A detailed analysis of Reveal and its tools
Welcome. This thread's purpose is to give you some insight and guidance on Reveal, after a lot of playtesting and trying various combinations. I've always loved the mechanic and always wanted to make it work.
Let's get some things clear though first
Power Reveal: Focuses on Revealing your own cards. Relies on a large amount of Daerlan Foot soldiers and Fire Scorpions in your hand to go through.
Intel Reveal: Focuses on revealing the enemy cards. Relies on Golems, Venendal Elites and revealing key enemy cards such as Geralt: Igni and Priestesses of Freya
You will find that, especially in the current meta, it is very hard to disrupt strategies, even if you know them. That is because the focus is shifted into deploy abilities, not active engines. Units that offer a lot of value without setup are more preferable in the meta. As such, intel reveal offers little in terms of long term value usually. I personally prefer Power Reveal, not only because it is far more interesting and complicated to play, but also because it offers a lot of points and gives you slightly more control, it is not solely dependent on what your opponent's strategy is and how quickly you get wind of it. Plus, the Power Reveal's Fire Scorpions can shut down enemy engines efficiently.
Part I: The Decks
This deck is the most common variant of Reveal you will encounter. It relies on neutral cards as finishers, most notably Villentretenmerth and Scorch. Myrgtabrakke is also a common option, most probably to shut down small units or deliver 6 points of concentrated damage, enough to shut down most engines, especially engines damaged by Mangonels. Many people used to run SC and Yennefer: Enchantress is there mostly to replay the Scorch and gather some more value.
I find Korathi Heatwave (formerly Drought. Awesome name btw xD ) to be an unreliable option here. Nilfgaard as a faction lacks ways to move units around, so you will never gain enough value with that. Play it too early and your opponent will stack their units on one row. Play it too late and you lose a lot of turns of value.
Important Note: Don't run Spotters with this deck, obviously
The spotters offer good value but have one significant drawback: They will probably all come at the same power. Making them perfect Scorch targets. Plus, since they are boosted, they can be reset. With devastating effects. On the other hand, the Spotters can fill the need for a finisher if you manage to go to Round 3 with them and a decent target in either hand. You can also swap a Nilfgaardian Knight for a Venendal. Personally I feel this limits the timing of Cantarella, but since that is already limited by the spotters, it doesn't make too much of a difference. Cynthia is also a decent choice for this deck
This is the deck I personally like using. (Notice it runs 16 Bronzes that's because the card reveals are exactly calculated for optimal play with Daerlans and Fire Scorpions.). The milling aspect goes a long way into drawing the cards you need in your hand while also disrupting the opponent's deck thinning. This deck is not designed to mill either player completely, but as much as possible ensure you get the whole bronze core played or to your hand. The important thing to note here is to avoid wasting Reveals. If you don't have enough reveal targets in your hand, you must try to avoid using your leader or Cahir for example because the revealers are exact. Vattier De Rideaux should be used on 2 Fire Scorpions to summon 2 Golems. The third Golem is summoned by Albrich. Then all of the other reveals go into your Daerlans and Fire scorpions, concealing them when necessary. This can severely limit your play if you don't have enough reveal targets or deck thinners (Albrich, Shilard, Cantarella, Avallac'h) in your hand.
As you can see, this deck is of a different philosophy than the others examined so far. It comes with its own strengths and weaknesses. For example it relies a lot on your hand. The opening hand that I consider ideal is composed of:
- 2x Daerlan Foot Soldiers
- 2x Fire Scorpions
- Mangonel/Vrygheff
- Master of Disguise
- Vattier De Rideaux
The rest. As you can see at least 7 cards are a must in this case. Making the ideal hand quite a rarity. You will often have to adapt, namely using Vattier on Daerlans for example. Or one Daerlan and one Fire scorpion. You need to also make sure Cahir isn't bricked by the time you get to R3. But it carries a lot of long term pay off by the Fire Scorpions, and by the time you start to play those, they will be worth 12 points each, courtesy of Henry Var Attre.
Part II: The Tools
As promised, this section will analyze the numerous options one has at their disposal when making a Reveal deck, Going from Bronze, to Silver, to Gold. Let's start with the basics:
Bronze:
+ Great summoning condition
+ Offers a decent proactive play that many Reveal decks would otherwise lack
+ Deck Thinning
+ Good synergy with Assire Var Anahid.
