Meta snapshot #20 Update #1 - 24.10 - Season of the Cat

[24.10] Update #1: 6 new decks and videos in Other decks section, new ranking, 3 decks description updated.

[15.10] Release: 12 new meta decks descriptions, new ranking, new matchups & gameplan info.

It is finally here. The new expansion Harvest of Sorrow arrived on the 5th of October, bringing with it dramatic meta balance changes.

Syndicate has fallen from its throne due to the huge nerf to Tunnel Drill. With the loss of Lined Pocket, players are experimenting with other leader abilities. Good-old Jackpot is making an appearance again as a Midrange version. New expansion gave SY players some new Bounty toys, pushing the archetype into the lime light. We can see new cards like the Brute in both Off The Books and Pirates Cove Bounty decks.

Nilfgaard didn’t receive many changes, but due to the Alchemist rework, the Location will be unable to switch a third card from the top of both decks. Old Assimilate deck is as good as ever with the new card Lydia as a flexible midrange card.

After some experimenting with handbuff at the start of the season, Scoia’tael players came back to Nature’s Gift. Bountiful Harvest seemed to be enough to make Nature decks viable again. Now ST can slam 2 engines in one turn with Simlas. Even the nerf to Gord isn’t enough to stop this deck.

Skellige got huge support to the rain archetype along with the extremely strong legendary Fucusya – the old Second Wind leader ability with a body. In Skellige we can rely on few decks, such as RF Control, Druids, and the new and dominant Rain-Melusine. All of them are using Fucusya on its own way and due to her incredible flexibility.

Monsters are still lurking in the shadows after last patch’s nerfs to relicts and can’t quite compete with the rest of the meta. However some players found a creative way to use the new Sabbath card in the Kelly archetype. It allows you to replay your Kelly and other big engines, making for a very threatening bleed. Due to popularity of NR Mages and other swarmy decks, Kelly managed to find a foothold in the meta.

And finally we get to Northern Realms. The most recent expansion was the support the faction needed, skyrocketing NR to a very strong place with the new cards. We can find them in a few decks, most notably being Mages, Midrange and Siege. Mages took the seat of the most toxic archetype of the expansion due to its ridiculous carryover game plan. Midrange and Siege are both using the new cards like Raffard’s Vengeance and Alumni to its advantage. And with these all new and old control and pointslam cards Midrange/Siege seems to be some of the top dogs this month.

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Tier 1

Northern Realms - Chinese Midrange | 4.5 stars

In the newest expansion, Northern Realms received some powerful new tools. So many powerful tools, it’s actually really hard to fit them all in one deck. At the beginning of the season, we released a ton of different decklists that, while very different in game plan, shared a lot of  these cards. However, as the community has had the opportunity to cut the fat from these lists, a clear winner is emerging. After weeks of refinement, Northern Realms has found the perfect balance between carryover greed and midrange, allowing both tempo bullying and explosive value in r3.

 

This list, like Liz Lemon, strives to ‘have it all.’ It avoids an all-in mage strategy by omitting greed cards like Idarran and Runeword, favoring instead the Inspired Zeal synergies like Raffard’s Vengeance and Seltkirk. At the same time, it retains a lot of mage spam in the form of Mushy Truffle and Chapter of Wizards. The deck does suffer from Northern Realms’ overall lack of consistency, but that really is the only bad thing that can be said about it. Besides, the deck is flexible enough that while missing a draw like Chapter of Wizards or Gerhart hurts, it’s hardly as painful as it is in more specialized lists.

Difficulty: Medium

Gameplan

Mulligan:

Weak bronzes, and other situational cards.

Round 1:

You can drop some cheaper golds to contest the round, in some matchups having last say in r3 is really useful, so winning r1 can be crucial.

Round 2:

Depending your opponent’s deck, you can either bleed, or go into a long r3.

Round 3:

Now you can drop all your awesome golds, the zealed golds package can demolish almost any threat, and having points is guaranteed, so you should have a great time (assuming you have last say to answer something like a Gord)

 

Details

Good against:

NR Full Mages, Kelly, Flurry control, ST Gift, SY Bounty.

Bad against:

SK Rain, NG Assimilate.

Win condition:

All your top-end golds.

Cards replacements:

Not really, this deck is quite complete.

Nilfgaard - Midrange Assimilate | 4.5 stars

The last two seasons, assimilate has grown in popularity with top players such as Cyberz using it to reach the top of the pro ladder. With flexibility to win in both long and short rounds, and only a couple truly difficult matchups, assimilate has cemented itself as a top meta deck. In a long round, assimilate engines go crazy, while in a short round, Artaud and Joachim can win many matchups. Yennifer’s Invocation can set up a nice draw from your Sunset Wanderers or Fercart as well. We love this deck and know you will too.

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 with Sunset Wanderers and by playing Mage Torturer, Artorius Vigo, Lydia, and Joachim. Try to save your other 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.

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 placing spies next to it. 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 Mages/Siege, you want to copy a couple humans for your graveyard so that you can play Coup and Artaud on your opponent’s Shani. A bleed is probably necessary to get some of your opponent’s engines out. Against Mage Swarm, you want to go for a 2-0. Win round 1, generate some Mage resilience of your own, and spend all that’s left to win round 2.
Bleed or not? Bleeding should be done against Siege, though we want a long round vs commandos, and a 2-0 vs Mage Swarm.

Who will win? You are favored against Mage Swarm, and Siege, though unfavored against commandos.

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. Against Double Kelly, you want to save your spying units for the second Keltullis. This way, you can neutralize Keltullis.
Bleed or not? No. They should bleed you.
Who will win? You should almost always win against Relicts, as long as you don’t greed your engines during round 2. Play your top end cards if you must to get card advantage. Double Kelly can be more difficult, but using leader to steal a Heatwave can be game winning.

