Hi Gwent players, Green Cricket here doing weekly in-depth Gwent guides, chosen by the
community, which is you!
Just leave a guide suggestion below and the one mentioned the most will be selected for
next Wednesday's guide!
This week we analyse Nilfgaard Spies!
We look over the Card and Decklist, a Mulligan guideline
we check out our general gameplay plan and how to play against each different matchup.
At the end, we also look at an example match!
Subscribe if you like what I'm doing and let's head right into it!
The core card of this deck is Emissary, which is placed on the enemy's side of the board
with the spying tag.
Every time we play this, we can look up two bronze cards from our deck, choose one and
play it.
If we only look at the card itself, then we see that is is not that powerful, but our
other cards interact with spying enemies and therefore trigger bonus effects.
Impera Brigade buffs itself for each enemy spy on the board and played afterwards.
Impera Enforcers deal two damage to an enemy, and 2 for every spy played from then on.
This means that as soon as we played 2 of either of these units, every Emissary will
earn us points either as buff through Brigade or damage onto enemies with Enforcers.
So if you could get all your Impera units on the board, then each Emissary would get
you 10 points in addition to playing a bronze unit from your deck.
Infiltrator can toggle the spying tag on any unit, enabling you to trigger the abilities
of our Impera units another time.
Nauzicaa Brigade deals seven damage to a spying unit and if it kills the target, then Nauzicaa
Brigade is strengthened by 4, which enables a decent round 3 finisher, which we talk about
in the gameplay section.
Vicovaro Medic can resurrect a unit from the enemy's graveyard, enabling us to play more
Emissaries because Emissaries always land in the enemy's graveyard and not in ours.
Alternatively, we can also steal big units, which often comes handy, when you play against
Skellige.
Ceallach offers another way to create Emissaries because when you play him, you can choose
to spawn either an Assassin, Ambassador or Emissary.
By playing him together with Emyr and then using Decoy onto him, we can generate 3 Emissaries
already.
Three Emissaries played from our deck in addition to 3 Emissaries we can revive with Vicovaro
Medics is more than enough to thin through all our Bronze cards.
This is also the reason why Assire plays a big role in this deck because she can put
key cards into our deck in round 3 like Nauzicaa Brigade and or Infiltrator.
Joachim is a 5point spying unit, which buffs one of our bronze and silver units by 10 and
is best used in round 3, when you thinned so much, that you know exactly what you will
get with him.
Cantarella is a simple spy, but if you play her onto a board with some of your Impera
units, you will not lose as much value as you typically would with a spy.
Iris is your round 3 joker, especially if you have access to Nauzicaa Brigade, which
can destroy her for a big value push.
Dandelion lets you draw your remaining gold and silver cards in round 3 after you thinned
out all your bronzes, Igni is in there for solid value, and Menno does four damage or
lets you destroy a spying unit.
Menno is best used together with Infiltrator, who toggles the spying mark onto the biggest
enemy unit so that Menno can destroy it.
Rainfarn is your spy access card, able to get you Iris, Joachim, Cantarella or Emissaries.
Typically you keep him for round 3 to do a big push together with Joachim, but getting
Cantarella in round 2 may be crucial as well.
Especially if the opponent plays spy from hand.
In that case, Rainfarm will prevent them from drypassing because you are 5 points ahead.
Now let's look at the Mulligan.
Cards you want to keep are: Caellach and Decoy to get those Emissaries
onto the board and to start your spy chains.
One Emissary if you have Caellach or two Emissaries if you don't, to be on the safe side.
Impera Enforcers are good to have on hand because you need to play them pro-actively,
while Brigades also work in retrospect.
2 Vicovaro Medics on hand are good as well, so you don't run into the risk of getting
presented with two of them after playing an Emissary.
And gold cards are always useful.
Cards you want to get rid off are: Impera Brigade, since you want to play them
through Emissaries.
Infiltrator, because you want to look it up in the later gameplay to mark a good Menno
target and there is simply no space for them in your starting hand.
