Swim’s Budget Calveit

Deck

-- 5,330
0
Melee
0
Ranged
27
Siege
58
Multiple
85
Total

BRIEF SUMMARY OF BUILD

 

This is a budget version of my Reach Calveit deck, and as such plays quite similarly.  You aim for a long round 1 after hopefully using operator on Cantarella and decoying any spies they might play, and opt for a bleed strategy in round 2 to force them out of good cards while you put value into round 3 with Combat Engineers.  The deck has a VERY strong round 1, and then uses combat engineers as a round 3 plan. 

 

Crafting Order: Albrich -> Cantarella -> Alzur’s Double Cross -> Joachim De Wett -> Stefan Skellen -> Assassination -> Operator

Don’t craft Decoy or Ciri as you get them as rewards for getting to level 20 and level 18 respectively. 

 

If you happen to have any of the following cards, you can use them in this deck:

Gold replacements: Geralt: Igni, Tibor Eggebracht, Vilgefortz (with roach), Xarthisius, Regis, Zoltan: Animal Tamer

Silver replacements: Treason, King of Beggars, Cleaver, Cyprian Wiley, Peter Saar Gwynleve, Cynthia, Roach

Do NOT use auckes or assire in this deck, as it will disrupt the ADC into operator/albrich.

 

CARD COMBOS

Bronzes

 

Impera Brigade: Backbone of this deck.  Keep at least 1 in hand from mulligan, play one first, and try to stagger them by having your first one be buffed by a cow carcass which dies before the 2nd brigade is played.

 

Emissary: The best bronze unit in this deck.  Buffs Impera Brigade, gives value to Calveit, and allows you to more reliably hit your other key bronzes.  Don’t play this card if your board is empty, as finding any combination of combat engineers or ambassadors is very bad there. Keep all of them in your opening hand.  In matchups where you may want to letho their ranged row, consider holding off on playing emissaries until then, or at very least play the emissaries on the left side of their row. 

 

Ambassador: Accomplishes huge value very reliably.  On average provides ~18 value in round 1, and can synergize with combat engineer. Mulligan these away to blacklist them, but find them with emissaries. 

 

Combat Engineer: Very good synergy with the reach that this deck allows for.  Use them a bit later into a round after your ambassadors have hit targets and your brigades have grown a bit, and use them on units that you want to carry over into next round.  Allows you to slow the pace of the round down while maintaining high reach to take the round after the pass.

 

Rot Tosser: Seems a bit counterintuitive with Calveit but actually has very good synergy with Impera Brigades.  Allows you to stagger your Impera Brigades as well, as you can have your first Impera Brigade buffed up once by a temporary cow carcass that doesn’t buff the others.  This card has a really hard time seeing less than 8-10 value, as the cow carcass will buff your impera brigades and at the very least force our removal.  You do want to avoid using this card if you think you might calveit next turn, as it can lock you out of doing that, and you’ll often be limited to using this on the siege or maybe melee row. 

 

Silvers

 

Cantarella: Must-have for any Nilfgaard deck.  Pulling it out with ADC is a great option, as you’ll get more points after using Calveit.  Try to play this after you’ve thinned a bit with emissaries, and hopefully after you’ve operated it. 

 

Joachim de Wett: Huge value with Calveit, and synergy with Combat Engineers as well, since you’re stacking buffs.  Try to play it when there’s a unit on your board, so that you have a combat engineer target in a pinch.  If you have Cantarella but not Operator or Alzur’s Double Cross, you can try to fish for Operator with Joachim after thinning a bit.  Lastly, he can be used as an operator target if you can’t operator cantarella. 

 

Alzur’s Double–Cross: One of the best cards in this deck.  If you draw cantarella, this gives you access to operator to clone it, if you’ve drawn Cantarella already, it gives you access to albrich which can combo with Stefan to allow you to draw Operator.  Absolutely core in John Calveit decks.  If you’ve pulled Operator, Albrich and Cantarella already, it will roll between Impera Brigade and Rot Tosser, which is still OK. 

