Meta snapshot #6 Update #1 - August - 28.08 - Season of the Draconid

[28.08] Update #1: New ranking, updates and corrects to decks and their descriptions, new win ratio, and popularity stats.

[17.08] Release: 10 new decks, a new form of deck description, new matchups & gameplan info, new win ratio, and popularity stats.

Snapshot represents current state after last hotfix.

Tier 1

Northern Realms - Uprising Devotion | Devotion | 4.25 stars

Lately, many people keep saying that the best deck right now is Uprising Devotion.

Thanks to Devotion we can play the third form of Viraxas, which works well with our Leader Ability and our soldiers package. Thanks to Viraxas we can use the ability of Anseis, Baron or Kerack Marine for the second time.
What would the NR deck be without Falibor or Baron? These two cards can be played in any deck. They are simply really strong.


Devotion is also strong thanks to the Echo card – Amphibious Assault card that provides easy access to our engines.
Prince Anseis was a strong card even before the era of Devotion – and now he is even stronger thanks to Viraxas and the Kerack Marine. Played properly he can kill any unit of the opponent.


In our deck we play two bronze engines:
Kerack Frigate – a card that can make two points per turn and can make it significantly easier for us to win the first or second round or even the whole game.


Temerian Drummer -a card that can make one point per turn- but in this deck buffing other units is really valuable -we want the most that we can get for our Leader Ability to bring as much value as possible.
Thanks to Adalia we can play a copy of the bronze card of our choice and we can have an additional engine on the board.


Reynard Odo – works very well in this deck, he can buff our units – so he can help to protect them from damage-dealing cards and also has good synergy with our Leader Ability.

Natalis – he is used mostly for our Echo card but he can also be used for tutoring Boiling Oil- for the purpose of killing an enemy unit.


Anna Stenger – thanks to only one Leader Ability charge we can make her into an engine that makes for us two points per round. Also Kerack Marine can boost our Anna so that she won’t be destroyed by removal spells.


Vincent Meis – it is a good card especially because in this meta we have Patricidal Fury – so we can decrease the strength of Arnjolf to 1 point. He is good against other units that are large without being boosted.


Ronvid – solid six points. He also gives us carryover. In the first move of the second round, if in the first round we played Ronvid, we can play Temerian Drummer from our deck and pray that Ronvid gets played from the graveyard to the same row.


Kerack Frigate – thanks to Amphibious Assault its almost unkillable, it’s just a great engine.


Tridam Infantry – it has a great synergy with the Temerian Drummer and Anna Stenger. With a bit of luck, it can set our Falibor- or mess him up!


Radovid’s Royal Guards – it’s a good card for the first play of the round. It can boost our engines.


Ballista – can set our Falibor or kill some small engine of our opponent.
Lyrian Scytheman – the ideal card for our Leader Ability.


Crystal Skull – it’s a very good stratagem for our engines, it gives them Veil thanks to which they can’t be blocked.



Round 1
Use the engines to win the first round. You can play our echo card to get some points and tutor an engine.
Use Natalis to thin your deck. If you know that you need to win the first round – do it at any cost – you have many engines to achieve that. Try to play Ronvid – it’s always a few carryover points.

Round 2
Usually, you want to play the long round so drypass would be the best solution. Although in matches against Imperial Formation, Wild Card or Hidden Cache it’s good to ponder if you can match them in the long third round.

Round 3
Try to keep your Viraxas and some good target for him for the third round. If you can manage that – most likely you won the game.


Patricidal Fury

Try to win the first round and if you manage to make it to the third round then you should easily win the match.
Meis is a good response to the leader of your opponent
Boiling oil is a very good response to Harald and Herkja.
Remember that in the third round Skjordal deals 5 dmg – try to keep Anna away from his reach.
Try boosting your card – so that you can play around his Morkvarg.
Try to play on two rows – so that you can play around Hemdall.
Keeping the Kerack Fregate for the third round is not a good idea – you will stuff your row and your opponent will get additional targets for Hemdall and the Wild Boar of The Sea.


Uprising Devotion (mirror)

The first say is really important – try to set up your engines as quickly as possible and destroy the engines of your opponent.
Double Baron can win the game for you.
Try to keep Anseis for the best possible target – Anna, Baron or Viraxas.


Lockdown and Imperial Formation

You need to win the first round no matter what.
And try to play the second round so that your opponent must play his Scenario and Ramon.
Try to keep Viraxas for the third round.
Try not to play too high, so that your opponent won’t have a good target for poison.
Try to kill the Thirsty Dame and Magne Division or leave one of them for Baron.
Try not to give good targets for Yennefer’s Invocation.


