Gwent: Top Crafts: updated for (10.2)!
Introduction
In this guide I wanted to take a look into some of the best uses of early account scrap, since there are a multitude of interesting cards that require crafting, and all the better decks in the game require a lot of expensive gold (legendary) cards to be effective.
Therefore below you'll find the top five crafts for each faction (including neutral) that I believe to be some of the most universally useful for newer players, since they can fit into more than one archetype, and be at least decent most of the time during deckbuilding. Of course if you have a certain type of deck in mind you want to play, there will be other core pieces ahead of the ones in this guide - you do not need to get them all.
As a relatively new (returning) player myself, my account does not have everything crafted. However, I will eventually accumulate the scraps to reach these goals. The top fives are not ranked in any sort of order.
After a few patches, an expansion, buffs and nerfs, this list has changed significantly enough to warrant an update. So I will make some changes for 9.2.
Therefore below you'll find the top five crafts for each faction (including neutral) that I believe to be some of the most universally useful for newer players, since they can fit into more than one archetype, and be at least decent most of the time during deckbuilding. Of course if you have a certain type of deck in mind you want to play, there will be other core pieces ahead of the ones in this guide - you do not need to get them all.
As a relatively new (returning) player myself, my account does not have everything crafted. However, I will eventually accumulate the scraps to reach these goals. The top fives are not ranked in any sort of order.
After a few patches, an expansion, buffs and nerfs, this list has changed significantly enough to warrant an update. So I will make some changes for 9.2.
Top Five: Neutral
- Oneiromancy
Generally adds no points on its own, (with exceptions) yet can take the form of any card in your deck, twice (echo) giving you access to your best cards. Expensive but worth it. - Korathi Heatwave
The 'Nope' card. Removes one thing (unit or artefact) from the board, an answer to anything and everything. Naturally much better against decks that play tall (stack a lot of points in one unit) and weaker against decks that go wide (try to distribute points across many units). Can also remove a threatening engine that will generate your opponent a lot of points. Almost everyone runs heatwave in a non-devotion deck, so you need to expect it. - Ciri: Nova
A unique card that forces a strict deckbuilding condition (meaning you can't play it together with the other cards in this neutral section) but grants a very powerful bonus in Resilience, keeping this card on the board at the end of the round. Quite useful for newer players since you won't have many higher provision cards anyway. - Portal
A cheap craft at 200 scrap, portal is great at thinning out 4 provision bronzes and helps develop engines and points on your board more quickly. Make sure not to have any 4 provision units in your deck that have a 'deploy' effect, since it won't activate when summoned by the portal. Order effects, high power cards and passive bonuses however are all good choices. - Madoc
An interesting card, which, like Ciri, encourages a different kind of deckbuilding that won't be too restrictive to newer players - since the bombs required to make use of Madoc are probably not being exchanged in lieu of something better. It's also unlikely at lower ranks you'll encounter any kind of specific removal targeted at Madoc himself, making it easier for him to rampage across the board.
Top Five: Monsters
- Bloody Mistress
I replaced Yghern with BM here. BM had an explosive start in the meta, prompting a hotfix change regarding her interaction with Caranthir (transform normally reverts a card to base power, but BM/Gernichora stay at 1 power).
She's still very strong without Caranthir, and can be used with Idarran to get more fruits and increase her boost per turn. 7 base power is also nothing to sneeze at, and will help you gain Sabbath for her effect. Gwent Content Creators like Specimen have also popularised using her in combination with Arachas Queen's Deathwish effect, getting you multiple copies that will steamroll the enemy, and bringing them back in a later round with Witches Sabbath. - Mammuna
Here Mammuna has replaced Golyat. The amount of points this card can slam onto the board is crazy, and requires only a little setup, having one high power card in the graveyard and another in deck. Griffin is the optimal choice without Sabbath, as summoning removes the negative deploy - whereas with Sabbath, you want Gan Caenn. - Toad Prince
[*] [b]Endrega Larva[/b] [previewimg=23193298;sizeFull,inline;20210408132906_1.jpg][/previewimg] The only non-gold card in this list, Larvas [b]were[/b] well known as one of the strongest 5 point cards in the game. They were recently changed to have 2 power, but cost 6 provisions. Like the humble Nekker, they immediately put down two thrive engines on your side of the board, but also come with the benefit of 2 armour, making them require more commitment from your opponent to remove. With the new changes they can also proc thrive themselves, on Nekkers, making them good to play together in beginner friendly all-in thrive lists. You could also substitute this slot for Koschey, probably the strongest card in the game in a 5 card round. You'll want to play it in tandem with the Force of Nature leader. [*] [b]Old Speartip[/b] [previewicon=26562941;sizeOriginal,inline;20220219125907_1.jpg][/previewicon] Replaced Auberon with Old Spearti
Replaced Adda: Striga here with Toad Prince. The toad has been a very strong card since it's buff, letting it consume an enemy (or in a pinch, an ally) at 4 power or less. This makes it great engine removal as well as a decent pointswing. - Endrega Larva
The only non-gold card in this list, Larvas were well known as one of the strongest 5 point cards in the game. They were recently changed to have 2 power, but cost 6 provisions. Like the humble Nekker, they immediately put down two thrive engines on your side of the board, but also come with the benefit of 2 armour, making them require more commitment from your opponent to remove. With the new changes they can also proc thrive themselves, on Nekkers, making them good to play together in beginner friendly all-in thrive lists.
