I see a friend of Repelmer. I upvote. (nice deck btw)
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Feb 3, 2018Posted in: Beta
I milled NR and ST after a few days and i still don't regret it, i can't play because their cards and archtypes are too boring/bland for me. I usually don't whine about it, it was my decision but we need the option to reroll quest. All other card games had this from the beginning
Feb 3, 2018Posted in: Cerys Cursed 20-win streak 1340 fMMR Pro Ladder
I'm play this deck in 4k MMR (4126) and this deck really good with dwarfes. A lot of dwarfes were beat by this deck, because in 4k MMR too much dwarfes. I change Ornamental Sword like you to Mandrake, but i don't think Gigni is right swap. Aguara more powerful card that give you more tactic, but of course you should be a little lucky, so that you don't get a three useless cards. And I also have 3 Clan Protectors instead 2, because i'm mulligan bone talisman and never have them in hand.
Jan 19, 2018Posted in: General Discussion
Good, and when she will be going, send Olaf, Shoop, Iris, and if there is any other bastard card yet in the game with her. And don't be sorry for your being right.
I also do not like this idea of insta win cards. Some people twiddle their thumbs during the whole match, you have decent point advantage in round 3 for which you worked hard to achieve it, expect to win the match, and shazaam, the bugger pulls out his last card - one of these - and that's it. Or, best why not to assure one's victory by both Olaf & Ciri: Nova as the last two cards to play...
The forums are filled to the brim with balance blabbering, almost each patch note speaks about balancing, but how much of a balance is it when there are currently but 3 decks (NG alchemy, dwarves, and arachas queen nekkers) that (were pre-designed to?) win, while others (were pre-designed to?) lose.
I remember times when gwent was fun. Times when every deck and every strategy was equal in chance to win. Every single card was worth having and playing. I'd like to have these times back...
Anyway... Captainkruger is right when he says Ciri: Nova is not invincible... One of the way to fuck her up the arse is knowing that she'll be coming. Now, have you noticed that your opponent has used so far only maximum 2 of each of his bronze cards? That's somehow suspicious, ain't it...
Jan 18, 2018Posted in: General Discussion
I like Gwent. I don't love this excessive tempo shit. I don't love Dwarves. I don't love Tremors. I don't love Wardancer. I don't play any of them.
I hope they fix it.
I'm sure no one cares, but this is the bitching thread, right?
Jan 18, 2018Posted in: Beta
As outlined by others on this topic, the daily quests are designed to encourage people to play other factions than they normally would. Get out of their comfort zone and try new things. Its a great concept. Yes there are some implementation areas they could improve, but overall as an idea it is great.
The two biggest complainers of the system I have seen are:
1. Those that milled factions and therefore can't complete some quests.
2. Those that don't have sufficient cards in a faction to build a meta deck and thereby are finding it hard to win any games even in casual as everyone and their dog is playing top tier decks no matter the mode right now.
For those in category 1, honestly, too bad. The quest system is partly designed to discourage people doing this. Milling factions is a terrible idea imo and if you then miss out on some stuff as a result that kind of goes with the territory.
For those in category 2 this is a real issue. I agree something should be done. But not what most people seem to want - I don't think any re-rolling or picking quests you want is necessary, they just need to change the quest conditions. Instead of winning games, win rounds. Even non-meta decks will usually be capable of winning at least one round.
The idea of being able to ditch quests you don't like or pick ones you want goes against the idea behind the quest system which is to get people doing something they wouldn't otherwise do. If all you ever did was choose quests that suit you then they are giving you ore to do exactly what you would be doing anyway. They have had that system in place for quite a while - it is called "dailies".
Jan 9, 2018Posted in: Card Discussion
There are Bronze card that can generate 20+ points with no trouble and not that much preparation, and people are seriously complaining about a Gold card with 25 points, that requires to have a 26 cards deck with fewer synergies because of the two bronze limit? You have to rethink your entire deck in order to play her. Play with cards that don't synergize too much with each other, and compense the lack of thining it can provoke with something else. If you're not netdecking the hottest "Nova list", then it's a challenge, cause you can't just rely on a 25 points swing to win a game.
