Strategies To Beat Strong Gwent Decks
Gwent, a popular aspect of The Witcher 3: The Wild Hunt, can be a bit overwhelming for beginners trying to win all the rewards with a basic deck. However, mastering Gwent is not as difficult as it seems. By employing a few strategies, even the weakest deck can achieve victory in almost every game of The Witcher 3.
It is important to note that although certain valuable cards, such as Geralt, Ciri, Yennefer, and Avallac’h Gold units, are available to all decks, they do not offer a significant advantage. Each deck has its own strengths and weaknesses that can be exploited, making untouchable cards less crucial.
Understanding and countering the opponent’s deck is key. Each deck is vulnerable to at least one other, particularly at the beginning when the player’s collection is limited. It is worth considering special units and abilities that can combat the opponent’s hand. For example, Scoia’tael is strongest against Scorch but weakest against Impenetrable Fog. Nilfgaard can be defeated by using its Spies against it with Decoy. Northern Realms’ siege advantage can be neutralized with Torrential Rain. Biting Frost and well-timed Scorch cards work well against Monster’s close combat units. Distinctive’s mighty berserker units are weak against Scorch, and Skellige Storm’s advantage can be countered with Gold units.
Choosing the right number of cards is crucial. It is recommended to stick to the middle range of 25-40 cards allowed by the rules. Having fewer cards increases the chances of drawing high-value cards. However, having too few cards can lead to sacrificing too much early on, while having too many dilutes the deck. Additionally, most decks only draw new cards at the beginning of round one.
The value of cards is not solely determined by their point totals. Spies, for example, increase the opponent’s points, so they should be used in a round that can be lost and sparingly in other rounds. Transforming units like Cow should be played at the end of a losing round.
Special cards should be used strategically and limited to a maximum of two of a kind. They should support the player’s chosen strategy rather than being the primary goal. Weather cards should only be kept if the opposing deck heavily relies on one row. Scorch cards should be used strategically to eliminate units of the same point value on the opponent’s side. Decoy cards can be used to strategically withdraw high-value units.
Choosing the right strategy involves utilizing the opponent’s deck strengths against them. For example, if facing Nilfgaard, their Spies can be used to the player’s advantage. It is also important to consider special abilities of each deck. Northern Realms, for instance, draws a new card if it won the last round.
The leader card should complement the player’s strongest hand. It is better to build the deck around the available options rather than choosing a useless leader. However, it is always a good move to make without passing, forcing the opponent to pass first.
Losing the first round strategically can lead to winning the game. This round is an ideal opportunity to force the opponent to waste cards or play high-value units for them to Scorch. Sacrificing Gold units can be a strategic move, as they cannot be touched and provide more value as cards.
Timing is crucial in Gwent. It is advisable to save the best cards for the last round. Units that strengthen each other, Gold cards, and rows that can be doubled with Commander’s Horn should be played in the third round or at the end of round two. Holding onto attack cards can help eliminate the opponent’s final cards.
Counting cards is an important aspect of strategy. While having more cards usually leads to victory, it can also be a bluff. Observing the opponent’s number of cards can provide insights into their strategy. It is advantageous to hold onto three valuable cards until round three. Weak cards can be used to delay a pass or bluff the opponent.
The Northern Realms deck is the easiest to collect early on in The Witcher 3. It excels in siege units but also benefits from a mix of ranged and close combat units. Sacrificing high-value ranged and close combat units in early rounds can force the opponent to waste cards. The Foltest: The Siegemaster ability is best used in the last winnable round.
While luck plays a role in Gwent, employing these strategies can greatly increase the chances of success. The Witcher 3: The Wild Hunt is available on various platforms, including PC, PlayStation, Xbox, and Nintendo Switch.
Gwent is one of the finest things about The Witcher 3: The Wild Huntbut winning all the rewards can seem a little daunting with a beginner’s deck. Luckily, Gwent isn’t difficult to master. With the help of a few strategies, even the weakest Gwent deck is capable of winning nearly every game in The Witcher 3.
It’s worth noting that some of the most valuable cards, such as the Geralt, Ciri, Yennefer, and Avallac’h Gold units, are available to all decks, so they only offer so much of an advantage. However, each deck has a major strength and a major weakness to exploit where untouchable cards like this will come in handy.
Matching The Opponent’s Deck
Each deck is particularly vulnerable to at least one other. While the player’s collection is still limited, it’s worth considering special units and abilities to combat the opponent’s hand.
is strongest against Scorch and weakest against
. It’s also easily overwhelmed with points.
The best way to defeat
is to use its Spies against it with
The siege advantage of
can be flattened with
relies heavily on
close combat units
and strategically played
does well against it.
