The Gwent decks really aren't balanced, are they?
Northern Realms: Nice faction ability (extra card) and a good amount of spies.
Nilfgaard: Faction ability is kinda meh, but spies galore and a lot of revive card. Best deck. Spam spies, revive, decoy, revive -> have your whole deck in your hand. Also nice leader bonus: Pull a card (=spy) from the enemies discard pile
Scoia'tael: All they really have is a little bit of agility. No spies and nothing to make up for it
Monsters: Muster can get you powerful close combat cards. But those are easy to counter with scorch, freeze and the dragon. It's nice to have, but can't make up for the lack of spies.
They way I see it Nilfgaard>NR>Monsters>Scoia'tel
Also, Spies > all
Spies really need to be balanced. With Medic and Decoy I've had matches were the first round was just spamming spies and decoying enemy spies and the second round was all about reviving spies. At the end we finally had almost our entire deck on the hand and could start playing.
Northern Realms: Nice faction ability (extra card) and a good amount of spies.
Nilfgaard: Faction ability is kinda meh, but spies galore and a lot of revive card. Best deck. Spam spies, revive, decoy, revive -> have your whole deck in your hand. Also nice leader bonus: Pull a card (=spy) from the enemies discard pile
Scoia'tael: All they really have is a little bit of agility. No spies and nothing to make up for it
Monsters: Muster can get you powerful close combat cards. But those are easy to counter with scorch, freeze and the dragon. It's nice to have, but can't make up for the lack of spies.
They way I see it Nilfgaard>NR>Monsters>Scoia'tel
Also, Spies > all
Spies really need to be balanced. With Medic and Decoy I've had matches were the first round was just spamming spies and decoying enemy spies and the second round was all about reviving spies. At the end we finally had almost our entire deck on the hand and could start playing.