My Extreme Budget NR Projectile Reaver Deck
Gold: Henslet, Philippa, Renew
Silver: Ves, Operator
Bronze: Sergeant (2), Reaver Scout (2), Reaver Hunter (3), Reinforced Trebuchet (3), BS Commando (3), Temerian Infantry (3), Redanian Knight Elect (1), BS Scout (2), Alzur's Thunder (2), Quen Sign (1), Swallow Potion (1)
Total: 28 cards
http://gwentify.com/decks/extreme-bu...ectile-reaver/
The first thing you will notice is a lack of silver/golds and not completely thinned to 25. Those cases are because going for a major budget version (for the most part, a newbie can craft this deck from day 1) + little more consistency on a draw that actually also offers more flexibility to your play.
What I mean about flexibility of play is how you are not locked into doing 1 particular thing in 1 particular round in any round. But each round has a theme, and your draw depends on which theme to play in the round you are in.
1) Pair of Sergeants (1 possibly played w/ Reaver Scout), then Temerian Infantry (all on 1 play). Each of those 3 plays will draw out a Blue Stripes Commando. Put them all on the same row so as Ves will then come out. 3 turns just got you 47/48 points. Preferably 48 due to the use of a Reaver Scout because you are protected against Epidemic and a Rotting Cow (if facing Nifgaard), if all on same row. Ves mostly protects vs. Scorch in general and will protect from Geralt Igni if all on same row with her. Lacerate can hurt you bad if opponent has it. There is no perfect way to play them as always open to something, just have to depend on luck of your opponent's draw and the cards that they may/may not have in their hand. Better to use in first 2 rounds either to force a quick pass, or as part of a bleed out strategy. If draw forces you to use in final round, then maybe try and save Ves from not being used in Reaver Hunter round.
2) Reaver Hunters. Either 3 or 4 depending on when you can use the Operator. Can be drawn out with Henslet's leader ability if the draw is there and that is your preference for when to use him. Play 3 in a row for the damage bonus (opponents highest card on the board is cut in half, disregarding armor). Maybe couple with Ves if she was not used already, depending on draw and play.
3) Reinforced Trebuchets. Either 3 or 4 depending on when you can use the Operator. Can be drawn out with Henslet's leader ability if the draw is there and that is your preference for when to use them.
Hopefully draw allows for either Trebuchet or Reavers in the final round. And hopefully can also buff/protect one set of them with Quen Sign, again, dependent upon your draw. Either might be open to Scorch, so be strategic with your use of Swallow potion and/or Redanian Knight Elect (when doing that with this card, put on the end). Your draw + the final Reaver Scout should allow for you to get 3/4 Reaver Hunters/Trebuchets in the round you are using them.
A pair of Blue Commando Scouts is there for some weather control. Could sub First Light if worried about the more premiere board weather attacks like Drought, White Frost or Ragh Nar Roog. And a pair of Alzur's Thunder cards are used for either bleeding or Rotting Cow protection if facing Nifgaard.
Philippa and Renew (so she can be used again) as your golds can provide a finisher or major damage to your opponent for bleeding out their cards. Philippa in round 1 or 2, Renew in round 3, all as part of either finishing off a round or a bleeding strategy in round 2.
Again, you are depending on your draw to some extent, but that is always the case with a Northern Realms deck. Theoretically, a really bad draw could prevent a theme to be used properly in a round, but because of the flexibility offered, you are hit less by this than some other NR decks. And depending on which theme used in final round, plus the remaining cards in your deck, you can conceivably overcome a bad draw. In a perfect world 47/48 from Sergeants/BS/TI will force a quick pass. Then bleed opponent out of cards in round 2 with Trebuchets or Reaver Hunters, using the other for the finisher in the final round.
If have the additional scrap resources, could add/substitute Reinforcement for a little better card draw consistency. Or substitute the Witcher Trio for Temerian Infantry. I don't have any of those cards (remember, extreme budget deck), so only speaking hypothetically on that issue. A 3rd Sergeant could be considered (now instead using 4 plays as opposed to 3 before for potential 54/55 or 61/62 pts depending on Ves usage), but that increases your deck size even more beyond the base built or replaces something that provided a different utility to this deck.
Created using v.9.8 patch info. Feedback is very welcome.