Scoia’tael:

The gameplan against Scoia’tael is to secure a long round with last say. Since you have Invocation, last say means you deny your opponent quite a few points from their Gord. Against Gift, securing a long round is especially helpful, since you can overs-warm your opponent’s board. 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 can be great, otherwise find a Sorceress to copy. Forest Protector is excellent as well if you are able to play a nature card with Lydia.
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, Hjalmar, and Fucusya. 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. If you play against rain you want to shorten the round a bit to force your opponent to spend some engines. Maintaining last say can be important for invocation on a tall target. This matchup is quite difficult due to the lack of removal options we have.
Bleed or not? No. If you save assimilate cards for long round 3 your engines should 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. Your opponent should likely try playing around any deck manipulation you might have, so they will weaken their hand for round 3. You can put spying on your opponent’s Vilgefortz if they stupidly play it too early. Save Spores and Invocation for your round 3.
Bleed or not? Light bleed vs Rain. Take long round vs Flurry.
Who will win? You should win. Typically it requires misplaying/overcommitting in round 1 to lose.

Syndicate:

When playing vs. Syndicate, you should win. That’s the entire description… Ok not really, but basically, against a Passiflora deck, you should bleed out their Scenario and aim for about a 5-7 card round 3. If you face Bounties, you actually should just win. Play Invocation on their Witchfinder, copy their Professor or damage spender, and turn the tables on them. A short round is best here.
Bleed or not? Bleed both matchups. A long round for Passiflora is scary, and a long round for bounties will ensure your engines die.
Who will win? You should win most of the time.

Details

Good against:

Northern Realms, Scoia’tael

Bad against:

Melusine, Commandos

Win condition:

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

Cards replacements:

Sunset Wanderers + 4 provision card -> Bribery + Vilgefortz

Tier 2

Skellige - Fists of Flurry | Control | 4.25 stars

With buffs to the rain archetype, Flurry now has competition within Skellige for the leader of choice. However, due to the significant greed found on ladder early this season, we believe Flurry’s control places it at the top of the list again. Fucusya and Mushy Truffle are Flurry’s new toys, and we love to play with them. Having Sunset Wanderers and high tempo round 1 cards like Coral, and Truffle makes this deck capable of winning on even in round 1, setting up a heavy bleed. There can be some awkward round 1 hands when you miss your discard package, though.

Difficulty: Easy

Gameplan

Mulligan:

Find your discard package. Find bronzes and a tall punish so you can play deep into round 1.

Round 1:

Typically, the deck likes to win round 1. It can be a little awkward when you miss the discard package, but our short round is favorable to nearly every deck, so it can be worth a little overcommitment to ensure you win the round.

Round 2:

Depending on the matchup, you may want to bleed your opponent down to basically nothing. 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 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. If you see one of the mid-range Siege/Mage decks, deny patience carry over in round 1. On red, you want to push to win on even. On blue, make good trades and bleed. Against Mage Swarm, you will want to win round 1 at all costs. Then in round 2, bleed again, but mulligan away your finishers like Fucusya for the short round 3.
Bleed or not? Bleeding should be best for everything except Mage Swarm.

Who will win? Whoever gets round control should win.

Monsters:

When you face the rare Monsters deck this season, it will probably be Double Kelly. Against this deck, you will want to deny Ciri: Dash in round 1, but if you cannot, then you should pass at 7 cards to ensure you do not lose a card to your opponent. Pellar is best for Cave Troll, and Heatwave should be used on Keltullis. Against Relicts, you can pass early, since they will bleed you to try getting She-Who-Knows carryover. You can use Heatwave to kill it. We should win a card during the bleed most of the time. Xavier is really useful for destroying their graveyard, to deny their Witches’ Sabbath value.
Bleed or not? You won’t need to bleed either. Our long round should be sufficient to win with removal.

Who will win? We should be favored this time.

Scoia’tael:

You really need last say here. With Harald Gord, and occasionally Torque, Scoia’tael now really threatens us in a short round if they have last say. Against Gift and Invigorate, you will want to save at least one of Heatwave or Morkvarg for the Gord/Torque. One can be used early to win round 1. Try to deny your opponent’s Elven Seer, but make sure you maintain removal for their Whisperer of Dol Blathanna. If you face a unitless deck, you will want to save Heatwave their Tiger. Typically a short bleed is good too, since you want to ensure they aren’t secretly a traps deck.
Bleed or not? Bleed Gift and Unitless, but don’t bleed Invigorate.

Who will win? Flurry should win most of the time.

Skellige:

When you face Melusine, you want to shut down engines in round 1, purify the defender with Pellar, to Heatwave Melusine, and win the round. Bleeding is key – you want to force your opponent to use all their rain combo pieces which they like for the long round (Fulmar, Messenger, Melusine). Xavier can eat out their combo pieces, like Rioghan, also the units or the specials they want to replay.
Bleed or not? Yes.

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

Nilfgaard:

If you face Imprisonment, you typically expect Assimilate, so winning round 1 and bleeding is your best bet. You can pass after you bleed out the majority of their Assimilate cards. Do not play Fucusya too early, since your opponent will likely play one for themselves. Vs. Hyperthin, want to 2-0. Hyperthin lists typically rely on having 1 or 2 cards left in deck for their short round cards, so disrupting this is your best shot.
Bleed or not? Bleed for 2-0 vs Hyperthin. Bleed until engines are out vs Assimilate.

Who will win? Flurry is favored vs Hyperthin, though has a 40/60 vs Assimilate.

Syndicate:

Is anyone seeing Syndicate this season? If you do, it will probably be some Bounty list. Against this, you want to win round 1 and go into a short round 3, since they should likely struggle to have good spenders. Against a Passiflora list, you will want to win round 1 and bleed until you see their engines come out (much of the time, a pass on the Scenario card is ideal).
Bleed or not? Yeah, Syndicate loves a long round.

Who will win? We should be favored.

Details

Good against:

Everything except Assimilate

Bad against:

Assimilate, occasionally bad hands lose to Hyperthin

Win condition:

Deny opponent’s engines effectively. Last say Heatwave/Morkvarg/Axii tall units. Short round mega point slam.

