meta-snapshot-cover-gwent

META SNAPSHOT #1

Master Mirror expansion has arrived recently and shaked up the meta. In combination with the Harmony nerf, this has left a field where Skellige is the main contender, with Nilfgaard in a weird spot as second faction. While Monsters are carried mainly by Ethereal, and NR can trust in their boat army, Scoia’tael and Syndicate are in a difficult situation, as they are not able to compete with the rest of factions in terms of powerlevel

TIER 1

SK - Aliento Recobrado Guerrerosimport-button

SK – Second Wind Warriors

And here we have it: the strongest list of the Master Mirror expansion. The addition of really strong warrior bronzes and some great golden cards, such as Harald the Cripple and Blood Eagle, makes this deck really solid in any situation and really difficult to be beaten.

While it is true we have some cards which depend on the graveyard, even without the Veteran proceed, they usually play over provision curve and make this archetype able to beat almost anything. 

Key Cards:

  • Harald the Cripple: a new evolving card, which allow us to replay one of our bronze warriors, which can be paired with anything, specially due to the piercing damage in the third stage. Still good in the second one.
  • Hemdall: classical row punish card, great paired with An Craite Greatsword, and which can be replayed with the help of Second Wind. Solid even in short rounds which makes it an auto include in any warrior build.

Pros:

  • Solid in short and long rounds.
  • Almost unbeatable with last say.

Cons:

  • Close to none unless we pass super early in round 1 and are obliged to use leader in round 2.

Considerations:

After some time, people have started experimenting with different leaders, as you can see in the next examples:

 –Ursine Ritual (better for abusing red coin)

 –Blaze of Glory (More control oriented)

 –Patricidal Fury 

import-button

SK – Second Wind Wild Boar

As a difference to the classical warrior build, this kind of variation over the Warriors lists makes you much better for mirrors and specially for swarm matchups, giving you some extra reach in niche situations.

While we have to make some concessions to accommodate Wild Boar of the Sea in our build, it can be really good paired with cards like Hemdall or even the own Harald the Cripple, giving extra value to a good build anyways.

Key Cards:

  • Wild Boar of the Sea: a great card against Swarm builds, and which in general capitalizes long rounds super good. A must include if token builds become a norm.
  • Hemdall: classical row punish card, great paired with An Craite Greatsword, and which can be replayed with the help of Second Wind. Solid even in short rounds which makes it an auto include in any warrior build.

Pros:

  • Great pairing against swarmy builds.
  • Great mirror match against traditional lists.

Cons:

  • Worse short round than traditional warrior list.

Considerations:

Considerations are pretty similar than the ones for Warriors Second Wind, but having in mind the addition of Wild Boar of the Sea.

NG - Formación Imperial con Baile de Máscaras

import-button

NG – Single Ball Imperial Formation

Probably the most popular decklist among Nilfgaardian players which combines the strengths Poison by using Masquerade Ball and aristocrats;  and the new addition of Spies, which allow us to make a more efficient use of the Soldier package especially with the change to Impera Enforcers.

While being really strong on red coin, this list has more proactivity than the traditional one had had before the Master Mirror expansion. This makes it a perfect contender for the title of the strongest list in the patch even under the reign of Skellige.

Key Cards:

  • Vincent van Moorlehem: a multi-purpose tool which allows us to deal with multiple threats of this patch. Even veiled units are a great target, we only need to find a unit with any status.
  • Masquerade Ball: poison scenario, which is great with aristocrats, and give us an extra layer of removal. Despite we lose tempo if it is answered by Bomb Heaver, the pros outline the cons.

Pros:

  • Excellent in short and in long rounds.
  • Plenty of answers to engines.

Cons:

  • Difficult to pilot correctly.

Considerations:

One of the most popular alternatives is to run a similar list, but use Lockdown as leader ability to improve our matchups against Fruits of Ysgith and similar decks which highly depend on their leader ability. 

You can check an alternative decklist here

TIER 2

NG - Doble Escenario Decisión Tácticaimport-button

NG – Double Ball Tactical Decision

The infamous blue coin nightmare from the last patches got some new additions to make it more flexible. Oneiromancy is more expensive than Matta Hu’uri but helps us to fish for any piece of the combo.

The idea of this deck is to abuse the red coin and quickly outtempo our opponent, forcing them to pass on even which allows us to gain control of the rest of the match. Especially gaining double last say is super good for poisons, as we can play two of them and do not have to fear an answer.

