Current Card List - Gwentify

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Playable decks at WGW (will update them tomorrow, played very few games - don't remember everything):

Monsters - Eredin

Bronze Cards: Biting Frost, Vran Warrior

Silver Cards: Giant Toad

Golden Cards:

Scoia'Tael - Francesca

Bronze Cards: Stammelford's Tremors, Hawker Healer, Dwarven Mercenary, Mahakam Defender, Dwarven Skirmisher, Vrihedd Brigade,

Silver Cards: Dimeritium Bomb, Scorch, Decoy, Barclay Els

Golden Cards: Iorveth, Zoltan Chivay, Geralt

Skellige - Crach an Craite

Bronze Cards: Torrential Rain, Alzur's Thunder, Clan Brokvar Hunter, Clan Heymaey Skald, Clan an Craite Raider, Light Longship

Silver Cards: Scorch, Svanrige, Sarah, Donar An Hindar,

Golden Cards: Hjalmar, Ermion,

Northern Realms - Foltest

Bronze Cards: Redanian Knight, Promote, Reaver Hunter, Blue Stripes Commando, Blue Stripes Scout

Silver Cards: Prince Stennis, Vesemir, Lambert, Eskel

Golden Cards: Vernon Roche, Geralt, Zoltan: Animal Tamer,

Later I'll build the decks used at Warsaw Games Week in GwentDB's deck builder.

Pictures from pre-recorded gameplay - guide: http://imgur.com/a/mIUDS ; http://imgur.com/a/bdort ; http://imgur.com/a/wI9hW ; http://imgur.com/a/B7rhy ; http://imgur.com/a/zakTp ; http://imgur.com/a/qyVnU
 
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https://www.facebook.com/tvgrypl/videos/10154554286212359/

A few small things from new gameplay:

- Clan an Craite Raider is now 7 STR,

- Clan Heymaey Skald is now 6 STR,

- It's confirmed for sure that Sarah isn't immune to Rain, and it's 4 STR now,

- Morkvarg is now 6 STR,

- Clan Brokvar Hunter is now 5 STR,

- Svanrige is now 5 STR,

- Any buffs casted after Weathers works like it was with old encourage mechanic, it's again some alternate if you don't have Clear Skies (I'm not sure if it's new thing ?)
 
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Warsaw Games Week:

Decks:

- Northern Realms: http://www.gwentdb.com/decks/3999-warsaw-game-week-northern-realms
- Skellige: http://www.gwentdb.com/decks/4002-warsaw-game-week-skellige
- Scoia'Tael: http://www.gwentdb.com/decks/4000-warsaw-game-week-scoiatael
- Monsters: http://www.gwentdb.com/decks/4001-warsaw-game-week-monsters

Card pics: http://imgur.com/a/f9PaS

^ Morkvarg, Clan Haeymay Skald and Clan an Craite Clansman remain unchanged, their Strength is 1 or 2 more from Skellige's faction Ability

Token pics: http://imgur.com/a/BGZb0

^ The only card that was changed is Eredin

Improved Card Preview (Token addition): http://imgur.com/a/eklmB

Changed "Pre-game face to face": http://imgur.com/a/jRZ4D

http://imgur.com/a/jk6DD (3 + 4 (Torrential Rain), -1 (Wild Hunt Warrior))

^ Note: Sarah is immune to Torrential Rain, her ability doesn't work on Clear Skies, it only triggers when debuffing Weather cards are played.

http://imgur.com/a/z4fJw (2 Light Longship units being 8 Strength)

^ Note: Light Longship remains the same - it's still 7, but Skellige Faction Ability has been buffed - their non-gold cards still get +1, each round, but their Strength number doesn't turn into green colour, which means they can be be decoyed without losing the buffs they've previously gained.

http://imgur.com/a/pfT7c (Not sure if it was available before, but you can see how many cards are still in the deck (includes yours and opponent's decks), you can't inspect your deck though)

Resilient Indicator: http://imgur.com/a/Y0yM3

Note: Buffs (for example Field Marshall Duda: Companion) are getting negated by negative Weather Effects no matter what. What does it mean? Even if you remove the Weather your cards are going to have their regular Strength. Buffs applied after negative Weather effect was placed won't get reduced to 1, but if you Clear Skies, they'll get back to their original value, losing additional encourage Strength.

Note: There is a lot of inconsistency for Strength Values of cards that are getting carried over to the next round. I'm talking about Resilient and Monsters' Faction Abilities. Resilient cards keep their buffs / nerfs, Monster Cards are getting back to their original Strength, unless they are debufed.

Note: Foltest's "bug" where you could copy Silver Cards was fixed, Monsters still got to keep Gold, not sure if it's intended or not. In terms of bugs I would also like if Sarah would've been buffed by Clear Weather - in fact that's what her card ability says, again we don't know if it's supposed to be like that.

Note: If the Biting Frost is removed Ice Giant will get back to 7 despite having any sort of wounds / debuffs.

Note: Francesca can swap 1, 2 or 3 cards, you aren't forced to swap 3, I would compare it to Initial Hand redraw where you can swap your cards, but it's your choice how many, you have to swap at least one card from your hand (unless you don't have any cards, in that matter you'll just waste a turn like Foltest being unable to Copy a Bronze unit.

