Categories: DiscussionGwent

Guide for Shupe’s Day Off

Up until now, Shupe's Day Off is the only card in the game with 15 different abilities to choose from. It comes with a big cost however, requiring both a deck-building restriction, 12 provision and a decent luck to pull off a 60% roll. This post's purpose is to help you maximize Shupe's potential after paying such a big cost. Note that i'll only mention some of the varitations, not all of them.

Shupe – Mage: This variation tends to have a game-changing random effect. It's like a gamble, except that you can rig it to be in your favor.

  • Move random unit to opposite row. A staple in Shupe decks' gameplan. If you have no unit and your opponent plays a single big unit, you can just steal that card. Also useful if you're desparate, in which case you can pray to randomly seize your opponent's highest unit.
  • Transform rightmost card. Can be used like a Kambi to deny the big last card of decks such as Alzur's Gord, Vampire's Regis or OtB's Savolla. Despite being worse than Kambi in most ways, this card is 100% effective even without last say, compared to Kambi's 50%.
  • Split 13 damage. Use exactly like the "Move random unit to opposite row" variation, except thatyou destroy them instead of stealing. In exchange, you can also counter cards which plays other cards like Harald An Craite, Raffard or Saskia.

Shupe – Hunter: This variation's effect is less random and will never backfire on you. On the other hand, these effects are less impactful.

  • Destroy artifact. Destroying Scenario with this is actually good value. Some commonly-used Scenarios are Gedineith(Battle Trance), Siege(Stockpile) and Feign Death(Deadeye Ambush). Note that Blue Coin Deadeye Ambush can instantly trigger their scenario.
  • Destroy random enemy. Use exactly like the "Move random unit to opposite row" variation, except that you destroy them instead of stealing. In exchange, you can play this even if you already have units.

Shupe – Knight: This variation has no RNG, just straight up consistent value. While these effects are not game-changing, they are good backup when all else fail.

  • Resilience: The best consistent value you can get out of Shupe. Assuming you play this R1 or R2, it is a decent carryover card. Aim for this variation if you don't have other plans.
  • Lock: This is seriously bad value, but if you need to answer something very dangerous like Kolgrim, it can be worth it.
  • Boost/Damage by 4: 12 for 12 which is bad, but if you managed to brick all other variations this is the last resort.

Last but not least, remember that Shupe passively has a 40% chance of not giving you the desired variation. The only way to bypass this is by including Runemage in your deck, or wait until the devs increase the chance.

Gamer

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