Cons:
- Too weak on its own
- Will almost assuredly brick your hand if not summoned in the first round
- Too vulnerable to Battering Rams
- Random Row placement means it might go into a row with hazards
Summary: This is the most commonly used card in the Reveal Archetype. The popularity of this card with Voorhis reaches 100% in every meta report and that's unsurprising. It offers great deck thinning and is awesome for putting early pressure to an opponent. Decks with a slow start are at the mercy of Reveal exactly because of this card.
In general, this card is worth the inclusion, in fact it's worth getting all copies of it too. There's no Reveal deck without those
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+ Most powerful Deck Thinner (compared to Reaver Scouts, WH Navigators, Slyzards in non-nekker decks, Elven Mercs, etc.)
+ Another great proactive play
+ Deck Thinning
Cons:
- Must be in your hand
- Will severely limit deck design if you decide to take those. Say bye bye to Vilgefortz, Reconnaisance, Joachim De Wett, and lots of great deck-to-board thinners.
- Getting stuck without being able to reveal those is a death sentence
- Blindly drawing the new top card can make or break you. Reveal them too early, and you will draw Golems, Roach and Alchemists. Wait too long and you won't be able to, or will only draw subpar Alchemists or Fire Scorpions.
- Also Vulnerable to Battering Rams
Summary:
This card is definitely worth the inclusion, IF you are going for a traditional Reveal deck. You need to maximize the possible Reveal Targets in your deck, in order to draw as many of these as possible to your hand. But, you might try experimenting without those, and going for Reconnaisance, Joachim De Wett, Vilgefortz potentially and other deck-to-board thinners. I haven't tried this
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+ Primary Point Swing generator for the Reveal Deck
+ Great synergy with Concealers (Master of Disguise, Henry Var Attre)
+ One of the few Reveal plays which is not bad in a short round, if you are playing after your opponent
+ Limited Removal
Cons:
- Must be in your hand
- Will severely limit deck design, just like the Daerlan Soldier
- Reactive play, unable to be used or revealed on an empty board.
- Subpar if not revealed.
Summary:
This is the best card in the baseline Reveal deck. This is what allows you the gigantic point swings that reveal is known for. On top of that, it allows for limited removal a well. Even if you can't draw it, it is at least 10 points, not 4 or 3 like the Daerlan and Golems respectively.
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+ Crazy synergy with Cantarella
+ Decent Synergy with Cynthia
+ Good for siphoning enemy finishers if you manage to reveal them (Bloody Baron, Dol Blathanna Sentry)
Cons:
- You couldn't ask for anything worse without a target
- Opponent can mulligan away the card you used it on, if it's not crucial to them, cutting down its power by 50%
- Mandrake's prevalence counters this card's only great combo
Summary:
This card is only crazy on paper. Most decks don't pack big targets. Or they can mulligan away whatever is hit. If you want to include it, it's usually worth taking only one of those, to be used on your Cantarella, but even then, most decks pack Mandrake. I wouldn't particularly recommend it. It's usually just better to take another bronze.
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+ Triggers Reveal abilities
+ Useful with Concealers
+ High strength means you can tutor it with Alzur's Double Cross,
Cons:
- Like everything in this deck, it's subpar without a reveal target or golems.
Summary:
Fairly Straightforward card. Every Reveal deck runs at least 2 of those. Love this
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+ High base power
+ Great synergy with Leo Bonhart
+ While the card revealed seems random, it seems to prioritize revealing bronzes in your hand, giving you a higher chance at revealing a Daerlan or a Fire Scorpion
Cons:
- Effect still at least somewhat random.
Summary:
In most reveal decks, it's usually worth the slot if you decide to take only one of those, especially if you run Leo Bonhart. Usually the third Alchemist is one card revealed more than you need, while this can serve as your finisher if you save it for last with a single reveal target in your hand. If you decide to run Concealers though, it's not worth it. MoD's have a similar base power and the extra reveal effects are necessary. Also, never run more than one. Having 2 in hand means one will reveal the other most probably, instead of what you actually want it to reveal.