You could also substitute this slot for Koschey, probably the strongest card in the game in a 5 card round. You'll want to play it in tandem with the Force of Nature leader. - Old Speartip
Replaced Auberon with Old Speartip. After the buff letting Sleeping Speartip summon the 12 point version from the deck, these cards have been everywhere. They are strong since they thin out your deck, offer a ton of points, and set up combos like W Sabbath or Ozzrel.
Top Five: Skellige
- Coral
Coral, and by extension, the discard package (Skirmishers, Birna, Werewolf Morkvarg, Skalds) are an unreliable but very effective play, as when you are lucky and have the right cards in hand, you can generate points whilst thinning out your deck to increase the odds of drawing your good cards. Coral works well with the Skellige strategem and Birna. - Morkvarg: Heart of Terror
Skellige is all about dealing damage. Morkvarg: HoT does just this and has a very high ceiling, being able to damage boosted units until they are wounded (turn red). A good finisher card in most scenarios. - Fucusya
Fucusya has been a Skellige staple ever since she was introduced. She's one of the most expensive cards in the game, but her resurrection effect is very powerful, and can even be used on a lower provision unit, as the lost point ceiling is converted into rain damage. Hard to see this card leaving the meta anytime soon. - Junod of Belhaven
Replaced Champion's Charge with Junod, as they do similar things, but Junod also gives you a hefty 6 points for a better swing. Can remove any unit based threat as long as the unit is damaged. - Bride of the Sea
Replaced Harald with BotS, as she is also very strong in a short round, and costs a lot less. Just make sure there's a bronze alchemy in the graveyard for her ability. You can trigger it easily with the alchemy leader. This card is pretty amazing if you are playing rain, as you can replay some very strong alchemy cards, such as Sigdrifa's Rite.
Top Five: Nilfgaard
- Coup de Grace
One of my favourite cards in the game, Coup de Grace has almost limitless possibilities due to the effect activating on any unit with either a deathblow or the spying tag. You can play any of your big finishers (like Joachim) up to 4 times with some clever manevouring. Since Coup is an echo card, you get two uses. - Joachim de Wett
Coup's best friend. Offers a lot of points played multiple times. You can put it on the top of your deck again by using Yennifer's Invocation. Or in the subsequent round you can use Gorther's Gvaed's order ability to put it on the top of the opponent's deck, and use canterella to steal it. - Ramon Tyrconnel
A strong card that gives you another solider engine or pointslam with some added protection. Works in most decks as Nilfgaard usually plays at least one decent solider (Impera Enforcers, Nauzicaa Sergeant, Ard Feainn Crossbowman/Tortoise). - Dead Man's Tongue
I have replaced M. Ball with Dead Man's Tongue, as it seems Ball has faded slightly in strength after the change, where it can no longer proc from spying aristocrats. It's still a strong card, but perhaps too easily bled and vulnerable to heatwave.
DMT, on the other hand, it a good card for 7 provisions, and can give you points and tempo whilst also thinning out your deck, by discarding bronzes you don't want to play.
With the changes to Phillipe van Moorlehem, Ball may be seeing a resurgence in play. - Artorius Vigo
Another one of my favourites, Vigo is a nice addition to most decks since a free spy, or bronze deploy is quite welcome (think Viper Witcher Mentor, which is already at 1 power). Can also be used to thin out Hounds or Impera soliders if you don't have them in hand and meet their conditions. If you only have three bronze units the choice is always guaranteed.
