Gwent - Open Beta Thread: Not bad, not bad at all

Auckes would work better as I have Emhyr var Emreis, Cahir and Decoy. That would crush those resilient teams even harder.

btw: Currently have the Treason in my deck for fun. What is annoying, when you activate it and you activate some neutral effect card which opens your deck, you have no clue what card you activated...unless I'm missing something. I just don't understand why I can't check a graveyard or anything when I'm "hiding cards".

I agree with you but I think the only special effect card that goes into your deck is quen which is the only that shields all units of the same type regardless of where they are.
 
Anyone seeing glitches with the strengthening mechanic? Half the time I decoy a Priestess of Freya I don't get the added base strength buff and I just ran a game where I buffed a longship all game only to have it reset back to 5 strength going into round 2.

All they need to do is include special text to make him and other unbalanced golds targetable.

Nothing unbalanced about it. Run shackles in your deck if you're having issues with gold cards and want to damage them, that hes giving you card advantage is enough of a trade off in my book. King of Beggars is another option if you find yourself consistently out tempo'd by your opponent's big cards.
 
Me playing this game

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No seriously, wtf. I can't fucking read a thing in this game. Fix this shit cdproject.
 
I agree with you but I think the only special effect card that goes into your deck is quen which is the only that shields all units of the same type regardless of where they are.
That was the one. Luckily, I selected the right card which actually helped me win the game.
 
Whatsup with the kegs? All I am getting are bronze cards. Do I have to buy the kegs in order to get those silvers and golds?
 
Seems about right.

Oki i was smashing quite abit for awhile, but then the system starting putting me against people with proper decks....So ive now just committed to creating a Nilf deck so i can start having a fair chance again.

^ My first gwent deck, if anyone could critique.
Dont have $$$$ for golds, but i'd like Rainfarn since it basically draw the tech card you need. Yen/geralt/triss dont do much work, but atleast Cahir is godtier.
Weather effects seem to dominate games so i've subbed in Bearer since it can atleast be proactive + It synergizes really well with Vigo.
 
I'm enjoying the game, but I wish it was more social.

Would realllyyy like for them to add more catch phrases and sort out the existing ones. Some of them dont match their intent.

"Sorry" is a must.



So about weather:

I really hate that I need to keep a clear skies with me at all times. I never had to do that in closed beta because I could work around it.

Basic weather is manageable and feels well balanced. But the gold and silver weather cards that do 3, 2, 1 damage and all row 3 damage, etc seems to force me to carry clear skies.

It seems that all factions have bronze cards that clear weather though.

And they all have their own way to deal with basic weather, outside of clear skies. Moving cards to different rows is a cool Scoia'tael ability, and armour is really cool for Northern Realms.

I still REALLY miss old weather's effect affecting both sides. I think it easily had a great strategic element that feels lost.

I hope they can add more weather that does just this.
 
Spent the whole day with the open beta, it feels like it's already a 3rd iteration of Gwent compared to W3 and the CBT.

I quit the closed beta right before Nilfgaard released, and Ambush was starting to gain traction (I figured it by myself how build that deck :P ), so, opening the 15 or so starting Kegs, I went full ST, later seeing that they made lot of the cards Non-Ambush. Ciaran, Ida and Schirru were insanely rewarding and risky to use and I just loved that. Now even by placement you can tell which of the 4 ambush cards the opponent places. It's just stupid.

Because of this, and the investment in ST I tried a Mulligan deck, which synergizes well with Francesca. I'd say I'm 50-50 for W/L (is there any way to check?).

Anyone tried the BMC-s with the move combo? That seemed like a good deck, but I had to drop the Wardancers too from the Mulligan deck, because they're mostly eaten by Wild Hunt Warriors.

Now I'm trying to unlock the Mercs and do a Control-Ambush deck. Not sure what to explore after that, probably Skellige. Nilfgaard seems strong too, but it makes me feel insecure with the limited access to Mulligan/Graveyard.