 

BRIEF SUMMARY OF BUILD

 

This is a budget version of my Reach Calveit deck, and as such plays quite similarly.  You aim for a long round 1 after hopefully using operator on Cantarella and decoying any spies they might play, and opt for a bleed strategy in round 2 to force them out of good cards while you put value into round 3 with Combat Engineers.  The deck has a VERY strong round 1, and then uses combat engineers as a round 3 plan. 

 

Crafting Order: Albrich -> Cantarella -> Alzur's Double Cross -> Joachim De Wett -> Stefan Skellen -> Assassination -> Operator

Don't craft Decoy or Ciri as you get them as rewards for getting to level 20 and level 18 respectively. 

 

If you happen to have any of the following cards, you can use them in this deck:

Gold replacements: Geralt: Igni, Tibor Eggebracht, Vilgefortz (with roach), Xarthisius, Regis, Zoltan: Animal Tamer

Silver replacements: Treason, King of Beggars, Cleaver, Cyprian Wiley, Peter Saar Gwynleve, Cynthia, Roach

Do NOT use auckes or assire in this deck, as it will disrupt the ADC into operator/albrich.

 

CARD COMBOS

Bronzes

 

Impera Brigade: Backbone of this deck.  Keep at least 1 in hand from mulligan, play one first, and try to stagger them by having your first one be buffed by a cow carcass which dies before the 2nd brigade is played.

 

Emissary: The best bronze unit in this deck.  Buffs Impera Brigade, gives value to Calveit, and allows you to more reliably hit your other key bronzes.  Don't play this card if your board is empty, as finding any combination of combat engineers or ambassadors is very bad there. Keep all of them in your opening hand.  In matchups where you may want to letho their ranged row, consider holding off on playing emissaries until then, or at very least play the emissaries on the left side of their row. 

 

Ambassador: Accomplishes huge value very reliably.  On average provides ~18 value in round 1, and can synergize with combat engineer. Mulligan these away to blacklist them, but find them with emissaries. 

 

Combat Engineer: Very good synergy with the reach that this deck allows for.  Use them a bit later into a round after your ambassadors have hit targets and your brigades have grown a bit, and use them on units that you want to carry over into next round.  Allows you to slow the pace of the round down while maintaining high reach to take the round after the pass.

 

Rot Tosser: Seems a bit counterintuitive with Calveit but actually has very good synergy with Impera Brigades.  Allows you to stagger your Impera Brigades as well, as you can have your first Impera Brigade buffed up once by a temporary cow carcass that doesn't buff the others.  This card has a really hard time seeing less than 8-10 value, as the cow carcass will buff your impera brigades and at the very least force our removal.  You do want to avoid using this card if you think you might calveit next turn, as it can lock you out of doing that, and you'll often be limited to using this on the siege or maybe melee row. 

 

Silvers

 

Cantarella: Must-have for any Nilfgaard deck.  Pulling it out with ADC is a great option, as you'll get more points after using Calveit.  Try to play this after you've thinned a bit with emissaries, and hopefully after you've operated it. 

 

Joachim de Wett: Huge value with Calveit, and synergy with Combat Engineers as well, since you're stacking buffs.  Try to play it when there's a unit on your board, so that you have a combat engineer target in a pinch.  If you have Cantarella but not Operator or Alzur's Double Cross, you can try to fish for Operator with Joachim after thinning a bit.  Lastly, he can be used as an operator target if you can't operator cantarella. 

 

Alzur's Double–Cross: One of the best cards in this deck.  If you draw cantarella, this gives you access to operator to clone it, if you've drawn Cantarella already, it gives you access to albrich which can combo with Stefan to allow you to draw Operator.  Absolutely core in John Calveit decks.  If you've pulled Operator, Albrich and Cantarella already, it will roll between Impera Brigade and Rot Tosser, which is still OK. 