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+ Great synergy with Cantarella and Leo Bonhart.
+ Decent with Cynthia
+ Very powerful
Cons:
- Scorch bait
- You usually can't pick different targets with this. Even if you do, your opponent can easily align a big scorch with all of them
- Mandrake bait.
Summary:
This is not particularly good. It might be ok in certain matchups, but usually, I would recommend going for more Alchemists, Fire Scorpions and Daerlan than these. They are unreliable and very easily countered. If you do decide to take them, try to have a way to tutor them from the deck, so that they don't take up a precious slot in your hand.
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+ Really only needs 1 turn to get great value
+ Decent proactive play
+ Can be tutored
+ Makes spare Reveal effects useful
Cons:
- Very High threat and easy to remove. It means it still doesn't get enough value, as a 9 point swing is meh to say the least.
Summary:
This will work in some decks. It got popularized by the netdeck. But usually it doesn't get enough value as it gets countered too quickly. It's a great card if you manage to get it to stick on the board though
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+ Decent proactive play
+ Worth as much as the nominal bronze on its own
+ Makes spare Reveal effects useful
Cons:
- Really needs Revealed fire scorpions in your hand to work. Very limited condition as it needs at least 2
- Limits deck design. Not as much as Fire Scorpions and Daerlan, but since you have to take Fire Scorpions with this, your deck will have to follow a specific route
- Vulnerable to Scorch
Summary:
I quite like this card. And I feel it's pretty underrated. My latest reveal deck runs 2 of those and it seems more successful than taking mangonels. Also the high strength means you can tutor them with Alzur's Double Cross, freeing up slots in your hand for potential reveal targets. Even on its own it's worth 11 points, which is always nice.
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+ Decent proactive play in Rounds 2 and 3. Good if the opponent drypasses and you do not want to waste golems or reveal effects
+ Greatswords tech
+ Minor Nekker tech
+ Minor Elven Swap tech (by stealing Elven Scout, the usual Hattori target)
+ Useful in the mirror for getting more Alchemists, Mangonels, you name it
+ Useful against Alchemy, which spawns cards from your starting deck with SDs
+ Minor disruption against Henselt, as you can steal machines before they shuffle them back in the deck/Resurrect them with Shani
+ Worth at least 11 points in Rounds 2 and 3 usually
Cons:
+ Dead in Round 1
+ Takes up a Bronze slot, so it won't work in most reveal decks, as the bronzes are pretty tight.
Summary:
Definitely worth taking one of those if you can afford to.
If you use concealers for example, you usually don't need more than 2, leaving you a slot for 1 Vicovaro medic, which is great in most matchups. It is useful all aroun against most of the top tier decks, and especially greatswords. It can also be tutored from your deck via Marching Orders
Welcome. This thread's purpose is to give you some insight and guidance on Reveal, after a lot of playtesting and trying various combinations. I've always loved the mechanic and always wanted to make it work.
Let's get some things clear though first
- I like making decks that are as "pure" archetypes as possible. Which means I dislike including hybrids or cards that are generally useful if they are outside the archetype. This often hinders my deck building but this guide's purpose is not to tell you what's the best reveal deck out there (there isn't one you are going to fail if you even try finding it xD ) but to help you build your own based on what you want your deck to achieve
- There are a lot of Reveal synergy cards. You can decide what suits you best. In general they all have weaknesses and strengths. This analysis will go through most of them one by one to tell you what to watch out for and do's and don't's
- In general, the whole Reveal archetype feels like CDPR has been trying to make it competitive but failing miserably at every turn sadly (I'd love to see it being actually competitive). For me there are a lot of reasons for that. For one, Reveal depends a lot on your hand, not on your deck. Where Discard makes things available from your deck for immediate play, Reveal targets each player's hand, effectively limiting the options of what you can do. Secondly, it lacks any powerful finisher. you have to hope that the initial tempo you've gained is enough to carry you to victory. On the other hand, this carries advantages, being able to out-tempo CA spies (Cantarella is no problem when you play Vattier De Rideaux and Reveal 2 Fire Scorpions while summoning 2 golems ) very easily.
