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New Player Information Guide

New Player Information Guide –

This guide is designed for all those new players who do not understand what you’re talking about when discussing topics such as archetypes and the differences between them.  Let’s start by saying that an archetype can be defined as a bunch of decks, which while playing cards and different factions have the same strategy.  Obviously there are decks that do not fall into the 3 archetypes but these are the main ones.

Simplifying the different playable archetypes in gwent you can get to identify 3 main:

• Value Decks
• Control Decks
• Engine Decks

Let’s try to see the main differences between the 3:

DECK VALUE: A striking example is the dwarf deck of the scoia’tael that is dominating the ladder, this deck and more generally this archetype aims to play many cards able to create many points without particular interactions, such as the dwarf skirmisher, base of the dwarf deck, is able to create 12 points alone, with the only small limitation of having to damage an enemy, if it is resurrected then it will create even more points. This is to show how value decks aim to make a lot of points without conditions, or in any case they are very limited. The value decks aim a lot more to make points on their own field rather than destroying the opponent’s field. In general, these are the easiest decks to play because of the absence of conditions to create points.

DECK CONTROL: These decks instead focus on preventing the opponent from playing, so they play many cards that can eliminate the opponent’s cards, this is an advantage because it can be very useful to remove dangerous units from the opponent’s field, but on the other hand, in general, it manages to create fewer points than the other decks do, because usually a card that removes a unit makes fewer points than one that does not remove anything. A typical control deck is the spell’atael of the scoia’tael, which plays many removals as a lightning bolt of alzur, then closing the game with a few very strong units. Lately however you do not see many control decks, then we will go and see why.

DECK ENGINE: This archetype finally bases everything on some cards of his deck, called engine precisely, these single cards are able to produce many points, obviously if they are not eliminated. An example of this deck is of skellige, the axemen deck, this deck focuses on playing the ax warriors and enhancing them up to very high values ​​thanks to the other cards. In general this archetype is able to generate a huge amount of points, the problem is that if the engine units are removed it has no chance to keep up with the opponent’s points, more generally they require some preparation turns before to start creating points, for example the axemen deck must, play an ax warrior, align enemy units and then start to damage them to enhance the warrior, a long tactic but that yields many points. In general they are the most difficult to play because you need to think different turns forward to play optimally, they are also those that, however, once learned give more satisfaction.

Summing up to the maximum Gwent, in theory works very similar to rock-paper-scissor, obviously every game is different, count what you catch how to play, etc., but in general archetype meets some with which in theory has benefited and others with whom he is disadvantaged.
Speaking of the three archetypes shown above (which I repeat are the main ones not the only ones existing), in theory the advantageous “meetings” are these:

Decks value> Deck control:
A value deck as mentioned does not have any particular conditions to create points, so almost all the removals of a control bunch are almost useless, in general, as the cards of a value deck make more points than a removal of a control deck, for this reason theoretical line a value deck is advantaged.

Control Decks> Engine Decks:
Here is the exact opposite that above, the removals are super effective if used against the engine cards of the enemy, which will be found precisely without its machines producing points, ending up falling behind the opponent.

Engine Decks> Deck value:
The value decks do not play removals, or at least a few, this allows the opponent’s engine units to remain in the field and then create so many points that not even a value deck can resist. For this reason, with the ladder full of value (dwarfs) decks, many engine decks (axemen) are appearing for this advantage.

The problem at the moment in this patch is that the value deck of the dwarves is so strong, and it creates so many points to be able to beat the engine decks, all the other value decks and of course the controls.
Having the worst opponent in the most used ladder deck quickly made the controls disappear from the game. Hopefully with the next patch the balance will be restablished.

Thanks for attention and see ya soon!

Special thanks to @Movius & @KingChezz93