And I'd also like to point out that it's an easy rule: you see an opponent playing 26 cards (doesn't take much, just a quick look a the beginning of the game), expect Ciri Nova and don't go on a short round except if you have something to counter it. It's that easy.
Jan 7, 2018Posted in: Card Discussion
Muzzle is a meta reliant card. Last patch it was super popular because there were a lot of decks relying on engine cards such as nilfgaard spies on the ladder. Muzzle is a good card not just because of the decent point value but because of the potential to deny your opponent the value of his core cards.
In a meta however like we currently have there are simply better options, the most popular decks on the ladder, especially dwarves do not run good muzzle targets. As soon as the meta shifts again we will see the return of muzzle and vthen it may disappear again into the night until we need it.
Jan 4, 2018Posted in: General Deck Building
First off, welcome to the game!
I hope you enjoy it and learn plenty. I can imagine it's a very overwhelming experience if you're coming in brand new to this game, I took some time off before the new patch so when I came back after the patch to all these changes, I was absolutely confused by everything, so I can only imagine how bad it would be to start from scratch xD
I'd definitely recommend watching some streamers or youtubers if you don't already, because that's honestly how I've learned much of my gwent experience. My personal favourites are KingBlackToof, MegaMogwai, Swim, Jaggerous and McBeard. The good thing about watching players on youtube is most of them preface their videos with about 10mins of discussing their deck they'll be playing, not only showing the cards, but also WHY they've picked them and how to correctly play them. Another good thing about youtubers is you can watch all kinds of different decks and see what seems like the most fun to you.
Like others have said, don't restrict yourself on factions and don't mill the factions you don't think you'll play because you'll regret it later, but at the same time obviously you will have to eventually decide what you'd like to focus on when you're selecting rewards. Thankfully each faction has differing archetypes so there's still variety even in a single faction. My personal favourite is Nilfgaard.
As for card choosing, someone already linked a website that can help with that, but honestly I'm not sure how up to date it is and also personal choice can make a huge difference. Might be that the best of the 3 you get is NR, but you don't think you'll play NR or have any other good cards for it, so you may want to pick the SK card instead. You might even be able to do a live open on the forums if there's enough of us around, I'm sure we'd all be willing to help out. :P
Jul 22, 2017Posted in: Skellige
Im at 4.2k MMR, managed to climb to 4k with my project QG list. After the early july patch, I decided to play SK and QG seemed the most viable way to do it. At the very least I figured I could get some quick MMR solely on the premise of not all the players being familiar with how to play against it at a high level. It started as complete friggin mess, trying to be ridiculous tempo oriented with witchers and roach lol. That didnt last long. I have since played like 150 games with this, and even though the list changes day to day depending on what I am seeing in the meta, this sort of hybrid control-QG has me at 13-2 over my last 15.
Sorry if this turns into a guide lol, but Id rather not post this on the deck thread. Im not good enough yet to be cool with people just straight taking my list and playing me with it lol. Ill happily point out the card choice, crafts and the dwarf mu though.
QG: obv 4 of.
Pirate Captain: Im personally not a fan of any of the conditional buff faction specific cards. Spotters, Protectors and Pirates have always seemed like fragile win conditions because of the boost. The Captain, however, has the obvious synergy with the discard, and will often get 2pts of his vet status. I have been thinking about maybe trying one of the Clan Turs. Skirmisher or another Raider (though early testing showed I wasnt really fond of too many multiples of raiders because of how clunky they already make your draws on an already tough deck to mulligan properly.) End of the day, you usually get about 12pts of value on a Captain, he can be late game alzur's dc out, or even tutored for via clear skies in a non weather match.
Clan Heymae Skald: He is kind of our mini thunderbolt potion. I have won games based on having this guy in my yard 3rd round. The res effects on my list my be a little heavy and I am currently working on optimizing the number of freya's but 3rd round 4 QG, Cery's and a Skald is really really strong. You almost always can meet his 3 units condition,with QG alone.
An Craite Raider: SK staple, really good tempo, pairs with lugos and bran well. Hes a one of currently, because as a 3rd 7pt value bronze it's just not going to get the job done. Round 1 he is really strong if you can play him for free, but otherwise, he's mediocre at best.
