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The Witcher - Gwent Open Beta

  • Member
    May 31, 2017

    Edit: Damn you DB *shakes fist furiously*

    Since the current version of the game is 0.9.something (I can't remember it off the top of my head) I'm fairly confident in saying that it will last until the game comes out of beta and is released as the final product. Not that it will make much difference since due to being a card game it will continue to be updated long after that and it's already available to everyone to play.

    There are challenge style things in the single player tab devided by whether they are part of the tutorial or to do with the decks, each deck has 6 challenges with the 3rd and 6th awarding you the non-animated version of the two deck leaders you don't start with. So it's a good idea to complete those first so you don't have to spend the crafting resource to unlock the leaders. Other then that I'm not too sure about single player content.

    No you don't still get cards as you win, instead each round (not game but round) you win each day counts towards you unlocking rewards, with most rewards being a small amount of currency or crafting resources. If you haven't won any rounds in a day then the rewards will start being earned every two rounds you win and slowly throughout the day you will need to win more rounds to earn the next reward. You also get a reward with each level up, with exp being earned based on whether you won or lost and how you performed (I'm not sure how that's worked out). There's a menu where you can see what you will earn at each level up if you're interested in finding out before hand. The currency (ore) can be used to buy card kegs; which gives you 5 cards (4 random and 1 you choose from 3 random cards), for 100 ore. You can also use the crafting resource to craft the individual cards if you want a specific one. As for the hero cards, you can only have a max of 4 gold cards in your deck and I believe you start with 4, so there's no need to worry about being matched with someone who has a bunch.

  • May 31, 2017

    Hah NinjaDeeb strikes yet again :P

    So I've been playing through the decks but the best one I've played around (based on my personal strategy), and the Monsters are by far the best deck out of them all (though to be fair I really do like the Scoia'Tael), I mean the Northern Realms and Nilfgaard both seem really boring so far and I'm just not sure if I like the Skellige.

    But the Monsters are really fun and they've got a cool base for having a bunch of cards based off of the Biting Frost, which rather than just hurting melee units now is really awesome. Basically Biting Frost can be put in any row and damages all units there by 1 at the beginning of your enemies turns. That said, it can be boosted to 2 damage by Nithral. Actually now that I've taken a look through the collection a little more it seems like they're really just based off of weather cards which is a really fun little strategy. Anyway, it's really bloody fun to play around with each of the decks but I think I'll be sticking to Monsters for now.

  • Member
    May 31, 2017

    You damn monster, the Scoia'Tael are easily superior with their elves and dwarves :P

  • June 3, 2017

    Right, so I wanted to kind of turn this into a place where I just ost all my thoughts and findings on the game, maybe it'll help people out as a side-benefit but really it's just so I can write them down somewhere. I want to note that all of the effects and information I mention are in the 0.96 Beta which from what I can tell is vastly different from older versions (which mirrored the original mini-game a lot more closely)

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    Today I'll be talking a little bit about the Monster Decks and examining what I consider the three main deck types and the difference they have with how Monsters functioned in The Witcher 3. They're the type of deck I'm most familiar with now, as I've been plying with them and against them more than any other type (and it's a pretty common faction in The Witcher) so yeah.

    The Weather Deck

    The first deck type within the faction is what I call The Weather Deck (*)which is most notably seen in the Wild Hunt archetype (**) and in my opinion (and apparently the game's) the easiest strategy to learn. It's most effective against Monster Decks because of the focus on Melee Cards rather than Ranged or Siege, in fact other than the cards that can be put in any row, the majority of Monsters are Melee Cards. This allows you to take advantage of the fact and either weaken your enemy from early on by shutting off their melee row, or at least predict that this is where a lot of their cards might go. On top of those bonuses, Monsters also tend to focus on summoning a large amount of cards (usually in the same row) so it isn't unlikely that you might be doing 5+ damage a turn with Biting Frost (which is by far the best of the Weather Cards.

    The Wild Hunt Deck that you start with is pretty well suited to the Weather Deck strategy. Cards like Wild Hunt Hound allow you to summon Biting Frost, Nithral is one of the best cards to include since it increases the damage of Biting Frost from 1 point to 2 and finally the Ice Giant card gets to boost itself by 5 points to an impressive 10 if you've got Biting Frost anywhere on the field. Combine this with cards that focus on allowing you to bring out extra monsters or copies of them like the leader Eredin and you've got a pretty decent starting deck.

    This is primarily a beginner strategy, and that's why they let you start with it but I can see it being rather useful. It's pretty easy to beat (Clear Skies is a great counter) but that doesn't mean it's completely useless. 

    I'll go over the other two Monster Deck strategies soon, I'm just hoping to up my collection of cards that suit those strategies so I can offer more feedback on what cards are good without just using a Wiki. 

    Notes

    * Weather cards include Biting Frost, Impenatrable Fog and Torrential Rain and in the Gwent game focus on doing damage to different types of opponents each turn. BF does 1 point of damage to all foes in a row, IR does 2 points of damage to the highest power units in the row while TR does 2 points of damage to the lowest powered units in a row. These effects are vastly different to the original mini-games' wheather cards which were row specific (BF was Melee, IF was Ranged and TR was Siege), effected both your row and your enemies row and just reduced the power of any non-gold cards in that row to 1. 

    ** The Wild Hunt archetype is any card that is defined as being a part of the Wild Hunt, each card specifically states it in the description and most of the time the Wild Hunt cards tend to include the Wild Hunt in their name somewhere (not all the time, but most of the time).