Cards replacements:

Sunset Wanderers + Gerd -> Svalblod Totem + Geralt: Axii

Scoia'tael - Nature's Gift | 4.25 stars

With the harvest coming soon, Nature’s Gift is upon us, all the Elves that were practicing their precision shooting have decided to let the Dryads get some action this season. Make no mistake though, Eithne has long since stopped firing warning shots.

Difficulty: Standard

Gameplan

Mulligan:

Look for Dunca, Hamadryad, and Sorceresses. Make sure you have two of at least one Bronze Nature in your deck still (preferably the Tempering or Dryad’s Caress)

Round 1:

Get down some Symbiosis units and use Natures. Hold off on Eithne and Simlas until R3.

Round 2:

You want a long R3, so don’t bleed if you can help it.

Round 3:

Put down Eithne and spam Natures. Now is a good time to Simlas into double Nature.

Matchups

Mirror:

Kill Hamadryads if you can. If they boost to 6 focus the Dol Blathanna units instead. Hold onto Natures for Eithne if possible, to max out value R3. Last say for Gord is nice, but you don’t actually have removal so it doesn’t matter much.

Northern Realms:

Against Mediating Mages, you just have to kill things as fast as possible. Hope you get lucky with your mulligan, and push hard to win R1. Lock Idarran, since your specials don’t do enough damage.
Against Patience, kill the Ban Ard Students and Aretuza Students quickly.
Against Siege, you don’t really have enough control to deal with all of the Siege Engines, so save the control for when Siege is played. Kill Raffard’s Vengeance quickly.
Bleed or not?
Against Meditating Mages, you lose if you don’t 2-0. Against Patience, you do better in a short R3 so you can bleed. Against Siege, bleeding out Siege or even just a few of the Siege Engines is good.
Who will win?
You do favorably against the greedy decks. Mages might be a problem, since you have a hard time killing them all, but you should be good against the other decks.

Monsters:

You do really badly against Kelly. You have no big units to even out Sabbath, and you get punished hard by wide punish.
Bleed or not?
If you can manage to pull out Kelly R1, and then bleed out Sabbath R2, you’re in a really good spot. If your opponent hasn’t played Kelly R1, there isn’t a need to bleed, since it will come back R3 anyway.
Who will win?
You aren’t likely to win.

Skellige:

Against Rain-Melusine you really don’t have a chance. You have no graveyard punish, and you can’t kill Melusine.
Against Reckless Flurry, the control is a bit annoying, but you should still be able to stick a few Symbiosis units or Dol Blathanna units. Nature’s Rebuke for the Greatswords and Bear Witchers.
Bleed or not?
Against Rain-Melusine it doesn’t really matter. Against Reckless Flurry, it’s not a great idea, since they also have a good amount of pointslam.
Who will win?
Rain-Melusine is an instant concede. Reckless Flurry is a skill-based matchup. If you can get optimal symbiosis value you should win.

Nilfgaard:

It’s really hard for Assimilate to get value out of Symbiosis cards, since they don’t have easy access to Nature cards. This gives you an advantage.
Bleed or not?
Bleeding out should be good, since you favor shorter rounds.
Who will win?
This is a good match up for you. Play around the Invo and you should be good.

Syndicate:

Bleed or not?
Don’t bleed. Too much Syndicate pointslam.
Who will win?
Good matchup. Use Dryad’s Caresses well and you should win.

Details

Good against:

Lock/Bounty heavy decks (Bounty), Small engines (Assimilate, Anything in NR)

Bad against:

Decks that have a single hard counter that we don’t run (Rain-Melusine)
Decks with a lot of wide punish (Double Kelly)

Win condition:

Simlas, Eithne, Harald Gord

Cards replacements:

Nope.

Tier 3

Northern Realms - Full Mages | 4.0 stars

This deck is based on a single card, the Meditating Mage. CDPR created a 4p card with the most precious keyword: Resilience. NR has lots of ways of replicating bronzes, so we put all of them into this deck. The main idea is to win r1 whatever the cost, while creating as many Mages as possible. In the end of the round, click their orders, and use Tissaia to reset them, so they will get their Resilience, while they can keep their order. This means that we will have a lot of Mages to stay in r2, with the option to be clicked again, so they can crash on our board for r3 as well. Of course ther is no need for r3, if you can simply 2:0 them. Keep in mind that you can go down several cards to develop a mage army, and even win 2:0, as your carryover value will be huge. The other cards are helping these tactics, either creating extra mages, or getting value from them, such as the Aretuza Adept, that becomes a huge threat with multiple mages on board.

You have great value against decks with limited removal options, as they can’t deal with all the mages, so they’ll stick.

Difficulty: Standard

Gameplan

Mulligan:

Getting your combo pieces is really important, so Tissaia is a must have, also AA and Oneiro are quite nice to get, other than those, almost all your cards do the same, so you won’t get bad hands.

Round 1:

Develop a board full of mages. Win the round, no matter what. At the end, click their orders, and reset them with Tissaia.

Round 2:

Keep creating mages, and click their orders whenever you feel like. This could be either a 2:0, or a huge carryover to r3.

Round 3:

If you get here, you should have a massive army of mages, so you should win by sheer points.

 

Details

Good against:

Decks with limited control tools, SK Rain, Bounty, ST Gift,

Bad against:

Kelly, Flurry Control, Siege, Assimilate

Win condition:

Meditating Mage swarm.

Cards replacements:

Not really, the whole deck’s idea is to create as many mages as you can, so these cards belong together.

Northern Realms - The war machine | Siege | 4.0 stars

Siege is a well-known archetype in Northern Realms. The scenario provides a ton of damage, and now that it can be activated in one turn with Raffard’s Vengeance it also provides a blistering tempo swing, while at the same time developing several engines. Deck contains various midrange control options like duels and Bloody Baron and huge tempo swings. Finally Inspired zeal deck is quite consistent, in spite of lack of the classic tutors for your golds.

Difficulty: Standard

Gameplan

Mulligan:

You definitely want to draw Siege, as you have no way to tutor it besides Envoy. Other than that, you want a nice mix of bronze engines and pointslam, it is always nice to have access to Amphibious Assault.