You could also give this slot to Braathens, who is essentially a stronger and more precise version of Vigo, in the sense that he spawns only bronze spies, which therefore makes it easy to get perfect accuracy on the card you want/need.
Top Five: Syndicate
- Cleaver
A popular and flexible card used since the debut of the lined pockets crimes deck. Now is less common, but quite effective due to his versatility. Cleaver is an engine with his intimidate tag and a spender for Syndicate's coins, making him very flexible. You can also generate Dwarven muscle infinitely with some of the Firesworn scribes that give coins for units spawned. - The Witchfinder
I honestly could have left SY as it was, but I think there are a couple of better new cards, like The Witchfinder here. She works great in every SY deck that's focused on bounties/damage in some way, or even poison. 10 for 12 on deploy factoring in the coins. - Philippa Eilhart
A truly terrifying card that can steal up to 9 points from the enemy board, resulting in a massive 21 point swing (+9 player/ -9 opponent max value + 3). Can also be used to steal important engines or cards with a resurrect feature (like Madoc). - King of Beggars
Swapped out Whoreson for KoB. An infamous card since it generated a massive amount of points when played with Savolla. Now the coin counter was raised to 12, it requires more setup, but in actuality generates more points because of it. Is a thinning card and a spender, the low point body doesn't even matter since KoB is just so strong. - The Flying Redanian
Most Syndicate decks seek to generate coins. The Redanian supports this by offering some points and automatic thinning improving overall consistency. Can also be repeatedly consumed by Kikimore Warriors, or self poisoned for coins.
Top Five: Scoia'tael
- Gezras of Ledya
Works great in a movement themed deck or with rowstacking (moreso elves than dwarves, since dwarves want to stack melee, and Gezras boosts the range row). Can also punish the opponent for swarming their melee row. Will probably be answered without protection, since he's worth a lot of points. - Forest Protector
A strong card that works well with Nature's Rebuke, since it also benefits from that card's deathblow effect, being a treant. Also a decent card in handbuff since it can replay the Harvests. - Francesca Findabair
A decent card in spell focused lists, can get you a double Onieromancy or other high provision spell, works great with Alzur from the neutrals faction. She's tanky and has veil so she's not easy to remove. Now her counter was buffed to two, she has become very dangerous since you can instantly set up a double spell by playing the forge leader or a golden froth from Mushy Truffle. This means double Heatwave, Vigo's Muzzle, or Novigradian Justice is very achievable and strong. - Gaetan
Strong in a long round, especially with Cat Witcher Mentors. Play the CWM on the left of a row to gain their adrenaline boosts. Elven Sentries are another excellent combo piece. A fantastic card for its cost. Not the most 'meta' card but I still think it's great for 7 provisions. - Saskia: Commander
Swapped out Feign Death for Saskia, as she's a much more prevalent and powerful top end gold card. Has a strict deckbuilding condition, meaning you will need to play card/s with uncommon tags (bombs, traps, nature, gnome etc.) but the payoff is worth it. She's also very hard to remove due to her immunity, so whatever round you play her in will be hard for your opponent to contest.
Top Five: Northern Realms
- Amphibious Assault
A very strong card that has multiple uses: thinning, pointslam, protecting engines, AA can do it all, and it can do it twice. - Siege
Anseis is still a great card, but I had to slot in Siege somewhere here. Siege is incredibly strong this patch with the changes to resupply. If you set up a couple of siege engines beforehand (Ballistas) before slamming Siege, in a long round you can utterly decimate your opponent's board. - Gerhart of Aelle
Replaced Donimir with Gerhart, although defender is still very valuable in NR. Gerhart simply slots into almost any deck, whereas you don't always need defender unless going up against heavy control lists. Use his ability straight away and pick up Pact to get good 13 for 11 value, or wait a few turns to let patience build up. The best options are at (4) 5, 6 and 9. - Shani
Replaced Keldar (who is still great) with Shani, who has gotten popular after recent changes. Her order ability is powerful but has a long cooldown, and needs NR humans (not a hard condition) in the graveyard. Play her early in round 3 or use a cooldown reducing ability/card to take advantage of her power multiple times. - Queen Adalia
Double-playing a bronze with some added protection is usually great for NR lists, especially ones that make use of Royal Guards, who are dependent on the number of Guards in play.
Conclusion
Thanks for reading! Let me know if you have any other ideas or suggestions in the comments.
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