Another round, another expansion for Gwent! On October 4th 2022 we witnessed the new release and patch 10.10 that CDPR used to transform the previous Scenarios and Renfri meta, completely.
“Chronicles” brought some fresh air, and, despite having few new cards, they were able to create new decks, and other ways to visualize the match and strenghten old archetypes.
For now two new Locations gave a big push to two factions: Beauclair that helped the knight’s and soldier’s archetype in Nilfgaard (also supported by the new Touissaintois Hospitality Leader) and Tir Nà Lia that revived the Frost archetype.
The only difference is that, Monsters brings only one deck and with Frost is having a hard time and enters Tier 2 staying in the second place, while Nilfgaard takes the win thanks to the old Renfri and the expansion, getting to Tier 1.
Northern Realms, after an exciting start due to Reavers (Hunters and Scouts) , goes back to Tier 2, but keeping first place because of its consistency.
Syndicate stays at Tier 1 thanks to Pirate’s Cove, that creates one of the strongest combos of the game with Sigi Reuven: Mastermind (you can find the description below) and several tempo plays.
Skellige conquers a very strong card, Sove, wich you can use in different contexts and re-play it with Sigrdrifa’s Rite.
Scoia’tael stays a little on the back: Symbiosis, wich everyone forgot, gets supported but not enough… Simlas nerf obviously didn’t help. Will it get back on track?
Enjoy our Gwent Meta Snapshot #21 – ENG and let us know what you think!
Many Tempo plays and an incredible points distribution through a round ensure this deck to always have a playable hand. First place for our Gwent Meta Snapshot #21 – ENG .
Thanks to the Alba Armored Cavalry, Ramon and the leader abilities (both the base and Renfri’s ones), the deck has control tools to answer the opponent’s engines
The armor generated by the soldiers denies many points to the opponents’ control plays
WEAKNESSES
It suffers the row punish in the round in which Triss: Meteor Shower will be invested
He may lose if you run out of control tools against an heavy engine deck in a long round
VARIATIONS
It can also be played with the Imperial Formation leader by adding some engine soldiers among the bronze units
If the opponent does not have immediate answers to your Reavers the game will be an easy one. First place of Tier 2 for our Gwent Meta Snapshot #21 – ENG .
Cards like Ildiko, Idarran of Ulivo and Boholt notably accelerate the speed of which you’re able to spawn Reaver Hunters and checkmate your opponent
Garrison, The Mushy Truffle and Dwimeandras can help you even in cases the opponent runs tech cards such as Surrender to resist the match-up
WEAKNESSES
Not running control cards, this list suffers engines that control the board such as Whoreson Junior and Tunnel Drill or the many Nilfgaardlocks and Skellige’s Reckless Flurry leader charges.
Many decks introduced tech cards such as Surrender or Olgierd: Immortal that will diminuish notably your chances to win.
Frost engines (Ancient foglet, Apiarian Phantom, Naglafar’s crew) enable to easily win round 1 (possibly at even cards) and make a long round 3 extremely favourable.
There are different control tools within the deck, useful both against engines (Toad Prince, Wild Hunt Warrior, and Wild Hunt Bruiser together with Frost) and as tall removal (Imlerith’s Wrath).
While a long round 3 is favourable, there are also options for a short round with Caranthir Golden Child and Auberon King (especially if Wild Hunt Rider are still in the deck).
WEAKNESSES
Losing round 1 could be problematic as: we could lose most of our win conditions (Caranthir Golden Child and Auberon King) during the push, and without the last say Caranthir Golden Child will be subject to tall removal.
Since the deck is constructed around Frost, it will suffer against units with a lot of armour (as the Nilfgaard deck, current Tier 1 of the meta).
The deck wants to start on blue coin to better exploit Aerondight. Nonetheless, it has its say also on red coin thanks to the discard package, that opens up the possibility to win on even.
Sove is a devastating win condition, and it can be played in more than one round through Sigrdrifa’s Rite.
Thinning to two cards is extremely easy also thanks to Sove. Magic Compass ensures a strong flexibility, allowing you to choose the best option among Skellige’s legendary cards depending on the situation.
WEAKNESSES
Monothematic gameplay. Because of it being a tempo deck and due to the presence of Aerondight, pushing in Round 2 and ensuring a short Round 3 with Sove and/or Magic Compass is often a must.