- Reveal, when played, feels nigh automatic. The revelations, the moves seem standard. In reality it is one of the hardest archetypes to play efficiently with. Because it relies on your hand and has very few deck-to-board thinning tools, you have to do a lot of guessing and predicting what you are going to draw in each round. You very often need to plan ahead and establish the ideal hand in order to stand a chance in a short Round 3. Not planning ahead can cost you the match very easily
- While most of the cards have great abilities (like the Daerlan Foot Soldiers), their overall strength is subpar (they are STR 4, and Golems are STR 3). Taking a look at the strengths of each bronze card allows you to determine where Reveal is lacking. When your Daerlan Foot Soldiers and Golems are expended, you can often be bled out of your strength. You have 15 Bronzes with 6 of them being STR 3 and 4. Despite their cool abilities, this is not often enough to keep you in the fight forever.
Power Reveal: Focuses on Revealing your own cards. Relies on a large amount of Daerlan Foot soldiers and Fire Scorpions in your hand to go through.
Intel Reveal: Focuses on revealing the enemy cards. Relies on Golems, Venendal Elites and revealing key enemy cards such as Geralt: Igni and Priestesses of Freya
You will find that, especially in the current meta, it is very hard to disrupt strategies, even if you know them. That is because the focus is shifted into deploy abilities, not active engines. Units that offer a lot of value without setup are more preferable in the meta. As such, intel reveal offers little in terms of long term value usually. I personally prefer Power Reveal, not only because it is far more interesting and complicated to play, but also because it offers a lot of points and gives you slightly more control, it is not solely dependent on what your opponent's strategy is and how quickly you get wind of it. Plus, the Power Reveal's Fire Scorpions can shut down enemy engines efficiently.
Part I: The Decks
- The Reveal Netdeck:
This deck is the most common variant of Reveal you will encounter. It relies on neutral cards as finishers, most notably Villentretenmerth and Scorch. Myrgtabrakke is also a common option, most probably to shut down small units or deliver 6 points of concentrated damage, enough to shut down most engines, especially engines damaged by Mangonels. Many people used to run SC and Yennefer: Enchantress is there mostly to replay the Scorch and gather some more value.
I find Korathi Heatwave (formerly Drought. Awesome name btw xD ) to be an unreliable option here. Nilfgaard as a faction lacks ways to move units around, so you will never gain enough value with that. Play it too early and your opponent will stack their units on one row. Play it too late and you lose a lot of turns of value.
Important Note: Don't run Spotters with this deck, obviously
- Reveal Deck with Spotters:
The spotters offer good value but have one significant drawback: They will probably all come at the same power. Making them perfect Scorch targets. Plus, since they are boosted, they can be reset. With devastating effects. On the other hand, the Spotters can fill the need for a finisher if you manage to go to Round 3 with them and a decent target in either hand. You can also swap a Nilfgaardian Knight for a Venendal. Personally I feel this limits the timing of Cantarella, but since that is already limited by the spotters, it doesn't make too much of a difference. Cynthia is also a decent choice for this deck
- Mixed Reveal/Mill
This is the deck I personally like using. (Notice it runs 16 Bronzes that's because the card reveals are exactly calculated for optimal play with Daerlans and Fire Scorpions.). The milling aspect goes a long way into drawing the cards you need in your hand while also disrupting the opponent's deck thinning. This deck is not designed to mill either player completely, but as much as possible ensure you get the whole bronze core played or to your hand. The important thing to note here is to avoid wasting Reveals. If you don't have enough reveal targets in your hand, you must try to avoid using your leader or Cahir for example because the revealers are exact. Vattier De Rideaux should be used on 2 Fire Scorpions to summon 2 Golems. The third Golem is summoned by Albrich. Then all of the other reveals go into your Daerlans and Fire scorpions, concealing them when necessary. This can severely limit your play if you don't have enough reveal targets or deck thinners (Albrich, Shilard, Cantarella, Avallac'h) in your hand.
As you can see, this deck is of a different philosophy than the others examined so far. It comes with its own strengths and weaknesses. For example it relies a lot on your hand. The opening hand that I consider ideal is composed of:
- 2x Daerlan Foot Soldiers
- 2x Fire Scorpions
- Mangonel/Vrygheff
- Master of Disguise
- Vattier De Rideaux
The rest. As you can see at least 7 cards are a must in this case. Making the ideal hand quite a rarity. You will often have to adapt, namely using Vattier on Daerlans for example. Or one Daerlan and one Fire scorpion. You need to also make sure Cahir isn't bricked by the time you get to R3. But it carries a lot of long term pay off by the Fire Scorpions, and by the time you start to play those, they will be worth 12 points each, courtesy of Henry Var Attre.