Key Cards:

  • Masquerade Ball: the Poison scenario which can be played twice with Assire var Anahid and Oneiromancy. We need to keep the number of Aristocrats in mind to make it work twice, but when we do, the payoff is certainly worth it.
  • Assire var Anahid: we use Assire to move Masquerade Ball from our graveyard back to the deck. In some cases we can also move other gold cards as required.

Pros:

  • Great amount of removal via Poison.
  • Strong list on red coin.

Cons:

  • Extra vulnerable to artifact removal.

Considerations:

A popular alternative outside of tournaments consist in replacing Lambert: Swordmaster and both Rot Tossers with Ramón Tyrconnel and two copies of Ard Feainn Crossbowman.

NG - Formación Imperial Midrangeimport-button

NG – Formación Imperial Midrange

As a midrange deck it doesn’t have a distinct strength, however, the ability to push in round 2 supported by our leader ability of Imperial Formation without spending all of its value at once should not be underestimated.  It gives us great value while retaining its flexible use and also allows us to protect our engines.

Even without distinct strength, midrange decks are one of many tools at Nilfgaard disposal to conquer the battlefield from their enemies. 

Key Cards:

  • Hefty Hedge: a really abusive card if we are able to keep it alive. The ability to pair it with offensive Tactic cards like Tourney Joust or Amnesty makes it a real pain for our opponents who need to commit their resources to stop it.
  • Stefan Skellen: albeit prone to disruption it can reach a point huge ceiling due to the highroller nature of Bribery. There are also plenty of other Tactic cards as backup target for Steffan’s effect.

Pros:

  • Great push in round 2.
  • Decent leader in short rounds.

Cons:

  • Lack of real alternative strategies in long rounds.

Considerations:

The most classical change would be cutting Braathens to add Damien de la Tour, in order to get the extra leader charges.

ST - Emboscada Certera Simbiosisimport-button

ST – Deadeye Ambush Symbiosis

Despite at the start of the patch being qualified as the least promising mechanic of the expansion, Symbiosis has found the perfect shield to work, and surprisingly it is between Elves, despite it seemed a better mechanic for Harald Gord based decks.

With a great amount of tempo during all the moments in the match, this deck has emerged as the main way to go in the meta, despite being unfavoured against Boar Skellige, but its capability of pushing makes it a feared opponent for the rest of factions.

Key Cards:

  • Eithné: this evolving card is probably the reason we should run symbiosis instead of a more classical elf package. This addition to an strong archetype give an extra layer of control to the deck, as we can run more nature spells, and substitutes the poison package, as it has lost some strength with the addition of Veil to the game.
  • Vernossiel: one of the strongest cards for the archetype and which has a double mission: make easier the Elf swarm in the case we are having problems with taking out Aelirenn, making our short round safer for the Great Oak; or in case we need we can use it as  control tool in combination with the Elven Deadeye tokens.

Pros:

  • Great capability of generate tempo quickly.
  • Perfect in medium rounds.

Cons:

  • Tends to swarm too much the board.
  • Slow at first pace, difficult to pilot.

Considerations:

At the start of the patch, running Precision Strike lists were an alternative to run Symbiosis, but it has been let. As an alternative, it can be interesting to run Schirru if we face a ton of Ethereals, as we can answer them without much problems (check example)

MO - Cacería Salvaje Hambre Abrumadoraimport-button

MO – Overwhelming Hunger Wild Hunt

As spiritual successor of the Haunt Overwhelming Hunger deck, this deck has provided the best shell for the new Wild Hunt units as it improves its long round by including Frost from Red Riders and Ard Gaeth.

Haunt and the Deathwish package composed of Miruna, Detlaff: Higher Vampire and Werecat provide a tempo burst and make this deck a great option to contest the ladder.

Key Cards:

  • Haunt: in contrast to other Monster lists, Haunt is not only a means of tempo for the deck, but also a crucial piece to generate Consumes which will help us to conserve our leader charges and proc our Deathwishes. Being able to predict whether our opponent will be able to answer it greatly changes our gameplan.
  • Auberon: the King of the Alders is not only a great tempo play in this deck, but also good for its utility: the Create effect can give us different units which we can use as Purify, extra Frost. or movement. We can even take the risk and try to highroll for a tempo play with Wild Hunt Riders.

