Season of the Draconid Guide – Veruis667

Hello everyone, I am Veruis, and I welcome you to this guide on the Draconid season mode. To enjoy!

What Is Seasonal Mode?

Seasonal Mode is a special game mode, rotating each month, with a unique ruleset where you fight another player. To join the queue, you need to be at least Level 10.

Playing this mode allows you to complete some quests in the seasonal Reward Tree. Also, this mode is the best place to complete contracts quickly, which will grant you Reward Points (RP). While spending RP, you will encounter special nodes marked with a chalice. Some of these will stop you from proceeding further until you finish a quest. A few of them can be done exclusively in seasonal mode, but most can be done in any mode in game.

What if I don’t have time and reward points for this season’s Reward Tree?

Fear not! CDPR provides a solution: each month, you can find a Seasonal Bundle in the store which contains few of the trinkets – also those unobtainable.

This month, you fight for the Draconid cardback, unique avatar, Draconid border, and the tittle “Dragonslayer”

The Rules

“Both players have just 8 seconds to complete their turn and 15 seconds to complete the redrawing phrase.”

Are you tired of ropers waiting until the last second to play a card? Then you will love this mode!

Rules for this Seasonal are simple. You need to be faster than Usain Bolt, than Flash, than a Acinonyx jubatus, than… I suppose you get the point. There is no time to think, no time to convert your brilliant ideas into a masterful plan, no time even to properly do the math. There is only one rule you need to follow: Slam points on the board!

The idea for this mode is to build your deck with cards that don’t have long animations, don’t require more than two clicks, and can be placed swiftly and without too much preparation. It’s also very important to be familiar with the abilities of the cards in your deck.

Below, you will find my recommendations for the best cards for this month’s Seasonal Mode as well as deck suggestions that work very well in this mode and are fun to play. I don’t think a faction is particularly stronger than others. They all work great, with maybe a little Monster and Skellige advantage. However, each of the decks presented below requires some experience to pilot it properly. There is just not enough time to figure out things on the go!

This mode is a great place for people who are looking for quick games to perform daily tasks, quests and contracts.


This month, we have fewer and less valuable neutrals than in the Season of the Griffin. After the latest balancing patch, most neutrals are struggling to compete head-to-head against the buffed faction cards. However, there are some neutrals that can be used as fillers to further the general idea of a deck.

Cards with good value on their own:

Geralt of Rivia – There are too many point-slam cards in this Seasonal Mode to not play one of the best tall removals in the game. It may brick against more control-oriented decks, so always think about whether having Geralt in hand is game-winning or if you should mulligan it.

Eskel: Pathfinder – Proactive play, not as good as similar faction cards. But if you have some free provisions and nothing better to include in your deck, Eskel is a good choice. It doesn’t require your attention after you place it on the board and it generates a decent amount of points in long rounds.

Ciri: Dash – With there being less removal in the game now, Ciri looks very promising in this mode, especially in decks that focus on boosting.

Roach – With almost not even enough time for basic plays, our best girl is a good addition for tempo and thinning.

Carlo Varese – Good removal potential. Excellent choice for players with fewer scraps.

Yennefer of Vengerberg – Works perfectly in swarm decks and with Queen Meve.

Doppler – Fine value card, especially in decks with a lot of the same primary category, like Queen Meve decks with many Humans.


Do you remember what rule to follow this season? Slam points! And the best thing about it is the Monsters, the faction that was created for it.

Monsters are doing great on the ladder as well as in seasonal mode – and very good! They deserve some opportunities after many months of weakness.


It’s a simple deck with an uncomplicated strategy. Playing cards from the weakest like the Endrega Larva, to the strongest like Golyat gives you a lot of points that don’t require special planning, and the list itself contains some important cards that allow you to disrupt your opponent’s plan – without any loss of pace!

The initial hand should contain cards from the entire provision range. However, cards like the Ghoul or Ozzrel, even though they are great cards, are a target for mulligation in round 1, as they require the Ice Giants, the Griffins or the Old Speartip: Asleep. Remember that the Penitent requires that there be a unit with 7 provision in the deck, so it’s always worth one such unit to mulligane. The moment to devour the Penitent depends on what we want to draw – in the case of the Beast, we want it to be on the table as soon as possible, but as we count on pulling out the Pugo Boom-Breaker, we should wait until the very end for the Penitent to take advantage of the Thrive.

Along with the Ciri: Nova, I decided to place it at the deck in exchange for stronger units, because it activates the Thrive in all eligible units, and at the same time allows you to get the carryover you need.



After hours of struggling to find the right Nilfgaard deck, I came to one conclusion: it is not good with Nilfgaard. But in the end I decided on a deck with Assimilation, which is not bad, or at least allows to win. One of the alternatives was to have pick a control deck, but only madmen play full control.