Ethereal Monsters

Your opponent will play high tempo so you must do so as well. Play around cards like Bestsy ,Sirocco and Whispess.
If you manage to win the first round you should be able to easily win the long third round.
Try to play around Squirrel, play your echo card, for example, after opponents pass.


Overwhelming Hunger Devotion

In this match you easily win the long round, so try to make it happen.
Don’t forget to play around Miruna and Imperial Manticore.
Kerrack Fregate is not that good in this matchup because your opponent may have the Werecat card
Ty to play around Parasite and Adda:Striga



Try to win the first round at any cost. You need to bleed your opponent of his Scenario in the second round. Remember, that your opponent plays Phillipa Eilhart so he can easily do a big swing .Keep a response to Saul.
You don’t have a response for the Scenario so you don’t have to destroy Azzar’s tokens with Falibor.
Don’t play high. Your opponent may be playing poison.


Good against:

Devotion Overwhelming Hunger, Warriors Patricidal Fury, decks with no control


Bad against:

Imperial Formation, Nilfgaard Lockdown, greedy decks with scenario


Cards replacements:

Kerack Frigate -> Coodcoodak, you change bronze cards according to your preferences

Skellige - Warriors | Patricidal Fury | 4,25 stars

Skellige finally got a meaningful balance with the last patch. It is not an automatic win to play this faction anymore. Still, this is one of strongest factions in game, just not as strong as it was. Patricidal Fury got a nerf as it now gives 15 provisions rather than 16. This is not a big nerf but it is a limitation. This is the version with Greatsword, but you can meet SK decks without this on ladder too. Greatsword gives you more options and gets you more value out of other cards.



Round 1
Win round one.

Round 2
Bleed if you are playing against engine decks, but try to get last say in round 3. Keep Harald and leader ability for round three.

Round 3
Using Harald and leader ability with other gold Warriors will give you many points, which should be enough to win the match.


It is extremely important to have last say against mirror decks.

A short round three is good against SY Passiflora. You haven’t got artifact removal since this is a devotion deck, so a long round three against SY Passiflora can be painful.


Your approach in matches with NR scenario should look similar to SY Passiflora. NR engines can be painful. NR will probably play Vysogota behind a defender, which makes him hard to remove. However, in a short round he will not generate many points.


Last say with NR Devotion is important because of Baron. It can be hard to keep Greatsword alive but if you succeed Baron will not be able to reset your Greatsword to 4 points. Your approach should be win round one and bleed round two.


If you are playing against Ethereal MO then a long round is better. You have row punish like Hemdall, so Ethereal will be weaker. It is good to have last say because your opponent will probably want to play Ozzrel last, and it is easy to kill with him with Morkvarg. Last say is not completely necessary though, because Ethereal with Ozzrel is not that popular right now.


Matches with NG Masquarade Ball should also be heading towards a short round. Last say is important because then your opponent can’t kill your leader using Vincent.


Overwhelming hunger is a difficult match-up. Your opponent can have Scenario and a lot of tempo in round one. You should push round one as far as possible and bleed round two. A 2:0 win is possible but it is difficult to pull off. If you can get a short round three and have your strongest cards in hand, it should be easy to win.


Good against:

Ethereal MO


Bad against:

Scenario NR


Cards replacements:

Svalblod Totem for Wild Boar of the Sea (and change one 5 provision card into a 4 provision one)

Tier 2

Syndicate - Hidden cache | 4.0 stars

In the current patch, the hidden cache gains 3 coins again when you are using leader ability but with 1 provision less. With this change, the leader gains new potential with the “Lieutenant on Herst” and “Tidercloak Ransackers” cards, which have received buffs in this patch. The deck consists of “Passiflora” and 3 powerful engines “Imke”, “Saul de Navarette” and “Lieutenant on Herst “. “The Flying Redanian” allows us to thin the deck and get 3 tempo points. A long round 3 with passiflora will usually win the game! Remember, if you suspect your opponent playing artifact removal, use Azar first as defenders! Tiger’s Eye helps you getting rid of The Fyling Redanian from the deck faster and has more potential with Saul.



Round 1
Try to win first round with bronze cards if you can, if you have to win round 1 and push round 2 use 1 of the gold engines for example “Imke”, “Saul de Navarette” or “Lieutenant on Herst “

Round 2
If you won round 1 and you don’t need to push round 2, just play carryover coins if you have 8 or more cards in hand and pass. If you have a lot of cards in hand and Passiflora you can try 2:0. If you lose round 1 play gold engines. Sometimes when the enemy has 6 or less cards in hand and is bleeding you hard, the best option is to play Passiflora when you are points ahead if it is possible. Of course try saving Passiflora for round 3.