Pros:

  • Extremely good at bleeding thanks to plenty of Frost effects.
  • Can contest a round using only bronze Thrive units while always threaten with enough reach to catch up in one card.

Cons:

  • Loses power if Haunt is answered.
  • Awkward in short rounds.

Considerations:

Playing the list without Scenario if the meta is full of Bomb Heavers.

You lose some potential in long rounds in exchange for improving your short round with the inclusion of Yghern and Ozzrel.

As noted above, we can adjust the list to accommodate Yghern and Ozzrel, mainly cutting Ard Gaeth, adding a second Red Rider and downgrading some bronzes, like the Wild Hunt Riders. With this movement we lost some long round potential, but in exchange we win some reach and short round potential.

NR - Viraxas Alzamientoimport-button

NR – Viraxas Uprising

Following the tendency to build around the evolving cards in each faction, we have received Viraxas, the ruler of Kerack, which reinforces a certain aspect of our deck, making using Orders much more powerful when compared to other Northern Realms decks. 

In general, we tend to play similarly to most Northern Realms midrange decks by aiming for long rounds, but we have the extra punch of being able to play a double Anseis or a double Baron if we need to. Due to this, we prefer to present this deck as a different archetype.

Key Cards:

  • Viraxas: King provides a way to reuse one of our powerful Orders, as it can be used in combination with Prince Anseis or Bloody Baron. It is great even without Devotion as it doesn’t gain much more impact in phase 3.
  • Amphibious Assault: contender to the title of best card of the Master Mirror expansion, it allows us to thin a low-provision card with extra tempo, allowing Northern Realms to win round 1, or even acting as a worse Royal Decree with extra points (and an extra limitation).

Pros:

  • As with any midrange Northern Realms deck, our long round is superb, but also gets good value in mid-length rounds.
  • Plenty of answers.

Cons:

  • More bleedable than other Northern Realms lists.

Considerations:

Running Ildiko can be a great way to give Zeal to most of our units, making it slightly less greedy and generating an extra target for Viraxas, as you can see in this example list.

Running a non-Devotion list if we run into a great number of scenarios.

NR - Fragata Swarm Alzamientoimport-button

NR – Frigate Swarm Uprising

The addition of Kerack Frigate to the Northern Realms set has brought some new modifications to the classic midrange lists, as we get an extra hit of engines added to the mix. A really solid list has become even more solid, which is always great.

These new engines make the list more swarmy, and more vulnerable to row punishment. Despite this downside, it has become one of the most popular lists for ladder and the lead alternative if we don’t want to go for Draug.

Key cards:

  • Kerack Frigate: despite being sometimes underestimated, this card can be qualified as the strongest engine in the expansion. Its ability to create Volunteer tokens make it a 2-per-turn engine which can be easily set up and which can be used for extra Voymir value. 
  • Voymir: an insane amount of points, in combination with Volunteers created by Kerack Frigate, and whose payoff is amplified by Vissegerd and Lyrian Scythemen.

Pros:

  • Great power in long rounds.
  • Awesome finishers with Lyrian Scytheman from Leader and Vissegerd.

Cons:

  • Vulnerable to cards like Lacerate and Lambert: Swordmaster.

Considerations:

There have been some lists which play in a similar style to this one but use Radeyah, so we could transform this list into a singleton deck, as you can see here.

NG - Retirada Estratégica Espíasimport-button

NG – Tactical Withdrawal Spies

The latest and shiniest toy for Nilfgaard Spy players, which have been rewarded for their patience with this new Master Mirror expansion. While most of Nilfgaard decks are a hybrid between Poison and soldiers, this one works with Spy tags and a mix of Agents and Impera Enforcers.

An interesting deck which requires great skill to be piloted correctly, but has become a fan favourite among the Nilfgaardian ranks nonetheless.

Key Cards:

  • Ramon Tyrconnel: Impera Enforcers are our main leader target, as we can take a great advantage of their synergies with almost every card we play.
  • Fergus var Emreis: a great card in combination with Impera Enforcers and Seditious Aristocrats, as we get at least 10 points for 7 provisions for one copy, while we usually have several ones thanks to Ramon.

Pros:

  • Great long round if well piloted.

Cons:

  • Bleedable.
  • Considerable high skill cap.

Considerations:

Depending on the amount of removal in the meta, some players have opted for using Imperial Formation as leader, gaining some extra protection for their Impera Enforcers. In that case, remember to add Affan Hildegrand.