Gold: Henslet, Philippa, Renew
Silver: Ves, Operator
Bronze: Sergeant (2), Reaver Scout (2), Reaver Hunter (3), Reinforced Trebuchet (3), BS Commando (3), Temerian Infantry (3), Redanian Knight Elect (1), BS Scout (2), Alzur's Thunder (2), Quen Sign (1), Swallow Potion (1)
Total: 28 cards
http://gwentify.com/decks/extreme-bu...ectile-reaver/
The first thing you will notice is a lack of silver/golds and not completely thinned to 25. Those cases are because going for a major budget version (for the most part, a newbie can craft this deck from day 1) + little more consistency on a draw that actually also offers more flexibility to your play.
What I mean about flexibility of play is how you are not locked into doing 1 particular thing in 1 particular round in any round. But each round has a theme, and your draw depends on which theme to play in the round you are in.
1) Pair of Sergeants (1 possibly played w/ Reaver Scout), then Temerian Infantry (all on 1 play). Each of those 3 plays will draw out a Blue Stripes Commando. Put them all on the same row so as Ves will then come out. 3 turns just got you 47/48 points. Preferably 48 due to the use of a Reaver Scout because you are protected against Epidemic and a Rotting Cow (if facing Nifgaard), if all on same row. Ves mostly protects vs. Scorch in general and will protect from Geralt Igni if all on same row with her. Lacerate can hurt you bad if opponent has it. There is no perfect way to play them as always open to something, just have to depend on luck of your opponent's draw and the cards that they may/may not have in their hand. Better to use in first 2 rounds either to force a quick pass, or as part of a bleed out strategy. If draw forces you to use in final round, then maybe try and save Ves from not being used in Reaver Hunter round.
2) Reaver Hunters. Either 3 or 4 depending on when you can use the Operator. Can be drawn out with Henslet's leader ability if the draw is there and that is your preference for when to use him. Play 3 in a row for the damage bonus (opponents highest card on the board is cut in half, disregarding armor). Maybe couple with Ves if she was not used already, depending on draw and play.
3) Reinforced Trebuchets. Either 3 or 4 depending on when you can use the Operator. Can be drawn out with Henslet's leader ability if the draw is there and that is your preference for when to use them.
Hopefully draw allows for either Trebuchet or Reavers in the final round. And hopefully can also buff/protect one set of them with Quen Sign, again, dependent upon your draw. Either might be open to Scorch, so be strategic with your use of Swallow potion and/or Redanian Knight Elect (when doing that with this card, put on the end). Your draw + the final Reaver Scout should allow for you to get 3/4 Reaver Hunters/Trebuchets in the round you are using them.
A pair of Blue Commando Scouts is there for some weather control. Could sub First Light if worried about the more premiere board weather attacks like Drought, White Frost or Ragh Nar Roog. And a pair of Alzur's Thunder cards are used for either bleeding or Rotting Cow protection if facing Nifgaard.
Philippa and Renew (so she can be used again) as your golds can provide a finisher or major damage to your opponent for bleeding out their cards. Philippa in round 1 or 2, Renew in round 3, all as part of either finishing off a round or a bleeding strategy in round 2.
Again, you are depending on your draw to some extent, but that is always the case with a Northern Realms deck. Theoretically, a really bad draw could prevent a theme to be used properly in a round, but because of the flexibility offered, you are hit less by this than some other NR decks. And depending on which theme used in final round, plus the remaining cards in your deck, you can conceivably overcome a bad draw. In a perfect world 47/48 from Sergeants/BS/TI will force a quick pass. Then bleed opponent out of cards in round 2 with Trebuchets or Reaver Hunters, using the other for the finisher in the final round.
If have the additional scrap resources, could add/substitute Reinforcement for a little better card draw consistency. Or substitute the Witcher Trio for Temerian Infantry. I don't have any of those cards (remember, extreme budget deck), so only speaking hypothetically on that issue. A 3rd Sergeant could be considered (now instead using 4 plays as opposed to 3 before for potential 54/55 or 61/62 pts depending on Ves usage), but that increases your deck size even more beyond the base built or replaces something that provided a different utility to this deck.
Created using v.9.8 patch info. Feedback is very welcome.
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