Round 3
In a long round: Play Azar to defend engines and the Passiflora. In a short round “Jacques Miraculous Child” is perfect. He is a 12 points card for 11 provisions and allows us to spend coins!


“Kalkstein” is very effective against NG save him for poisons and locks. Azar can help protect our units when they are already poisoned.
Save Philippa Eilhart for engines which gains 2 points per turn (if possible) for example “Anna Strenger”
“Ewald Borsodi” is a good option to kill Ethereals.


Good against:



Bad against:

Skellige, Monsters


Cards replacements:

Assault 🡪 Tidecloak Ransackers
Bomb Heaver 🡪 Passiflora Peaches/Mutated Hounds
Ewald 🡪 Dire Mutated Hound

Nilfgaard - Ball Lockdown | Lockdown | 4.0 stars

Even after the disappearance of Second Wind from the meta, Lockdown still proves to be viable. The prevalence of decks like Ethereal or Schirru creates a lot of opportunities for favorable matchups. Still, Lockdown struggles a bit against the decks which don’t really need the leader because of the provision handicap; since even after the leaders are cancelled out they’d have more provisions to work with. Interestingly, the inclusion of Affan in Imperial Formation Ball makes it a good mirror matchup. Also, because of the frequency of devotion lists running around, Ball is less likely to face Bomb Heaver. The inclusion of War Council, Menno and Roderick make the deck fairly consistent; but losing out on a gold can hurt a lot since Lockdown is already working under heavy provision constraints.



Round 1
You should try to play Bronzes and not commit too much. Ramon + crossbowmen is one card you should play in trying to secure the first round. Another card you can keep in hand is Invocation, since it gives you the chance to yoink a good card as carryover for the next rounds as well as a good reach for securing the first round.

Round 2
If you’ve won round 1, it’s usually a good idea to pass at 7 cards. But if you face some heavy long round decks, Kikimore Queen for example, you should bleed to shorten the final round.
In case you’ve lost round 1, try to keep a bronze unit in case your opponent drypasses. If your opponent is likely to bleed you, you should keep at least 2 Aristocrats in case it’s necessary for you to commit Ball. It’s completely fine to play Ball in this round in order to secure card advantage. It’s important to remember that Usurper is an Aristocrat only in his final form.

Round 3
The final round is pretty straightforward, have enough aristocrats in hand, make sure to play them carefully so that you don’t waste your poisons. You need to be careful during mulligan so that your Roderick doesn’t get bricked.


Mirror – Get rid of Crossbowmen since it can be yoinked if your opponent has Amnesty or Sweers. Make sure your amnesty is accessible, through Menno or by keeping it in hand. Keep Cupbearer for Purify. Use Ramon on Tortoise.
NG – Don’t commit Usurper too early since Fergus can be deadly. Keep Cupbearer for purifying. Use Ramon on Tortoise.
MO – Keep Braathens into Mage to counter Larva. Use Invocation on Yghern to deny Ozzrel value.
SY – Keep Braathens into Mage to counter Azar. Keep Purify for Graden when you face Wild Card. If SY isn’t running devotion, Azar’s token can be yoinked to prevent bomb heaver against your Ball.
NR – Keep Cupbearer always if you see Pincer Maneuver. Try to bleed NR if it’s possible without losing card advantage.
SK – Keep Vincent to deal with Harald. Against Lippy, using Amnesty on Cerys can be devastating.
ST – Schirru is a pretty complicated matchup. You want to push R2, but knowing when to pass is very important. Vincent is good to keep against the Symbiosis deck to counter ST Echo and Eithne.


Good against:

Ethereal or Schirru


Bad against:

Decks which don’t really need the leader because of the provision handicap.


Cards replacements:

There aren’t many replacement options because of Devotion. Some possible swaps are
1. Van Moorlehem Hunter in and Deithwen Arbalest out in case you’re facing a lot of NR or any other engine heavy decks. Locks are very valuable to prevent their units from gaining additional value.
2. Ard Feainn Tortoise in and Ard Feainn Crossbowmen out if you’re facing a lot of mirror matchups. The change is made to deny amnesty value for your opponent.
3. Imperial Diviner in and Ard Feainn Crossbowmen out if you’re facing a lot of Ball or Vysogota decks. Your opponent can be put in awkward situations if their Poisons or Defender gets purified.
4. Ard Feainn Crossbowmen in and Ard Feainn Tortoise out if you aren’t facing a lot of NG. Crossbowmen are way more effective than Tortoise now that you don’t need to worry about getting yoinked.

