Categories: DiscussionGwent

Favorite Archetypes per Faction

Do you have specific archetypes you really like in each faction? Do you find they change often over time? Are there things you wish were different about them? I'll go first:

NG – Van Moorlehems = Long time since they've been proper good, but I'm a bit of a sucker for the flavor of those evil aristocrats. Servant and Phillipe reworks were brilliant, imo, without ever being broken.

MO – Relicts = Started waaay overtuned, and Gerni spam was a monstrosity that should never have happened, but their visual design was top level starting from the Witcher games. Possibly the actual scariest monsters in the game. Maybe Selfeater could have its nerf reverted at this point, though? And both Witch Apprentice and Witches' Sabbath abilities locked a little more to the archetype.

SK – Druids = Crazy to remember when a single turn Gedyneith represented an absolutely OP 32 point swing. Or indeed when Crowmother's 8 for 10 with 4 carryover was an absolutely top card. Yet Price of Power gave them some welcome new options and Rain Druids is still a fun and versatile list if generally on the weaker side these days.

NR – Mages = Used to run a Cintrian Spellweaver deck before they released the Patience cards, and I sort of love their flavor. Alumni's art in particular tells such a concise, tragic story about the Ban Ard and Aretuza Students during the Thanned Coup, I wish more cards had "narrative arcs" like that. Deck is still quite playable, but can be too binary: if your opponent cannot prevent you from getting carryover the game is yours, if they can you don't stand too much of a chance.

SY – Tidecloaks = The most recent addition to my list. Always liked the pirate aesthetic, and I find resource management in a pure Tidecloak deck actually quite interesting. Despite the scenario's oppressively high ceiling the archetype has never been too competitive (which is probably good). Still, nerf to Treasure Huntress could probably be reverted, and Hoard has so many cards whose end of turn abilities depend on having coins or then give you more coins that it would be nice to have some pay-off at the end of a round for that.

ST – Symbiosis = The least clear of my favorites (used to be Dwarves for a really long time, but their gameplay can eventually feel a little too "solitaire"), but features some of the best storytelling reworks in Eithne and Freixenet. Not top tier, but very strong this patch for obvious reasons. Has a little bit of control and managing Symbiosis engines v. Nature cards makes for interesting gameplay. Only suffers a bit much from ST absolutely lacking any sort of row or tall punish when going Devotion.

But what about other people? Looking forward to hearing about your own favorites.

Gamer

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