[WH Riders] High Risk - High Reward deck
WH Riders is my favourite monster card and i taught about creating a deck around it. here's the template (these are just the cards i got on my possession, i'll throw some suggestions about obvious changes that need to be made in order to make it more efficient).
http://www.gwentdb.com/deckbuilder/4...3:2;50226:4:1;
This key card is obviously WH Riders, all you have to do is win the first round (just win it, even with a -1 or -2 card disadvantage) and you'll get a high chance of winning the 3rd round whilemaking sure your ennemy spent most of his ressources because he has to win the 2nd round. He're the general scenario :
Suggestions :
Gold Cards
I'd suggest these cards to add (mendatory for pretty much any deck monster), better replace the crappy golds i use xD :
- Good overall carry-over strenght
- Strong clear skies (Archgriffin) which makes up from the damage weather dealt to your units (sometimes even gaining advantage when you harpy eggs were their main target)
- Good Operator-Navigator combo, giving you more versatility and a +12 str while only giving a useless +3 to your opponent. (care for mirror matches tough...)
- Ereding used at it's full potential (getting a free rider from him and in some cases getting one rider from Operator is really helpfull)
Weakness :
-Somewhat dependant of Riders, but has many ways of getting them (i could get them on board in the 5 games i played with it so far)
-Very vunerable to Scorch, and relatively vulnerable to heavy burs/Lockt (since you can have +1 rider with Eredin and +1 from operator, it requires quite a lot of damage to bring down your cards, and Nithral is also a great bait to high cards)
-Vunerable to cheap damage at some point (once you've got tour riders out they start regaining str)
Notes :
I don't really know how viable this deck is, i just made it for fun and the strategy behind it seemed solid to me xD
-Spamming Riders (more than 3) won't trigger their Trio effect, so don't do it unless you got some of them locked.
That's it, thanks for reading and feel free to suggest any changes.
WH Riders is my favourite monster card and i taught about creating a deck around it. here's the template (these are just the cards i got on my possession, i'll throw some suggestions about obvious changes that need to be made in order to make it more efficient).
http://www.gwentdb.com/deckbuilder/4...3:2;50226:4:1;
This key card is obviously WH Riders, all you have to do is win the first round (just win it, even with a -1 or -2 card disadvantage) and you'll get a high chance of winning the 3rd round whilemaking sure your ennemy spent most of his ressources because he has to win the 2nd round. He're the general scenario :
- 1st Round : try to win even spending high value cards like white frost, Nithral (he'll also bait burst damage to get your riders safe 2nd round), abuse the Célénos Harpies and baityour opponent's damage even more (they generally try to get the first round and nullify your carry-over strength give by harpie eggs and Earth golem), don't show your WH riders to your ennemy and hope you bait all his bursts with Nithral and such.
- 2nd Round : we admit here that you won first round, by let's say 1-2 card disadvantage (in some case, spamming frost at an ennemy that has no mean to clear it gives you first round with just -1 card Disadvantage), now is the time to get out your WH Riders as quick as possible (so they can gain str) using the riders you managed to draw and WH navigator/Eredin. Make your opponent commit all his ressources because they have to win the round. (this'll be hard for them since you could have 1 frost/white frost left and you gain +3 str each turn
- 3rd Round : if the game went well for you, you should be ahead by 30-40 points and your oppnent has only 1-3 cards to play.
Suggestions :
Gold Cards
I'd suggest these cards to add (mendatory for pretty much any deck monster), better replace the crappy golds i use xD :
- Caranthir
- Succubus
- pretty much any decent gold like Kayran/Ge'els/Regis/Renew...etc
- Water Hag
- Fiend (replace cleaver with it)
- Crones
- Jottun
- Azure's Double Cross (Operator-Navigator Combo)
- Iris
- Don't have much ideas here, maybe replacing the earth golem by an Ekimmara, feel free to suggest.
- Good overall carry-over strenght
- Strong clear skies (Archgriffin) which makes up from the damage weather dealt to your units (sometimes even gaining advantage when you harpy eggs were their main target)
- Good Operator-Navigator combo, giving you more versatility and a +12 str while only giving a useless +3 to your opponent. (care for mirror matches tough...)
- Ereding used at it's full potential (getting a free rider from him and in some cases getting one rider from Operator is really helpfull)
Weakness :
-Somewhat dependant of Riders, but has many ways of getting them (i could get them on board in the 5 games i played with it so far)
-Very vunerable to Scorch, and relatively vulnerable to heavy burs/Lockt (since you can have +1 rider with Eredin and +1 from operator, it requires quite a lot of damage to bring down your cards, and Nithral is also a great bait to high cards)
-Vunerable to cheap damage at some point (once you've got tour riders out they start regaining str)
Notes :
I don't really know how viable this deck is, i just made it for fun and the strategy behind it seemed solid to me xD
-Spamming Riders (more than 3) won't trigger their Trio effect, so don't do it unless you got some of them locked.
That's it, thanks for reading and feel free to suggest any changes.
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