As well as on the ladder, the Assimilation deck is straightforward here. We play our engines, including Ducal Guard and the Ard Feainn Heavy Cavalry from the Portal, Glynnis aep Loernach and Artorius, and then create new cards from the Imperial Diplomacy, Dazhbog Runestone, Bribery and with the help of the Duchess’s Informants. It’s good to keep some of the engines for the next round.

In this deck, we also have a number of control cards like Hefty Helge and Yennefer’s Invocation. Helge is only worth playing in the turn when we have at least a few tactics cards in hand (Imperial Diplomacy, Assasination, Tourney Joust). Besides, we also have our ability Imposter and Damien de la Tour. The whole picture is completed by Cahir Mawr Dyffryn, Caellach’s son, who, defended by Ffion var Gaernel, is able to win the match for us by himself.



Draconid season is not the best month for the Kingdoms, but thanks to the new cards from the Master Mirror expansion, they are not so far away from winning.


The deck shown is almost identical to the one we play on the ladder. Viraxas has been replaced by Philippe: Blind Fury, added Windhalm var Attre, which works quite well, because there’s hardly anyone who can destroy the shield.

Deck has plenty of passive point generators such as Egmund, Anna Stenger, Raynard and Temerian Drummer, but due to their limited number, it is reasonable to not use them all at once (at least not in round 1 and 2). The same goes for control cards such as Prince Anseis, Falibor or the mentioned ealier Philippe. While the basic principle of GWENT is to manage the available resources wisely, in the case of the deck of the Northern Kingdoms you have to be three times more careful.

Uprising is not the only playable ability of a commander this season. Also, Mobilization, Royal Inspiration or Pincer Manouver are under consideration – of course you need to make possible modifications in case the number of available provision changes.



Unfortunately, we didn’t live to see special buff for the green factions, so I took the liberty of a little experiment in the form of playing with dwarves, which was a small success in the end.


The dwarves, thanks to their simplicity, seem almost perfect for this mode, but they are a little bit behind with available points. Which does not change the fact that I had a lot of fun playing them!

One of their main advantages is the possibility of having a point carryover thanks to Dunce, Hawker Smugglers and Gabor Zigrin.

The whole deck is based on short and medium-long rounds, in which we throw the Adventurers, who make as additional bodies for the Great Oak, or our wonderful triptych of dwarves – Munro, Zoltan and Figgis. At the very end we throw in the Mahakam Guards and Barclay Els and in a short round we can make a lot of points.

Sadly, if we hit the engine deck, or let ourselves be pushed out of round one, it’s not likely that the Dwarfs will be able to do it in a long round.



The magnificent islands of the Skellige archipelago! Why are your people robbing and raping not only on the ladder, but also in seasonal fun mode? You probably don’t know, but one thing is certain – Skelligeans give cancer everywhere.


There’s really nothing to write about this Skellige deck. What it is, everyone can see. And probably everyone has enough of it.

Since the small number of controls in this seasonal mode, the ideal choice was to add to the deck Greatswords and Dagur Two Blades, which are undeniably the core. While Dagur should be combined with the Covenant of Steel, the Greatswords should be used already in round one and two to push the opponent out and take control of the match.

One of the first moves should be to play the An Craite Longship to passively gain every turn a point (or to pull significant removals from the opponent). Then with the help of the An Craite Blacksmith and the Warrior tag cards we win less important rounds and prepare the cemetery for Harald an Craite.

The most difficult move is to play Vabjorn into the Blood Eagle or Raiding Fleet, so this move has to be planned before you start your turn, because there little time.

If you care about contracts, then in addition to the Onslaught presented in this deck, you can try Second Find, Patricidial Fury, or Blaze of Glory – in this case you should add Morkvarg and preferably Skjall to have an ideal target for the ability.



And here is come the bloodthirsty Syndicate, which after a series of unfortunate nerfs, returns to a deserved place. In addition to the deck presented here, it’s also worth playing the version with Crimes.


The deck presented looks largely like a version of the Hidden Cache from before his nerf – which is not surprising, given that after a few months HC returned to its original version.

With the passive ability of the Hidden Cache, winning the first round without sacrificing important cards seems trivial. Sly Seductress and Passiflora Peaches are great at generating points every turn, and the Mutants Makers give those few necessary coins to activate the Hoard. The second and third round – depending on whether we are under bleed or bleeding – is full of a hard decisions which of the important cards we sacrifice and which will be needed later. While most cards work quite well on their own, it is good to calculate whether we have Scenario activators – cards with the tag “Blindeye”. – and do we have enough coins for Philippa Eilhart.

Cards like Saul de Navarette and Lieutenant von Herst must be thrown quickly enough to generate as many points as possible.