I'm starting to get sick of Monster Weather decks, it feels so wrong with the current weather system. I'm not saying that the previous weather was perfect, but this is too fool-proof right now. I could at least see a lane-mirroring with immunity coming back.

For challanges, Toruviel is really cool, the AI just doesn't recognize her, so if the enemy is in lead, they'll pass. I managed to cheese a 2nd round win with 5+ turns left and Card Advantage at the enemy. Ragh Nar Roog works too, they don't carry Clear Skies. Dagon challange is bugged on X1 though, hope CDPR gets on that.

Oh, and fuck this.

Really smart, but cheap as hell. Basically:

Play leader -> (Muster Saskia -> Muster Roach) -> Pick Barclay -> Pull a random bossted dwarf, the weakest is the Resilient one I guess with 5+3 Str.
 
So about weather:

I really hate that I need to keep a clear skies with me at all times. I never had to do that in closed beta because I could work around it.

Basic weather is manageable and feels well balanced. But the gold and silver weather cards that do 3, 2, 1 damage and all row 3 damage, etc seems to force me to carry clear skies.

I have 3x Clear Skies but I still get owned by proper weather Monster decks, despite waiting until at least 2 lanes are affected.
 
I find it ironic that I was a Nilfgaard main during closed beta which was one of the weakest decks then.

And now it's one of the strongest, yet the faction has lost its luster for me.

Now it's all Scoia'tel ; D
 
What is loyalty?

Is it just a different stat so other cards can summon based on the cards loyalty instead of based on card strength?
 
Loyal means the unit is played on your side. Disloyal means the unit is played on the opponent's side (but you get the effect). Some cards are Loyal/Disloyal, they can be played on any side.
 
The monster starter deck is a good starting off point. Why would you delete them? lol Just look for the set online maybe. You can build up on that deck with just a few more cards.

The AI should be no problem at all with most of the starter decks and then you'll get a few kegs from the AI which you can use to strengthen that starter monster deck.

If you want, I'll make the monster starter deck list for you.


Pig headed video game pride. Lol.. I saw all the pre made decks and said "nope, not interested in this faction, this faction, this faction, this faction, and I can make this faction better." Except I was just starting off and didn't have any new cards. Lol.. Thanks for the offer! I'm going to build a Frost Deck with about 25 to 30 cards.



If I fail I'll come crawling back!
 
Pig headed video game pride. Lol.. I saw all the pre made decks and said "nope, not interested in this faction, this faction, this faction, this faction, and I can make this faction better." Except I was just starting off and didn't have any new cards. Lol.. Thanks for the offer! I'm going to build a Frost Deck with about 25 to 30 cards.



If I fail I'll come crawling back!

25 cards. Take the free advice trust me.
 
Pig headed video game pride. Lol.. I saw all the pre made decks and said "nope, not interested in this faction, this faction, this faction, this faction, and I can make this faction better." Except I was just starting off and didn't have any new cards. Lol.. Thanks for the offer! I'm going to build a Frost Deck with about 25 to 30 cards.



If I fail I'll come crawling back!


Just in case you need it...
 
I find it ironic that I was a Nilfgaard main during closed beta which was one of the weakest decks then.

And now it's one of the strongest, yet the faction has lost its luster for me.

Now it's all Scoia'tel ; D

What Nilfgaard deck is strong? My pretty much starter Nilfgaard beats a spy one most of the time. Is there anything else?
 
Text is a-okay so far really when it comes to size.

Though the description for some card abilities should be clearer.


Also .. the Siege fans will understand this:

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So, are wild hunt hounds just bugged or what? Dude using a Monsters deck just spawned one and no frost.

They only play any frost cards you have in your deck, but not in your hand.


Also, I think my opponent just crashed my game. Can't do anything, no timer running. He was losing hard, after using the likes of Ragh Nar Roog, Drought and Renew. I'm pretty sure this is no coincidence.

What to do now? Wait? Or leave the game?[

I'm inclined to think it's no mere coincidence .. he likely forced a sync or connection error to give you a hard time.
 