Part II: The Tools
As promised, this section will analyze the numerous options one has at their disposal when making a Reveal deck, Going from Bronze, to Silver, to Gold. Let's start with the basics:
Bronze:
- Imperial Golem STR 3: Summon this unit on a random row whenever you reveal a card in your opponent's hand
+ Great summoning condition
+ Offers a decent proactive play that many Reveal decks would otherwise lack
+ Deck Thinning
+ Good synergy with Assire Var Anahid.
Cons:
- Too weak on its own
- Will almost assuredly brick your hand if not summoned in the first round
- Too vulnerable to Battering Rams
- Random Row placement means it might go into a row with hazards
Summary: This is the most commonly used card in the Reveal Archetype. The popularity of this card with Voorhis reaches 100% in every meta report and that's unsurprising. It offers great deck thinning and is awesome for putting early pressure to an opponent. Decks with a slow start are at the mercy of Reveal exactly because of this card.
In general, this card is worth the inclusion, in fact it's worth getting all copies of it too. There's no Reveal deck without those
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- Daerlan Soldier STR 4: Whenever you Reveal this card in your hand, play it on a random row and draw the new top card from your deck
+ Most powerful Deck Thinner (compared to Reaver Scouts, WH Navigators, Slyzards in non-nekker decks, Elven Mercs, etc.)
+ Another great proactive play
+ Deck Thinning
Cons:
- Must be in your hand
- Will severely limit deck design if you decide to take those. Say bye bye to Vilgefortz, Reconnaisance, Joachim De Wett, and lots of great deck-to-board thinners.
- Getting stuck without being able to reveal those is a death sentence
- Blindly drawing the new top card can make or break you. Reveal them too early, and you will draw Golems, Roach and Alchemists. Wait too long and you won't be able to, or will only draw subpar Alchemists or Fire Scorpions.
- Also Vulnerable to Battering Rams
Summary:
This card is definitely worth the inclusion, IF you are going for a traditional Reveal deck. You need to maximize the possible Reveal Targets in your deck, in order to draw as many of these as possible to your hand. But, you might try experimenting without those, and going for Reconnaisance, Joachim De Wett, Vilgefortz potentially and other deck-to-board thinners. I haven't tried this
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- Fire Scorpion STR 5: Deal 5 Damage to an enemy. Trigger this ability whenever you reveal this card in your hand
+ Primary Point Swing generator for the Reveal Deck
+ Great synergy with Concealers (Master of Disguise, Henry Var Attre)
+ One of the few Reveal plays which is not bad in a short round, if you are playing after your opponent
+ Limited Removal
Cons:
- Must be in your hand
- Will severely limit deck design, just like the Daerlan Soldier
- Reactive play, unable to be used or revealed on an empty board.
- Subpar if not revealed.
Summary:
This is the best card in the baseline Reveal deck. This is what allows you the gigantic point swings that reveal is known for. On top of that, it allows for limited removal a well. Even if you can't draw it, it is at least 10 points, not 4 or 3 like the Daerlan and Golems respectively.
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- Venendal Elite STR 1: Swap this unit's power with that of a Revealed unit.
+ Crazy synergy with Cantarella
+ Decent Synergy with Cynthia
+ Good for siphoning enemy finishers if you manage to reveal them (Bloody Baron, Dol Blathanna Sentry)
Cons:
- You couldn't ask for anything worse without a target
- Opponent can mulligan away the card you used it on, if it's not crucial to them, cutting down its power by 50%
- Mandrake's prevalence counters this card's only great combo
Summary:
This card is only crazy on paper. Most decks don't pack big targets. Or they can mulligan away whatever is hit. If you want to include it, it's usually worth taking only one of those, to be used on your Cantarella, but even then, most decks pack Mandrake. I wouldn't particularly recommend it. It's usually just better to take another bronze.