 

[card]Decoy[card]: Basically you're looking to return Cantarella, Yaevinn, Donar an Hindar, or Prince Stennis with this card, to steal back later.  Otherwise, you can use it on Combat Engineers or Rot Tossers.

 

Operator: Huge synergy with Cantarella, and can give value to your decoy even when the opponent has no silver spy, as you can give them a Cantarella and then decoy it when they play it.  Pull this with Alzur's Double Cross.  

 

Albrich: Combos with Stefan to allow you to draw any card in your deck.

 

Golds

 

Stefan Skellen: Use it early on, preferrably with Albrich, to ensure the consistency of your operator + cantarella combo.  If you don't have Albrich or Cantarella to draw the card Stefan will provide you, you can use him as early as possible (before round 3) to draw a solid card going into the next round.  If you don't need to ensure the Operator + Cantarella combo, you're often looking for Ciri or Assassination from this card.

 

Ciri: Very solid gold card that you get for free when you hit level 18.  If you're in a matchup where you don't think you can win round 1 like consume or henselt, play this card early, not right before you want to pass and give up the round. 

 

Assassination: Hugely underrated card; generally a solid hard removal spell for Nilfgaard.  Generally better than Igni.  Use it on large threats, or in matchups where the opponent isn't stacking too much strength, on units that are giving value over time. 

 

GENERAL GUIDE

 

Mulligan

 

Blacklist Ambassadors, Impera Brigades, and Rot Tossers, fishing aggressively for Cantarella + ADC/Operator, as well as Stefan Skellen and Albrich.  Try to keep 1 Impera Brigade and often 1 Rot Tosser as well, unless there are more important targets. Keep all Emissaries. Overall, very straightforward mulligan phase. 

 

 

Round 1

 

If you have operator (Or an Alzur's Double Cross that pulls him) and Cantarella in your hand, use operator first to clone Cantarella. If you have Albrich (Or an Alzur's Double Cross that pulls him) and Stefan, you can use Stefan and Albrich to draw either Cantarella or Operator (whichever you're missing).  If you can't use Operator on Cantarella, use Impera Brigade.  Once you have a unit out, play emissaries, pulling more impera brigades or rot tossers preferrably.  Buff the first Impera Brigade you play with a rot tosser, preferrably very early, avoiding using it on a row with your own emissaries/ambassadors.  The rot tosser will disappear in 2 turns, allowing you to play more Impera Brigades without lining up for scorch/Igni.  If you pull combat engineers, try to use them on units that aren't vulnerable to scorch/igni if possible, unless you're sacrificing ~12 or more points by doing so.  Generally, proceed deeper into the round by slowing it down at this point, by playing cantarella(s), decoy on enemy spies, and combat engineers on slightly safe units.  You should be able to force the opponent to pass, allowing you to take the round with calveit; if they don't pass and you can calveit and overtake their score by 40+ points, do that, and then generally pass afterwards.  Optimally, you should win round 1 going at VERY most 1 card down to do it (with a solid hand, this deck excels at taking round 1 on even cards).  If you happen to be able to close out the round by committing Regis or Xarthisius after a pass, do so.  This deck should very reliably be able to win round 1, or at very least force the opponent to go 2 cards down to take it. 

 

Round 2

 

In general you should have taken round 1 noncommittally, or possibly given up round 1 with a 2 card advantage.  If you lost round 1, mulligan away a combat engineer if possible.  If you won round 1, keep the engineers and opt for a slower bleeding strategy, using combat engineers on any leftover units from round 1, or making new buffed units with ambassador/joachim to use combat engineer on.  Use decoy if you still have it on a combat engineer.  If you haven't yet, use Stefan Skellen here to ensure a solid draw into round 3. 

