kosis
Creeping like Sharia
- Joined
- Oct 3, 2008
- Messages
- 2,585
- Reaction score
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- 113
I always used Nilfgaard since they have so many spy cards. You basically have to get the worst draw imaginable to lose after you get most of the deck. I'd also use the leader card that lets you draw a card from your opponent's discard pile, so I'd use all my spy cards in round one, then in round two draw one back from the opponent discard pile and use it again to get two more cards. If you have a decoy or two in your hand and an opponent either uses a spy card or uses one of your spy cards via a medic, you can use a decoy card to swap that spy out and re-use it on your enemy. I think the lowest I've ever gotten my deck was down to like eight cards because I drew so many due to spies.
There are several other useful strategies, but I found the spy one, like you, to be the most enjoyable. I always went Nilfgaard, though, at least after I had enough cards to make it practical.
Weather cards are useless in late-game gwent as well, so keep that in mind @AuxiliaryPie. They can be kind of useful early on, but you really don't need them later. Really, the main goal in gwent should just be to remove as many of the more useless cards as possible from your deck so that you don't have to worry about drawing shitty cards. The most useful general cards are scorch, the horn, and decoys. Medics are basically essential to spy strategies as well, as they let you replay any spy cards your opponent might have used on you. Generally speaking, the player with more cards available is going to win nine times out of ten.
Also don't be afraid to throw a round, either by playing all your spies and passing or by forcing your opponent to play a couple of extra cards when you have them at an advantage.
I agree with all of this with just one caveat. If you happen to go against the Scoia'tael deck, or especially the Monster deck, it can be fun to have the Freeze/Blizzard card in your back pocket. Those decks have so many close range cards that have the ability to multiply. They'll double up with the horn too, and figure the win is a lock. It's fun to see them get so far ahead and pass the round, only to have me drop that card and see their score plummet from like 85 to 14.