Categories: DiscussionGwent

Mill and trap decks need to be heavily redesigned before Gwentfinity.

Yes, I made this post because I'm extremely tilted that a mill player just ruined my entire collusion deck by burning my KoB and collusion in the first 2 turns, but I think it highlights the issue the best. There was nothing I could do, and I lost not because I misplayed while piloting a hard deck like collusion, but because I was just unlucky. I'd argue that these archetypes need to be a priority for redesign, because it's not something a few provision tweaks can fix.

I hope most players agree that mill and traps are completely insufferable, hard as fuck to counter and offer no exciting opportunities for players to come up with counterplays or fun strategies to work towards for a highly rewarding win. They are effortless control decks. It's unlike anything else in this game. You just sit there and cross your fingers hoping that RNG is in your favour so you can push them in the early rounds. Draw wrong? You're fucked because you don't have the power to push. Opponent mills a key gold off the top of your deck on the first turn? Forfeit and try again.

Mill just feels like shit the entire time you play against it and traps seems designed to just stall you and taunt you, rubbing it in your face with that despite all of your effort you're still going to lose on the last turn because of that cheeky little combo. I know that this is part of the reason why people enjoy these decks, but it seems so jaded and spiteful to get genuine enjoyment from playing 5 traps or spamming teleport on Kingslayers and sitting back while the opponent blindly stumbles to a loss just so you can get a dopamine hit from a victory screen instead of actually playing the game.

I know mill and traps are some CCG staples, and I'll likely get downvoted by all of the fans of these toxic decks, but can't we all agree that these archetypes would be better off, and more fun for everyone, relegated to complimenting a deck's strategy but not the entire deck itself? Isn't it the opposite of Gwent's core design prinicples for RNG to be so heavily tied to the enjoyment of the game? When golds are so valuable to a player's winning strategy, how can you justify that they are so defenseless and destroyed so easily by a few bronzes with non-interactive deploy abilities with no counter except mirror matches?

Gamer

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