They only play any frost cards you have in your deck, but not in your hand.




I'm inclined to think it's no mere coincidence .. he likely forced a sync or connection error to give you a hard time.


Strange. Cause he played another card that summoned a wild hunt unit and dropped another wild hunt hound, and it went off that time. Summoned/Spawn is a weird distinction that I still need to get used to.
 
Having lots of fun playing this! Trying to learn and create decks without reading too much online, just seeing how others play in multiplayer.

This worked fine for me until I hit level 6 and now I'm being matched against decks that are craaazy. Sometimes I feel like I have 0 of the cards that my opponent is playing with.

And it's really slow goings getting kegs, and my last keg was basically cards I had/didn't want. :(

Ah well, the game is lots of fun so I'll continue tomorrow. Just hit a bump I guess, and am too poor to pay for cards at the moment. ;)
 
So, are wild hunt hounds just bugged or what? Dude using a Monsters deck just spawned one and no frost.
There's a subtle distinction between "Summon" and "Spawn" in this game.

Spawn means a card is created out of thin air.
Summon means a card is pulled from your deck.
 
This game seriously needs better instructions on what cards do or something. Can someone help me with explaining this card?

I just got a silver elf card, Yaevinn

He has 12 strength and allows me to draw one special card and one unit card from my deck and choose 1 and keep it and shuffle the other back in.

Now all that is fine so far, but it says he is banished. The tooltip says banish means he is automatically destroyed after his action is done. He is a spy, so I am guessing that he destroys himself if I use the card I choose using his ability?

Otherwise why would I use him? It's not like I am going to have a card that is the equivalent of 12 strength or something similar


No one except you have raised these complains.

Actually I mentioned that text can be hard to read sometimes. So has my friend who is playing it. Seems like the text was done with someone sitting close to a monitor instead of a TV

There's a subtle distinction between "Summon" and "Spawn" in this game.

Spawn means a card is created out of thin air.
Summon means a card is pulled from your deck.



Does this mean you don't need to own the card to spawn it? Or it has to be in your collection?
 
This game seriously needs better instructions on what cards do or something. Can someone help me with explaining this card?

I just got a silver elf card, Yaevinn

He has 12 strength and allows me to draw one special card and one unit card from my deck and choose 1 and keep it and shuffle the other back in.

Now all that is fine so far, but it says he is banished. The tooltip says banish means he is automatically destroyed after his action is done. He is a spy, so I am guessing that he destroys himself if I use the card I choose using his ability?

Otherwise why would I use him? It's not like I am going to have a card that is the equivalent of 12 strength or something similar

You use him for card advantage. In a best case scenario you have Yaevinn to use in Round 2 after you've already won round 1. You don't care about winning round 2 because you already have a win under your belt and you have the power to stall out your opponents best cards while saving your best for round 3.

And no, he only destroys himself after being removed from the battlefield, and he'll only be removed from the battlefield through traditional means (round ends, scorched, destroyed, etc)

Does this mean you don't need to own the card to spawn it? Or it has to be in your collection?

You don't need to own a card to spawn it. Doesn't need to be in your collection either.
 
You use him for card advantage. In a best case scenario you have Yaevinn to use in Round 2 after you've already won round 1. You don't care about winning round 2 because you already have a win under your belt and you have the power to stall out your opponents best cards while saving your best for round 3.

And no, he only destroys himself after being removed from the battlefield, and he'll only be removed from the battlefield through traditional means (round ends, scorched, destroyed, etc)



You don't need to own a card to spawn it. Doesn't need to be in your collection either.

But that still doesn't make sense. I am giving the enemy 12 points in round 2 (and pretty much immediate victory and they don't have to use a card against me in round 2 to win it either) and I get 1 card in return? That means the strategy you mentioned is the only viable one and it is a shitty one, unless I am missing something.

Also thanks for the spawn explanation :)
 
This game seriously needs better instructions on what cards do or something. Can someone help me with explaining this card?

