevent them from replaying Commandos in round 3.

 

Northern Realms:

Besides mirror games, you will mainly face siege. Inspired Zeal siege has Anseis and Seltkirk to potentially deal with your Foltest. Pincer Manouver siege on the other hand has almost no removal so it should be easier to keep Foltest alive in this scenario.

Bleed or Not? Bleed as far as you can. You do not want to face siege in a long round.

Who Will Win? You are favoured against Pincer. Inspired Zeal is a bit more unfavoured but it depends on how quickly they deal with Foltest.

Scoia’tael:

Precision strike have both answers to your combo and powerful engines. Moreover you don’t have answer to Gord. Your best wincoin is poor opponent draw.

Bleed or Not? Try soft bleed

Who will win? You are strongly unfavoured

Skellige:

Reckless Flurry was a lot more difficult matchup several seasons ago when the decks played Lambert. But these days Reckless Flurry decks typically do not run wide punish except Gerd. They also have a limited number of ways to kill Foltest in round 1.

Bleed or Not? Depend on amount of blue stripes and length of round. In some cases blue stripes on last say makes more points than control deck like flurry

Who Will Win? It depends on the draws, round control and how many blue stripes you created.

Nilfgaard:

Asimilation as well as hyperthinn have possibilities to deal with foltest/defender and more proative points. Against hyperthin the best chance provides bleed for 2:0, assimilation always should be bleeded.

Who will win? Matchup is definitely challenging

 

Syndicate:

Syndicate is still one of the strongest faction . You will mainly see people playing Crimes. Syndicate have answers to the defender and foltest, but might miss them. You should start round with foltest and double leader and play defender second in order to avoid double poison before the foltest.

Bleed or Not? Bleed or try uninteractive line

Who Will Win? You are unfavoured.

Good against:

Devotion decks (besides heavy engine or heavy control)

Bad against:

Heavy engine decks and heavy control decks

Win condition:

Blue Stripes Commandos, Foltest, Pavetta

Cards replacements:

You can try Draug or Erland version

Nilfgaard - Enslave 5 | 3.5 stars

The new Spy Terranova package is not exactly limited to Masquerade Ball decks and can also be used for a midrange-y style of deck that chooses to play Enslave as a leader, making it very nice against decks like Scoia’tael. However, this deck is extremely difficult to play on blue coin since you can get heavily abused and usually executes its gameplan from red coin, hence it might not be the best choice to climb with on ladder.

Difficulty: Hard

Gameplan:

Mulligan:

You want to have a playable hand want to keep at least 2 proactive options on blue coin.

Round 1:

On blue coin, you need to make sure you have enough tempo to be able to force a pass without losing on even. Fercart into Dead Man’s Tongue can play for a lot of points which can force the pass, however against heavy pointslam decks like Monsters you might have to play another gold like Braathens in order to get that pass. On red coin you can either play out bronze tactics, be uninteractive and keep reach or you might go for a hard push to win on even depending on how your opponent is playing and what your hand consists of. If you are able to win the round you might want to drypass into a long round most of the time.

Round 2:

In Round 2 you are most likely going to be defending the bleed. Gold cards like Braathens (if you haven’t already committed it) and Joachim, Coup should help you in doing so. Against some decks you might want to
consider going leader Round 2 if you think they might be able to brick it on deny a lot of value on it in a short Round 3. This can also be good to get card advantage in a round 3 situation where the last say might be crucial
(for example against a Gord deck, where Gord will just trade for Invocation with last say).

Round 3:

By the time you get to Round 3, sequencing should not be too complicated, in a long round you should prioritize getting your assimilate engines down first, using a leader at the right time to seize an important engine
can be game-winning sometimes.

Good against:

Scoia’tael

Bad against:

Lined Pockets, Gernichora

Win condition:

Terranova, Joachim, Yennefer’s Invocation

Cards replacements:

Amnesty, Experimental Remedy/Assassination -> Milton, Imperial Diplomacy/Tourney Joust
Usurper, Assassination/Experimental Remedy -> Vincent, Milton

Skellige - Salty Sacrifice | 3.5 stars

(Insert secret to keeping Melusine from getting Heatwaved here). Basically, Skellige got their own Harald Gord finisher this season with Melusine… except that in order to have a tall Melusine in round 3, you have to play it early and keep it from dying. So yeah, good luck with that. In case you don’t like putting all your eggs in one basket, we include Fulmar and Dagur Two Blades in this list to give you a potent alternate win condition.

Difficulty: Medium

Gameplan:

Mulligan:

Find Melusine, Sigrdrifa’s Rite, and Oneiromancy. Ideally, you have a Havfrue Singer/Hermit combo as well.

Round 1:

Play Defender, Melusine, and your Singer/Hermit combo. Pray to Gord your Melusine doesn’t get Heatwaved.

Round 2:

Play Sigrdrifa’s Rite to bring back Melusine, keep your leader charges for round 3 to bring it back once more (or for Defender so you can protect Dagur).

Round 3:

This depends on what your opponent has banished from you. You want to use leader charges + Bride of the Sea to bring a unit back from your graveyard. Your win conditions are typically short round 3 Melusine, or Dagur and Fulmar shenanigans.

Matchups:

Mirror:

If you ever see a mirror, Heatwave Melusine and win. There typically isn’t going to be a ton of control in your opponent’s deck, so anything behind your Defender should likely survive.