The mighty berserker units in
are weak against
and the advantage Skellige Storm gives can be negated with
Picking Out A Choice 30
It’s worth sticking to the middle of the 25-40 range allowed by the rules. Fewer cards will mean a higher chance of pulling high-value cards. Having too few cards can result in sacrificing too much too early, and too many will dilute the pack. It’s also worth remembering that most decks only draw new cards at the beginning of round one.
Some of the most valuable cards don’t have the highest point totals. In the case of Spies, the player increases the opponent’s points, so they should be used in a round that can be lost and otherwise sparingly. Transforming units like Cow should be placed at the end of a losing round.
Deck Prep: Special Cards
Sticking to a maximum of two special cards of a kind is enough to give the player an edge. Special cards shouldn’t be the goal to draw or play. They are tactical advantages that should be limited in overall number and should support the strategy the player wants to employ. A few more tips:
it’s only worth keeping a couple if the opposing deck relies heavily on one row
a unit with the Scorch ability only affects the row where the unit goes on the opponent’s side, but the Scorch card will claim all units of the same point value on the board
Decoys can also be used to strategically withdraw the player’s high-value units without passing
Deck Prep: Choosing The Strategy
It’s a good idea to plan on using the opposing deck’s strength against it. For example, if Nilfgaard is the opponent, there will be Spies, and they can help the player as much as the opponent. It’s also worth keeping the following in mind:
Spies can be used and borrowed multiple times with Decoy and Medic cards
Ally summoning units can work for or against the player
Throwaway, low-value units can force the opponent to put down high-value cards
Every deck has a special ability to factor in, e.g. Northern Realms draws a new card if it won the last round
Deck Prep: The Leader
The leader card should support the player’s most devastating hand. It’s better to build around the available options than choose a useless leader, although at the very least it’s always a move to make without passing that forces the opponent to pass first.
Leaders that double the strength of a row are particularly powerful, but they are easy to subvert if the deck playing against it is customized to attack that row. Conversely, if the player’s deck has strong cards in other rows, seeming to favor a single row can trick opponents into thinking that the player will play to their strength.
Losing The Battle To Win The War
There is a well-known strategy in Gwent to lose the first round to win the game, but that doesn’t mean the round should be a total loss. This round is an ideal time to force the opponent to waste cards by matching their numbers or by putting down high-value units for the opponent to Scorch.
Gold units can force the opponent to match point totals, which is a good strategy against decks that rely on overwhelming numbers, like Monster and Skellige. Putting down a lot of low-value units may force the opponent to pass early, making it easy to score the first victory, in which case the second round should be lost for maximum point totals.
The Golden Rules
Sacrificing Gold units can be quite strategic, as they are far more valuable as cards that cannot be touched rather than being worth a lot of points. If a weather card or Scorch is used by either player, a Gold unit can turn the tide or hold the line. A few more “Golden Rules”:
A single Gold unit is worth keeping until the end
One of two Gold units in the hand can be placed strategically early
With more than three Gold units in hand, any number can be kept in reserve for a surprise point boost
Doubling Strength At The Last Moment
Usually, it’s a good tactic to save the best cards for last. Units that strengthen each other, Gold cards, and rows that can be doubled with Commander’s Horn should play out in the third round or at the end of round two.
It’s a good idea to hang onto a few attack cards to eliminate the opponent’s final cards. Reaching the third round doesn’t guarantee victory, so keeping a Scorch or other attack card in hand can be useful against decks that can summon a lot of points like Monster or Scoia’tael.
Usually, the player with more cards wins. That being said, strategy enthusiasts will observe that it’s often a bluff. If the opponent has two or fewer cards, it’s a good bet they’re not worth playing in the third round.
It’s advantageous to hold onto three valuable cards until round three. If the player draws weak cards, they can be used to delay a pass in earlier rounds or kept to bluff the opponent.
Some Pointers On Winning With Northern Realms
The Northern Realms is the easiest deck to collect early on in The Witcher 3. Its strength is siege units, but it’s also worth keeping a selection of close combat and ranged units to get the most out of it. Other useful tips:
There need to be high-value cards in the deck that
can add to a hand
ranged and close combat units
can be sacrificed in early rounds to force the opponent to waste cards
in the deck, it’s worth sometimes strategically sacrificing one or two in early rounds to throw off the opponent
The best time to use the
Foltest: The Siegemaster
ability is at the end of the last winnable round
Needless to say, there is an element of luck in the alchemy that is a game of Gwent. That being said, even a bad hand can be turned around by keeping these strategies in mind.
The Witcher 3: The Wild Hunt is available on PC, PlayStation 4, PlayStation 5, Xbox One, Nintendo Switch, and Xbox Series X/S.
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