I just got a silver elf card, Yaevinn

He has 12 strength and allows me to draw one special card and one unit card from my deck and choose 1 and keep it and shuffle the other back in.

Now all that is fine so far, but it says he is banished. The tooltip says banish means he is automatically destroyed after his action is done. He is a spy, so I am guessing that he destroys himself if I use the card I choose using his ability?

Otherwise why would I use him? It's not like I am going to have a card that is the equivalent of 12 strength or something similar

Banishment occurs at the end of the round in order to prevent re-use of certain powerful cards.

You use him to get an extra card. On the turn you play him your net card usage is 0, meanwhile your opponent has to play something making them go down. You don't use spies on rounds you intend to win, that is unless you have a way to mitigate the strength given or you have such a commanding lead it doesn't really matter (in which case you could probably just pass, maybe win then play it next round). On top of that you can get something you might really need out of your deck. Giving spies high strength balances out the potential gain.

But that still doesn't make sense. I am giving the enemy 12 points in round 2 (and pretty much immediate victory and they don't have to use a card against me in round 2 to win it either) and I get 1 card in return? That means the strategy you mentioned is the only viable one and it is a shitty one, unless I am missing something.

Throwing a spy at your opponent when the won they prior round isn't the best idea.
 
I just got a silver elf card, Yaevinn

Spies are kind of tricky for new players to grasp. What you need to know is that there are a lot of times when a round is lost, or you're planning to lose a round on purpose. In those cases, a 10+ STR spy is good because it lets you use up a turn without giving up card advantage (the number of cards in your hand, aka CA). This forces your opponent to do one of two things.

1) Pass: This is risky for the opponent because you might want to win that round after all and you have some way to create a very big point flip.

2) Keep going: This is also risky because it puts the opponent behind in terms of CA

There is a third scenario where your opponent is about to pass because you created a huge point advantage they can't overcome. Usually, players pass in those situations, saving their resources for the following rounds. In that case, you can drop a spy on the other side (without giving up your lead) to get the draw effect, either filtering out more cards or setting up something else.
 
Throwing a spy at your opponent when the won they prior round isn't the best idea.

I know that...which is why I said it doesn't make sense

Spies are kind of tricky for new players to grasp. What you need to know is that there are a lot of times when a round is lost, or you're planning to lose a round on purpose. In those cases, a 10+ STR spy is good because it lets you use up a turn without giving up card advantage (the number of cards in your hand, aka CA). This forces your opponent to do one of two things.

1) Pass: This is risky for the opponent because you might want to win that round after all and you have some way to create a very big point flip.

2) Keep going: This is also risky because it puts the opponent behind in terms of CA

There is a third scenario where your opponent is about to pass because you created a huge point advantage they can't overcome. Usually, players pass in those situations, saving their resources for the following rounds. In that case, you can drop a spy on the other side (without giving up your lead) to get the draw effect, either filtering out more cards or setting up something else.

Thanks this is a better explanation. I do that quite a lot (losing on purpose) when I am against monsters or northern realms. Still not convinced about the card tho :P Maybe I need to try it and see
 
But that still doesn't make sense. I am giving the enemy 12 points in round 2 (and pretty much immediate victory and they don't have to use a card against me in round 2 to win it either) and I get 1 card in return? That means the strategy you mentioned is the only viable one and it is a shitty one, unless I am missing something.

Also thanks for the spawn explanation :)

Your mistake is in assuming that your opponent can safely pass with a 12 point advantage. Unless the two of you are literally down to your last cards a 12 point advantage for your opponent is nothing when you've used Yaevnn at the beginning of the round. So no, giving your enemy 12 points in round 2 is not immediate victory in any situation other than the two of you having used every last card between the both of you in round 1.

A card like Yaevnn allows you to cycle through your deck more effectively, stall in the aforementioned situation above, or allows you an easy out in a Round 1 situation where you know you cant keep up with your opponent's tempo to begin with.
 
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