Northern Realms:

Commandos will be difficult if they get their Foltest in round 1. Pass if you cannot answer it. They will bleed in round 2, so play Melusine and see if they can answer it. If they cannot, expect an early pass, which will allow you to have a solid round 3 with Fulmar, Dagur, and hopefully Melusine. Against Siege, you will want to value winning round 1 above denying carry over from your opponent. Your short round should be exceptional, while theirs will just be okay. Play Melusine behind Defender and watch her grow. You will want a short round, or at the very least to bleed duels out from your opponent.
Bleed or not? Long round 3 is best for Commandos, while bleeding helps your cause against Siege.

Who will win? You should win against Commandos, but Siege is a toss-up.

Scoia’tael:

You really want the last say against their Gord. You lack much control, so you will have to pray Melusine lives and try to out-engine your opponent. Committing heavily to win round 1 is perfectly fine since you can resurrect your high-end cards later.
Bleed or not? No, you will want a long round so long as you can protect Melusine or Dagur. Keeping last say is vital to winning.

Who will win? Scoia’tael is favored, but depending on your opponent’s answer for your Melusine, you can win.

Monsters:

Believe it or not, this deck actually stands a chance against Monsters. Your opponent will likely throw many engines on the board in round 1. Kill Selfeaters with Gigascorpion or with Gutting Slash after they split. Anything behind the Defender should survive, so try not to use Dagur until round 3 and resurrect both Defender and Melusine in that final round.
Bleed or not? No. if you can, take the long round and let your Melusine and Dagur win you the game.

Who will win? Monsters are favored, but if you can get a long round 3, you should win.

Skellige:

Against Flurry, you will struggle to get your engines to stick. Also, on blue coin, you can possibly lose on even. Ideally, you get a long round 3 and can protect your high-value engines behind the Defender, but this will rarely be the case. Your best bet is going to be to save your golds in round 1, protect a heavy bleed, and hopefully win by being up a card.
Bleed or not? No.

Who will win? Flurry is slightly favored. Melusine wins if given a long round 3 with their combo pieces.

Nilfgaard:

Against Imprisonment, winning round 1 and bleeding is your best bet to get Masquerade Ball out. Either pass at Ball or Heatwave it. Against Hyperthin, you will want a long round 3. Hyperthin really doesn’t have great answers for your Defender, so an important engine or two should probably stick.
Bleed or not? Bleed and possibly 2-0 vs. Ball. The long round should be ok vs Hyperthin

Who will win? Melusine should be slightly unfavored vs both.

Syndicate:

Against Lined Pockets, you should struggle quite a bit. They can easily remove your defender and engines. In round 1 they can likely kill your Melusine, too. However, if you can get Melusine to survive past 9 power, it will be nearly impossible for your opponent to kill. A tall Melusine should be your best win condition. It cannot be poisoned, and very few of your opponents will run Heatwave.
Bleed or not? Yes. You will want to bleed out their Tunnel Drill.

Who will win? Lined Pockets is favored.

Good against:

Commandos

Bad against:

Lined Pockets, Nilfgaard, Flurry

Win condition:

Tall Melusine in the short round. Dagur + Fulmar + Leader charges in mid-length round.

Cards replacements:

Dagur > Dracoturtle

Other decks

Northern Realms

Inspired Zeal

Blue stripes

Royal Inspiration

[MEME] NR Boost is a thing

Mobilization

Pikes in air, swords to sky!

Revenants

Shieldwall

Stockpile

[MEME] Charges OP

Pincer Maneuver

[MEME] Polarized Maneuver

Uprising

Frigate swarm

[NEW] Witchers

Scoia'tael

Guerilla tactics

Aglaïs

Invigorate

[MEME] No unit invigorate devotion

Nature’s gift

No decks in the current meta

Precision strike

Movement

Deadeye ambush

Traps

Call of harmony

Harmony

Mahakam forge

No decks in the current meta

Monsters

Carapace

[NEW] Kelly

Force of Nature

Koshchey

White frost

Frost

Arachas Swarm

Sneaky Kiki

[MEME] Necrophiliacs Paradise

Fruits of Ysgith

No decks in the current meta

Blood Scent

Overwhelming hunger

[MEME] Sensual Deathwish v2

[NEW] Viy

Skellige

Onslaught

No decks in the current meta

Reckless Flurry

No decks in the current meta

Battle Trance

Mushrooms

Arnachad

Arnachad the honorary Archdruid

Rage of the sea

No decks in the current meta

Patricidal fury

Bear Wicher Mentor Deck

Ursine ritual

Pirates & warriors

[NEW] Lippy

Meta breaker Ursine

[MEME] Drink Up Me Hearties!

[MEME] Self-mill

Blaze of glory

[NEW] Warriors

Nilfgaard

Imprisonment

No decks in the current meta

Imperial formation

Double Cahir soldiers

Tactical Decision

No decks in the current meta

Lockdown

No decks in the current meta

Enslave

Ethical Hyperthin

Double Cross

[MEME] Yen Ven and the seven Geralts

[MEME] Cosimo’s Casino

Imposter

Syndicate

Blood Money

No decks in the current meta

Jackpot

No decks in the current meta

Lined pockets

Off the books

Tributes

Congregate

Typical Congregate

Pirate’s Cove

[MEME] Pirrrates

Hidden cache

No decks in the current meta

Contributors

Writers, consultants, and editors:

Truzky, Gandalf0271, Gregory_Black, Olsmer, Noelle, Killerganon, NaDa, Rogbros, Rolero_4, HotAndrej2001, Gregor__. 9kjer, Darthlothins, Patsy_1998, Szamuro, Crythene, Idris_98, INPU_EL, Enzomarea, Briquey and ArtNhr

Manager: KissAndRun

 

 

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