Hi, Green Cricket here and this video is for players, who don't have a full card collection
and want to know which cards are the best investment.
We start with two tips and then we'll go through recommended golds and silvers.
We always start with Neutrals, then Monsters, Nilfgaard, Northern Realms, Scoia'tael and
last but not least Skellige.
I've put timestamps into the description, so you jump directly to the section you are
interested in!
Let's begin!
There is not much to say about crafting in general, but two tips:
The first one is: Don't start crafting the gold cards, since they don't define the deck
you're playing, they are just boosting its power.
Try to craft all necessary bronzes and silvers first, while using substitute golds in the
meantime.
Adding the golds later will further increase your win rate, but only golds without a solid
deck core won't take you far.
The second tip is: Focus on two decks from two different factions.
It is very tempting to try out new stuff all the time, but if you want to get up in the
ladder early and therefore get more rewards for completing your collection, then try to
focus.
If you are bored with one deck, then jump to the other one and focus on selecting cards
for the two factions, when you open kegs.
Don't mill cards from other factions though, since at some point you want to switch and
then every card you already have will help you big times.
Now let's move on to the core of this video: Which gold cards should be crafted first.
We'll start with the Neutral ones, since you can use them in every deck, regardless of
the faction.
Those are the cards I would go with:
Geralt: Igni is probably the most versatile card, which can fit into every deck.
By lining up enemies or simply by hitting a big buffed up enemy, this card can easily
get you 20 points and more.
Muzzle is not as potent point wise but can steal an enemy engine like a greatsword, making
it impossible to be re-used again.
If you just kill it, it could be rezzed by a Priestess of Freya for example.
Vesimir in combination with Mandrake is very potent in the current meta, where it not only
hits for amazing points if you, for example, hit a big buffed up Vran Warrior, but it also
disables entire decks.
The enemy plays Imerlith: Sabbath?
Play Mandrake and the enemy will forfeit pretty soon.
Mandrake on an enemy Calveit will also deny the usage of Cahir for example.
Checkout my other deck guides or play a lot of games with it to master this because Mandrake
is often the key to winning a game.
Triss: Telekinesis and Dandelion: Poet fits into a broad range of decks as well, since
they enable you to play a card and get 6 extra points.
The difference is that Dandelion lets you draw a card and then play something from hand,
while Triss either uses an enemy bronze spell or a spell you added to your deck, like Reconnaissance.
Playing Triss that way allows you to always tutor for a bronze card in your deck.
Last but not least I would also recommend gold weather, since in the current meta weather
clear is not used often.
When played at the right time, those two can generate a lot of points for you.
If you want to get rid of small units or you play Scorch, then choose Drought otherwise
I'd go with Ragnarok because it will hit for slightly more value, by not killing off 1
point units.
For Monsters, I would recommend this cards.
Whispess: Tribute is the monster version of Vesimir, with the benefit that it can pull
Monster Nest in addition, because it tutors organic cards.
If you already crafted Vesimir, then I would not go for it, but if you focus on Monsters
this is a great choice.
Graveyard hate is pretty powerful in the current meta, so a card like Caretaker can often interrupt
an enemy's gameplan by stealing him his resurrection target.
The empire of Nilfgaard has quite some potent gold cards an depending on the decks you want
to focus on, you may want to choose between those cards:
Cahir lets you resurrect your leader and therefore enables you to make us of his ability again.
Except maybe Reveal decks (and even there if you do it right), Cahir, therefore, can
create a good power spike.
Combining this with playing Mandrake on the leader before resurrecting him with Cahir
makes this play even stronger.
Stefan Skellen lets you improve the consistency of your deck because you can put the card
on top, that you will most likely need further rounds while buffing it up by 5.
Combining Skellen with Calveit or Vilgefortz lets you even play the card in the same round!
Vilgefortz is just a solid power play, by sacrificing one of your smaller units and
therefore playing another unit.
In some cases, you can also use him to destroy a big enemy unit like Ciri: Nova.
If you play Northern Realm, then you can't avoid the following cards:
Personally, I think that Shani is the most potent gold card in Northern Realms, enabling
you to resurrect a non-Cursed Bronze or Silver unit and adding 2 armour to it.
You can use this to setup a decent Henselt or play an additional Prince Stennis.
Dijkstra lets you play the top 2 cards from your deck.
That's it.
Just plain powerful, especially if you thinned your deck before and you know exactly what
you will get.
Seltkirk duels an enemy, which makes him a 19 point card if you duel an enemy with 11
power.
Basically, Seltkirk combines good value with the power to remove an enemy engine.
In the January Season Scoia'tael was THE faction with the most amazing gold cards, but luckily
some of them were nerfed.
Now I would recommend Aglais and Shirru for crafting.
Aglais steals an enemy bronze or silver spell from his graveyard and lets you play it, which
give you a minimum of 17 points if you only steal an Alzur's Thunder, but can explode
depending on the spell you steal.