Round 1:

You can either try to generate some carryover with patience units or play more aggressive and take round control. It is good to win the round – in ideal scenario without committing AA. It’s important to have a solid working knowledge of the threats in your opponent’s deck, as committing a duel is a great way to generate tempo, but leaving yourself without removal in the face of cards like Leticia and She Who Knows can be game losing.

Round 2:

If you won, now is almost always the time to use it. Siege is best when bombardment isn’t split between multiple targets, so use it early in the round if possible. Keep bleeding your opponent, but try to reserve some pointslam cards like Gerhart and Shani for r3.

Round 3:

If you went for the long round you should be still in good spot, if decided to bleed you should save some pointslam golds and AA to save the victory.

Matchups

Mirror:

Fight for r1, then bleed. First say is really important, because you can not only develop your engines safely, but also make enemy engines way worse.

Northern Realms:

Against Mages win R1 and win long R3. You should destroy as much carryover units as possible.

Monsters:

AQ have only one efficient way to defend their swarm – Yen. Use your pings carefully and game should be easy Matchup against Kelly strongly depends on your draws. If you have duels, you can answer most dangerous engines and later just have more points. Be careful that opponent might play Kelly three times .

Scoia’tael:

Both handbuff and symbiosis should be quite easy opponents, because you have answers to punish their tall units. IF you win R1 cheaply, then you can consider bleeding. However it isn`t necessary as long as you drew your removals.

Skellige:

You don’t have graveyard manipulation so bleed is definitely an option against Rain. Generally you want to take control over the round. Control RF is also a demanding matchup, but as long as you not lose on even, you should have more points than opponent in spite of plenty of removals.

Nilfgaard:

Assimilate have similar potencial to your deck. Try to take round control and destroy assimilation engines with Siege. Matchup is quite close, try to play around opponent`s leader ability.

Syndicate:

After lined pockets nerf, some Bounty and old midrange decks appeared on ladder. Bounty have just not enough points to challenge you, as long as you counter their most dangerous options. Some midrange Jackpots and PC could be a bit more difficult to beat, but again you should play offensively.

Details

Good against:

Gold cards, Siege

Bad against:

ST, Bounty, AQ

Win condition:

Lack of terrible matchups, some greedy decks because you are devotion

Cards replacements:

The second version of this deck.

Skellige - Rain-Melusine | 4.0 stars

The Skellige Rain deck has really gained popularity in the recent few weeks thanks to the new additions of Harvest of Sorrow expansion. All four HoS cards are staples in the deck, which is really something. The deck has a brutal finisher thanks to Fulmar storm-ifying the rains, and Rioghan sweeping the board soon after. Combining this with the ability of the Messengers, a couple hundred point differentials by the end of r3 are completely normal now.


Just remember that if you use Fucusya to resurrect Rioghan, use her on a row that’s not opposing to storm, so her extra rain ticks won’t override the storm.
The deck lacks direct control tools, as rain and storm are quite slow, so decks greedier than us could be a challenge, especially if they can banish Rioghan. Our engines are also weak to removal, so setting up the Messengers behind a defender is recommended.
Since we ditched the discard package, all we can rely on is the Oneiro/Maxii to find our golds so sometimes you have to be skilled enough.
There is a very similar version with Battle Trance using Gedyneith.

Difficulty: Medium

Gameplan

Mulligan:

There are no real bricks in the deck, although you want to use your mulligans to find your golds by r3. Freya’s Blessing is usually unplayable in r1, so you can shuffle those. The Little Havfrue’s are good when going together, so having only one can be mulliganed too.

Round 1:

Try setting up your Melusine, and feed her your other units, let her grow as big as you can, this strenghtens our carryover for round 2 and 3.

Round 2:

In most of the times, you want to drypass, since the longer round 3 is, the better value you’ll have from Rioghan+Messengers, also, your engines will do more work.

If you lost r1, and getting bled in a r2, try defending the bleed without using your wincons, Rioghan and Fulmar.

Round 3:

The longer the round, the better, you can set up your engines, and soak the opposing board with rain and storm. Your last plays should be developing a Fulmar, then changing the loads of rain into a big amount of storm. Then resurrect Rioghan to convert all those storms into a brutal boardwipe. Bonus points if you had Messengers on board, they’ll grow really big.

Matchups

Skellige:

Mirror:

In a mirror it comes down to draws, and pure value, try not to overcommit in the first round. Having last say can be important, since you can nuke their board without them being able to answer.

Who will win? 50/50

Control Flurry:

A control heavy deck can really hurt, since they can answer our engines, and having a couple of tall removals hurt Melusine and the bigger targets. Going for a long r3, and hoping that we can get enough value from Rioghan, or that one or two Messenger sticks can win the game.

Who will win? Flurry is favoured.

Northern Realms:

Midrange Siege:

They have a couple of great removal options with the duelers, but having last-say secured in r3 should take the game easily, as they have lots of units that will take heavy storm damage. All we have to do is take r1, with Melusine and a couple engines, and drypass in r2. You can try to bleed out Siege, but it’s generally better to take a long r3.

Who will win? Rain is favoured.

Mages:

They will spam a myriad of Mages, so your best way of dealing with them would be using rain, although it’s quite slow. We don’t really have other control tools. If you can take them out using Storm+Rioghan, it’s worth a consideration, since their deck won’t have any other wincon. But since they stack both rows, you can’t really kill them all, so it’s a really hard matchup.

Who will win? Mages are favoured.

Monsters:

Double Kelly:

This Kelly deck can be quite frightening, since they have lots of engines that we can’t answer, while Kelly can burn our board. We can’t really deal with the SWK carryover either. So our best bet would be to take r1, drypass in r2, then go for a long r3. If we can defend our Messengers, and set up a huge last turn with the help of Fulmar+Rioghan, we can take the match.

Who will win? Kelly is favoured.

Scoia’tael:

Nature’s Gift:

They will have a strong r1, but you have to contest it, and try to win it, so they can’t bleed out your combo pieces in r2. If you took r1, you can drypass in r2, and go for a long r3. They’ll have a lot of units, so you can rain down the storm upon them with your last say, and it’s an easy win then.