Decoy still removes additional Strength from the cards it picks up.

Every faction had decks consisting of 25 cards.

Other pictures: http://imgur.com/a/ukDqV

---------- Updated at 07:08 PM ----------

https://www.facebook.com/tvgrypl/videos/10154554286212359/

A few small things from new gameplay:

- Clan an Craite Raider is now 7 STR,

- Clan Heymaey Skald is now 6 STR,

- It's confirmed for sure that Sarah isn't immune to Rain, and it's 4 STR now,

- Morkvarg is now 6 STR,

- Clan Brokvar Hunter is now 5 STR,

- Svanrige is now 5 STR,

- Any buffs casted after Weathers works like it was with old encourage mechanic, it's again some alternate if you don't have Clear Skies (I'm not sure if it's new thing ?)

- Clan an Craite Raider is 6 Strength

- Clan Heymaey Skald is 4 Strength

- Sarah is 3 Strength

- Morkvarg is 5 Strength

- Clan Brokvar Hunter is 4 Strength

- Svanrige is 4 Strength

Those are +1s from Skellige Faction Ability.
 
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---------- Updated at 07:08 PM ----------



- Clan an Craite Raider is 6 Strength

- Clan Heymaey Skald is 4 Strength

- Sarah is 3 Strength

- Morkvarg is 5 Strength

- Clan Brokvar Hunter is 5 Strength

- Svanrige is 4 Strength

Those are +1s from Skellige Faction Ability.

Ups, the fact that cards buffed by Skellige ability have normal color of STR instead of green fooled me,

Also does it looks like NR ability buffs only Played Gold units, not converted to it, or I'm missing something ?

EDIT: One more thing, are Gold units, when they lose their gold status, retain this +2 buff ? Because otherwise, Djikstra is useless
 
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Additional thing I just noticed:

http://imgur.com/a/2CK3M (Dimeritium Bomb - restores the Strength of all non-gold cards to their original values. (doesn't say anything about the battlefield, haven't been able to test though)

GwentDB: Set the strength of all non-Gold units on the battlefield to its original value.

I'm assuming that Dimeritium Bomb apart from the battlefield also works on both players' Hands, Graveyards and Decks
 
Additional thing I just noticed:

http://imgur.com/a/2CK3M (Dimeritium Bomb - restores the Strength of all non-gold cards to their original values. (doesn't say anything about the battlefield, haven't been able to test though)

GwentDB: Set the strength of all non-Gold units on the battlefield to its original value.

I'm assuming that Dimeritium Bomb apart from the battlefield also works on both players' Hands, Graveyards and Decks


We have a developer in the Discord and I posed this question and he said just the battlefield. :)
 
I have a feeling there was a bug where Giant Toad when played could draw a card without devouring one - if you haven't had any non-gold unit cards in your hand, but special and gold cards only.

Which really feels unintended, it's like a spy that doesn't benefit the enemy and gives you card advantage.
 
Additional thing I just noticed:

http://imgur.com/a/2CK3M (Dimeritium Bomb - restores the Strength of all non-gold cards to their original values. (doesn't say anything about the battlefield, haven't been able to test though)

GwentDB: Set the strength of all non-Gold units on the battlefield to its original value.

I'm assuming that Dimeritium Bomb apart from the battlefield also works on both players' Hands, Graveyards and Decks

No, it only works on the battlefield.
 
I have a feeling there was a bug where Giant Toad when played could draw a card without devouring one - if you haven't had any non-gold unit cards in your hand, but special and gold cards only.

Which really feels unintended, it's like a spy that doesn't benefit the enemy and gives you card advantage.

That's quite possible in that version. In the version I am looking at right now it is working correctly though :)
 
For those who have been asking how Traps trigger.

So for example if I have a face down Dol Blathana Trapper on my melee Row.
I then play a wild hunt rider on the row (while I have 2 in the deck).
The Wild Hunt rider will trigger its own ability first and draw the other 2 wild hunt riders onto the board.
The Dol Blathanna Trapper will reveal and deal 5 damage to all units on the row.
The Wild Hunt Riders are destroyed and sent to the graveyard.

There is another trap that deals damage directly to one target, however this triggers first.

Do you feel that is confusing? How do you feel traps should trigger?
 
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For those who have been asking how Traps trigger.

So for example if I have a face down Dol Blathana Trapper on my melee Row.
I then play a wild hunt rider on the row (while I have 2 in the deck).
The Wild Hunt rider will trigger its own ability first and draw the other 2 wild hunt riders onto the board.
The Dol Blathanna Trapper will reveal and deal 5 damage to all units on the row.
The Wild Hunt Riders are destroyed and sent to the graveyard.

There is another trap that deals damage directly to one target, however this triggers first.

Do you feel that is confusing? How do you feel traps should trigger?

I like the way it works, seems like fun mechanic althou nobody will play wild hunt riders in that situation. Maybe if traps placement were not shown to opponent it could be more useful. So if i play trap on melee. opponent knows that i have played a trap but does not know on which row the trap is on. Visually you could play 3 cards facedown, one on each row. 2 fake ones, one real. I think they would be more useful that way
 
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