Things you may or may not know about card advantage, cointoss and winning rounds
Hello everybody, in this thread I will collect some basic knowledge regarding card advantage, cointoss and winning rounds.
Feel free to suggest things related to these topics or point out flaws in my reasoning.
Let's start with the easiest topic: Cointoss.
As everybody who plays gwent for some time will know, going first on round 1 due to cointoss is a huge disadvantage.
But why exactly is this so? The reason is simple: control cards cannot be used against an empty board, so now you have to play a strength card yourself (generally a bronze or silver one).
Not only will this show your enemy what you may be planning, it will also allow him to play control against you (including the right weather card). If your enemy plays control, you cannot retaliate since his deck is still empty.
So what is the best way to play when you go first on round 1? I think it is best to open with a gold card, preferably something at least 10 strength (Geralt or Bork being best candidates).
Control doesn't work against gold cards and most non-gold cards are capped at 10 strength, forcing your enemy to play at least 2 strength cards to overcome yours.
(if you are playing vs NR, he only has his 6 strength sergeant to remove your gold, opening him up for counter control or a sneaky decoy).
That being said, going first is still bad because your enemy can also go gold first, making this all redundant.
Winning rounds
What rounds are best to win? Apart from the last round, I believe there is a single best round to win: namely round one.
The reasons are as follows: winning round one will allow you to loss round 2.
Even though you will go first on round 2, allowing you to throw it will mean it is not much of a disadvantage.
More so, using cards like Ciri and spies will allow you to weaken your enemy while taking back the card advantage (most importantly because your enemy cannot pass this round for fear of losing it. You might consider throwing away weak cards just to make your opponent play more of his).
After "losing" round 2, your opponent will now go first on round 3, which is a disadvantage again because he has to win this round.
Card advantage
The single most important aspect of winning in Gwent, he who plays the last card can dictate the outcome since your enemy cannot undo it,
As such, your entire strategy should be focused on getting and increasing your card advantage. The more cards your enemy cannot touch, the better.
Therefore it stands to reason that cards like spies, decoy and Ciri are the best cards in the game of which i would say Ciri is the best of the best (and my number one target for Radovid).
Not only is she a neutral gold card and therefore immune to most control and available to everyone, she is also returned to your hand upon losing the round. Couple this with my advice to win round 1 and she is a no-brainer in round 2, making your opponent play another strength card while you lose nothing. (back in her days of 8 strength, playing her as NR on round 2 meant she got 10 strength, meaning your enemy needed 2 non-gold strength to beat her or play Geralt, both options meant the enemy lost far too much).
Optimal strategy to play the factions according to this advice.
If my advice is correct and taken to heart you might wish to play factions this way to maximize their impact.
Skellige
Win round 1, cointoss or no cointoss. Not only will this guarantee a round 3 (where skellige is strongest) you can also weaken your enemy the best in round 2, with cards such as skirmishers and queens guard which don't care about being in the graveyard or even get stronger from it. You also have the most (and best) spies in your faction, so you can play those in round 2 as well.
Ciri and decoy are must have's, further increasing the card advantage you want in round 3.
Last but not least: after gaining card advantage, your dimittrium bomb will be devastating as a final card.
Scoia'tael
You can dictate the outcome of the cointoss but since it's a 50% chance your enemy might get it anyway, I don't think it's all that necessary.
Exception being if you go full control, making your enemy go first is then a must for reasons stated earlier.
Assuming cointoss was allowed first round, you should do your best to win it.
After winning round 1, you then make your enemy go first on round 2, which he has to win, making him also go first on round 3.
This way, your card advantage get's maximized and you might just make your enemy go first in all 3 rounds or you focus on winning round 2 as well, seeing as your enemy has once again gone first.
Ciri is a must in round 2, but you can also play dwarves who stick around for round 3 to make your enemy play more cards (Zoltan is especially good for this, being a gold card that can be played first in round 1 and still be in round 3).
Northern realms
Since the nerf to promote and adrenaline rush, there is really isn't anything special for this faction in regards to winning rounds.
Therefore, you should focus on winning round 1, allowing Ciri (who is a 8 strenght for you) and Stennis to be played without fear in round 2.
With your resurrection capabilities in the form of Shani and Nenneke(+decoy), you can afford to throw a few strong cards in round 2, since you can resurrect them in round 3 anyway.
Monsters
For this faction, even more than all others, it is of paramount importance to win round 1, not because of your strength's but because all other 3 factions have excellent ways to maximize losing round 2 and you do not.
You lack both spies and resurrection options thus you have nothing to carry over your rounds apart from the RNG passive you have.
Only Avalach (draw 2 cards for your enemy's 1 card)is an option you have to gain card advantage: I recommend you get him.
Ciri is once again a must-have for throwing round 2.
Special: operator spies and decoy.
A little combo I sometimes pull off in round 2, is to use operator on a spy card you have after winning round 1.
Not only can you play 2 spies, your enemy get's a useless one card, seeing as you could decoy it, or use it to make round 2 even harder for your enemy by buffing it.
That is all people, i hope your enjoyed this and learned a thing or two.
Let me know what you think of this in the comments.
Hello everybody, in this thread I will collect some basic knowledge regarding card advantage, cointoss and winning rounds.
Feel free to suggest things related to these topics or point out flaws in my reasoning.
