

This debuff deck is all about taking away the advantages that the enemy player's unit cards bring to the field and leaving them without a strategy. Monsters: Weather It's like playing reverse Witcher You can whip out the stronger unity like Crach An Craite in round 2 or 3 once the opponent has lost their advantage. The crux here is to play the Clan An Craite Warrior cards with their Warcry. The mentality here is to drop a high-value card like Geralt during the first round and be willing to lose it in order to get the enemy to use up their better cards too.

There aren't any Ranged cards used here at all, and it shouldn't take a new player too long to get all the cards needed to put this together.

This is a very Close Quarters focused deck with a brutal style. The Best Gwent Decks Skellige: Berserker Viking rage Most starting players dipping their toes into deck customization won't be experienced enough yet to pull off something as lopsided as the Skellige Berserker. In these cases the entire deck's composition is built on a framework of complex co-dependencies and cascading effects where the benefits gained outweigh the risk of having an imbalanced playing field. A poor choice here can completely negate any benefits your Leader might have if chosen ineffectively.Īll that being said, you'll find some decks that we're about to list which do not satisfy these guidelines. Carefully take stock of the abilities each leader has and pick whichever one is best suited to the deck overall. Selecting a good Leader can be the lynchpin in a match. These have a very important role in Gwent strategy. Your stack of Impenetrable Fog cards will be useless against an opponent who doesn't rely heavily on Ranged unity, but since there is no way to know what kind of deck you are facing you have to be prepared for every eventuality, so add a variety of weather cards to your deck. Spread your unit cards out evenly.įollowing this same train of thought, assume that your opponent thinks like this as well and stock up your weather cards appropriately. These rows - Close Quarters, Ranged and Siege - can be affected by various negative effects depending on enemy card use, so if you crowd all of your unit cards into just one they might be able to take out that entire row. The very first rule is that you need to have 3 unit cards for each three rows at least. To do that effectively however, you have to know what you're doing and what an ideal structure looks like in this game. If you aren't much of a metagamer or lack most of the cards to make some of the decks we'll list work, you can always try your luck at customizing a deck.