Tier 3

Scoia'tael - Shirru Strikes! | Precision Strike | 3.75 stars

Schirru strikes again!


Precision strike is one of the best Scoia’tael decks. Thanks to our Leader Ability and Schirru, we can easily clean up our opponent’s board – this is our most important weapon. Thanks to this combo (leader ability + Schirru) we can win R1 – or even destroy our opponent’s board in a long R3 (or easily survive a bleed).


What is more, we can draw Schirru in two ways:
– From Call of the Forest (then Schirru will be a 4 point unit)
– From Isengrim’s Council (then Schirru will be a 5 point unit)


Another plus is that we can pull out Call of the Forest and Isengrmi’s Council by using Fauve.


In the most awkward situations, we can also play Call of the Forest->Fauve->Isengrim’s Council->Schirru. As you might already know, Schirru doesn’t add points on our side of board. Thanks to our Nature cards, we can play cards with Symbiosis to strengthen points on our side of the board. In this deck we have many cards with symbiosis:


– Eithne Young Queen: This is our best card with Symbiosis. Obviously, we don’t want to play this card in R1. Eithne is quite strong in R2 and even more in R3. In R2 it’s a 10 points play – and she spawns two Dryads with Symbiosis! In R3 Eithne provides a big advantage – she spawns two Dryads, but she has also Symbiosis and Veil!


– Freixenet: A solid 9 point card with 2 points of carryover. Carryover is always good, especially if you can use it on Dunca.


– Duen Canell Guardian: It’s only a small Dryad! Who’d want to kill her? While it’s only a 5 point card (with 5 Provision cost), Duen Canell Guardian can make an effective combo. With Duen Canell Guardian, we can also setup Schirru. Unfortunately, Symbiosis cards aren’t very good without Nature cards. Fortunately, this deck has many.

-Call of the Forest – this is better Royal Decree. We can tutor every unit from our deck and boost it by one point.


– Isengrim’s Council: Not as good as Call of the Forest, but we can always pull out Schirru when needed.


– Nature’s Rebuke: An amazing removal card – we can easily remove some of our opponent’s engines. Thanks to Forest Protector, we can even play it as many as 3 times. There’s another advantage to playing this card – when you kill a unit, it boosts a Treant by 2. This is ideal with cards like Oakcritters, Treant Boar, Forest Protector, and The Great Oak.


– Circle of Life: Carryover – can set up Schirru or boost Dunca.


– Dryad’s Caress – with dryad on board it will be at least 6 points play. With this card we can purify lock, bleed, or poison and get more value.
We play a deck with devotion, so we can play third form Eithne, and boosted Oakcritters. Our Treants are an important part of this deck.


– The Great Oak: Can be a strong finisher and a setup for Schirru. With our leader ability, this can be a powerful play.


– Forest Protector: Another strong finisher, can create 12 points, even without Symbiosis cards on board. However, make sure that we have a Bronze Nature card in our Graveyard!


– Treant Boar: A solid engine: Usually used to set up our Schirru, or simply for gaining points.


– Oakcritters: 7 points for 4 Provisions with two bodies – a solid Bronze. It’s also good for thinning.

Another great card for thinning is Novigradian Justice.
In our deck we have three bronze dwarfs:
– Mahakam Maruder x2: Solid 4 Provision points.
– Miner: Can boost – for example, Dunca.
Our Leader Ability is Precision Strike, so it could be a mess without two copies of Brokilon Sentinel. When we use our Leader Ability we will have, at least, three bodies for The Great Oak.


Dryad Enchantress is another great 4 Provision card. Thanks to her, we can play around with Schirru.


Last but not least…
Dunca! On Blue Coin, this can make for a superstar of the match. We can bust it out without a Stratagem or Miner – and then we have a lot of carryover. Who doesn’t love small Dunca?



Round 1
On Blue Coin you can play Dunca with Tactical Advantage. However, if you know that you are better in a long round than your opponent, you can just play three weak cards and pass – and then swarm your opponent in R3. Also it’s always good to try to thin our deck in R1 and R2. In R1 you can use Schirru or your Treants to win R1. If you are on Red Coin – why not just try to win on even? Abusing coinflip is fine – use Schirru to make it possible. Remember Schirru is key to win. Schirru is love, Schirru is life.