The problem could be if they win r1, and start to bleed in r2, if you have an awkward hand, that could lose you the game. If you get some nice draws, you can defend the bleed, and your Melusine can easily match their Gord in the end.

Who will win? Rain is favoured.

Nilfgaard:

Midrange Assimilate:

Nilfgaard is a tricky matchup since they can yoink your huge Melusine, and copy your other engines too. It’s a hard one, but you can take it with your Rioghan+storm finisher. Fighting for r1 is really important in this matchup.

Who will win? Assimilate is favoured.

Syndicate:

Bounty:

Bounty decks work great against our engines, and we can’t really clear their ping units. Fortunately Melusine has Veil, so it can counter the Witchfinder, but our other units are not that lucky. We have multiple win-cons, such as a huge Melusine resurrected, or by the storm drowning the SY units at the end. There can be a problem, if they can efficiently kill our engines, building up coin, and managing it throughout the game.

Who will win? 50/50

Details

Good against:

Scoia’tael, Midrange NR, decks that spam a lot of units

Bad against:

Control, unitless strategies. Meditating Mage spam, Kelly, Nilfgaard, Flurry.

Win condition:

Melusine, Fulmar’s Storm+Rioghan+Messengers

Cards replacements:

Oneiro+Maxii -> Discard package (Coral, Birna, Skald, Skirmisher)

Nilfgaard - Golem Revelation | Hyperthin | 3.75 stars

After the location nerf Hyperthinn seems to be a bit safer and easier deck to play. 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. Moreover you have 3 potencial tall removals. 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 and Roach is your main brick. Moreover you don`t want to have any reveal unit in hand in R1, it is way better to keep one Mage assasin or affan.

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. Depending on matchup consider using leader ability.

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.

Details

Good against:

Assimilate, ST, Bounty

Bad against:

RF.

Win condition:

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

Northern Realms - Ethical Mages | 3.75 stars

Ethical all-in Mage Swarm.

The release of meditating mage, as well as two synergizing Location cards (Mushy Truffle and Chapter of Mages) has made northern Realms an absolute powerhouse when it comes to carry over. Throw in Alumni to complete the bronze patience package, and Northern Realms is capable of delivering a mountain of points in r3. More than that, it often takes the game far out of its opponent’s comfort zone, being able to win in two rounds, or to take r3 after losing card advantage.

This list is greedier than others, sacrificing the tempo of duelists and Raffard’s Vengeance in the more midrange zeal lists in favor of the monstrous value brought to the table by cards like Tissaia and Chapter of Wizards. That being said, it stops short of the full, all in greed of the Idarran list, preferring to keep the patience package as a more fully developed plan B. While you lose quite a bit of greed potential, your strategy is less easily disrupted, and you don’t have to deal with the heartache of relying on a neutral card you can’t tutor.

While the deck can struggle to deal with threats due to lack of removal, the value it brings to the table is undeniable and can steamroll less greedy lists under the right circumstances, while still allowing for a great deal of consistency.

Difficulty: Standard

Gameplan

Mulligan:

Mulligan for:

-Chapter of Wizards

-Amphibious Assault

-Adalia/one meditating mage

Round 1:

Generate whatever carryover you can get away with. Your two biggest priorities are to:

    1. develop meditating mages with resilience
    2. reach a patience value of four on both your students to give alumni zeal.

If your opponent is playing a deck with heavy removal, use Chapter of Wizards, Adalia, Mushy Truffle, and Amphibious Assault to overwhelm them until they run out of answers. Adalia and Chapter can be reserved to spawn extra Alumni later on, but it’s more important to use them to generate carryover if you need them.

Use your leader ability liberally to get the cards you need. It’s a deeply ingrained instinct to save leader abilities as much as possible, but since this deck is so heavily based on generating carryover, saving four points worth of leader charges isn’t worth it. Having crucial cards like Amphibious Assault, Chapter of Mages, and Mushy Truffle available to win you r1 and develop carryover throughout the game is way more important.

In some cases, in some matchups, you can allow yourself to lose card advantage, but don’t go crazy and MAKE SURE IT IS WORTH IT. Losing card advantage is extremely risky, but if it allows you to double activate Leticia to reach 15-20 point patience values, or allows you to develop several meditating mages with high vitality carryover, it can be game winning. Use extreme caution, and know your matchups.

On the other hand, if you have developed enough carryover, passing can also be a good option, especially if you have an Aretuza Adept buffing itself four points per turn. Forcing your opponent to overcommit to catch up in r1, only to be faced with massive carryover in later rounds is a valid strategy, and can even result in your opponent losing card advantage.

Overall, while your patience package is very strong, you are often best setting up as many meditating mages as possible, as they represent a much larger threat, especially when paired with aretuza Adept. That being said, this isn’t always going to work out, and it’s important to recognize when that is happening in order to fall back on your patience units.

(IMPORTANT NOTE)

When using Tissaia, make sure to play her in the left-most spot on your melee row. Even though she uses a deploy ability, since it is an end of turn effect the game engine uses her position on the board to determine the order it is activated in. In other words, if you play Tissaia to the right of a patience unit you activated, the game will identify their order as inactive before it is reactivated by Tissaia’s ability, and you will miss a patience tick. This is especially important to remember when using her with Leticia, because Leticia’s patience boost affects her own patience value if her order is refreshed in time. It also affects whether or not Aretuza Adept gets boosted.

Round 2:

Hopefully you have substantial carryover developed in the form of resilience units or zealed alumni. Either way, you usually want to leverage that to push here. Keep a sharp eye out for opportunities to 2-0 your opponent, as this deck is especially strong at that.

Otherwise, build up more carryover. If you haven’t used your locations, now is a great time to do so. Their resilience makes them very powerful at generating carryover if you reserve their orders.

If you are being bled, try to set up carryover engines, such as hiding meditating mages or Leticia behind Donimir. This will put a timer on attempts to bleed you, and many players will blink if you do this right.