MO - Moiras Sombra de la Muerteimport-button

MO – Crones Death Shadow

Probably no other Monster deck deserves the label of ‘point slam’ more than this one. While none of the cards are really good as engines, most of them tend to get a value over provisions on Deploy. 

The recent expansion did not add much to the list, apart from The Apiarian Phantom and Ethereal. The latter is included to benefit from the little package of one point tokens spawned by Nightwraith and Arachas Nest.

Key Cards:

  • Crones (Weavess, Whispess and Brewess): the iconical cards of this pointslam deck.
  • Renew: amplifies the Deploy effect of the Crones to 10 points. We can also use it on cards we have used with Death Shadow, like Caranthir ar Feiniel.

Pros:

  • Solid value in every card, great against control lists.
  • Burst potential: generate a huge amount of points in a just a few plays.

Cons:

  • Not great in long rounds due to the lack of engines.
  • Draw dependant, as this deck aims to maximise the value of its key cards.

Considerations:

Main consideration due to the playrate of Nilfgaard and Vincent van Moorlehem is cutting Apiary Phantom, as it would trade down with it, adding Parasite in exchange and upgrading Squirrel to a 5p card.

MO - Frutos de Ysgith Etéreosimport-button

MO – Ethereal Fruits of Ysgith

A newcomer to the city with the potential to become one of your worst nightmares:  Ethereal  represents a powerful engine in combination with Fruits of Ysgith, generating 4 effective points per turn. Its two bodies make it difficult to answer, so this strategy will become become yet another option for Monsters to dominate their opponents.

Key Cards:

  • Haunt: is great to outtempo our opponent in R1 to force an early pass, so we can dominate round 2 and 3 with an Ethereal-Caranthir-combo. Despite we don’t really have great payoff cards except Detlaff Higher Vampire, we still have enough cards to make this scenario worth.
  • Ethereal: as the main engine of this deck is used in conjunction with Fruits of Ysgith. We spawn Gernichora’s Fruit to the right of Ethereal to convert a 1 point token into a 4 point unit each turn. Every transformed Ethereal works like the original one, so unless every copy is shut down in the same turn, this combo is hard to disrupt.

Pros:

  • Extremely good long round strategy which is difficult to answer for the opponent.
  • Decent value per turn, giving the faction an alternative to Thrive.

Cons:

  • Vulnerable to movement.
  • Weak short rounds due to the leader ability and no real payoff cards except Ozzrel.

Considerations:

Running Yrden instead of Igni if we face a boost heavy meta (like a spam of Swarm Northern Realms).

Instead of being played with Fruits of Ysgith, several versions use Arachas Swarm as leader ability (mostly to improve the red coin abuse). Check here.

SY - Passiflora En Negroimport-button

SY – Off The Books Passiflora

Despite the new expansion, this concrete archetype hasn’t received a crazy amount of new cards, keeping the game plan essentially intact. An extra Hoard engine, as it is Lieutenant Von Horst and the improvement in short rounds that can be Jacques: Miraculous Child have been added.

Essentially one of the most common ways to play Syndicate, this list still conserves the essence of the faction:It is still important to have a good balance between generating coins and spending them. 

This list, or one of the variations with different leaders (see Considerations), probably will be the way to go for Syndicate during this season in combination with Swarm lists and maybe some crazy Gord ones.

Key Cards:

  • Passiflora: the bread and butter of this deck, this scenario can generate an insane amount of points if we are able to proc both chapters, creating two engines during the Prologue and Chapter 1, and giving extra coins in the Chapter 2 to fuel our gameplay.
  • Vivaldi Bank: our way to have some consistency and a sort of tutor which doesn’t compromise our Devotion. Ith can get any card in our deck in round 3as long as we have 6 coins.

Pros:

  • Plenty of answers if we are able to keep the coin generation.
  • Better short round that classical SY lists due to the inclusion of Jacques: Miraculous Child.

Cons:

  • Not great if being bled.
  • Vulnerable to Bomb Heaver as Passiflora generates a ton of points.

Considerations:

Running different leaders modify the conduct of the list, but we recommend you experiment and use the one you feel more comfortable with among Blood Money, Wildcard, or Jackpot

NR - Draug Alzamientoimport-button

NR – Draug Uprising

An all-time classic which tends to hide at the start of expansion releases, but once the meta is settled it enters the fray: Draug. The curse over Aedirn returns one more time to destroy the human battalions of Northern Realms.