Round 2
I like to push with Novigradian Justice, Forest Protector and The Great Oak, or Eithne and Nature cards. Just save some good cards for R3. If you lose R1 and your opponent is bleeding you, that’s okay. Just use Schirru and a bunch of other gold cards. Also, when you play Schirru, it’s a good opportunity to use our leader. It will also thin your deck!

Round 3
Eithne and nature cards can easily win R3 for you. You can save Novigradian Justice or The Great Oak – in a short R3, they are also fine.

REMEMBER that this isn’t an autoplay deck. You must think and train to get good results with it.


[Refer to Descriptions and Game Plan]


Good against:

Swarm-type decks


Bad against:

Decks that target and remove high point value cards


Cards replacements:

Milean and Pavko could be considered.

There is also TailBot version with handbuff and Allgod worth consideration here.

Northern Realms - Super Greedy | Pincer Maneuver | 3.75 stars

This deck was gaining popularity during the first week of the current season because some streamers were playing it on their streams. This deck depends on the surprise value of Siege. It is better played at lower ranks or lower MMR because this deck is only good when your opponent doesn’t know how to approach it. You also need to have a good knowledge of match-ups so that you know when to play the Siege.


Sometimes you might even need to play it in round one to secure control of the game, even on blue coin.


This deck basically has three packages. First is the Siege Scenario, second is Vysogota and Defender, and last is the engine package such as Kerack Frigate, Anna, and Drummer. Play the engine package in round one if you think you can win round one. Again, this deck is hard to play because you must be familiar enough with match-ups to determine which package you should you play in which round. The Vysogota and Defender must be played in the third round. In the worst case scenario, Vysogota and Defender can be played in round two to get card advantage from your opponent if they push you.


The Vysogota and Defender package should only be played with your leader ability, as the three point Vysogota is very vulnerable to removal. Play Vysogota first (either from hand or via Amphibious Assault), after that use your leader to play your Defender from hand or out of your deck.


The engine package is kind of tricky, sometime you must save Anna for a long round three to get 2 points per turn, perhaps three in combination with Tridam, Infantry. It is probably best to just practise with the deck until you get a feel for the cards.



Round 1
This deck needs to win round one badly. You must win round one at all costs (especially if you draw Amphibious Assault in this round). Never use AA in round one if you think you can’t win it.

Round 2
Always dry pass in round two, except in some situations such as against NG. In this case you need to bleed their scenario out because it can answer all of your engines. If you lost in round one, use the Vysogota and Defender package in round two because this combination is worth 11 points. Sometimes you have to use your leader in round two to get card advantage.

Round 3
Ideally, use your leader ability to play Vysogota and Defender in round three. One of these cards can be pulled with Amphibious assault and the other can be pulled with leader ability. After that, play all your engines as fast as you can.


– Be aware that you only have five siege engines (perhaps six if you decide to use Adalia to copy a siege engine). If you don’t keep track of your siege engines you might not have enough to proc the scenario.
– You must mulligan Vysogota or Defender if you have them both in hand in round one. You must have a hand that you are willing to play most of to win round one.
– This deck is lacking in consistency, as there is no tutor for high provision cards, so don’t mulligan Viraxas, Baron, Siege, or Adalia, as there is a chance you won’t draw them later on.
– Natalis has only two targets, Boiling Oil and Amphibious Assault, so make sure that you don’t brick him.
– Tridam Infantry can play for a lot of points in round three if your Vysogota isn’t answered. It will get 2 points per turn at the very least. If you play it in an eight card round three, it will get 20 points by itself.
– Vysogota might as well have a new card description “if you play this card in a long round three and your opponent cannot answer, you win the game, if it is killed, you lose the game”.


Good against:

Midrange decks such as SK, uprising NR with devotion. MO is kind of tricky if they know your game plan. Beware of Miruna and Manticore.


Bad against:

All types of NG, SY with bomb heaver. It’s worth knowing that most SY is currently playing bomb heaver.


Cards replacements:

You could play more engines or switch some bronze cards. Having two Tridam Infantry is sometimes too much. It is difficult to change the gold cards because provisions are very tight in this deck.

Monsters - Wild Scenario Hybrid | Overwhelming hunger | 3.75 stars

Bomb Heaver has not been popular so far this season, so this deck has drawn quite a lot of strength from Haunt.
Thanks to devotion, we can now play Auberon Conqueror, An Elle Conqueror and Winter Queen with thrive!


Auberon can get pretty huge in R3, as he can trigger the larvae’s thrive twice. He always gets somewhere around 14 points and can produce more points afterwards. This is one of the best finishers in this deck.
Now that we have a reworked Ge’els, we can play him as a tutor. Thanks to this, our deck has gained consistency.