Round 3:

You should be set up with some pretty big advantages from carryover. However, if not, you still can use your pointslam cards to salvage the win. Pulling Practice Makes Perfect from Gerhart usually plays for a lot, buffing the mage it pulls by 7-9 points by the end of the game. Use it on a mage that is damaged, locked, or has simply used its order ability.

Matchups

Mirror:

This will pretty much just come down to who generates more carry over. Remember, their deck runs little removal just like yours, so play your engines confidently and aggressively, paying special attention to get your Ban Ard Student to four patience ASAP.

Northern Realms:

Midrange – This is a tricky matchup, because this deck outtempos you, has access to fairly strong removal, but can also set up their own carryover engines in the form of both meditating mages and alumni. In other words, they can disrupt your board while setting up carryover that you have few options for dealing with. However, you can still play to your strengths. The Leticia/Tissaia combo can cause your patience to tick up significantly higher than theirs, giving you an edge.

Bleeding is risky, as you might end up in a situation where they remove all of your carryover while setting up their own, actually leaving you in a worse position than when you started off. On the other hand, their removal (duels, Viraxas) also double as some of their best short round cards, so if you can force them to commit these without also letting them develop their own carryover, you’ll be in a good position.

Overall, you aren’t favored. While you can be far more greedy than midrange is capable of, they will likely remove your biggest threats and bully you with higher tempo.

Siege- Flood the board as much as you can with Adalia and leader charges to blunt the removal potential of Bombardment. Try to play Donimir when they are unlikely to have a ping, as if they can’t get rid of his shield they can’t duel him. Fight hard for r1, as initiative in r2 is crucial for setting up engines before they can activate their scenario.

Idarran Mages – Set up Leticia as early as possible. You can’t remove their Idarran, but they can’t remove her, and double activating her for 20+ patience values with Tissaia is just about the only way you’ll be able to keep up with their carryover spam. Still, this is easily one of your most challenging matchups.

Monsters:

Keltullis can force you into some awkward plays, especially with your lack of removal. Use your leader charges, as well as low strength cards like Adalia, or even a Radovid Guard played in the melee row to protect your mages from being killed. Mulligan for your squirrel to prevent their biggest threats from being brought back with Sabbath. She Who Knows is an intimidating card, but remember, you can generate a lot more carryover than that, so don’t let your lack of removal spook you into passing against it.

Finally, play higher strength cards in r1 like Gerhart, Donimir, and even Shani (if you have a target) as they are very strong when brought back by Sabbath. Remember, if they have to take a turn to banish them before they play sabbath, that gives you the opportunity to do the same to them.

Fight hard for r1, as going 2-0 is a possibility if your opponent draws well. If you do win, you should bleed, but only until they Sabbath and you’ve reactivated your meditating mages. Some lists run Alissa Henson, and can Sabbath a third time, but if you suspect this you can banish Sabbath with squirrel.

Scoia’tael:

Nature’s gift has access to a fair amount of removal, as well as competitive tempo. This can create problems within the first several turns of the game, but through persistence these problems are not difficult to overcome. Nature’s Rebuke is well suited to remove your engines, but your opponent’s lack of ping damage makes it easy to protect them with Golden froth and shield. Don’t play two engines at once with Chapter of Mages until you’ve seen either one Nature’s rebuke or Simlas.

Bleed while setting up carryover if you win r1, ideally forcing them to commit Gord. If you can gain initiative like that, you should be golden.

Skellige:

Rain Melusine- Like any weather deck, your ultimate goal is to secure a short r3. If this happens, you can banish Melusine instead of Rioghan if it gets too large, giving your opponent very little to work with in a short round. It can be tempting to stack a row to avoid rain damage, but keep in mind that you don’t have much removal to deal with Fulmar, and may end up getting hit by Skellige Storm as a result.

Speaking of lack of removal, Messenger of the Sea can also be a problem if allowed to get too much value. However, you can mitigate this by setting up an Aretuza Adept or two, preventing you from falling behind in a long round.

Bleeding is important if you win r1, as you have little in the way of removal to disrupt their combos.

Flurry- Flood the board with as many units as possible to mitigate the removal value of their leader charges. Don’t play Donimir alone on the board, as one leader charge and Junod will kill him outright.

This deck has a ton of tempo, and will do everything in their power to bully you out of r1. Hold strong, and commit whatever you have to to win initiative. Many lists run wanderers, so pay close attention to when this is going to come down. If you are going to lose r1, you should at least force them to commit this.

Nilfgaard:

Don’t get frustrated by the amount of your engines that get removed, just make sure to stay ahead on tempo and they will eventually run out of answers. Some lists run Vincent, so be careful playing Donimir in early rounds as it can result in a harsh tempo loss. Also be careful of playing Gerhart too early, as if they can play him after nabbing him with invocation, he represents a ton of value and a double assimilate activation. Try to wait until r3 to play him, after they have already used Joachim.

Syndicate:

Syndicate runs a ton of control, so you may struggle to get anything to stick. Cards like Freakshow and Executioner are especially problematic, as they are great for breaking shield, and even if you spawn a second mage with your scenario they can kill them both in one turn. Do your best to draw Donimir, and remember that The Mushy Truffle’s order is great for protecting multiple engines at once. Be careful in this matchup, this is one of the few decks whose removal can keep up with your engine spam, and you are at risk of being completely shut down.

Details

Good against:

Rain

Bad against:

Bounty

Cards replacements:

Leticia/Margarita -> John Natalis/Boiling Oil 1x

 

When reading this decklist, many of you probably noticed the absence of our favorite Temerian. John Natalis has been in almost every Northern Realms deck since the release of Amphibious Assault, and for good reason. However, since this deck uses Pincer Maneuver, John is a lot less necessary to keep it consistent. While he is useful, this deck is front loaded with a lot of high provision cards, so his inclusion will come at the expense of Leticia, an extremely strong card.

 

 

Monsters - Double Kelly | 3.75 stars

The OG Kelly was a top tier list in its time, and the new addition of Witches’ Sabbath put it back into the meta. The heavy-control lists are tuned down recently, so that means it’s time for Kelly to shine again (and again, thanks to Witches’ Sabbath)

The deck relies on its great engines to survive, so having access to a defender in two separate rounds is huge. Keeping Ciri alive can mean a card advantage early, so you can even with on even from blue coin, and then either bleed some, or take a long r3 with double last say.

