- -Ragh Nar Roog1Remove 2 base strength from 8 random opposing non-Gold units on the battlefield.
- -Renew1Resurrect a Gold non-Permadeath unit.
- 4Yennefer: The Conjurer1At the start of your turn, remove 1 strength from the strongest opposing non-Gold unit(s).
- 6Caretaker1Resurrect a non-Gold, non-Permadeath unit from the opposing graveyard.
- -Aeromancy1Spawn a Biting Frost, Impenetrable Fog or Torrential Rain card, then banish self.
- -Merigold's Hailstorm1Spawn a Biting Frost or Torrential Rain card, then banish self.
- 3Sarah1Gain Weather Immunity. Gain 3 strength each time a Weather effect appears.
- 4Old Speartip: Asleep1Add 1 strength to all other non-Gold units on the row. Whenever there are 3 or more units on the opposite row at the end of a turn, transform into Old Speartip: Awake.
- 4Water Hag1Gain Weather Immunity. Spawn a Rain effect.
- 7Ice Giant1Gain Weather Immunity. Gain 5 strength when played on a row with Frost and each time a Frost effect is spawned on this unit's row.
- -Alzur's Thunder1Remove 7 strength from a non-Gold unit.
- -Biting Frost1Spawn a Frost effect on both Melee rows that decreases the strength of all non-immune units on or appearing there to 1. Units regain all strength removed by Frost when Frost is removed or they move out of it.
- -Dimeritium Shackles1Lock or unlock any unit on the battlefield. If Gold, convert it to Silver (or Bronze, if that was its original color). Locked units lose all tokens and have no ability until replayed or moved to a hand.
- -Impenetrable Fog1Spawn a Fog effect on both Ranged rows that decreases the strength of all non-immune units on or appearing there to 1. Units regain all strength removed by Fog when Fog is removed or they move out of it.
- 2Foglet3Gain Weather Immunity. Play from your deck or graveyard whenever Fog is spawned. Destroy when moved outside of Fog or Fog is removed.
- 3Wild Hunt Rider3Gain Weather Immunity. Play all Wild Hunt Riders from your deck.
- 5Wild Hunt Warrior3Gain Weather Immunity. Remove 1 strength from an opposing non-Gold unit and gain 2 strength if that unit is destroyed.
- 7Drowner2Gain Weather Immunity. Move an opposing non-Gold unit to that side's Siege row.
Edit: this is not the original deck. This one contains changes I found more effective against higher ranks/ added once I acquired additional scrap. I’ll post the original deck seperately.
As the title suggests, this deck’s biggest strength is it’s ability to control the pace of the game through the weather. If used correctly, you’ll be forcing your opponent to have to constantly react to your moves, making it very difficult for them to mount an offensive of their own.
– Make sure you use your Wild Hunt Riders, and Foglets in round 1 (so you don’t end up drawing them later and wasting a draw), and get rid of all Foglets, and any duplicates of the Riders from your hand during the mulligan phase.
– Using Renew allows you to summon Yennefer or Caretaker twice, which, needless to say, can be devastating for opponents, especially if they have no way of dealing with Yennefer. Do note that Renew can not summon Rag Nar Roog since it’s not a “unit card”.
– Playing Nithral early is a bit risky as most players will use Alzur’s Thunder or Scorch to get rid of it immediately. If they have no means of dealing with it though, following him up with Riders will reek havoc on the opposing side of the board.
– One major strength of this deck is that almost all cards are weather resistant, therefore there’s no need to hesitate before summoning a weather effect. When looking to summon frost, make sure you play the Ice Giant first, as it will gain an extra 5 strength. Like Nithral, many players attempt to destroy Ice Giant quickly.
– Use drowners to move strong enemy units to the Siege row. Following that up with a Water Hag/ rain effect and a Wild Hunt Warrior, is a great way to disrupt enemy strategy and deal an immense blow to their strength, especially if it’s a card that that player is building around (Mahakam Defender for example).
– Old Speartip and Yennefer are excellent cards that only become more problematic for your opponents the longer a round goes on. Playing these at the start of round 2 or 3 will give you a huge advantage, and will sometimes lead to your opponent passing immediately. Yes, Speartip is not weather immune, but his ability to destroy enemy units under the influence of weather, while also buffing units on your side is what makes him a very valuable card. Also be sure to use Alzur’s Thunder to get rid of any high strength opposing units that could become a problem for you.
– Try to save Dagon and Rag Nar Roog as long as possible, as they allow for more flexibility then any other weather summon, as they are able to affect whichever row you need them to. Try to keep a few other weather effect cards in your hand, so if you wont be out of luck if your opponent has a Clear Weather card.
– Use Caretaker wisely. It’s a very underrated card that can be very powerful if used properly. You can even possible to use the Dimeritium on an opposing gold unit, and either destroy it, or wait ti’ll next round, then summon it back on your side (it’s possible in theory to have 2 Yennefers active at once!). It can also be used simply to remove a powerful card from your opponents arsenal (Pavetta, Tuirsech Axemen etc…)
Notice how this build gives you 5 chances to summon rain and frost, and 4 chances to summon fog:
– Dagon+Rag Nar Roog+ Aeromancy (all)+ Water hag, Merigold’s Hailstorm (rain)+ , Impenetrable Fog (fog)+ Merigold’s Hailstorm, Biting Frost (frost)
– Having at least 2 ways to summon each in your hand at any given time makes it far more difficult for an opposing player to deal with you. If they remove the effect, or buff their units to try and power through it, having the ability to nullify that effort in 1 move can be quite demoralizing.
Usage: Personally, I found this deck, highly effective against Scoia’tel, Skellige,most Nilfgaard decks, and strength based Monsters decks. It’s not quite as effective against Northern Realms due to it’s ability to convert units to gold and nullify your weather advantage. If playing against them, make sure you have plenty of strength removing units in your hand (Nithral, Speartip, etc..) and destroy enemy units as quick as possible. Also, against other Monsters decks playing a similar strategy, it basically just comes down to who gets the better hand / draws since it only takes a bit of practice to get the strategies of this deck down pat.
Substitutions: Just a couple possible modifications that I have/plan to experiment with
Speartip can easily be replaced with Iris or Myrgtabrakke. They aren’t quite as deadly over extended durations, but are far less likely to have their effects nullified since their abilities trigger much faster, and under fewer conditions.
Frightener is a pretty good card for this deck, but isn’t weather immune and will take up one of your silver slots, Sarah has a faster acting version of the same ability and is weather immune, therefore is a better option if you’re looking to replace a silver.
Swapping out 1 Drowner for Thunderbolt is a decent option if you use it on your Riders or Foglets