 

Round 3

 

In general at this point you need to be very safe with your mulligans.  When presented with the option to mulligan, consider the rest of the cards in your deck and play it safe.  I often decline this mulligan unless there's a card I very much don't want.  At this point you should have at least 10 points in STR on the board carried over from round 2, and try to close out the round here.  This round should be short and sweet: if you played the early rounds well, more often than not round 3 should just be you closing the game out with a great carryover.  You shouldn't be looking to generate power in round 3 itself.

 

 Vs Henselt:

 

This matchup is a bit difficult.  You need to play very carefully around his promotes, and Calveit won't be able to steal gold spies.  Avoid giving him the opportunity to promote 2 Cantarellas.  Play Cantarella and Joachim early, and often just calveit there before he has a chance to promote multiple spies.  If they promote Cantarella right away, you can continue normally without too much fear of them getting more value out of promotes as they already locked themselves out of huge value.  Mulligan away Rot Tossers; they have a hard time seeing decent value as you often just end up putting the carcasses on empty rows to avoid giving them more promote targets.  If you have operator and cantarella, you can operate the cantarella and play both, spreading them out such that a single promote wouldn't hit both of them.  When he henselts them, you should be able to pass 2 cards up. 

 

 

 

 

Ultimately, there's only so much I can cover in this guide, as there's too many possible situations to cover, so if you're interested in improving further at this deck, feel free to check out my stream to see me play the deck or to ask me any questions.  

Decoy

BRIEF SUMMARY OF BUILD

 

This is a budget version of my Reach Calveit deck, and as such plays quite similarly.  You aim for a long round 1 after hopefully using operator on Cantarella and decoying any spies they might play, and opt for a bleed strategy in round 2 to force them out of good cards while you put value into round 3 with Combat Engineers.  The deck has a VERY strong round 1, and then uses combat engineers as a round 3 plan. 

 

Crafting Order: Albrich -> Cantarella -> Alzur's Double Cross -> Joachim De Wett -> Stefan Skellen -> Assassination -> Operator

Don't craft Decoy or Ciri as you get them as rewards for getting to level 20 and level 18 respectively. 

 

If you happen to have any of the following cards, you can use them in this deck:

Gold replacements: Geralt: Igni, Tibor Eggebracht, Vilgefortz (with roach), Xarthisius, Regis, Zoltan: Animal Tamer

Silver replacements: Treason, King of Beggars, Cleaver, Cyprian Wiley, Peter Saar Gwynleve, Cynthia, Roach

Do NOT use auckes or assire in this deck, as it will disrupt the ADC into operator/albrich.

 

CARD COMBOS

Bronzes

 

Impera Brigade: Backbone of this deck.  Keep at least 1 in hand from mulligan, play one first, and try to stagger them by having your first one be buffed by a cow carcass which dies before the 2nd brigade is played.

 

Emissary: The best bronze unit in this deck.  Buffs Impera Brigade, gives value to Calveit, and allows you to more reliably hit your other key bronzes.  Don't play this card if your board is empty, as finding any combination of combat engineers or ambassadors is very bad there. Keep all of them in your opening hand.  In matchups where you may want to letho their ranged row, consider holding off on playing emissaries until then, or at very least play the emissaries on the left side of their row. 

 

Ambassador: Accomplishes huge value very reliably.  On average provides ~18 value in round 1, and can synergize with combat engineer. Mulligan these away to blacklist them, but find them with emissaries. 

 

Combat Engineer: Very good synergy with the reach that this deck allows for.  Use them a bit later into a round after your ambassadors have hit targets and your brigades have grown a bit, and use them on units that you want to carry over into next round.  Allows you to slow the pace of the round down while maintaining high reach to take the round after the pass.