With new Ge’els we can easily play Naglfar or Ard Gaeth if it is more important.
Ard Gaeth pulls out Winter Queen and it means we can play Ge’els->Ard Gaeth->Winter Queen.
It gives us a great tempo play and thins out the deck splendidly. Ard Gaeth can be poor if your opponent manages to play around it.
With the frost package we must play Wild Hunt Bruiser. It’s nice because it helps make our Ard Gaeth better.


If your opponent is still playing in one row, we have another way to punish him for it – Werecat.
Werecat can get awkward during short rounds, but in long rounds it’s just lacerate with body and thrive.
In difficult situations we can play Werecat just to trigger our scenario.


We are now onto the second part of the Wild Hunt – Scenario hybrid. We have a lot of ways to trigger our scenario’s chapters:


Noonwraith – it’s only a 4 provision card. We can just play it in round one – mainly for points and thirve on larvas, but it’s also a great play in a short R3, just to trigger our scenario.


Imperial Manticore – some people may say that this card is weak, but is it really? We should play around Miruna and buff his units for points and then we have our super Manticore. If opponent is playing around Manticore and Miruna we can destroy his little units using Wild Hunt Warrior or Bruxa.


Miruna – it’s just a phenomenal card. With your leader abillity you can easily steal your opponent’s engine.


Goliath: it has 10 points for 8 provisions. It can also trigger a scenario. With rapture being nerfed, this card is very good.


Dettlaff: Higher Vampire – this is the best card you can possibly play with Haunt or your leader abillity in R3. It’s a 19 points play using your leader ability only. It’s a mindblowing finisher and it’s also very good in R1 or R2, because we can play it with Caranthir and eat with Barghest.


Naglfar got better because of Ge’els abillity. If safe and possible, we should play Naglfar in R1 or R2 (R2 play is more rewarding) because then we get some guaranteed gold in the next round.


Naglfar’s Taskmaster is here to help us against enemy’s defenders or just to purify our own unit from for example, a poison or lock.


Natural Selection is here just as a small damage option for example, to kill Magne Divison, Thirsty Dame or Temerian Drummer.


Parasite can be somewhat awkward. With it, our Naglfar has more options, but it’s an excellent card versus Herkja, The Beast, Reynard and all types of engines.
In the current meta state, the deck feels quite strong. It’s good at bleeding and has a lot of options to deal with opponent’s cards and also has a lot of points.



Round 1
Our plan in R1 is pretty simple – just win. We have a lot of ways to do so. Superior cards to play in R1 are:
Larvae, Ge’els into Ard Gaeth, Miruna, Imperial Manticore, An Elle Conquerors,
Noonwraiths, Bruxa and Wild Hunt Warrior.
It’s good to play Ge’els into Ard Gaeth in R1 because it gives us great tempo play and it is always valuable to thin our deck in R1 and R2 as much as possible. Tempo plays can help us with small 4 provision cards like Noonwraiths and An Elle Conquerors which will get even more powerful if you’ve played Larvae beforehand.
Imperial Manticore or Miruna can easily win you R1 if your opponent is a risky player.
In R1 you can play one or two charges from your leader abillity. It’s worth sacrificing your leader abillity charge to win R1 on even if possible, but not always. If you know that your opponent plays Bomb Heaver it’s better to save your leader abillity for later. Remember that Barghest is a thing!

Round 2
If you know that your opponent plays a deck that is better in long rounds than Wild Scenario Hybrid you must bleed him – but do so carefully! Sometimes you can just play your scenario and two of your deathwish cards and make a lot of points. If you are forced to play more cards do it! Don’t be afraid of sacrificing your Dettlaff or Auberon. Remember – save some good cards for R3… or just win 2-0!

Round 3
If you saved some good cards like Haunt, Dettlaff or Auberon – congratz! You will most likely win the game!


This deck needs to win R1. Larva isn’t really needed in R1 unless you are facing a very greedy deck such as Kikimore.
This deck can brick until R3. You may sometimes get Ge’el and Ard Gaeth in one draw and in your last mulligan you may get Naglfar. Beware, sometimes you must not use your last mulligan.
Keep in mind that werecat is important in almost all matchups because it works better than Triss lacerate.
Sometime you must go all in with your leader ability if you are facing an engine deck such as NR or SY.


Good against:

This deck is good against SK, as it doesn’t have bomb heaver and they sometime struggle with blue coin. We can abuse them easily in R1 or R2.


Bad against:

Engine decks such as SY hidden cache or NR (all NR types) actually work very well against us, because this deck doesn’t have much removal. It often makes you lose if you don’t bleed well in round 2.


