Gwent Tournament Hard 10 in a row - Skellige 8 wins loss on round 9

  Рет қаралды 2,819

Dean Newb

Dean Newb

2 жыл бұрын

Worked too hard for me to not upload.. The next one I'll try for 10 in a row. The mistake on round 9 was choosing to commit commanders horn and my minion on ranged rather than melee, who knows what the outcome would have been had I not done that.

Пікірлер: 5
@crucibleofwisdom903
@crucibleofwisdom903 Жыл бұрын
Отлично 😊
@tobiasengel8385
@tobiasengel8385 Жыл бұрын
Skellige deck is super consistent when played right. I’ll break it down and allow for a bit of variety: All tight bond cards of the faction so the 3 ships, 3 an craite warriors, 3 shield maidens. Add the 3 muster cards from skellige faction/3 gaunter O’dim if you want to also use the extra siege gaunter o’dim, otherwise just use the ships. Add the Birna Bran, Yennefer, Geralt, Ciri, Mysterious Elf, Villentrettenmerth and Olaf. The rest is optional (e.g. cards like dandelion or Olgierd are optional). Run whatever special cards you want (I like 2 commanding horn and 2 scorch). I also like using Kambi, but only use it first turn and be sure to wipe kambi from discard pile with Crach's leader ability before Third round or don't use Kambi at all, very important! Never run any of the berserker cards or mardraum/ermion in this deck. They are too slow and costly for the pacing of the game currently and without further support cards. Strategy: You need at least 2 matching tight bond cards to ensure a successful third round. Hero cards should all be used in first round. You should always lose the second round after using the Crach skill to wipe discard pile set up with 2 tight bond cards on the board or 2 tight bond cards and Birna Bran on the board before passing the second round. Second round is a win if you can make your opponent waste a scorch or villentrettenmerth or powerful hero cards. So losing is winning. Also, you win in pacing by using the skill and forcing the opponent to waste another card. By winning the first round you are guaranteed that they will waste cards and try to win the second round. First round: win at all costs by using all your hero cards and tight bond or muster cards. If you have shield maidens, use them immediately! Whether or not you have Cerys in hand, this is part of the strategy. When you draw shield maidens first round you should be jumping around with joy and glee at the sight of them! Don't trade any of your tight bond cards in the redraw phase at the beginning of the match. You could redraw a matching tight bond card by selecting a non-tight bond instead. Note: If you have Cerys, don’t play her until the third round, unless you can’t win the first round without her muster ability. Second round: Usually, you wanna start this round with Crach an Craite skill to reshuffle cards into the decks. This usually sabotages decks that use medics. This is important in the deck strategy to force the opponent to expend cards in round 2. You will always lose round 2 on purpose after using the skill. Then play the 2 tight bond cards and pass round. Opponent will win but use at least 3 cards this round, hopefully they used plenty in the first round trying to win. Third round: faction ability will restore 2 random cards in your grave to the field. Since you used Crach’s skill, the only cards are 2 identical tight bond cards. At this point if you have a medic in hand, you would want to have 3 tight bond cards or 2 tight bond and a dandelion or Olaf to bring all three back in the final round. Ideally, you have used shield maidens in round 1 and shuffled them back into the deck in round 2, so Cerys can be used in round 3 of every match. Opponents may scorch your cards that return with the faction ability, so good to keep Cerys for that, try to fish her out in the beginning of the match. Kambi MUST be reshuffled in the second round, to avoid it being selected by faction ability in round 3! If you run the gaunter muster group including the siege card, try to fish him out along with one of the 3 main gaunter cards. Like Cerys, you can use the muster cards in the first round, reshuffle second round, then play the gaunter siege card in the third round for a 14-point one card play. Incredibly consistent deck. Plenty of strategies depending on the optional cards and special cards you choose
@persinders
@persinders Жыл бұрын
I'll implement this strategy and see how it goes.
@persinders
@persinders Жыл бұрын
As for the consistency, I don't see it. I played another series and I lost on my 2nd attempt from low rolling my draw. I didn't have any decoys or medics or any counterplay to spies and I auto lost with NR gaining 10 cards on me. I hard mulliganed for decoys and medics too. With the other non-spy decks, I didn't feel as susceptible to low rolling into an auto loss. With monsters, it's so consistent cheesing the first round with a vampire and the opponent auto conceding, then there's the much better hero ability. Scoi'tael and the 11 cards in the beginning is big, the siege line scorch card with 8 power tempo is so good and the 3 medics completely negate spies. Debating on getting rid of scorches entirely to optimize the deck and maybe 1 or less commanders horn.
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