Get rid of Cantarella, Iris or Joachim if you have all three of them so that Rainfarm
can pull one of them in round 3.
The general idea of your round 1 mulligan is to enable you to get all those bronzes
on the board, so you are sure to draw your big cards in round 2 & 3 and to enable Assire
to put back exactly the cards you need to re-access them.
This ties closely into our gameplay plan.
We split our gameplay into two phases: The first one is our Spy-Engine and thinning
phase and the second one is our big unit push phase.
In the ideal case, we can split the rounds into two, each one featuring exactly one of
those phases.
Round 1, therefore, would be our Spy-Engine & thinning phase.
We put Enforcers onto the board and then create as many Emissaries as possible through Caellach,
Emyr into Caellach and Decoy onto Caellach, therefore pulling even more Emissaries out
of the deck.
Through Enforcers we then kill some Emissaries, so we can resurrect them with Vicovaro Medics
to thin even more.
If you have two or more Vicovaro Medics left in the deck, then I would hurry to get an
Emissary into the enemy's graveyard, so you don't run into a situation where you draw
both Vicovaro Medics, and you don't have any targets for them.
You can also use Nauzicaa Brigade to kill off an Emissary, so it becomes strengthened
for round 3.
Some Phase 1 tips: Using Infiltrator onto a 7 point unit enables
Nauzicaa Brigade to hit for full value.
If your Impera Brigades and Enforcer engines survive until later stages of round 1 and
you are ahead, then you can consider playing Cantarella, because it will trigger all your
engines getting you into a position where you have card advantage and are ahead.
Either the enemy plays their spy as well, getting you ahead even more, or you'll secure
yourself card advantage for round 3 and maybe pushing the enemy out of the round.
Igni in a short round 3 often struggles to get targets, so use it to push even more in
round 1.
Round 2 we either drypass or play Assire if the enemy drypasses, to get Nauzicaa Brigade
back into our deck and to mess with the enemies graveyard, by (for example) putting our dead
Cantarella back into their deck.
Round 3 is our big unit push phase.
Iris is one of our biggest point generators, so we need to set up the board for her.
At this point, we should only have one or two bronze cards left in the deck, ideally
the one we put back with Assire.
Therefore Dandelion: Poet will have a very very high chance to draw us our gold and silver
cards while putting another Iris target on the board.
As soon as we have three units on the board, we play Iris (or get her with Rainfarm) and
then follow up with Joachim (or Rainfarn into Joachim) to get Nauzicaa Brigade from the
deck, making this a 19 point play alone.
Also, Nauzicaa Brigade will destroy our Iris, further buffing up our units by 25 points
in total.
If you think that the enemy can destroy Iris, then you should wait to play her until you
have enough units on the board.
Keeping Menno Coehoorn is a good idea as well because sometimes enemies try to buff up Iris,
so nauzicaa brigade can't kill her, but Menno will always be able to trigger Iris.
Menno is our second big value push card, by using Infiltrator to mark a big target like
a big resurrected Greatsword and then using Menno to kill it.
Summarized, we would like to have following cards in the deck/hand in round 3:
Dandelion: Poet, Rainfarn, Menno Coehoorn, Joachim, Iris, Infiltrator, Nauzicaa Brigade,
Vicovaro Medic.
I've added the Vicovaro Medic because he provides us two Iris targets and he always finds a
decent target to resurrect in the enemy's graveyard providing you with decent points.
Let's look at the matchups and how we need to adapt to them:
Greatsword This is probably one of our best matchups.
You can disrupt their Ship-Greatswords engines by placing your Emissaries in between them
saving some damage from the Enforcers.
Instead, use your Enforcer shots to kill off a newly placed Greatsword to further delay
their setup.
If their setup gets disrupted by your Emissaries and Enforcers you will be victorious in a
long round, so fully commit to that.
Also, keep Vicovaro Medics to steal their big buffed up Greatswords before they can
play them.
If you won round 1, you should do this in round 2 already, so they can't use their Freya
in round 3 before you can utilise your Medic.
Veterans They have consistent high-value output, but
in a long round, your spies can overtake them.
