My Gwent NG deck, does well vs everything so far! Poison, locks and spies!

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Leader: Lockdown

Gold: 10

Masquerade Ball
Oneiromancy
Royal Decree
Coup De Grace
Joachim De Wett
Yennefer's Invocation
War Council
Assire var Anahid
Artorius Vigo
Roderick of Dun Tynne

Bronze: 15

Assassination x2
Rot Tosser (can replace with any 5 provision unit you like)
Thirsty Dame x2
Tourney Joust x2
Pact x2
Van Moorlehem Hunter x2
Emissary x2
Mage Infiltrator x2

This is a little more complex to pilot but not terribly so, it functions a lot like unitless due to the spying units and has really, really strong consistency.

The only major tricks are 1) Don't use Joachim+Coup combo turn 1 if Assire is still in your deck. You need to spin a high value card like Ball or Yennefer's in your grave (preferably Ball) otherwise you lose out on a huge power play.

2) When you have the Joachim+Coup combo, make sure you have enough targets in your deck and keep in mind how that'll synergize with Ball. At this point you're basically counting cards but much, much easier without the potential of being banned or worse from a Casino.

3) Don't be shy about using Coup round 1 on other targets, even bronze spies. Coup comes back to you round turn, don't be stingey.

4) Remember that you can spin and play Ball in the same turn if you want a round 2 win. This also applies to any Yennefer's target as you have mutiple ways to tutor from the deck.

The deck has no real weaknesses and its hard to read because it does a little of everything without dedicating to a specific theme.
 

Guest 4404014

Guest
I think Fangs and Vincent are signature cards in Double Ball. As is Cupbearer, to a lesser extent. And Brathens is too good not to include it in any NG deck.

The deck has no real weaknesses

Blue coin dead. Literally zero proactivity. Zero wide punish. Playing into tall punish. Zero artifact removal. Zero purify, zero answer to defenders.

But imo Double Ball is history, anyway, no matter how you make it.
 
Ditch your reliance on Echo plus a few tweaks and it's a whole new nightmare....
Card differences are capitalized and stared:

Masquerade Ball
**VINCENT VAN MOORLEHEM
**MARAAL
Joachim de Wett
Yennefer's Invocation
**MATTA HU'URI
War Council
Assire var Anahid
Van Moorlehem's Cupbearer
**LACERATE
Roderick of Dun Tynne
Rot Tosser
Thirsty Dame x2
**BOMB HEAVER x2
Tourney Joust x2
**FANGS OF THE EMPIRE x2
**SQUIRREL
Van Moorlehem Hunter x2
**MAGNE DIVISION x2

Defenders are answered with overwhelming poison or a simple Vincent VM drop.

Artifacts are not only answered with bomb heaver but are yeeted with Squirl if you're facing another NG double baller deck. Also Crowmother can GTFO and Yghern is history as well.

Magne Division as decoy and round bleed.

With Matta you are garantied to pull Masquerade a second time if you shuffle it back in with Assire.

I can't vouch for Pro rank but I'm using this at rank 9 and it's disgusting.
 
Problem with this deck:

-no matter how you build it, at higher ranks your opponent is going to know your entire gameplan the moment they see lockdown.

-Bomb heaver and squirrel is insta-lose which is pretty possible with oneiromancy

-generally sucks against any swarm deck and MO, SY and NR swarm is meta atm. SK beats everything so your only favourable matchup is ST
 
Problem with this deck:

-no matter how you build it, at higher ranks your opponent is going to know your entire gameplan the moment they see lockdown.

-Bomb heaver and squirrel is insta-lose which is pretty possible with oneiromancy

-generally sucks against any swarm deck and MO, SY and NR swarm is meta atm. SK beats everything so your only favourable matchup is ST

I've had both Bomb Heaver and Squirrel used vs this deck, you still usually win. The deck isn't reliant on Ball and can use Joachim+Coup for a secondary power play. Swarm decks aren't a huge issue unless they get pretty much a perfect hand because this deck has a lot of removal, both tall and some wide.
Oneiro into Heatwave pretty much killed it.