Cards replacements:

This deck actually has 2 variants on ladder. One with scenario and one without scenario. If you don’t want to play scenario, you can cut haunt and Dettlaff and replace them with Yghren and Ozzrel.
You also can cut manticore for striga and play apiarian phantom instead of parasite.

Monsters - Ethereal and Crones | Fruits of Ysgith | 3.75 stars

Ethereal is still fine after patch 7.1. Renew is used now instead of Caranthir in order to play Ethereal again. The majority of the power in the deck is the four points per turn leader/Ethereal combo.



Round 1
On red coin, you should use your leader ability and Ethereal on turn one. On blue coin, try to play Endrega Larvas and Bruxa, and save Ethereal for later rounds. It’s a good idea to keep Pellar in hand for purifying, and always look for Brewess to make your other Crones stronger.

Round 2
If you can secure the first round, you can easily push with Ethereal from hand or Renew it to attempt a 2:0or bleed. Don’t hesitate to commit Crones and Auberon King if you believe you can 2:0!

Round 3
Auberon King and Crones are the primary wincon, and play best in a short round. Ethereal functions as an alternative win condition for when you have to play a long round.


The best target for Brewess is Nightwraith or any unit currently suffering bleeding/poison. A locked Ethereal is also a good option.Renewing Ethereal is not very powerful in a short round. The better option is to play Weavess or Whispess from your graveyard.
Save Squirrel for echo cards, or any other graveyard interactions.If the enemy plays Defender/Scenario, try to bleed one of them out in round 2.If you can, try to save your last Oneiromancy for round 3.


Good against:

Skellige, Syndicate


Bad against:

Schirru, Lambert, Igni, Nilfgaard with two locks


Cards replacements:

The Apiarian Phantom 🡪 Golyat
Parasite 🡪 Alzur’s Thunder
1x Natural Selection 🡪 Crow’s Eye

Honorable mentions

Nilfgaard - Imperial Formation

This is an experimental decklist that attempts to combine current Spies & Soldiers meta – without Scenario.



Round 1
First and foremost, it’s ideal to play Ramon as early as possible (you don’t want to enter later rounds without a Bronze Soldier for him to duplicate). During this round, we want to abuse our opponent with Soldiers and Helge – but saving at least one Enforcer for later. With Echo, Coup De Grace is a dynamic card, and should be used whenever there’s opportunity. Cantarella is one good candidate, and can be used early on to push, as well as potentially ruin your opponent’s synergy by stealing critical cards.

Round 2
The advantage of this deck is versatility, as well as unpredictability – so Braathens and Stefan (in combo with Bribery) can be used whenever circumstances seem best. This can include making a second round push if you suspect your opponent unprepared.

Round 3
This where you’ll want to save Fergus and Vincent for as much as possible – Coup de Grace can make this a deadly trio. Similar to playing with Scenario, ideally, you’ll want to wait towards the end of the round to target Units with high point value or abilities that synergize with your hand. Depending on your circumstances, you can remove or duplicate – choose wisely.


Don’t be afraid to pass – our Leader Ability can help save us from some tight spots, but avoid wasting all charges in early rounds. However, if your opponent attempts to create a card/hand advantage in the Second Round (i.e. Swarm decks), the combo with Affan can both save you, as well as provide thinning for Roderick.


Good against:

Nilfgaard, as well as decks with high point value cards


Bad against:

Skellige and decks that make use of many Veil or Immune units


Cards replacements:

A replacement to consider is Yennefer’s Invocation – this can be done by removing Cantarella and Helge. Soldier or Tactic can be added based on preference.

Syndicate - Swiss Army | Wild Card

This decklist is a bit unconventional, but is both extremely versatile, and may catch your opponent off guard. While the deck contains Passiflora, is also makes use Bounty, as well as the ability to swarm your side of the board with Zealots.


Like with other current Syndicate lists, round strategy is going to be conditional – it’ll depend on your opponent’s deck/faction, as well as rhythm of the round. For instance, Passiflora and Saul are potentially very dangerous, but Saul is best used during a long round – Passiflora to steal the first round, or to save if you suspect your opponent will pass early. Azar is essential in both cases, but should be saved for the last round if possible.

Zealots and Poison can be used safely in any round, though Graden is an inclusion also best suited for later. Not only can it be an effective Removal, but the boost from his Tribute can turn the tide of a round completely.