The game plan is really straightforward: generate lots of humans in one row and use Draug to transform all of them into Kaedweni Revenants to generate more value over time. The addition of cards like Oneiromancy and Kerack Frigate added a new layer of consistency and human generation, which can also be abused by Voymir for value, to this archetype.

Despite not being a Tier 1 deck, this is a classic archetype which can oscillate from being the best deck in the game to a decent one depending on the opponents you face.

 

Key Cards:

  • Draug: the key card of this deck which has carried Northern Realms alone for several months. Spam a row of humans and suddenly convert them into a little army of Kaedweni Revenants.
  • Oneiromancy: the traditional version used to run two consistency cards (Royal Decree and Alzur’s Double Cross), which have been replaced by this ultimately cheaper alternative. (To clarify: for me, Amphibious Assault is closer to a tempo card than a consistency card).

Pros:

  • Great long rounds with Draug.
  • Not dependant on any card to win if we are able to hold leader.

Cons:

  • Strength depends on our ability to draw our gold cards.
  • Vulnerable to row punish cards, such as Lacerate.

Considerations:

It is worth noting we can always run a more midrange-oriented version, using Egmund and Anna Strenger instead of Kerack Frigates, thus improving performance against row punishment.

TIER 3

ST - Forja de Mahakam Gordimport-button

ST – MF Gord

After Redrame’s envision of this archetype, and due to the nerfs to Harmony, this alternative has become the most popular among Scoia’tael players, despite being one of the most difficult to pilot decks.

It’s enormous possibilities of control in combination with the multiples ways to generate a decent amount of tempo, like using Adrenaline Rush or Novigradian Justice, makes this deck a contender for the throne in the green faction. It is worth to notice that despite not having any real good matchup, it doesn’t have also any bad matchup, so that’s why it is a good alternative in the meta.

Key Cards:

  • Harald Gord: the reason of why this kind of decks can exists. The addition of Echo cards have incremented his value by 1 point, as you are still cheating the unit/spells system, making it a great finisher for short rounds.
  • Korathi Heatwave: an interesting card and a one I wouldn’t cut in this deck, as it is the only way we can deal with tall units without losing in tempo, also building our Gord due to its special nature.

Pros:

  • Excellent short round finisher in the card of Harald Gord
  • Great consistency due to the high amount of tutors run.

Cons:

  • Vulnerable to bleeding.
  • Lacks power in long rounds.

Considerations:

As it has been recently seen, an alternative to this kind of list is adding more spice to the fire using a list with Shupe’s Day Off, giving extra flexibility to the deck, as you can see in this example 

It has also been combined with Aglais to mitigate the short round effect, using Mystic Echo as leader.

SY - Gord Congregaciónimport-button

SY – Gord Congregate

A serious threat when you are on blue coin. It makes you feel cold fear while you try to think about how to not get coin abused. This archetype has always been a classic list which combines an incredible capability of pushing from red coin with a great bleed in round 2, while keeping a powerful finisher for  round 3, as we build up Harald Gord’s strength during the match.

While our hand can be awkward, the deck’s proactivity has been improved with the introduction of Oneiromancy. This makes playing it from blue coin not as bad as it used to be. Even though it does not run many cards of the new expansion, it is still a solid list which can be played if your intention is to win R1 on even.

Key Cards:

  • Harald Gord: the reason of why this kind of decks can exist. The addition of Echo cards have incremented his value by 1 point, as you are still cheating the unit/spells system, making it a great finisher for short rounds.
  • Whoreson Senior: a key piece in our pushes, specially during round 2. As we can generate enough coins and bodies to make its tribute really effective by just using the leader, this card can become really oppressive if our opponent is unable to stop the Cutup Lackeys, as they make every Crime card a +4.

Pros:

  • Great on red coin.
  • Natural good short round.

Cons:

  • Awkward to play on blue coin.
  • Vulnerable to bleed in the case we are not able to get round 1 control.
  • Last say dependant.

Considerations:

Running a version with Triss Merigold and Yennefer: Divination, also known as an Hyperthin Gord lists. It tends to be less consistent, but it improves further our  short rounds. See here

MO - Kikimora Reina Sombra de la Muerteimport-button

MO – Kikimore Queen Death Shadow

The greediest list in this faction. The classical combo of Death Shadow – Kikimore Queen – Caranthir ar Feiniel has received some support in Oneiromancy to make it work even better. The extra layer of consistency helps to compensate its flaw of being draw-dependant.

