Categories: DiscussionGwent

Let’s look at some of Gwent’s underdeveloped archetypes

Faction Archetype Name Cardpool Size Viability Issues
MO Deathwish 26 4 Needs more ways to trigger same turn deathwish.
MO Wild Hunt 20 3 Needs more frost payoff cards.
NG Tactics 20 2 Tactics (Except Coup) are weak; payoff cards (Stefan Skellen, Fire Scorpions) are fragile.
NG Spies 18 3 Impera Enforcers are too fragile, No synergistic leader except IF
NG Soldiers A lot 2 No payoff cards except Vreemde. Many bronze soldiers actually support other archetypes.
NG Assimilate 13 4 Initial engines are slow to setup.
NR Resupply 17 1 Warfare cards are weak and payoff engines are slow
NR Shields 13 1 Limited cardpool.
ST Harmony 10 2 Card pool is extremely small, bronzes are highly powercrept.
ST Dwarves A lot 4 Hrrggggh Yrdoooon
ST Traps 9 4 Limited number of traps. Mahakam Horn and Stalk Trap are antisynergistic with Eldain.
ST Movement 9 4 Limited cardpool, reliant on fragile 5p bronzes.
SK Druids 21 4 Issues with core bronze engines
SK Pirates 25-ish 3 Consistency issues, pirates are alright but most ships are weak.
SK Self Wound A lot 3 Self Wound has no consistent gameplan
SY Firesworn A lot 4 Was viable ~8 months ago, but now powercrept

Viabilty

4 = 1-2 reworks or cards away from being viable

3 = Needs several new cards including golds to be viable

2 = Barely viable, the archetype's synergies are too weak

1 = Fundamental issues with tempo, sequencing, and power that hamstring the archetype, barring a complete rework

Gamer

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