 

Rot Tosser: Seems a bit counterintuitive with Calveit but actually has very good synergy with Impera Brigades.  Allows you to stagger your Impera Brigades as well, as you can have your first Impera Brigade buffed up once by a temporary cow carcass that doesn't buff the others.  This card has a really hard time seeing less than 8-10 value, as the cow carcass will buff your impera brigades and at the very least force our removal.  You do want to avoid using this card if you think you might calveit next turn, as it can lock you out of doing that, and you'll often be limited to using this on the siege or maybe melee row. 

 

Silvers

 

Cantarella: Must-have for any Nilfgaard deck.  Pulling it out with ADC is a great option, as you'll get more points after using Calveit.  Try to play this after you've thinned a bit with emissaries, and hopefully after you've operated it. 

 

Joachim de Wett: Huge value with Calveit, and synergy with Combat Engineers as well, since you're stacking buffs.  Try to play it when there's a unit on your board, so that you have a combat engineer target in a pinch.  If you have Cantarella but not Operator or Alzur's Double Cross, you can try to fish for Operator with Joachim after thinning a bit.  Lastly, he can be used as an operator target if you can't operator cantarella. 

 

Alzur's Double–Cross: One of the best cards in this deck.  If you draw cantarella, this gives you access to operator to clone it, if you've drawn Cantarella already, it gives you access to albrich which can combo with Stefan to allow you to draw Operator.  Absolutely core in John Calveit decks.  If you've pulled Operator, Albrich and Cantarella already, it will roll between Impera Brigade and Rot Tosser, which is still OK. 

 

[card]Decoy[card]: Basically you're looking to return Cantarella, Yaevinn, Donar an Hindar, or Prince Stennis with this card, to steal back later.  Otherwise, you can use it on Combat Engineers or Rot Tossers.

 

Operator: Huge synergy with Cantarella, and can give value to your decoy even when the opponent has no silver spy, as you can give them a Cantarella and then decoy it when they play it.  Pull this with Alzur's Double Cross.  

 

Albrich: Combos with Stefan to allow you to draw any card in your deck.

 

Golds

 

Stefan Skellen: Use it early on, preferrably with Albrich, to ensure the consistency of your operator + cantarella combo.  If you don't have Albrich or Cantarella to draw the card Stefan will provide you, you can use him as early as possible (before round 3) to draw a solid card going into the next round.  If you don't need to ensure the Operator + Cantarella combo, you're often looking for Ciri or Assassination from this card.

 

Ciri: Very solid gold card that you get for free when you hit level 18.  If you're in a matchup where you don't think you can win round 1 like consume or henselt, play this card early, not right before you want to pass and give up the round. 

 

Assassination: Hugely underrated card; generally a solid hard removal spell for Nilfgaard.  Generally better than Igni.  Use it on large threats, or in matchups where the opponent isn't stacking too much strength, on units that are giving value over time. 

 

GENERAL GUIDE

 

Mulligan

 

Blacklist Ambassadors, Impera Brigades, and Rot Tossers, fishing aggressively for Cantarella + ADC/Operator, as well as Stefan Skellen and Albrich.  Try to keep 1 Impera Brigade and often 1 Rot Tosser as well, unless there are more important targets. Keep all Emissaries. Overall, very straightforward mulligan phase. 

 

 

Round 1

 

If you have operator (Or an Alzur's Double Cross that pulls him) and Cantarella in your hand, use operator first to clone Cantarella. If you have Albrich (Or an Alzur's Double Cross that pulls him) and Stefan, you can use Stefan and Albrich to draw either Cantarella or Operator (whichever you're missing).  If you can't use Operator on Cantarella, use Impera Brigade.  Once you have a unit out, play emissaries, pulling more impera brigades or rot tossers preferrably.  Buff the first Impera Brigade you play with a rot tosser, preferrably very early, avoiding using it on a row with your own emissaries/ambassadors.  The rot tosser will disappear in 2 turns, allowing you to play more Impera Brigades without lining up for scorch/Igni.  If you pull combat engineers, try to use them on units that aren't vulnerable to scorch/igni if possible, unless you're sacrificing ~12 or more points by doing so.  Generally, proceed deeper into the round by slowing it down at this point, by playing cantarella(s), decoy on enemy spies, and combat engineers on slightly safe units.  You should be able to force the opponent to pass, allowing you to take the round with calveit; if they don't pass and you can calveit and overtake their score by 40+ points, do that, and then generally pass afterwards.  Optimally, you should win round 1 going at VERY most 1 card down to do it (with a solid hand, this deck excels at taking round 1 on even cards).  If you happen to be able to close out the round by committing Regis or Xarthisius after a pass, do so.  This deck should very reliably be able to win round 1, or at very least force the opponent to go 2 cards down to take it. 