Mandrake, Expired Ale, Alzurs Double Cross, Scorch, there are just so many ways Aglais
can turn the tide of the match.
Shirru is basically a Scorch with a 4 point body, enabling you to play 2 Scorches per
game or even 3 if you have Eithne as your leader.
That makes Shirru solid value as well and he can fit almost any Scoia'tael deck.
In Skellige you have an easy choice crafting.
I don't know any Skellige decks in the current meta except Axeman, which does not include
Coral because it is just such a powerful card.
Coral casts Artifact compression, enabling you to turn and enemy bronze or silver unit
into a 2 point unit.
This + the 5 point body is denial and value!
Hym currently plays a big role in the meta as well, especially in combination with Skjall.
Hym enables you to tutor Skjall into Spy, Harald Houndsnout or Berserker Marauder, making
this a fit for every deck.
If Hym has no target left in the deck, you can also use it to create a Silver unit from
the enemy's deck.
Those would be my recommendations for the gold cards, but there are also some Silvers
you want to look out for.
Again we start with Neutrals, then move through the factions.
Mandrake was already mentioned quite often in this video, so it should not be a surprise
to find this in my recommended list.
As already mentioned before: Mandrake can achieve a ton of value and singlehandedly
win you the game by denying the enemy's win condition.
Alzurs Double Cross and Marching Orders are Tutor cards, able to get you the cards you
need while thinning your deck, so crafting them is never a bad idea.
Same goes for Roach if you're missing on Silver cards to put in.
He adds some extra punch to your gold cards or prevents an enemy from drypassing if you
start off with gold weather.
Before we start with the factions, one word about Spies and Mages.
All of them are worth crafting.
Having a spy and not having a spy can be the difference between 1 card up and 1 card down,
so invest the little extra scrap and get them!
Every mage of every faction has the ability to weather clear, which is a good thing to
have when you need it.
Most of them have some sort of denial or at least some spell that will generate value
and each of them can generate weather.
So they combine weather clear, denial and solid points in one card.
If you don't know what to craft, probably a mage is a good idea.
Let's start again with Monsters.
Monster Nest is a card that gives you options and having options wins you games.
It can give you carryover with Barbegazi, a lot of points with Ghoul or other useful
monsters depending on the situation.
If you also crafted Whispess, then you have easier access to this card as well.
Ozzrel consumes a unit from your or the enemies graveyard and like Caretaker can be used to
deny the enemy's winning strategy while getting a lot of points in return.
Especially in the current meta this often proves useful.
Nilfgaard features my personal favourite card of the game: Assire.
She enables you to put two cards back into their owner's decks, which again lets you
destroy winning condition.
But she also lets you setup your own deck, by putting back cards you have already played,
to play them again.
Joachim is solid value and thinning, searching for random loyal unit from your deck, buffing
it by 10 and playing it.
If you play Joachim through Rainfarm, then your value spike with Joachim will be quite
big.
For Northern Realms I would recommend those cards:
Reinforcements lets you, tutor, basically any bronze or silver unit except spy and mage,
which gives you options and options are good!
Probably I should say that way more often.
Prince Stennis plays a random non-spying bronze or silver unit and adds armour to it.
The benefit of Stennis is, that you can also decoy him, triggering his ability again.
And by resurrecting him with Shani you can even play him a third time.
Ronvid is 11 points, but if he dies then he will come back as a 1 point unit at the end
of your turn.
Since he also has the crewman tag, he basically acts as a permanent crewman and if you include
machines in your deck, then you should also include Ronvid.
Scoia'tael has two cards I can recommend to craft first:
Hattori lets you resurrect a Scoia'tael card lower or equal to his power, enabling big
value spikes.
For example, you play Hattori and resurrect an Elven Scout, next round you play decoy
onto him, which makes him a 6 point card, enabling you to resurrect Half-Elf Hunters
for a total decoy play of 18 points.
Barclay is pretty popular in this meta in combination with Cleaver, because of the amazing
value, this combo will put out.
He will pull a random Dwarf from your deck and strengthen it by 3, which makes sense
in every deck running Dwarves or in the Coinflip Elf decks.
The last faction we take a look at is Skellige.
Even after the nerf, Restore is still pretty powerful, enabling you to resurrect a Skellige
card and set it to 8 points.
Since Skellige has a lot of low unit cards, which tutor or spawns other cards, this can
create huge value spikes.
Play it onto Pirate Captains, Battlemaidens or Bear Master for example.
Sigdrifa lets you resurrect not only bronze clan units but also silver units like another
Skjall, Djenge or Derran.
This way Sigdrifa really pushes the consistency of your deck and I heartily recommend to craft
her asap!
Like already mentioned with Hym, Sjkall is really shining in the current meta and if
you want to play Hym, then also think of Skjall!
This was all about gold and silvers I would recommend crafting, but again: focus on the
bronzes and the identity of the deck first.
Then go for silvers, because they are cheaper and only then go for the golds.
No comments:
Post a Comment