@OP For ST, let them draw their deck playing your spies and your Mardroemes on whoever they're playing them(Olgierd/Roach, being Olgierd highest priority if you can leave him at 2 hp), when they pass or have deployed enough creatures a Stammelford's Tremors/Yennefer+Harald or Coral+Aard will pretty much wipe their side. They will let you start second round, pass instantly and you will get 1 CA(as long as Olgierd hasn't been played or was left at 2- hp) and you will have a third round where you can pull your res combos and they will have more cards than just their golds, so you get the advantage.
All this said, you
need all the CA generators you can have vs ST and sometimes they will still have more, but if you want to stand a chance that's the only way i've found.
For NR you
want to lose first round, if your deck has decent AoE removal tools(Stammelford's Tremors,Yennefer,Lacerate,Manticore Venom...), play your Pirate and pass, if not i'll assume you're running Mardroemes, so counter as many as you can and pass when you're out of them, if they do all the buffing on turn one it's fine, just make sure you have scorch or Igni ready for the exact moment before they promote, if you don't you could have troubles, but a well timed Lacerate can do wonders, Dimeritium bomb also works well on this matchup and Harald's ability is godly. Most of the time you can do enough damage in 3 plays after they pass and you will have enough CA if you take my advice. On turn 3 you want to start with Sigrdrifa to get her buffed from their res chains and Savage Bear if you're running any(which you probably aren't, because everybody seems to run the same 4 bronze creatures on Skellige, except me). Why Savage Bear? Because as long as it's on the field they can't res anything with Baron's Lubberkin.
I got around 90% win rate vs NR since i started recording my stats with Gwent Tracker, ST is plain broken in every single way(and i guess that's the reason why
60% of my played games at rank 11+ are vs ST), but you can expect a 50% or even higher win rate with the appropriate tools and decisions, i have more problems vs Monsters, but they're simply missing from 3000+.
OwNeDUp;n7588990 said:
You are very wrong if u think that skellige can fight round 1 and it's basicly gg if u even try.
It's you who is wrong mate. I agree that mostly Skellige's round 1 is too weak in exchange for a stronger 3rd round, which is lame, because 1st round means getting to decide how many cards are played on 2nd round, plus 3rd round is the shortest one 99% of the time and some games won't even have it, but, all that said, the real reason why you can't fight for first round most of the time is because
nobody runs turn 1 pressure cards on Skellige. And we have them, a single War Longship can put lots of pressure while playing your discards, 2 can unleash hell. Clan An Craite Raiders are pretty good turn 1 pressure cards too, as well as Berserkers can be a huge threat when paired with Haralds ability and they can be played on turn one as long as you managed to discard them; but if you expect to have any kind of turn 1 pressure running 2-3 Mardroemes and 2-3 Shieldsmiths, then you can forget about it, that's the tradeoff of base strength boosting.
OwNeDUp;n7588990 said:
Only real counter to Scoiatael can be monsters somehow or other scoiatael nothing else.
Scoia'tael's real counter is the same as for every other faction, having as much CA as you can, the problems with this are:
1. It's weird as fuck and the game shouldn't work like this, because, as more CA cards are added in the future, i can see everybody running every gold and silver who can provide it and ignoring synergy cards, regardless of their deck.
2. As Skellige, you're left with no choice for silvers: Decoy, Ocvist, Donar, Udalryk, with the other 2 being Restore and Sigrdrifa, which are just another proof of Skellige's poor design, cause there's no way you can build a deck that doesn't benefit from playing both and 3 Priestesses of Freya.