Deck of the day is revived, for this week only!
My focus will obviously be on the cards released in Forgotten Treasures, since i wasnt playing when they were released.
But do not worry, i wont repeat what other creators have already tried - i did watch a good amount of videos and the decks featured here will be strategies i wish someone else did, since they didnt, i had to do it myself!
[DECK OF 10-05-22]
[TWO QUEENS TWO KINGS]
Join in The Witcher universe’s favorite card game! In GWENT, you clash with your friends in fast-paced duels that combine bluffing, on-the-fly decision making and careful deck construction.
www.playgwent.com
I saw all players struggling with Mutagenerator, and how to take value from it. All ended up focusing on its ranged row effect, for carryover, because it does not require a certain board to be established, and it combos nicely with Erland finisher.
But if you know me, you know what i like isnt huge, tall units, but swarming and wide boosts, and that's what i use Mutagenerator for.
REASONING: (you can skip this, but it might help you understand the deck better)
I chose Dun Banners because of my urge to be different, but a similar strategy with
blue stripes is also possible, and probably even better.
Other swarm tools NR has, like
kerack frigates or
PFInfantry were considered, but since volunteers and left/right infantries are tokens, they have 0 provisions and you would need 0 prov units to be PLAYED to boost them.
Another possibility - my first idea actually - is going for a shield deck and swarming with
immortal cavalries. But that takes too long to establish.
A final possibility - Draug. Those tokens mentioned above, if transformed into revenants become 4p, so subject to mutagenerator boosts. It might be stronger, but it takes a bit establish everything and the mutagenerator value will definitely be less.
Leader wise, i actually started with Uprising. But then i realzed Radovid isnt worth it (anymore) in Uprising, and while the scytheman were getting good value at the end, what this deck needed was better tempo early/mid matches, so switched to shieldwall, which is great protection against everything but NG (which will counter foltest and meve everytime).
That's also why i am not using defender to protect foltest - the leader charge is usually enough protection, and against NG they will still counter the defender without any issue and might even use it against you.
The initial version of the deck was Triple Dun Banners, with Renew for Pavetta, but didnt include Oneiro. But it was a disaster in consistency, and i never actually got them on all 3 rounds, and was often using Renew for crappy bronzes, and was even missing the cards to play them on two rounds, so changing to double DBs but with Oneiro is definitely a better choice.
Final Note: the deck got a little switch today with the update, due to AA increase in provisions from 13 to 14, arcane tome was ditched, but its ok, there should be enough consistency tools to work well.
Weaknesses - poor R1 hand without good means to create many dun banners. Control decks and NG.
This was against a poor beginner in casual that constantly put things in the wrong row, but it was a good opportunity to test the potential of the mutagenerator (actually, Meve was worth way more here, but exemplifies the setup you want for R3)