You don’t have to be afraid of committing your big golds in the early rounds, since you can get them back later. Graveyard hate such as Squirrel and Xavier Lemmens has toned down a bit, so they won’t eat your stuff from there.

Most decks play with one or two tall punishes, but fortunately you have a lot more big stuff, so you can even greed out on growing your units very tall after your opponent used his tall removals.

Difficulty: Medium

Gameplan

Mulligan:

Mulligan is easy, there are no bricks in this deck, generally you want most of your golds during the game, so you can mulligan the bronzes that you are not expecting to find great value, like Pellar or Squirrel against certain decks. Or the boosty bronzes against heavy control.

Round 1:

If you are on blue, you can start by dropping a defender, and play Ciri next to it. This guarantees that she procs, even if your opponent passes on 7 (of course only if the defender survives)

Then you can simply use any cards, if you see that your opponent is playing weak bronzes, you can try to match it with your own bronzes, and easily win on even, or if they’re fighting for the round, you can play some engines to take it.

Round 2:

Bleeding in r2 is situational, if you have the SWK carryover, you can keep going, and try to achieve Sabbath, so you’ll get SWK in r3, or if you don’t have a great hand, you can just go into r3, and win the long round.

Round 3:

This deck has awesome engines, and Kelly can burn the opposing side if they are swarming, so if you can keep them alive, you’ll easily win the game. If your opponent has some unitless sheningans, sometimes you should play Kelly ont he backrow, so she won’t burn your units.

Matchups

Monsters:

Mirror:

The most common Monsters list is this one, so in a mirror, you should try to achieve the last say, having the biggest Heatwave or spores. Kelly is kinda useless, since you’ll have around the same number of units, but SWK carryover could decide the match, and saving the best engines for r3 could be also great.

Northern Realms:

Midrange Siege:

You will have a hard time against their duelers, as they can delete any card, but generally they won’t have other tall removals, as the deck is usually devotion. (beware of Bloody Baron though) You should try to bleed out their Siege in r2, as that can be a lot of points in a short r3. There are a lot of bronze engines, and you won’t have that many answers, so their Alumni and Shani will get a lot of value in a short round, such as their top-end golds.

Who will win? NR is favoured.

Mages:

The all-out mages decks don’t have tall removals, so you should have a great time punishing their swarm, all their combos are for creating the most mages, so your Kelly can feist on them. They don’t have the points other then a lot of mages surviving, so if you can deny them, you’ll easily win.

Who will win? Kelly is favoured.

Scoia’tael:

Devotion Gift:

Since the devotion removals are quite non-existent in Scoia’tael, you should have a great time against this deck. Most of your engines will stick, so you can go greedy with your cards, and you can try to go for a 2:0, or if they commit their best cards to defend the bleed, you can pass, and go into a short r3, with you strong golds.

Who will win? Kelly is favoured.

Non-devo Gift:

This matchup is a bit trickier, since they can have access to some tall-removals, but not that many as a heavy-control deck would do. The main gameplan is the same though, their units can go really tall, so they are susceptible to tall removals. Keep in mind that their leader passive spawns extra bodies, so it weakens your Kelly.

Who will win? 50/50.

Skellige:

Rain/Melusine:

You have great control tools, and the Melusine deck doesn’t really, so they can’t deal with all your engines, you can simply outvalue them with the extra card from Ciri, and the SWK carryover. You should be aware of their huge Melusine, and either Squirrel it, Heatwave it, because if unanswered, that could decide the match in a short r3. Rioghan is also dangerous, if you’ll have a long r3, Fulmar into Rioghan will grow their Messengers extra-thicc, while also wiping your board, so you should control these units as hard as you can.

Who will win? Kelly is favoured.

Flurry Control:

Unfortunately this deck has a lot of control tools, so you shouldn’t boost your units too tall, because it just plays into their tall removals. They don’t have engines, so your best bet is to win r1, drypass in r2, and have a long r3, and hope that most of your cards will stick.

Who will win? Flurry is favoured.

Nilfgaard:

Midrange Assimilate:

Their deck has a lot of answers, killing and yoinking your best cards, so it will be a really hard matchup. You should try to win r1, then either bleed some in r2, or just pass, and go for a long r3. Kelly will be weak, since they can put a lot of disloyal units on your side. They can even copy SWK few times, so they could even have better carryover than you do.

Who will win? Nilfgaard is favoured.

Syndicate:

Bounty:

The most prevalent deck currently is the bounty-heavy version. Your leader-charge Veils can come in handy, since it prevents their bounties. There is only one Graden, so most of your bountied cards can grow out of removal range by boosting them.

Who will win? Kelly is favoured.

Details

Good against:

Engine decks with few removal options, Devotion decks. Scoia’tael, MO Viy, MO Frost, SK Melusine, NR Mages,

Bad against:

Decks with lots of removal tools, Non-devo decks. Nilfgaard, Control Flurry, Midrange Siege.

Win condition:

Kelly, Witches’ Sabbath

Cards replacements:

Swallow -> Mahakam Ale

Honorable mentions


Syndicate - Bounty

After losing Tunnel Drill, it’s a lot harder for Syndicate to break into Vivaldi Bank, but don’t you worry, the Hale’s have bigger plans than stealing some crowns. They made a few questionable decisions, and lost Fabien somewhere, but with their friends Professor and Whoreson Junior, they can still pull off their plans.

Difficulty: Hard

Gameplan

Mulligan:

Since you run Octavia, you can throw back your Hale brothers. Look for a few bounties and a few (fee): damage cards. Your main concern should be that you have enough damage to actually trigger your bounties.

Round 1:

Play for bounty value. Don’t be afraid of using Whoreson Junior or Professor early if you need too. Try to get out Vigilantes early if you can. You just keep playing until your opponent passes or you run out of ways to give bounty or to damage units.