Deck doesn't need ball, if they use Heat Wave on Ball, that's a solid trade.
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Ditch your reliance on Echo plus a few tweaks and it's a whole new nightmare....
Card differences are capitalized and stared:

Masquerade Ball
**VINCENT VAN MOORLEHEM
**MARAAL
Joachim de Wett
Yennefer's Invocation
**MATTA HU'URI
War Council
Assire var Anahid
Van Moorlehem's Cupbearer
**LACERATE
Roderick of Dun Tynne
Rot Tosser
Thirsty Dame x2
**BOMB HEAVER x2
Tourney Joust x2
**FANGS OF THE EMPIRE x2
**SQUIRREL
Van Moorlehem Hunter x2
**MAGNE DIVISION x2

Defenders are answered with overwhelming poison or a simple Vincent VM drop.

Artifacts are not only answered with bomb heaver but are yeeted with Squirl if you're facing another NG double baller deck. Also Crowmother can GTFO and Yghern is history as well.

Magne Division as decoy and round bleed.

With Matta you are garantied to pull Masquerade a second time if you shuffle it back in with Assire.

I can't vouch for Pro rank but I'm using this at rank 9 and it's disgusting.

Too dedicated to poison, veil just shreds this deck list and MO will either not care about you poisoning 90% of their WH units or they're running consume which will eat all the poisoned units anyhow.

I opted for a loooot more removal because of this reason after some testing much earlier on.
 
Bruh..If you think you can win against an entire deck with Joachim and Coup then i can only wish you good luck..the only other swing is yenvo.

Rot tosser is easily countered. You have no other poison if ball goes.

And there is zero wide removal here unless you're referring to mage infiltrator which only hits 2 units
 

Guest 4404014

Guest
OP, you should add an annotation on which ranks/modes you are playing and achieving the advertised results when sharing a deck or making a deck guide.
 
Bruh..If you think you can win against an entire deck with Joachim and Coup then i can only wish you good luck..the only other swing is yenvo.

Rot tosser is easily countered. You have no other poison if ball goes.

And there is zero wide removal here unless you're referring to mage infiltrator which only hits 2 units

Rot Tosser is literally there to screw with the opponent and get +3s off of Dame, it's not there for the poison since the only poisons in the deck are from Ball.

Joachim x2 is a good point swing, often popping out 20-30 points. Just like Ball. You're severely under estimating Joachim+Coup but more importantly, you're not keeing in mind that the deck has a lot of control with some efficient boosts.

Yennefer's can be a point swing but only when combined with a tutor. Otherwise it's just tall removal that gives you a potentially nice card.

OP, you should add an annotation on which ranks/modes you are playing and achieving the advertised results when sharing a deck or making a deck guide.

Ranked and unranked, I've faced every deck out there so far. The only decks it has issues with are ones that swarm faster than you can destroy while maintaining a tall enough profile to not lose to Ball or Joachim x2.

It's almost auto win vs SK SW.
 

I'm serious, you have enough removal to eat their engines alive, veil or otherwise. Just have to think about what they're playing and recognize the actual threats. Additionally, they have no good targets. I mean you literally have 2 engines; Arturius and Dame. Neither of which are an efficient use for tall removal.
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:coolstory: Alright, good luck

You don't need luck, you need a brain. The game is hyper consistent now.
 
Absolutely horrendous deck. Everything wrong with Gwent in a proud-as-punch topic.

"So, to start, I definitely like to make sure my opponent can't use any leader synergy. Then I follow it up with ball + aristospy, which everyone hates, sprinkling in a load of poison and the somewhat unstoppable Yen:Invo and naturally the OP thinning of Coup - just to make sure my automatic killing poison machine works. I'll stick in Oneiromancy just to make absolutely sure every game I play is the same, Then I play Assire so I can do it again. Yay for me."
 
Absolutely horrendous deck. Everything wrong with Gwent in a proud-as-punch topic.

"So, to start, I definitely like to make sure my opponent can't use any leader synergy. Then I follow it up with ball + aristospy, which everyone hates, sprinkling in a load of poison and the somewhat unstoppable Yen:Invo and naturally the OP thinning of Coup - just to make sure my automatic killing poison machine works. I'll stick in Oneiromancy just to make absolutely sure every game I play is the same, Then I play Assire so I can do it again. Yay for me."

Haha. Nailed it. It's basically asking myself "Okay, how can I take the most frustrating elements of Gwent, combine them and not sacrifice too much to do it?"
 
You don't need luck, you need a brain.
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Too bad there's none behind this deck. Have fun 'auto-winning against SK SW' though lmao.
 
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