Today started the Season of Love, and with it, the 12th and last seasonal mode in Gwent. The devs havent confirmed what will happen from now, if the same modes will rotate, maybe with few alterations, or maybe new ones will be released (still waiting for that Blitz mode...)
But for now...
GUIDE TO LOVE SEASONAL MODE
First, i wanna stress that this seasonal mode seems to be one of the trickiest ones of the 12 we got (i tried all except the resilience one). Compared to last seasonal, where as soon as i heard how the mode works i knew what to do, in this one, me and maybe a lot got confused and not really sure what's good.
As such, this guide is prone to get lots of edits and updates as i figure out new strategies and what the seasonal meta will revolve around.
Conditions: when you PLAY a non-spying unit, an enemy unit with the same value will come to your board (if there are multiple with that value, its random, you dont get to choose)
Basically its a mode where everything is getting seized all the time, can be a bit chaotic and there can be HUGE point swings.
1. like in recent seasonal modes, this one is a unit-based mode, so specials and artefacts in general suck, if they dont bring units into play.
2. many of your own units will get seized by the opponent. so maybe powerful engines and order units are not the best for it, instead i recommend deploy units, that way if its seized, you already obtained the deploy effect
3. the "unit seize" happens AFTER deploy effect. that means if you have a 4pt unit that does 3damage, and use it on a 7pt enemy unit to bring it to 4, that unit maybe "unit seized" immediately (this is an example, works for any deploy effect)
4. most units are 3-6 pts. You have two choices - either go in this range and there will be lots of units ping ponging from each side, or go below/above and probably there wont be as many "unit seizes"
5. playing a unit is different than spawning or summoning one. Only playing lets you do the 'unit seize'. So leaders and cards that let you play several units are once again at an advantage.
6. boosting is a good option in this mode. Basically, play a small/medium unit and seize an equal one, boost them and they're out of seize range for the opponent.
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My first instinct was to try monsters, monsters consume swarm in particular. But from the 6 matches i did, all were against NG, and i can see why its also a good choice. But i did win all 6 matches, so i must be doing something right.
MO
Consume is actually quite nice for this mode. Why?
Because it gives a versatility none of the other factions has. Lets say you have a 1, a 2 and a 3 pt unit on your side.
You can use a bronze harpy (5pt) to eat the 1pt if you want to seize a 6pt unit, 2 if you want 7, 3 if you want 8.
Note this only works with consumes on deploy, but MO has a lot of those cheap bronzes now.
Also, if you play consume, your units tend to go higher than the units your opponent has on hand and he wont be able to seize yours (this might be a downside if tall removal becomes prevalent in this mode)
The other good aspect for this mode is swarm.
Everyone will try to seize as much as possible, so 1pt units swarm and boost with morvudd and bone talismans are usually safe, and its easy to fill the board.
Also, Caranthir is nice because nobody has 1pt units to seize your copy, just be careful there still might be locks (i used him on Plague Maiden but Succubus might be another good option)
NG
I saw bad players trying poison, hoping it would be good for this mode too. Spoiler: its not.
What good players did was choose assimilate decks. The assimilate engines might be seized but they may also boost out of the opponents range.
But the stars are the bronze package that can copy or revive the enemy bronze units, that way its guaranteed you can play units of the same value since you're just copying/ stealing them (experimental remedy, duchess informant, imperial diplomacy and of course, Bribery!)
For now its just these two factions that i recommend, i will add more if its the case, perhaps with your input.
Good luck!
But for now...
GUIDE TO LOVE SEASONAL MODE
First, i wanna stress that this seasonal mode seems to be one of the trickiest ones of the 12 we got (i tried all except the resilience one). Compared to last seasonal, where as soon as i heard how the mode works i knew what to do, in this one, me and maybe a lot got confused and not really sure what's good.
As such, this guide is prone to get lots of edits and updates as i figure out new strategies and what the seasonal meta will revolve around.
Conditions: when you PLAY a non-spying unit, an enemy unit with the same value will come to your board (if there are multiple with that value, its random, you dont get to choose)
Basically its a mode where everything is getting seized all the time, can be a bit chaotic and there can be HUGE point swings.
1. like in recent seasonal modes, this one is a unit-based mode, so specials and artefacts in general suck, if they dont bring units into play.
2. many of your own units will get seized by the opponent. so maybe powerful engines and order units are not the best for it, instead i recommend deploy units, that way if its seized, you already obtained the deploy effect
3. the "unit seize" happens AFTER deploy effect. that means if you have a 4pt unit that does 3damage, and use it on a 7pt enemy unit to bring it to 4, that unit maybe "unit seized" immediately (this is an example, works for any deploy effect)
4. most units are 3-6 pts. You have two choices - either go in this range and there will be lots of units ping ponging from each side, or go below/above and probably there wont be as many "unit seizes"
5. playing a unit is different than spawning or summoning one. Only playing lets you do the 'unit seize'. So leaders and cards that let you play several units are once again at an advantage.
6. boosting is a good option in this mode. Basically, play a small/medium unit and seize an equal one, boost them and they're out of seize range for the opponent.
------------------------------------------------------------------------------------
My first instinct was to try monsters, monsters consume swarm in particular. But from the 6 matches i did, all were against NG, and i can see why its also a good choice. But i did win all 6 matches, so i must be doing something right.
MO
Consume is actually quite nice for this mode. Why?
Because it gives a versatility none of the other factions has. Lets say you have a 1, a 2 and a 3 pt unit on your side.
You can use a bronze harpy (5pt) to eat the 1pt if you want to seize a 6pt unit, 2 if you want 7, 3 if you want 8.
Note this only works with consumes on deploy, but MO has a lot of those cheap bronzes now.
Also, if you play consume, your units tend to go higher than the units your opponent has on hand and he wont be able to seize yours (this might be a downside if tall removal becomes prevalent in this mode)
The other good aspect for this mode is swarm.
Everyone will try to seize as much as possible, so 1pt units swarm and boost with morvudd and bone talismans are usually safe, and its easy to fill the board.
Also, Caranthir is nice because nobody has 1pt units to seize your copy, just be careful there still might be locks (i used him on Plague Maiden but Succubus might be another good option)
NG
I saw bad players trying poison, hoping it would be good for this mode too. Spoiler: its not.
What good players did was choose assimilate decks. The assimilate engines might be seized but they may also boost out of the opponents range.
But the stars are the bronze package that can copy or revive the enemy bronze units, that way its guaranteed you can play units of the same value since you're just copying/ stealing them (experimental remedy, duchess informant, imperial diplomacy and of course, Bribery!)
For now its just these two factions that i recommend, i will add more if its the case, perhaps with your input.
Good luck!