So, the first week of Homecoming Gwent is over (kinda).
By now, we can have a pretty good perspective of what has changed, so we can do an analysis. I'm aware the meta (fortunately) hasnt stabilized, and players are still exploring new strategies, but this thread, or at least this initial post, isnt meant to judge if a change is good or bad, just what has been added and removed.
I'll start with Archetypes:
- = Removed
() = Remained
+ = Added
NR:
- Swarm
- Armor
() Machines
() Cursed: remained, but now a full deck based on it is even less viable than before.
+ Order/Charges: this new mechanic was given so much relevance the whole faction is built around it. And i admit i was wrong on my prediction, as it's quite viable and there's lot of players already using it with deadly results.
SC:
() Dwarves
() Handbuff: now with an Aglais killer finisher...
() Traps: the number of ambush or ambush related cards remains roughly the same.
() Spellatel: havent seen anyone using it, but there's still a card that buffs with every spell used. maybe it isnt viable anymore.
SK:
() Bearspam: now its called beastspam, but its still based on those disgusting beastmasters.
() Self-damage: its no longer GS and ships, but its a Crach archetype that isnt as OP and requires a bit more tactic, its interesting.
() Damage: Harald archetype, now with GS taking Axemen's effect, but its virtually the same.
() Discard: with the removal of most tutors, its the only archetype with enough thinning to be consistent, which might be problematic.
NG:
- Alchemy
- Old Reveal
() Spies: there are way less units based on spies, so it might not be viable anymore (havent seen anyone using it yet)
() Mill: i've been told it still exists, but with so little deck thinning, it'll probably be even less viable than before.
() Soldiers: this archetype was reduced, but now there's a complement to it, with lock units and lock mecanics, which some are soldiers too.
+ New Reveal: yeah, now way more random, revealing from deck instead of hand.
+ Tactics: a type of cards already associated with NG, now even more but still not enough for a pure tactics deck.
MO:
- Frost: with no frost tutors or frost creating units, and frost itself being nerfed...
- Fog: bye bye Dagon. And Foglets are now deathwish units.
- Moonlight
- Nekkers
- Relicts: although using ghouls to consume big units from GY its still possible as finishers.
() Deathwish/ Consume: seems almost the whole faction was converted to this archetype, my estimate is now 70% MO cards are now deathwish/ consume.
+ "less/higher units than opponent": not sure if viable for a full deck, and quite a contrast to the monsters we know, which tend to go "strength in numbers".
Mechanics Overview:
- Strengthen/ Weaken
- Armor: i was supposed to see it still exists in Thronebreaker, but totally removed in HC Gwent
- Moonlight
- Artefact Compression
- Silver spies (CA)
- Weather: yes, it wasnt removed, but it was nerfed to oblivion. No weather mages, weather leader, drought gone, ragnaroog now only affects 1 row, skellige storm only lasts 2 turns, bronze weathers last only 4 turns, ...
- Create Mages: those silver or gold units that gave you 3 fixed choices, being quite versatile, now gone.
+ Artefacts
+ Orders/ Charges
+ Mulligans related to Leaders
+ Thrive (exclusive to MO)
+ Bloodthirst (exclusive to SK)
That's my view, i'll be editing it according to following posts, since im sure i missed a few things or simply havent learned others yet.
I think there were some good changes, some bad ones, but i dont understand why so many mechanics and archetypes that weren't OP and were interesting were removed altogether, instead of being developed.
Also think Monsters and NR got the short end of the stick, at least in variety, with a single archetype now dominating the faction (yes, there's still variants within the archetype, but that only goes so far).
Please share your opinions.
By now, we can have a pretty good perspective of what has changed, so we can do an analysis. I'm aware the meta (fortunately) hasnt stabilized, and players are still exploring new strategies, but this thread, or at least this initial post, isnt meant to judge if a change is good or bad, just what has been added and removed.
I'll start with Archetypes:
- = Removed
() = Remained
+ = Added
NR:
- Swarm
- Armor
() Machines
() Cursed: remained, but now a full deck based on it is even less viable than before.
+ Order/Charges: this new mechanic was given so much relevance the whole faction is built around it. And i admit i was wrong on my prediction, as it's quite viable and there's lot of players already using it with deadly results.
SC:
() Dwarves
() Handbuff: now with an Aglais killer finisher...
() Traps: the number of ambush or ambush related cards remains roughly the same.
() Spellatel: havent seen anyone using it, but there's still a card that buffs with every spell used. maybe it isnt viable anymore.
SK:
() Bearspam: now its called beastspam, but its still based on those disgusting beastmasters.
() Self-damage: its no longer GS and ships, but its a Crach archetype that isnt as OP and requires a bit more tactic, its interesting.
() Damage: Harald archetype, now with GS taking Axemen's effect, but its virtually the same.
() Discard: with the removal of most tutors, its the only archetype with enough thinning to be consistent, which might be problematic.
NG:
- Alchemy
- Old Reveal
() Spies: there are way less units based on spies, so it might not be viable anymore (havent seen anyone using it yet)
() Mill: i've been told it still exists, but with so little deck thinning, it'll probably be even less viable than before.
() Soldiers: this archetype was reduced, but now there's a complement to it, with lock units and lock mecanics, which some are soldiers too.
+ New Reveal: yeah, now way more random, revealing from deck instead of hand.
+ Tactics: a type of cards already associated with NG, now even more but still not enough for a pure tactics deck.
MO:
- Frost: with no frost tutors or frost creating units, and frost itself being nerfed...
- Fog: bye bye Dagon. And Foglets are now deathwish units.
- Moonlight
- Nekkers
- Relicts: although using ghouls to consume big units from GY its still possible as finishers.
() Deathwish/ Consume: seems almost the whole faction was converted to this archetype, my estimate is now 70% MO cards are now deathwish/ consume.
+ "less/higher units than opponent": not sure if viable for a full deck, and quite a contrast to the monsters we know, which tend to go "strength in numbers".
Post automatically merged:
Mechanics Overview:
- Strengthen/ Weaken
- Armor: i was supposed to see it still exists in Thronebreaker, but totally removed in HC Gwent
- Moonlight
- Artefact Compression
- Silver spies (CA)
- Weather: yes, it wasnt removed, but it was nerfed to oblivion. No weather mages, weather leader, drought gone, ragnaroog now only affects 1 row, skellige storm only lasts 2 turns, bronze weathers last only 4 turns, ...
- Create Mages: those silver or gold units that gave you 3 fixed choices, being quite versatile, now gone.
+ Artefacts
+ Orders/ Charges
+ Mulligans related to Leaders
+ Thrive (exclusive to MO)
+ Bloodthirst (exclusive to SK)
That's my view, i'll be editing it according to following posts, since im sure i missed a few things or simply havent learned others yet.
I think there were some good changes, some bad ones, but i dont understand why so many mechanics and archetypes that weren't OP and were interesting were removed altogether, instead of being developed.
Also think Monsters and NR got the short end of the stick, at least in variety, with a single archetype now dominating the faction (yes, there's still variants within the archetype, but that only goes so far).
Please share your opinions.
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