With the potential to generate over 150 points in a single round thanks to the power of Kikimore Queen, this archetype instills fear in the heart of players running uninteractive decks.

Key Cards:

  • Kikimore Queen: Her tremendous point potential of over 20 points per Thrive proc by chaining multiple Kikimore Queens makes this deck an almost unparalleled threat in long rounds.
  • Caranthir ar Feiniel: The main target for Death’s Shadow enables multiple Kikimore Queens. The first Thrive is activated by Caranthir, already granting decent points upon Deploy.

Pros:

  • Great long round if unanswered.
  • Alternative win conditions with cards like Ethereal.

Cons:

  • Extremely vulnerable to bleed
  • Highly dependant on drawing key pieces

Considerations:

We can run Haunt over Renew if we deem the quadruple Kikimore Queen a slight overkill.

SK - Gudmund Ritual Osunoimport-button

SK – Gudmund Ursine Ritual

Otro de los decks más clásicos, y otro de los mejores abusando de la moneda roja. Haciendo uso de Cerys an Craite y de Sardinilla, junto con las provisiones adicionales del líder, este mazo es capaz de jugar muchos puntos en poco tiempo en ronda 1, forzando al rival a perder en igualdad de cartas en la mayoría de ocasiones.

La idea del mazo es jugar todas las doradas posibles en ronda 1, para devolverlas al mazo más tarde haciendo uso de Gudmund el Bocazas, y volviendo a jugarlas especialmente gracias a la consistencia adicional que nos ofrece la nueva carta Oniromancia.

Cartas Clave:

Gudmund el Bocazas: pieza clave en el mazo. Combinado con Calzones, Sardinilla y Morkvarg, te proporciona una jugada de 15 puntos además de intercambiar tu mazo y tu cementerio, aumentando la calidad de las cartas que juegas.
Cerys an Craite: una jugada que proporciona muchos puntos en un solo turno, preferiblemente en ronda 1, para poder así volver a utilizarla en ronda 3 con el añadido de tener una Escudera Drummond adicional, siendo entonces una jugada de 19 puntos en lugar de 15, incluso de 25 si utilizamos la última carga de líder en ella.

Pros:

Muchos puntos en poco tiempo, lo que en moneda roja nos permite ganar en igualdad de cartas.
Puntos explosivos en ronda corta.

Contras:

Muy dependiente tanto de robos como de la moneda.

Consideraciones:

Se puede añadir Señor Espejo a esta lista, haciéndola más aleatoria y más difícil de jugar, pero haciéndola capaz de generar incluso más puntos si obtenemos las cartas indicadas. Aquí tenemos una lista de ejemplo.

NR - Comandos Fervor Inspiradorimport-button

NR – Inspired Zeal Commandos

If we would have to define this deck as something, it would be as a crazy combo-list, which is why  it is often seen as the most memey of the lists presented here. The idea is to abuse the generation of Blue Stripes Commandos with cards such as Adalia into Blue Stripes Scout or even Reinforcements round 1, and shuffle them back into the deck with Pavetta in round 2, and yet again via Renew Pavetta in round 3.

The amount of points that we are able to output in a short burst is ludicrous, as we can easily go over 20 in a single play. Despite being a mostly fun-oriented list, it can perform well in the correct environment.

Key Cards:

  • Blue Stripe Commando: the main enabler of this deck, as we can produce a maximum amount of 6 copies with all the tools we are using (a 7th copy could be spawned with Roche: Merciless), resulting in 24 (or even 28) points in a single play.
  • Princess Pavetta: We have 6 Blue Stripes Commandos in the graveyard, what can we do? The answer to this question is Pavetta, which allows us to return them to the deck, and with the help of a tutor being able to replay our Commandos for an insane tempo burst.

Pros:

  • Great point output in short rounds.
  • Relatively undisruptable.

Cons:

  • Consistency problems, too dependant on drawing well at the right time.

Considerations:

The most traditional lists tend to cut Amphibious Assault/Oneiromancy in order to run Draug, as an alternative win condition.

HONORABLE MENTIONS

NR - Belohun Alzamientoimport-button

NR – Belohun Uprising

As always happens when an interesting card appears in an expansion, talented deckbuilders take on the challenge of building a viable deck around it. Belohun is no exception, and it was a delight and a pleasure building this from scratch.