Priestess of Freya: Again, pretty auto-include, though as mentioned above, I may go down to 2 here, because a QG herself is essentially a res. spell. Optimal hand has you leading off with Operator into QG, equating to 2 QG in hand. Generally you can then afford to ermion away a QG and card x, while still having the ability to bring your guard back even without a freya. This deck is an absolute tier 1 deck if you can set up the loop of ressing 4 QG and Cery's every round. I can do this in about 85% of my games. Maybe slightly more. You can get absolute whacky draws though that do sometimes inhibit this, but its insanely tough to deal with a 23pt swing 3 rounds in a row off of one card. People call this swing "tempo." I sort of agree and disagree. Yes, it is absolutely a tempo, but I will also argue that it is virtual card advantage as well. There are only a handful of plays that can in one card equalize our loop (not even crones can.... that is huge), this means that in order for our opponent to keep up he is going to have to expend at least 2 cards to make up for our QC. Worst case, you pass immediately thereafter, and res your guard again next round... Your opponent cant really afford to go down an additional card, again, to deal with QG, again, that he is going to have to deal with next round, again lol. I play this deck with more of a Magic the Gathering card advantage philosophy and so far, my results have been strong. For that reason, I may stick with 3 priestess to almost guarantee meeting that condition of the 4 QG loop, but I am going to test today to see if 2 is the magic number.
Clear Skies: Death to foglets lol. Im not Swim. I dont think you can really build decks now a days without some form of weather clear. I can play around a lot, but if youre up against Ocean Mud's Eredin or even Dagon Swarm, you are F---ed without some sort of reset. We run a fair amount of thinning. In the non weather matches, this goes and grabs a giant pirate captain or a priestess 3rd round, neither of which is ever a bad thing for us.
D-Shackles: This is a meta slot. I feel like I keep hearing all of these streamers say things like "No one plays G:igni thats terrible, right?" or "I havent seen a Dshackles at my MMR forever..." Well, Im sorry to disappoint. This was all in the wake of Triss Butt swarm, which.... go figure... gets bent over by d-shackles. This is no one trick pony either... I tried Donar, and simply put, nowhere near as good... at all. I tried him with sigdrifa, and I have tried him with decoy... Neither are as potent as a single d-shackle being able to hit golds. Cant tell you how many times I have hit a giant Bloody Baron, Tibor, Schirru with a D-shackle the turn before a Bork Triggers.... We also run scorch, so, that also pairs nicely being able to destroy high value golds. It is also another check for Grave Hag... This can also be key in disrupting a Dwarf Resilient man. So really, there are very practical uses in every matchup. I will continue to run the "bad card."
Mushroom: I dont think I need to explain why this is useful in the current meta.
Lacerate: See above statement re: Mushroom, lol. Too good not to run. I love seeing arachas behemoth.
Operator: Pretty self explanatory... Always a QG if you can, if not, Pirate Captain, never ever ever Priestess of Freya, ever. I would hate to even think about a monster player ever having access to a bronze res spell.
Ocvist: This guy is funny. At first, I wasnt sold on him. I thought he was too slow to really gain a whole lot of value. I mean, someone frosts the row the turn after you play this guy and you get almost no benefit. Play him correctly though and people will literally just pass the round to try to circumvent his return to your hand ability. He is card advantage 90% of the time, in addition to being really strong against swarm right now.
Gremist: All around utility Mage. Clear skys for weather, roar for giant bear. Im not sure CDPR intended on him working this way, but you can actually sacrifice himself to the bloodcurdling roar. I would kind of think it should have to be another unit, but to each their own. Either way, I have frequently cast him, only to eat himself, to sigdrifa the next turn, to have him eat himself again. Net 2 Bears, 1 Sigdrifa, which is pretty solid. Also Roar into Fog or skies could also be solid.
Sigdrifa: I experimented with Decoy in this slot for a while, as they essentially provide similar value, where one is returning a guy from play and the other one from the yard. I found she was just overall better because of her synergy with the resurrection mechanic in the deck. If Sigdrifa and Decoy do essentially the same thing, but Sigdrifa gets a single tick on Cery's counter, that is more value than decoy will ever achieve.Sigdrifa is also just more versatile, not having to operate under the same sort of game state restraint as Decoy. Running her may allow us to cut a priestess for another bronze.
