I hate to resurrect an almost dead anti-Nilfgaard rant, but I think this post really belongs here.
In my opinion, the real problem with Nilfgaard is not that it has toxic cards that instantly remove, disable, or steal anything without viable counters — other factions, especially SY and ST have the same. It’s that in NG these cards actually form strong decks — and are necessary for strong decks.
I just built an ST deck solely focused on completing the quest to play 15 deathblow cards as quickly as possible. I chose precision strike as leader because it grants a death blow card at the end. I then included every deathblow card I owned — although I eventually threw back two offering cards and two samums because I had too few unit cards. Because of Devil’s Puffball, and because I never really tried the mechanic, I took every poison card I own. (I do not own Maraal or Basilisk Venom, but I used everything else ST can access.) That left me about 50 provisions for 3 cards, so I took the most expensive cards I could access. That left 10 provisions after 25 cards— which was fortunate because I was still two units shy of a legal deck, so I added 2 “junk” units.
On paper the deck looks horrible — and it likely would be in practice against top competition. It uses 27 cards. It is 100% removal with no proactive plays. When I have to play first, I basically either waste a poison, waste damage, or discard a spell. It has no real answer to broad strategies. But in casual, it is very strong. And in a sadistic way, it is fun to play ( though I’m sure it is horrible for my opponents). I didn’t really care what was in my hand (every card plays basically the same — punch in removal) and I only really need Mulligans to get rid of Brokilon Sentinels in my hand. The play is pretty mindless — trigger deathblow when useful and possible, poison big or dangerous units not within removal range, and otherwise just punch whatever. Try to play a few unit cards to build a few points.
My point is really not the deck — it’s the fact that this deck works is a sorry reflection on the state of the game. Removal across all factions is too prevalent, too easy, too uncounterable, too cheap, and too rewarding. And it can ruin the playing experience.
Quest completed, with three round one forfeits in something like five plays, I have retired the deck with hope of never seeing it again. But it is a valuable lesson in how not to design a game.