This deck is reliant on Coins, so managing your funds carefully is key – don’t be afraid to pass during bad rounds rather than throwing away useful cards. Another weakness is going to be Lockdown and cards that Banish from your deck. Our Leader Ability is what makes Graden so dangerous (because we can place a bounty whenever we like), but if Slander gets tampered with, it may be best to Mulligan him in hopes of other Gold cards.


Good against:

Overly greedy/meta-reliant decks


Bad against:

Poison/Removal decks


Cards replacements:

Bomb Heaver can included if meta is making Scenarios challenging to deal with – however, Mutant Makers will have to be removed (since they rely on Devotion). Consider replacing with Assault.

Skellige - Cult of Ciri | Ursine Ritual

While everyone plays warriors in Skellige, we like to do something different, just for the fun of it. And with the changes to Ciri: Nova, we had the perfect excuse to be creative with our deck building. Let me know what you think of the cycle of pain in the Cult of Ciri deck!



Round 1
The Veterans are great to start with, especially when supplemented with a priest and a protector. Herkja also works great in round 1 and don’t be afraid to spend some golds like Harald and Blueboy in the first round. One of the healers can also keep your units alive and keep the loops going. Vildkaarl can round off round 1 with some help of your leader ability.

Round 2
Ciri Nova!

Round 3
Covenant of Steel and Artis, whittling down your opponent’s units and thriving of the self damage on your own units. Combine with one or two healers to mitigate Artis’ damage entirely. There should be enough damaged units on the field to also take out a big unit with Champion’s Charge.


Keeping Artis alive gives you a huge advantage in the last round. Especially against monster decks, that usually play high powered units, damaging them for half that power can be devastating. 1 power spying units also get destroyed when they’re played, making them no longer targetable for further use by Nilfgaard decks.
So monster decks suffer because of Artis, you can survive and even thrive off of random damage decks such as Skellige warriors and Northern Realms siege decks and the restrictions imposed by Ciri Nova often give you a hand filled with golden units, which indirectly counters assimilate decks since there often won’t be any bronze units to copy.


Good against:

Monsters (Big units v Artis), SK warriors, NR siege (random damage) and Assimilate (lots of golds, making duchess informant useless and giving more low provision variety to Bribery)


Bad against:

Engine decks especially NR when focusing on boosting and any decks with more targeted damage like ST.


Cards replacements:

You can swap out Olgierd Von Everec with Olgierd: Immortal or remove Ciri and Gremist for Olaf and something like a Gigascorpion Decoction or Arnvald.

Quest decks

Decks for fast progression of quests.

Play 60 Neutrals (2 RP):

Tactical Decision by supersonic_bat

The plan here is to basically play a tutor into another one and thin out your deck as much as possible. Also, some cards spawn and play other neutrals. I’ve been able to play about 23-24 cards per match with this, so it speeds up the quest a lot.

Play 40 Artifacts (2 RP):

Call of Harmony by supersonic_bat

Up to 16 artifacts can be played in a single match.

Classic decks

Decks popular for a long time, so they are worth investing scraps in.


Imperial Formation (currently: Spies and soldiers)

Ball deck (currently: Ball Lockdown)

Northern Realms:

Uprising (currently: Uprising Devotion)


Hidden Cache (currently: Hidden Cache)

Win ratio

Stats from top 2840 pro rank players. Who played: 666134 games from 17.08 to 27.08.

Northern Realms






1. Witcher_Anti... 0
2. GD_Cabelo 0
3. vidarr.sp 0
4. Pajabol 0
5. 네모모양 0
1. Martinez_76 0
2. Wlastelin 0
3. darkspiritze... 0
4. YANyok 0
5. 야다몽 0
1. 九月薄荷 0
3. Andrii. 0
4. todoarainbow 0
5. ShadyLandSha... 0
1. Emryso 0
2. SkyInside 0
3. Esquoret 0
4. FantasticCK 0
5. 蓝天风暴 0
1. Sh1ro1 0
2. unlivredont 0
3. R3dR0d 0
4. Reca92 0
5. todoarainbow 0
1. shinymoonlig... 0
2. R3dR0d 0
3. HannuQ 0
4. VeliKavlak 0
5. sverhrazum99 0

Faction popularity

Nilfgaard 19.79%
Monsters 18.84%
Skellige 18.8%
Northern Realms 16.27%
Scoia'tael 13.87%
Syndicate 12.44%

Upcoming events

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Writers, consultants and editors: BiggieO, Kozix, RacyMayhem, Ibas94, 9kjer, Gregor__, Bart933, Pawloex, EmpressBlackSun, Ecuros, Rby, Chavou and Trav.

Manager: KissAndRun

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