The idea is to play a super long Round 3 abusing Belohun and Vysogota of Corvo, having Vissegerd and Lyrian Scythemen as finishers, while using Donimir of Troy to protect them.

Key Cards:

  • King Belohun: the main piece of this deck. While the card is mediocre without Devotion, fulfilling this requirement makes it a great card which can accompany the rest of our deck, giving a +2/+3 to every play by boosting. This also helps to get a better Vissegerd and a better Lyrian Scytheman.
  • Vysogota of Corvo: a really greedy engine, but keep in mind we are running Donimir of Troy as a defender, and King Belohun who boosts him up to 5 points immediately. It would be unwise to cut it, as Vysogota can help us to keep Donimir alive.

Pros:

  • Excellent point generation if unanswered in a long round.
  • Cheesy strategy can surprise the opponent.

Cons:

  • Lack of points if Belohun is answered.
  • Extremely difficult to pilot.

Considerations:

Unlike other archetypes, we consider this list specific enough to not work if you introduce changes to it.

SY - Congregación Swarmimport-button

SY – Swarm Congregate

The arrival of Master Mirror has provided Syndicate with a good bunch of swarm-related new tools to strengthen congregate swarm archetype. These new additions have refreshed the line of play of the faction, making another fun yet competitive alternative to play Novigradian cards. Relatively complex to master, new Swarm-Congregate bases its strength mainly in the interaction of the new Fallen Knights with spawning units as well as playing Crimes. 

Besides, the Echo-card (“Dies Irae”) might allow us to buff our board in rounds 1 or 2 and remain available as one of the wincons of the deck for round 3. As a whole, the deck could be defined as a pointslam deck with preference for a long round. However, the lack of consistent control might suggest to push against decks that are heavier in engine cards or those that run some control elements that might hinder our key cards such as vincent van moorlehem.

Key Cards:

  • Fallen Knight: this 6-provision bronze card benefits of both spawning units and playing crimes. In combination with Ulrich and the leader ability, it is indeed easier to preserve them alive and get the boosts of the synergic cards throughout the round. This card can grow to a 15-ish value in a long round, and playing in the same round several of them might lead to a solid wincon if unanswered.
  • Jacques Miraculous Child: Jacques is a truly valuable card in the deck, as gives the points necessary to succeed in a short round 3, mostly if the deck gets bled. By means of devotion,Jacques is in fact a 12 point play that synergizes with Fallen Knights as well as an engine that gets boosted when Firesworn cards are played.

Pros: 

  • High point ceiling, very synergistic.
  • Excels in long rounds but is still pretty decent in short ones thanks to Jacques and Helveed.

Cons:

  • Swarm is utterly weak against row punish in the form of meta cards such as Hemdall or Werecat. A great deal of the points get condensed in Fallen Knights, which are weak to tall removal or resets.

Considerations:

Using a list more focused on swarm, as can be this one, with the inclusion of cards like Damnation and Sacred Flame. Check it here

NG - Asimilación Traiciónimport-button

NG – Assimilate Double Cross

Even though Assimilate is not the main focus of this expansion, it has received interesting tools which make this fun archetype really interesting to play. The introduction of  great bronze cards like  Mage Torturer in combination with some gold cards such as Braathens and Coup de Grace breathed new life into the archetype.

As the deck needs long rounds to shine, we are able to take control of the length of rounds by using our leader ability in the right moment to force a pass from our opponent. This allows us to optimise our point output when we go for a long round 3.

Key Cards:

  • Braathens: Even though we will pick Duchess’s Informant to support Assimilate most of the time, the other options offer flexibility in the form of extra removal or some protection.
  • Coup de Grace: Thanks to the addition of Mage Torturer, we have extra cards on which we can use our Echo card on. It can be any interesting golden card from our opponent and even if there is none, we can always generate a second Roderick de Wett or Joachim de Wett.

Pros:

  • Extremely good long round due to the overload of engines.
  • Great point potential.

Cons: 

  • Slow start as we need to establish our engines first.
  • Vulnerable to bleeding.
  • Lacks points in short rounds.

Considerations:

As a sort of meme, some lists based on Assimilate have used Master Mirror with moderate success. It can be interesting to use and even perform above expectations. If you want to try it, here is an example list