ADC: Play this turn 1 to get operator. If you dont, you pull a Captain as you have likely discarded. You want operator for the loop, so we include this tutor. Late game it turns into a 13+ pt Captain.
Scorch: I think scorch is too good not to run right now, especially because a well timed one, can single handedly put NR realms down for the count. Dorfs also only have so many resilient guys. Ill scorch out a Yarpin and they think they are done with the removal lol. Turn around and Gigni their row. They need at least one 24pt Mahakam Defender to stick in order to handle our 4 guards and Cery's next round... Good luck /dude from the phone call in Taken's voice.
Igni: This is again one of those, "No one plays that card at this MMR" nonsense things. Believe me... they do.... I am at that MMR and I play it lol. Sure, the players get better and they dont open themselves up to 50pt igni's by staggering their units and buffs, but eventually having to play around every spell I have in my deck gets a bit counter intuitive to their own strategy. If you are playing around Scorch, Igni, Mushroom and Lacerate... what are they really playing? We are QG, remember....we don't ever run igni wink wink lol. lll be honest and say there are times when this card only generates 8-10 value, which, as a gold isnt amazing, but generally speaking, those have been some extremely valuable 8-10pts. This list is sort of tempo control, anytime we can put a man on the board while taking one of their men off, it is good for business.
Coral: Honestly, just crafted her. Was running Lugos here previously because I am mostly a F2P player. She has been solid so far though, and helpful against dwarfs for sure.
Cerys: This is a gold I almost dont want to run, but sort of feel like you have to. In the grand scheme of things, she is meh... 7 point gold is just bad. But if you can manage to actually rez her 3 times, shes in the same value ballpark as Hjalmar and Tibor. Even at 14 pts of value, she is good, not great, but good. I just sort of wish she had more value on her own, instead of only really achieving max capacity in conjunction with other cards.
Ermion: Like Avallach, but way better for us. The discard is no drawback whatsoever. I tend to use him early only to thin and optimize my draws. Operator QG turn 1, Activate Bran turn 2, thin thin thin, Ermion pitching QC and... cery's or raider turn 3 and youre off to the races with a pretty optimized deck and hand state.
As for how I play the Dwarf M/U:
As always, first priority is setting up the 4 QG loop. Dwarfs is like a boxing match, if you sit there and try to slug with them back and forth trading point for point, you will eventually lose. That is the strength of their deck. You wouldnt ever stand toe to toe with Ali in his prime, trading blows... We arent going to be matching thunderbolt potions with pirate captains. We are instead, going to run around the ring like a crazed Floyd Mayweather, trying to out strategize the bigger, stronger opponent while we tire them out and wait for our moment. How do we do this? Card Advantage. This might be a brash statement, but if you can push Dwarves to the third round, you win.
Know your opponent: Ive watched enough LifeCoach and Swim to know that Dwarves functions ideally with two resilient men on board, next to each other in the same row. Setting this up is as important to them as it is us to set up the QG. They generally will lead off with something like Yarpin (with or without ADC), dwarf merc, mahakam defender. I would argue that scorching the Yarpin early is a very strong play. We want as little carryover as possible. The early scorch negates 1 of those units, and will generate overall tempo by at least turn due to the disruption we have created in their unit change, negatively affecting t-bolt potion value. If we find ourselves in a postion where they are casting t-bolts on elven mercs, missing value because of lack of targets, or having our opponent eithne into double a-rush onto elven/dwarf merc we are winning the battle. Let them t-bolt to their hearts content, just keep ressing your queenguard. Dwarfs also like a long round 1. They will go down a bunch of cards to try to establish carryover. I use this to my advantage. I almost pretend like I have no idea that they want me to get into a long round 1 to get the most out of their big resilient units, and just let them buff away... They essentially bleed themselves, when you each have 3 cards left in hand and you mushroom, scorch and freya your QG next round. Between Mushroom, Scorch, Gigni, D-shackles and Coral well, thats a boat load of hate the size of the titanic for them to "play around." We have 4, if not 4.5 (coral is good but not necessarily game breaking in this matchup) trump cards to their win conditions. As long as you dont play like a jamoke, it is a very winnable matchup
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