Let's start with the easiest topic: Cointoss.
As everybody who plays gwent for some time will know, going first on round 1 due to cointoss is a huge disadvantage.
But why exactly is this so? The reason is simple: control cards cannot be used against an empty board, so now you have to play a strength card yourself (generally a bronze or silver one).
Not only will this show your enemy what you may be planning, it will also allow him to play control against you (including the right weather card). If your enemy plays control, you cannot retaliate since his deck is still empty.
So what is the best way to play when you go first on round 1? I think it is best to open with a gold card, preferably something at least 10 strength (Geralt or Bork being best candidates).
Control doesn't work against gold cards and most non-gold cards are capped at 10 strength, forcing your enemy to play at least 2 strength cards to overcome yours.
(if you are playing vs NR, he only has his 6 strength sergeant to remove your gold, opening him up for counter control or a sneaky decoy).
That being said, going first is still bad because your enemy can also go gold first, making this all redundant.
Winning rounds
What rounds are best to win? Apart from the last round, I believe there is a single best round to win: namely round one.
The reasons are as follows: winning round one will allow you to loss round 2.
Even though you will go first on round 2, allowing you to throw it will mean it is not much of a disadvantage.
More so, using cards like Ciri and spies will allow you to weaken your enemy while taking back the card advantage (most importantly because your enemy cannot pass this round for fear of losing it. You might consider throwing away weak cards just to make your opponent play more of his).
After "losing" round 2, your opponent will now go first on round 3, which is a disadvantage again because he has to win this round.
Card advantage
The single most important aspect of winning in Gwent, he who plays the last card can dictate the outcome since your enemy cannot undo it,
As such, your entire strategy should be focused on getting and increasing your card advantage. The more cards your enemy cannot touch, the better.
Therefore it stands to reason that cards like spies, decoy and Ciri are the best cards in the game of which i would say Ciri is the best of the best (and my number one target for Radovid).
Not only is she a neutral gold card and therefore immune to most control and available to everyone, she is also returned to your hand upon losing the round. Couple this with my advice to win round 1 and she is a no-brainer in round 2, making your opponent play another strength card while you lose nothing. (back in her days of 8 strength, playing her as NR on round 2 meant she got 10 strength, meaning your enemy needed 2 non-gold strength to beat her or play Geralt, both options meant the enemy lost far too much).
Optimal strategy to play the factions according to this advice.
If my advice is correct and taken to heart you might wish to play factions this way to maximize their impact.
Skellige
Win round 1, cointoss or no cointoss. Not only will this guarantee a round 3 (where skellige is strongest) you can also weaken your enemy the best in round 2, with cards such as skirmishers and queens guard which don't care about being in the graveyard or even get stronger from it. You also have the most (and best) spies in your faction, so you can play those in round 2 as well.
Ciri and decoy are must have's, further increasing the card advantage you want in round 3.
Last but not least: after gaining card advantage, your dimittrium bomb will be devastating as a final card.
Scoia'tael
You can dictate the outcome of the cointoss but since it's a 50% chance your enemy might get it anyway, I don't think it's all that necessary.
Exception being if you go full control, making your enemy go first is then a must for reasons stated earlier.
Assuming cointoss was allowed first round, you should do your best to win it.
After winning round 1, you then make your enemy go first on round 2, which he has to win, making him also go first on round 3.
This way, your card advantage get's maximized and you might just make your enemy go first in all 3 rounds or you focus on winning round 2 as well, seeing as your enemy has once again gone first.
Ciri is a must in round 2, but you can also play dwarves who stick around for round 3 to make your enemy play more cards (Zoltan is especially good for this, being a gold card that can be played first in round 1 and still be in round 3).
Northern realms
Since the nerf to promote and adrenaline rush, there is really isn't anything special for this faction in regards to winning rounds.
Therefore, you should focus on winning round 1, allowing Ciri (who is a 8 strenght for you) and Stennis to be played without fear in round 2.
With your resurrection capabilities in the form of Shani and Nenneke(+decoy), you can afford to throw a few strong cards in round 2, since you can resurrect them in round 3 anyway.
Monsters
For this faction, even more than all others, it is of paramount importance to win round 1, not because of your strength's but because all other 3 factions have excellent ways to maximize losing round 2 and you do not.
You lack both spies and resurrection options thus you have nothing to carry over your rounds apart from the RNG passive you have.
Only Avalach (draw 2 cards for your enemy's 1 card)is an option you have to gain card advantage: I recommend you get him.
Ciri is once again a must-have for throwing round 2.
shdcs1975;n7235140 said:Decoy is in a Monster deck more a counter card then a card that support a own monster. You can use it for decoy a spy or sabrina. Or in combination with caretaker you can decoy everything you want and help you, as example: Priscilla, Nenneke, Thaler or a simple Seargent.
As own cards are Nekker warriorr, Giant Toad (very good target) or Water Hag.
Special: operator spies and decoy.
A little combo I sometimes pull off in round 2, is to use operator on a spy card you have after winning round 1.
Not only can you play 2 spies, your enemy get's a useless one card, seeing as you could decoy it, or use it to make round 2 even harder for your enemy by buffing it.
That is all people, i hope your enjoyed this and learned a thing or two.
Let me know what you think of this in the comments.
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