 

Round 2

 

In general you should have taken round 1 noncommittally, or possibly given up round 1 with a 2 card advantage.  If you lost round 1, mulligan away a combat engineer if possible.  If you won round 1, keep the engineers and opt for a slower bleeding strategy, using combat engineers on any leftover units from round 1, or making new buffed units with ambassador/joachim to use combat engineer on.  Use decoy if you still have it on a combat engineer.  If you haven't yet, use Stefan Skellen here to ensure a solid draw into round 3. 

 

Round 3

 

In general at this point you need to be very safe with your mulligans.  When presented with the option to mulligan, consider the rest of the cards in your deck and play it safe.  I often decline this mulligan unless there's a card I very much don't want.  At this point you should have at least 10 points in STR on the board carried over from round 2, and try to close out the round here.  This round should be short and sweet: if you played the early rounds well, more often than not round 3 should just be you closing the game out with a great carryover.  You shouldn't be looking to generate power in round 3 itself.

 

 Vs Henselt:

 

This matchup is a bit difficult.  You need to play very carefully around his promotes, and Calveit won't be able to steal gold spies.  Avoid giving him the opportunity to promote 2 Cantarellas.  Play Cantarella and Joachim early, and often just calveit there before he has a chance to promote multiple spies.  If they promote Cantarella right away, you can continue normally without too much fear of them getting more value out of promotes as they already locked themselves out of huge value.  Mulligan away Rot Tossers; they have a hard time seeing decent value as you often just end up putting the carcasses on empty rows to avoid giving them more promote targets.  If you have operator and cantarella, you can operate the cantarella and play both, spreading them out such that a single promote wouldn't hit both of them.  When he henselts them, you should be able to pass 2 cards up. 

 

 

 

 

Ultimately, there's only so much I can cover in this guide, as there's too many possible situations to cover, so if you're interested in improving further at this deck, feel free to check out my stream to see me play the deck or to ask me any questions.  

: Basically you’re looking to return Cantarella, Yaevinn, Donar an Hindar, or Prince Stennis with this card, to steal back later.  Otherwise, you can use it on Combat Engineers or Rot Tossers.

 

Operator: Huge synergy with Cantarella, and can give value to your decoy even when the opponent has no silver spy, as you can give them a Cantarella and then decoy it when they play it.  Pull this with Alzur’s Double Cross.  

 

Albrich: Combos with Stefan to allow you to draw any card in your deck.

 

Golds

 

Stefan Skellen: Use it early on, preferrably with Albrich, to ensure the consistency of your operator + cantarella combo.  If you don’t have Albrich or Cantarella to draw the card Stefan will provide you, you can use him as early as possible (before round 3) to draw a solid card going into the next round.  If you don’t need to ensure the Operator + Cantarella combo, you’re often looking for Ciri or Assassination from this card.

 

Ciri: Very solid gold card that you get for free when you hit level 18.  If you’re in a matchup where you don’t think you can win round 1 like consume or henselt, play this card early, not right before you want to pass and give up the round. 

 

Assassination: Hugely underrated card; generally a solid hard removal spell for Nilfgaard.  Generally better than Igni.  Use it on large threats, or in matchups where the opponent isn’t stacking too much strength, on units that are giving value over time. 