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- Alchemist STR 9: Reveal 2 Cards
+ Triggers Reveal abilities
+ Useful with Concealers
+ High strength means you can tutor it with Alzur's Double Cross,
Cons:
- Like everything in this deck, it's subpar without a reveal target or golems.
Summary:
Fairly Straightforward card. Every Reveal deck runs at least 2 of those. Love this
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- Nilfgaardian Knight STR12: 2 Armor. Reveal a random card in your hand
+ High base power
+ Great synergy with Leo Bonhart
+ While the card revealed seems random, it seems to prioritize revealing bronzes in your hand, giving you a higher chance at revealing a Daerlan or a Fire Scorpion
Cons:
- Effect still at least somewhat random.
Summary:
In most reveal decks, it's usually worth the slot if you decide to take only one of those, especially if you run Leo Bonhart. Usually the third Alchemist is one card revealed more than you need, while this can serve as your finisher if you save it for last with a single reveal target in your hand. If you decide to run Concealers though, it's not worth it. MoD's have a similar base power and the extra reveal effects are necessary. Also, never run more than one. Having 2 in hand means one will reveal the other most probably, instead of what you actually want it to reveal.
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- Spotter STR 5: Choose a Bronze or Silver Revealed unit in either hand and boost self by its base power
+ Great synergy with Cantarella and Leo Bonhart.
+ Decent with Cynthia
+ Very powerful
Cons:
- Scorch bait
- You usually can't pick different targets with this. Even if you do, your opponent can easily align a big scorch with all of them
- Mandrake bait.
Summary:
This is not particularly good. It might be ok in certain matchups, but usually, I would recommend going for more Alchemists, Fire Scorpions and Daerlan than these. They are unreliable and very easily countered. If you do decide to take them, try to have a way to tutor them from the deck, so that they don't take up a precious slot in your hand.
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- Mangonel STR 7: Damage a random enemy by 2. Repeat this ability whenever you reveal a card
+ Really only needs 1 turn to get great value
+ Decent proactive play
+ Can be tutored
+ Makes spare Reveal effects useful
Cons:
- Very High threat and easy to remove. It means it still doesn't get enough value, as a 9 point swing is meh to say the least.
Summary:
This will work in some decks. It got popularized by the netdeck. But usually it doesn't get enough value as it gets countered too quickly. It's a great card if you manage to get it to stick on the board though
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- Master of Disguise STR 11: Conceal 2 cards
+ Decent proactive play
+ Worth as much as the nominal bronze on its own
+ Makes spare Reveal effects useful
Cons:
- Really needs Revealed fire scorpions in your hand to work. Very limited condition as it needs at least 2
- Limits deck design. Not as much as Fire Scorpions and Daerlan, but since you have to take Fire Scorpions with this, your deck will have to follow a specific route
- Vulnerable to Scorch
Summary:
I quite like this card. And I feel it's pretty underrated. My latest reveal deck runs 2 of those and it seems more successful than taking mangonels. Also the high strength means you can tutor them with Alzur's Double Cross, freeing up slots in your hand for potential reveal targets. Even on its own it's worth 11 points, which is always nice.
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- Vicovaro Medic STR 1: Resurrect a bronze unit from your opponent's Graveyard
+ Decent proactive play in Rounds 2 and 3. Good if the opponent drypasses and you do not want to waste golems or reveal effects
+ Greatswords tech
+ Minor Nekker tech
+ Minor Elven Swap tech (by stealing Elven Scout, the usual Hattori target)
+ Useful in the mirror for getting more Alchemists, Mangonels, you name it
+ Useful against Alchemy, which spawns cards from your starting deck with SDs
+ Minor disruption against Henselt, as you can steal machines before they shuffle them back in the deck/Resurrect them with Shani
+ Worth at least 11 points in Rounds 2 and 3 usually
Cons:
+ Dead in Round 1
+ Takes up a Bronze slot, so it won't work in most reveal decks, as the bronzes are pretty tight.
Summary:
Definitely worth taking one of those if you can afford to.
If you use concealers for example, you usually don't need more than 2, leaving you a slot for 1 Vicovaro medic, which is great in most matchups. It is useful all aroun against most of the top tier decks, and especially greatswords. It can also be tutored from your deck via Marching Orders
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