Northern Realms is the most OP deck of the lot, and currently by far the best with the right setup.
Leader: clear weather - the most versatile by far because it firstly means that you're not reliant on pulling your own weather cards, and that you don't need to keep any clear weather cards in your deck, reducing your total and improving your draw ability.
Best Basic: any of the bond sets, but Blue Stripes Commando and the Dragon Hunters are the two best, as they can have 3 cards each, which improves your odds of getting at least 2 when you need them. Both also contain significant power and flexibility when played correctly. After that, I'd say Dandelion is the best - this allows you to have one less commander's horn in your deck, as it is a guaranteed horn on your melee row, which also fits well with a properly constructed Northern Realms deck (where most of the power is either in melee or siege).
Best Hero: hero cards are only useful if they either have a useful power, or if they have significant strength. As such, hero cards such as Triss are pretty much useless for only being 7 strength with no power. In contrast, Yen is powerful for the medic power. Otherwise, the best hero cards are the 15 strength Geralt and Ciri cards. Standard 10 strength hero cards are a decent way to round out a deck, but not that useful as a core (as they are overrun very quickly by standard cards that utilise decent abilities such as muster or bond).
Special Card: decoy is stupidly overpowered with any card that has a special ability, such as the dragon with melee scorch, medic or spy cards for the simple reason that you get to use that power again, often exactly when you want (i.e. by returning it to your hand, not only to you get the second use, but you get control over when that use happens, unlike the medic power, which forces that card to play straight away). As such, it wins hands down as long as your deck is built to take advantage of its power. After that, Scorch is very useful if you know how to make use of its power by protecting your cards from it and drawing high strength cards of the same value from your opponents deck.
Leader: clear weather - the most versatile by far because it firstly means that you're not reliant on pulling your own weather cards, and that you don't need to keep any clear weather cards in your deck, reducing your total and improving your draw ability.
Best Basic: any of the bond sets, but Blue Stripes Commando and the Dragon Hunters are the two best, as they can have 3 cards each, which improves your odds of getting at least 2 when you need them. Both also contain significant power and flexibility when played correctly. After that, I'd say Dandelion is the best - this allows you to have one less commander's horn in your deck, as it is a guaranteed horn on your melee row, which also fits well with a properly constructed Northern Realms deck (where most of the power is either in melee or siege).
Best Hero: hero cards are only useful if they either have a useful power, or if they have significant strength. As such, hero cards such as Triss are pretty much useless for only being 7 strength with no power. In contrast, Yen is powerful for the medic power. Otherwise, the best hero cards are the 15 strength Geralt and Ciri cards. Standard 10 strength hero cards are a decent way to round out a deck, but not that useful as a core (as they are overrun very quickly by standard cards that utilise decent abilities such as muster or bond).
Special Card: decoy is stupidly overpowered with any card that has a special ability, such as the dragon with melee scorch, medic or spy cards for the simple reason that you get to use that power again, often exactly when you want (i.e. by returning it to your hand, not only to you get the second use, but you get control over when that use happens, unlike the medic power, which forces that card to play straight away). As such, it wins hands down as long as your deck is built to take advantage of its power. After that, Scorch is very useful if you know how to make use of its power by protecting your cards from it and drawing high strength cards of the same value from your opponents deck.
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