 

GENERAL GUIDE

 

Mulligan

 

Blacklist Ambassadors, Impera Brigades, and Rot Tossers, fishing aggressively for Cantarella + ADC/Operator, as well as Stefan Skellen and Albrich.  Try to keep 1 Impera Brigade and often 1 Rot Tosser as well, unless there are more important targets. Keep all Emissaries. Overall, very straightforward mulligan phase. 

 

 

Round 1

 

If you have operator (Or an Alzur’s Double Cross that pulls him) and Cantarella in your hand, use operator first to clone Cantarella. If you have Albrich (Or an Alzur’s Double Cross that pulls him) and Stefan, you can use Stefan and Albrich to draw either Cantarella or Operator (whichever you’re missing).  If you can’t use Operator on Cantarella, use Impera Brigade.  Once you have a unit out, play emissaries, pulling more impera brigades or rot tossers preferrably.  Buff the first Impera Brigade you play with a rot tosser, preferrably very early, avoiding using it on a row with your own emissaries/ambassadors.  The rot tosser will disappear in 2 turns, allowing you to play more Impera Brigades without lining up for scorch/Igni.  If you pull combat engineers, try to use them on units that aren’t vulnerable to scorch/igni if possible, unless you’re sacrificing ~12 or more points by doing so.  Generally, proceed deeper into the round by slowing it down at this point, by playing cantarella(s), decoy on enemy spies, and combat engineers on slightly safe units.  You should be able to force the opponent to pass, allowing you to take the round with calveit; if they don’t pass and you can calveit and overtake their score by 40+ points, do that, and then generally pass afterwards.  Optimally, you should win round 1 going at VERY most 1 card down to do it (with a solid hand, this deck excels at taking round 1 on even cards).  If you happen to be able to close out the round by committing Regis or Xarthisius after a pass, do so.  This deck should very reliably be able to win round 1, or at very least force the opponent to go 2 cards down to take it. 

 

Round 2

 

In general you should have taken round 1 noncommittally, or possibly given up round 1 with a 2 card advantage.  If you lost round 1, mulligan away a combat engineer if possible.  If you won round 1, keep the engineers and opt for a slower bleeding strategy, using combat engineers on any leftover units from round 1, or making new buffed units with ambassador/joachim to use combat engineer on.  Use decoy if you still have it on a combat engineer.  If you haven’t yet, use Stefan Skellen here to ensure a solid draw into round 3. 

 

Round 3

 

In general at this point you need to be very safe with your mulligans.  When presented with the option to mulligan, consider the rest of the cards in your deck and play it safe.  I often decline this mulligan unless there’s a card I very much don’t want.  At this point you should have at least 10 points in STR on the board carried over from round 2, and try to close out the round here.  This round should be short and sweet: if you played the early rounds well, more often than not round 3 should just be you closing the game out with a great carryover.  You shouldn’t be looking to generate power in round 3 itself.

 

 Vs Henselt:

 

This matchup is a bit difficult.  You need to play very carefully around his promotes, and Calveit won’t be able to steal gold spies.  Avoid giving him the opportunity to promote 2 Cantarellas.  Play Cantarella and Joachim early, and often just calveit there before he has a chance to promote multiple spies.  If they promote Cantarella right away, you can continue normally without too much fear of them getting more value out of promotes as they already locked themselves out of huge value.  Mulligan away Rot Tossers; they have a hard time seeing decent value as you often just end up putting the carcasses on empty rows to avoid giving them more promote targets.  If you have operator and cantarella, you can operate the cantarella and play both, spreading them out such that a single promote wouldn’t hit both of them.  When he henselts them, you should be able to pass 2 cards up. 

 

 

 

 

Ultimately, there’s only so much I can cover in this guide, as there’s too many possible situations to cover, so if you’re interested in improving further at this deck, feel free to check out my stream to see me play the deck or to ask me any questions.  

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