There is a possibility to brick the “Beast” target for Sove, especially in a situation when you still haven’t thinned the deck to two cards to trigger Magic Compass’ ability.
Igni and Yrden guarantee a good reach to your opponent, which often leads to losing a card during the push. Even a Squirrel on Sove or on Aerondight can be troublesome.
Ivar Evil-Eye can play for an enormous amount of points, even more than 40 or 50, and is without any doubt the best pay-off card in the whole deck.
Spotter might be the best bronze card in the whole game. It is often a 12 points for 5 provisions with armor, that makes it strong against decks reliant on board damage like Frost. What’s more, it can be replayed for more pointslam thanks to Ramon Tyrconnel, Artorius Vigo and Slave Driver.
Jan Calveit played in Round 1 allows you to set your draws for the following rounds, ensuring you powerful combos with your best cards.
WEAKNESSES
Not drawing Jan Calveit in your starting hand is a problem because of the absence of another tutor card.
Sometimes, after playing Calveit, Ramon can brick, not always finding a Soldier target to spawn.
Weak blue coin: you will need to commit enough to not lose on even.
Sigi Reuven: Mastermind combo of Tunnel Drill and a Crime card in one turn is probably the best play of the entire game, capable of destroying the whole enemy board.
Able to win both long and short rounds, having engines and control tools as well as Sigi Reuven: Mastermind.
Greatagainstenemy push, which will happen almost every time since with this deck round 1 is likely to be lost.
WEAKNESSES
If Sigi Reuven: Mastermind combo is taken during the enemy push, round 3 is far weaker, having not so many points left.
Having the last say is not so common, making tall punishing with Moreelse more difficult.
Immunity cards as this deck can’t do anything against them.
Saskia: commander will make it easy to win round 1 and thin the deck. Last place of Tier 2 for our Gwent Meta Snapshot #21 – ENG .
Harmony engines make a long round 3 very strong.
The deck has different win conditions (Mysteries of loc Faeinn, Zoltan: warrior, Water of Brokilon), that also enable to either push or resist a push during round 2.
WEAKNESSES
Not drawing Saskia: commander in round 1 will greatly increase the probability of not drawing some key cards in later rounds.
Even with the thinning from Saskia, the deck does not have any tutor and it’s still likely to miss some important golds by round 3.
By losing round 1, we open the possibility of a tall removal on Lake Guardian: Dusk Aspect.
If able to play 2 out of SimlasFinn aep Dabairr, Forest Protector and Eithné in a short round 3 is almost sure to win. But last place of Tier 3 for our Gwent Meta Snapshot #21 – ENG .
It’s possible to win on even if starting on red coin, especially if playing Aucwenn and so generating a ton of points.
Long round not so good but still acceptable.
WEAKNESSES
Since this deck is not so strong neither in a long round nor in a short one, it starts at a disadvantage against decks that particularly prefer one or the other.
Against control decks it’s almost a certain loss, as engines will not survive and the points made will not be enough.
Apart from a lock and 2 small removal (plus Naiad Pondkeeper in some cases) this deck completely lacks control, letting opponents do whatever they want.
In a long round there’s the risk of overswarming, filling all the board with treants.
Our Meta Snapshots represent the set of decks considered competitive by our Team Analysts, decks specially selected to reflect the Ladder’s meta.
These decks are chosen based on several criteria: frequency at which specific archetypes are encountered in Ladder, win rate of the selected lists, ratio between negative and positive match-ups, personal tastes of our Competitive Players.
Tier 1 = This section contains decks that tend to define the meta, to be competitive against other Tiers 1 and not to be disadvantaged starting from Blue Coin. They provide a favorable match-up against the lower Tier decks.
Tier 2 = This section contains decks that are less consistent than Tier 1 even if with a high win rate, slightly lower than those in Tier 1. They have a slightly higher amount of negative match-ups.
Tier 3 = This section contains decks that can have a good win rate but suffer the match-ups against decks of the upper Tiers.
Special Mentions = Decks difficult to pilot, but in the right hands they can compete against the upper Tiers. Eventually, they have the advantage of the surprise effect which should not be underestimated. Usually these decks are not recommended for inexperienced players.
Star symbol meaning:
The increasing number of stars indicates the strength that the deck expresses within the Tier of belonging. The greater the number of stars, the greater the force expressed.
Each Faction does not need to be represented by at least one list.