Round 2:

Bleeding can be strong since you have the Hales which all play for big pointslam, and can make use of any coins you couldn’t use last round. Be careful not to invest too much though, because going into R3 without good spenders can lose you 10+ points if you’re unlucky.

Round 3:

Same play as R1, but you can be even more aggressive. You don’t really have anything to save for last say, so you can just sort of play out points.

Matchups

Mirror:

Mirror:
A bit luck based. Most of the cards in the deck are good targets for bounty, since there isn’t much boosting or armor in the deck. You have only one purify, so make sure your Kurt plays on a big bounty to deny a lot of value. Try to place bounty on the big targets, like the Hales, and control the damage dealers like Whoreson’s Freakshow.

Northern Realms:

Against Mediating Mages, you just have to kill things as fast as possible. Hope you get lucky with your mulligan, and push hard to win R1.
Against Patience, kill the Ban Ard Students and Aretuza Students quickly. Save Graden for Gerhart if possible.
Against Siege, just kill the Siege Engines as they come down. Kill Raffard’s Vengeance quickly.
Bleed or not?
Against Meditating Mages, you lose if you don’t 2-0. Against Patience, you do better in a short R3 so you can bleed. Against Siege, bleeding out Siege or even just a few of the Siege Engines is good.
Who will win?
You do favorably against the greedy decks, though might have a bit of trouble if your opponent opts for a heavier control list.

Monsters:

Against Double Kelly, try to play out the Hales fairly early to mess up the opponent’s Witches’ Sabbath. Purifying defender works better than killing it, since it might just get Renewed or Sabbathed.
Bleed or not?
If you can manage to pull out Kelly R1, and then bleed out Sabbath R2, you’re in a really good spot. If your opponent hasn’t played Kelly R1, there isn’t a need to bleed, since it will come back R3 anyway.
Who will win?
The veil and boosting makes it hard to get good bounty value, but at the same time, you deny a lot of value from Kelly and Sabbath. It’s a hard battle if you can’t draw purify, or if the veils are really well placed, but it’s not impossible.

Scoia’tael:

Against Gift, you won’t have many targets to get good bounty value out of. Kill anything with Symbiosis and the Dol Blathanna units. Watch out for Veil and bait out the Dryad’s Caresses if you can.
Bleed or not?
Pulling out Eithne before she gets Veil is nice. Harold Gord is a bit less threatening now that he’s capped, so you can be a bit less worried about preserving last say. You don’t really have removal for him anyway.
Who will win?
With all the Veil, Purify, and Boosting, it’s a bad match up.

Skellige:

Against Rain-Melusine you really don’t have a chance. You have no graveyard punish, and you can’t kill Melusine. If you set up a perfect Kurt (purify) + Bounty + Graden (with tribute) on Melusine as last say you might pull some massive points, but even then, you might be too far behind for it to matter.
Against Reckless Flurry, you have a lot of good bounty targets, since low-health, high-base-power units are the best. You do have to worry about your damage cards dying though, so try to use them with a good bounty already on the board, and don’t expect them to last more than a turn.
Bleed or not?
Against Rain-Melusine it doesn’t really matter. Against Reckless Flurry, it’s not a great idea, since they also have a good amount of pointslam.
Who will win?
Rain-Melusine is an instant concede. Reckless Flurry is a skill-based matchup. If you can get optimal bounty value you should win.

Nilfgaard:

Assimilate is an interesting matchup. It depends largely on the skill level of the Assimilate player. Since most of your cards need coins or want Bounty for value, your opponent’s ability to both collect coins and set Bounties will be tested. Focus the Assimilate units more, since the copied Syndicate cards won’t likely get much value.
Bleed or not?
Bleeding out should be good, since you favor shorter rounds.
Who will win?
This is a good match up for you. Play around the Invo and you should be good.

Details

Good against:

Small engines (Anything in NR, Assimilate)
Anything with a lot of pointslam (Skellige, Monsters)

Bad against:

Decks that have a single hard counter that we don’t run (Rain-Melusine)
Unitless decks
Decks with a lot of Veil or Purify (Gift, Doubly Kelly)

Win condition:

Any of the Hales, Graden

Cards replacements:

Nope.

Scoia'tael - Handbuff

With the new addition of Torque, Handbuff got a great tool to get into the meta. Some of the new cards are also great fits such as Filavandrel, Bountiful Harvest and Watcher of the Valley.
The reworked leader ability is really useful, since it’s at least 12 points, and the boosts help your engines survive.
The deck’s main objective is to develop the handbuffing engines (Dunca, Smugglers) and hope that most of the buffs will hit Torque, who will generously share it with his friends.
Since your goal is to buff some of your key cards during the match, the shorter the 3rd round the better, when you can drop 70-80 points in 3 cards. So if you can take r1, keep bleeding your opponent in r2, trying to achieve a very short r3. Your control tools are very limited since the deck is Devotion, so engine-heavy decks can outpoint you in a long round. Filavandrel’s best targets are usually Isengrim’s Council and Call of the Forest, so try to keep him at 8 or 10. Filavandrel cheat sheet.

Difficulty: Standard

Gameplan

Mulligan:

Try to find one or two hanbuffing engines, and mulligan situational bronzes that you won’t need during the match (purify or movement)

Round 1:

Drop your engines, and try to win the round without sacrificing your top-end golds.

Round 2:

If you won r1, bleed hard, and try to pump up your wincons, Filavandrel, Skaggs, Forest Protector, and Torque of course. If you lost r1, your opponent might just drypass and go for a long r3.

Round 3:

The shorter the round, the better. Drop your big bois later, so your opponent might not have answers for them.

Details

Good against:

Engine decks

Bad against:

Control decks

More decks video


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13-14 NovemberThe Duel of Dogs Tournament Main Event

Contributors

Writers, consultants, and editors:

Truzky, Gandalf0271, Gregory_Black, Olsmer, Killerganon, NaDa, Rogbros, Rolero_4, Crythene, TroVNut, HotAndrej2001, Idris_98, Briquey, ArtNhr, Darthlothins, HerrDawix and Jollyish

Manager: KissAndRun

 

 

 

 

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