- Shieldwall16
0
Engineering Solutionx112
Golden Nekkerx19
Royal Decreex18
9
Ciri: Novax16
9
Dandelionx18
Kaer Serenx15
8
Hubert Rejkx14
8
Keldarx17
Tesham Mutna Swordx15
7
Immortalsx14
7
Windhalm of Attrex16
Trial of the Grassesx16
Sangrealx111
6
Berengarx16
6
Margarita Laux-Antillex16
6
Dorregaray of Volex16
6
Marlene de Trastamarax16
Mastercrafted Spearx11
6
Redanian Secret Servicex25
Boiling Oilx15
5
Griffin Witcherx24
5
Damned Sorceressx22
4
Musicians of Blavikenx1
YES! There is Marlene and Sangreal in the deck. And YES! I went from rank 3 to 2500 with a record of 33:4 beating a few TOP 16 players along the way.
DECK GUIDE:
SANGREAL
- 15-16 points on locked griffin witchers or immortal
- 12 points on other targets - shield with leader, purify with secret service, or lock the target with dorregaray after infused
- use to activate order on windhalm
- can be used as purify (even offensively sometimes)
Value this card provides in this specific deck is just bonkers for the provisions.
MARLENE
- veil for griffin witchers
- increase reach on tesham
Setup correctly she can play for up to 18 points (6 + 3x4points on the witchers)
GRIFFIN WITCHERS
- primarily for Berengar
- they increase damage reach of you specials (i.e. spear + ping kills fleders)
- synergy with secret service, sangreal and marlene
BERENGAR
- IMPORTANT - Berengar does not need witchers if played as last card round 3 also without last say!!! (Does not work only if opp has double last say.)
SECRET SERVICE
- helps stick engines
- purify griffin withcher or break shield on immortal for additional points
- order helps with hubert
- thinning
TRIAL OF GRASSES
- create a witcher with infuse for Berengar
- leader charge + redanian secret service + trial of grasses (for 10 points)
DANDELION
- one boost on Keldar to put him out of removal range (not more - already juicy heatwave target).
- other boosts on hubert/secret service to guarantee being able to pull it out later
- I also like to boost windhalm to 8 so that he gets grace on deploy
CONTROL PACKAGE:
- there are not enough good value cards in NR, so the deck has a lot of control instead
- specials help not to brick nekker
Location
- deck is playing only one artifact so you always mulligan it away.
GAMEPLAN
1. Deck works best in medium length rounds (but can play long if needed). So you push both R1 and R2. There are rare exceptions (i.e. ogroids I will go for long round). R1 you can spend most everything apart from keldar and nekker (and location ;))
2. R1 most of the times you start with Dandelion (if you have access). There are exceptions i.e. elves I will start with griffin witcher to try to snipe angus/vanadain and pray they don't have trickster.
3. Nekker ideally is to be played after Keldar (most often in R2 but not a must). Ideal setup is: marlene adrenaline 5, keldar adrenaline 4, nekker adrenaline 3 (kear saren griffin witcher, shield witcher and veil with marlene). If no marlene available then you might go for griffin witcher adept from kaer saren instead.
5. Mulligans - 4 bricks total - hubert goes back to the deck first, then location, then secret service.
MATCHUPS
- Deck struggles with any matchup that has a lot of hard removal i.e. NG soldiers with yen, korathi and vilg
- It will also struggle against decks that have threats that can be handled only with hard removal i.e. elves or classic self wound
CARDS TO CONSIDER:
- None - I tested almost everything there is. Just trust me on that :)