GWENT Deck: “Power of Nature”

I’ve recently been playing quite a bit of The Witcher’s standalone version of GWENT and thought I’d put together a few guides on the decks I’ve enjoyed using as of late. This first one is a Monster Deck which utilizes both the Leshen/”Woodland Spirit” leader and has a nice gimmick which requires the fiend Morvudd.

– Woodland Spirit (+8 to a Unit in your hand)
Artefact Cards
– Commander’s Horn, */14 Supply
– Mahakam Ale, */5 Supply
– Dimeritium Bomb, */ 4 Supply
Unit Cards
– Pheonix, 4 Power/13 Supply
– Morvudd, 6 Power/10 Supply
– Regis: Higher Vampire, 4 Power/10 Supply
– Aguara, 5 Power/9 Supply
– Roach, 3 Power/9 Supply
– Frenzied D’ao, 6 Power/8 Supply
– Adda: Strigga, 3 Power/8 Supply
– Werecat, 2 Power/7 Supply
– Griffin, 8 Power/7 Supply
– Celaeno Harpy, 5 Power/6 Supply
– Elder Bear, 5 Power/6 Supply
– Alpha Werewolf, 4 Power/5 Supply
– Slyzard, 4 Power/5 Supply (x2)
– Wyvern, 3 Power/5 Supply
– Harpy Egg, 3 Power/5 Supply
– Werewolf, 4 Power/4 Supply (x2)
– Fiend, 3 Power/4 Supply
– Vran Warrior, 3 Power/4 Supply
– Wolf Pack, 2 Power/4 Supply

Strengths & Weaknesses
The “Power of Nature” deck has a couple of pros and cons to being used, namely the heavy reliance on having Morvudd to get the most out of this deck. The idea behind “The Power of Nature” as a deck is to have as many Beast category units on the field so that when you play Morvudd he boosts each beast in play by +1 power. This means that the “Power of Nature” is a deck comparable to a zerg rush/unit spam, you either need a lot of Beasts in play or a couple of high-power beasts (though those are rather limited in number and have a very high supply-cost, typically). It’s because of the aforementioned necessity that makes this deck particularly vulnerable to aggressive unit-damage decks as they can easily suppress your total potential power from playing Morvudd by killing your units. Weather effects can also severely punish this deck as can certain Tactic/Relic cards that actively damage units on a row.

– Rather customizable, combining this with a Consumption/Deathwish Deck is potentially viable.
– Can double its overall Power in a single turn with Morvudd.
– Phenoix can apply extra pressure/bait out Artefact-destroying cards.
– A few Thrive units, giving you some potential impromptu strategies with the right hand.
Deathwish units can be helpful in dissuading aggressive anti-unit tactics.
– Regis: Higher Vampire can completely turn the tide of battle if an opponent has boosted one unit in particular.

– Occasionally, you will need to surrender Round 1. This can be an extremely risky factor as you need to get the tiebreaker, which is why you need the card advantage over your opponent.
– Relies heavily on having more cards (particularly units) than your opponent.
– Pheonix card can be easily removed from the game if destroyed in its artefact state.
– Very passive-aggressive, has very little unit damage.
– Exceptionally susceptible to Units such as Geralt: Igni / Yrden / Professional
– Dandelion: Vainglory can easily remove Morvudd from play, reducing your power by a potential -14 Points. Regis: Higher Vampire can also drain Morvudd of his +8 Boost from the Leshen. If Regis: Higher Vampire is present, try to lock him down before playing Morvudd.

The “Power of Nature” deck is unit-heavy and focuses almost exclusively on filling the field with beast units, typically when in the first round (if present) playing Pheonix is a good idea as Pheonix’s unique ability will bring it back in the second and third round(s) so long as its egg-state is not destroyed or its ability is not locked/it is not consumed in the Graveyard. Pheonix constantly returning also gives you a bonus ‘free’ unit in the second and third round, all you have to do is use its ability.

How you fill the field with Beasts is entirely up to you and the Beast-Units themselves don’t necessarily matter so long as they are tagged as Beast. This deck has two cards specifically for handling bothersome artifacts such as Mastercrafted Spear, Bloody Flail though try to keep at-least one anti-artifact card on hand just in case your opponent plays Black Blood, which destroys the first enemy Unit to receive a boost after its initial play, which can result in the complete collapse of this decks gimmick. Enraged Dao is a pretty good anti-artifact card as it also provides you with a 9 Power unit for the playing field.

If you have Morvudd in your hand, you’re free to use the Leshen’s leader ability and boost him by +8 at any time, this boost will persist for the rest of the game, though if you want to save this boost for a possible tie-breaker that works too. Ideally, you’d want to start with Pheonix in your hand on round one to get the most out of its ability, but if you don’t have them present at that time, it’s not a deal breaker, simply play that unit when you get it. If someone locks your Pheonix and you have Mahakam Ale or Aguara available to play, playing Augura in Melee will allow you to remove this lock, though you may wish to save her for the second or third round – whenever you intend to play Morvudd, as she’s a Beast unit herself.

If you’ve played Morvudd and your opponent manages to close in on your jump in Power, it might be a smart move to play the Commander’s Horn as an extra boost in power, though this will only affect one lane, so if you’ve split your units between Range and Melee, choose wisely.

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