Kolgrim Tactical Decision: Guide

Greetings, I’m Maurandi, and I’m going to explain how to use NG’s ‘Kolgrim Tactical Decision’ deck. With this new expansion, Way of the Witcher, we received many new cards and mechanics that came to reinforce existing skills.  In the specific case that concerns us, it would be a Hyperthin to which you add some cards to interact with our opponent’s deck.

Key cards: 

  • Tactical Decision, when you use to generate the body of Morvran Voorhis with 6 power (Human, Soldier, Token) and whose ability is drawing 3 cards of the deck and placing again in the top the 3 ones you don’t one. The first one you select will be the one placed on the top. I’m pointing this because we also use Affan Hillergrand, a card that when placed at the top of your deck goes out to the battlefield. Another point to highlight with this skill is that we should use it when we get space for three cards in our hand.
  • Portal, an artifact that has been re-worked by lowering provision cost and changing its deploy. In the past, the deploy brought you two units of 4 provisions from your deck, now it brings you only one and the other reaches the three turns. It may sound worse but when you play it doesn’t feel so bad. We should play it whenever is possible in the melee line.
  • Letho: Kingslayer, basically for the combo with Kolgrim.
  • Leo Bonhart, a tall removal, and a witcher hate card.
  • Kolgrim, a Witcher with 9 provisions and 1 power. What makes it special, apart from the spectacular art of the card, is that with Adrenaline 2, at the end of the turn, it is powered by the difference of cards between the two decks, the rival one and yours. For this reason, the objective of this list will be both, to lighten the weight of our own deck and to fill the rival one with copies, so that the difference gets bigger and bigger.

Thinning cards:

  • Menno Coerhorn, soldier and tactic tutor.
  • Impera Brigade, which needs to have a soldier on the board.
  • Hunt Pack, which will bring its pair when our opponent has a card suffering a state.
  • Roach and Knickers.

Cards to introduce other copies in opponents deck.

  • Gorthur Gvaed, viper witchers location. It has resilience and you can play 4 different witchers in its deploy. Order can be used to move a card from the graveyard of our opponent to his deck.
  • Cynthia, a 6 per 7, whose deploy introduces a Golem token in the top of our opponent deck.
  • Assire, which can be used to put a card from its graveyard to the opponent deck.
  • Two Coated Weapons, 5 damage point card whose Deathblow banish the damaged card and generates a copy in our opponent deck.
  • Viper Witcher, whose Adrenaline 6 can be used to create a copy of the unit targeted by them.


Round 1

In both, red and blue coins, the first thing we have to look for on this deck is thinning. Playing Portal as soon as possible is fundamental. Impera Brigade needs to have a soldier on our battlefield, which can be Sergeant, Menno, or Voorhis himself using the leader skill. Hunting Pack, on the other hand, needs a rival unit to have any status. If this doesn’t happen you could play a  Viper Witcher, which will provide you bleeding to be able to play them correctly.

Another unit that can be used in the first round is Cynthia, as she generates a 3 body Golem in the topdeck that will be drawn by our opponent.

If all has gone well and you are in blue coin, it will give you enough tempo to either win the round or escape comfortably. On red coin, you might even beat him on even and with the opponent’s deck full of bad cards. With the correct units, it is advisable to apply pressure in red coin, but avoiding using Kolgrim and Letho.

Round 2

It is important to take control over the match, and if we haven’t thinned our deck yet, do it during this round. If we have won on even, we can push using our Coated Weapons and our Witchers, and even the Location until the difference of cards between the two decks is huge.

If we have won one card down, it would be interesting to finish the thinning and continue giving our opponent cards, being careful of not being to greedy pushing

If we have lost Round 1 and we are pushed, we should try to be able to keep Kolgrim in our hand.

Round 3

This is the key moment of the match, if we have played it correctly there should be not too many cards in our deck, and a lot of in our opponents one.

The key moment is when Kolgrim meets its Adrenaline requirement, so we should play around it. Kolgrim should be played as the 3rd card to finish. Before we should have played Defender, to keep Kolgrim in a safety spot. Letho should be played after, copying Kolgrim. If we have done our job, they will both boost by the difference between the two decks.

As last card, we can play Leo and destroy a witcher or a 9 point body.