GN Trap Boosts

Crafting cost: 8600

  • Enchanted Armor

    800


  • Golden Nekker

    13 : 800

  • Ciri

    9 : 800

  • Iorveth

    9 : 800

  • Aglaïs

    9 : 800

  • Ithlinne Aegli

    9 : 800

  • Ciri: Nova

    9 : 800

  • Call of the Forest

    9 : 800

  • Sheldon Skaggs

    8 : 200

  • Torque

    8 : 200

  • Sticky Situation

    8 : 200

  • Serpent Trap

    7 : 200

  • Mahakam Horn

    7 : 200

  • Dunca

    7 : 200

  • Hawker Smugglerx2

    6 : 80

  • Pitfall Trap

    6 : 200

  • Incinerating Trapx2

    5 : 80

  • Hawker Supportx2

    4 : 30

  • Elven Scoutx2

    4 : 30

  • Circle of Lifex2

    4 : 80

  • Vial of Forbidden Knowledge

    4 : 200

Overview This deck aims to get a card advantage utilizing one of the Ciri cards, and make use of a large point slam in Aglais or Torque. There are only 3 special cards in the deck aside from Golden Nekker, so be careful not hold or use them all before GN. You can play a very flexible game, going nearly unitless if needed. If you can manage getting Aglais and Skaggs in your hand from the beginning, the game goes much easier. First Round Keep Torque, Aglais, and Skaggs if you get them. Mulligan away Circle of Life, Elven Scouts, and the Vial of Forbidden Knowledge in your initial hand. The first round typically goes long, so try to put Dunca or some Hawker Smugglers down early. It is a good idea to play down to 3 or 4 cards in the first round as long as you have one or both of the Ciri cards working for you. These cards work to give you a card advantage - either by coming back to your hand, or sticking on the board between rounds allowing for a short second round. If you have Sticky Situation and Iorveth, use them in the early rounds. The spring ability for Sticky Situation is more important than the Ambush ability. Spring the trap, target any of Torque, Aglais, or Skaggs (in that order), then use Iorveth to bring that trap back and play it again. Iorveth is usually the target of Call of the Forest. Unless you are desperate for a first round win, this is a good opportunity to lose a round and gain card advantage. Don't use Serpent Trap, Mahakam Horn, Aglais, Skaggs, or Torque in this round. Middle Round You will most likely see a short or mid length middle round. Hopefully you have Ciri: Nova on the board, and you have the card advantage. Maintaining the card advantage in this round is your primary task. Mahakam Horn usually comes down in this round or the last round depending on which you need to win, and if you have card advantage. If your opponent tries to bleed cards out of your hand, don't be afraid to play Torque or Aglais when you get down to the last 2 or 3 cards in your hand. The point slam usually causes the opponent to pass, allowing for a short last round. Final Round If you managed to boost Aglais, Torque, or Skaggs throughout the rounds, you should be in good shape to win the game. Don't be shy about playing Skaggs early in the round for some necessary removal. The Serpent Trap also makes for great early round removal with its spring ability. If you have the Vial of Forbidden Knowledge, place it early in the round to avoid giving your opponent any targets. Don't use the ability until you play Aglais with the last card. The order gives 9 points this way (8 by doubling the 4 point boost and 1 by triggering vitality).

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