Get your Enforcers onto the board early, so the chance of surviving their Tuirseach Hunter
damage is higher because often they want to finish their Veteran setup first, even though
Hunters would receive the buff afterwards as well.
Like in the Greatsword matchup, keep your Vicovaro Medics so that you can destroy their
graveyard in combination with Assire.
If they can't resurrect their big units in round 3, you will have an easy time with your
big plays.
Coinflip Elves Theoretically, they will have a better long
round, but if your Enforcers can kill off all the little elves like Elven Scout, Elven
Mercenaries, Wardancer and such, then Vanguards won't find that many targets to buff, giving
you the edge again.
Your enemy knows that, which is why they will utilise Ida and Cleaver to get rid of your
Enforcers.
If they manage to do that and already have dropped a lot of Elves including Aelirenn,
then consider passing, because your setup is not complete yet and they already have
wasted some elves.
In late game try to line up some Elves with Enforcer and hit with a double Igni.
Alchemy Alchemy is a pain to play against because
your Enforcers won't be able to stick to the board.
If you are on red, then get all your Enforcers out and let them be killed by their Witchers.
Then you can pass one card up, enabling you to start fresh without the extra points the
enemy has already gathered.
Before you play your Impera Brigades assure that there are three spying enemies, so they
are not able to kill them with only one witcher.
Mirror Match The key is to get more Enforcers onto the
board than your opponent, so get them out asap and use the shots fired from your Enforcer
to kill off the ones of your enemy's.
Use your Vicovaro Medic to steal the enemy's Nauzicaa Brigade to deny them some points.
Putting back your Cantarella from their graveyard into their deck can hinder your enemy's round
3 strategies if they run cards like Dandelion Poet or Vilgefortz.
Handbuff They have some really good value plays, but
you can defeat them in a long round.
Get your Enforcers on the board, while they are doing their setup and then push with as
many spy engines on the board as possible to secure the round.
If your enemy passes after your Enforcer setup, then pass and play a long round 2, where you
push as much as possible.
You should get enough points onto the board to bleed your enemy of the handbuffed unit,
which will win you round 3, so keep a big push tool like Rainfarn, Joachim or such.
Use your Enforcers to line up your enemy's units and hit a double Igni, but Igni onto
a single spotter is also okay if you use Vicovaro Medic to revive it on your side of the board
for a 24 point play.
Deathwish Get your Enforcers out early, before an enemy
Cyclops can get rid of it.
Other than that, you can follow the normal gameplan, because in a long round you should
be able to win it.
Beware that Cyclops can easily trigger Iris for you, so only play her, when you have five
units on the board.
Nekkers Playing Emissaries in front of Vran Warrior
allows you to use Enforcers onto a different target and also forces your enemy to play
more Consume units to complete their setup.
Push in round 1, because your engines provide really good value, and your spies will disrupt
them.
If the enemy passes, then push round 2 and bleed them of as many key cards as possible.
Use Assire in round 3 to disrupt their graveyard and to put Slyzard targets back into the deck,
so they may be able to play Nekkers, but they are not able to eat all of them.
Henselt Use your Emissaries to destroy Crewmen Pockets
and play Enforcers early, because Henselt will try to focus them down.
Chaining spies enable your Enforcers to get rid of some of the machines, and by using
Enforcer Damage, you can line up a lot of machines so that you can hit a big Igni.
Don't play Cantarella until Thaler has been played or Dun Banner will jump out of his
deck.
Other than that, play the long round and utilise your big value push tools to overpower Bloody
Baron.
Foltest Swarm A long round is good for you and your opponent,
but they will out-tempo you in the end, so pass after you thinned through your Bronzes
and you feel a Yennefer or Foltest is about to hit.
If they play Siege Support, then get rid of them asap, because they will also buff up
all your spies played onto the board.
Enforcers can help here, but also Infiltrator in combination with Nauzicaa Brigade.
Assire can put back their Blue Stripe Commandos to prevent Dijkstra from creating value.
And now let's look at an example match!
No comments:
Post a Comment