Kolgrim Hyperthin
Crafting cost: 6700
Collar
800
Portal
10 : 200
Kolgrim
10 : 200
Roach
9 : 200
Royal Decree
9 : 800
Vesemir: Mentor
9 : 800
Knickers
8 : 800
Gorthur Gvaed
8 : 800
Warritt the All-Seeing
8 : 200
Eskel
7 : 200
Vesemir
7 : 200
Lambert
7 : 200
Serrit
7 : 200
Auckes
6 : 200
Xavier Lemmens
6 : 200
Berengar
6 : 200
Viper Witcher Mentorx2
6 : 80
Magne Divisionx2
5 : 30
Viper Witcherx2
5 : 80
Coated Weaponsx2
5 : 30
Viper Witcher Adeptx2
4 : 30
LATEST UPDATE:
-REMOVED: Xavier Lemmens, 2x Viper Witcher Adepts
-ADDED: Cynthia, Selective Mutation, Ciri
EDIT NOTE: This deck is not that good at high ranks.
A Witcher themed deck that revolves around making your deck thinner and the enemy's deck worse by shuffling their bad bronze cards back on top. It has a small element of control as well.
The deck is optimized to PLAY ALL CARDS from your deck.
You CAN go 1 card down in Round 2 if you know they don't have removal for Kolgrim, as soon as your setup is good.
Round 1: Get your front loaded cards out along with your setups(Viper Witchers + Coated Weapons). Try to not overdo it if you can.
Round 2: If you win round 1, there's a line of play to play Kolgrim to drag away opponent's cards. You might catch them off guard.
Round 3: Finish with Kolgrim and Viper Witcher Mentors.
What to do with each card?
(Whenever, but with conditions)
-Magne Division: You only have 3 Tactics (1 Royal Decree and 2 Coated Weapons), so be careful with how you play them. Also, after playing a Tactic, the draw can be something you really need in your deck, so again, be careful. You can play 1 of the Tactics without a Magne.
-Coated Weapons: Kill a Bronze unit that does not do much. Combine with Magne. Don't forget that Coated Weapons do not put Doomed units on top of opponent's deck.
-Royal Decree: Whenever, but play with Magne.
-All Adrenaline Cards(Lambert+Vesemir+Esker, Viper Witcher, Vesemir: Mentor, Kolgrim) : At Adrenaline Level. Don't forget that Viper Witchers do not put tokens on top of opponent's deck.
-Auckes: Lock a thing. You can lock all copies of a unit if you have Serrit in hand.
-Berengar: Play it when you have at least 2 witcher on your lane. This ensures it won't just die next turn. Don't forget to keep it alive!
-Selective Mutation: Useful for times where your hand's too bricked or you need a specific Adrenaline Unit. It's totally valid to ignore this card if you have all pieces ready. This deck is built to have 1 card left in your deck by the end of the game, unless disturbed.
(Early plays in the first round)
-Portal: Main use is to pull the Viper Witcher Adepts from your deck. HARD MULLIGAN for it, you can fix your hand later.
-Warritt: Useful as the first card to play in Range row since
-Serrit: Can be used as an empty play if you have nothing else to play
-Gorthur Gvaed: An always safe first play to pick Viper Witcher Adept or late play to pick the Mentor instead. The Order has resilience.
-Cynthia: Golem. Play this AFTER Warrit.
-Ciri: Good hard removal bait really. Nice if you can actually use her ability.
(ALWAYS IN DECK)
-Viper Witcher Adepts: Should always stay in your deck at all times to be pulled by Portal. You can have 1 Adept in hand when you play the portal, if you plan to play Morvran(your leader) by the time Portal ticks down to 0.
-(Maybe)Roach & Knickers: They can stay in hand for round 1 if your hand is really bad, but shuffle then back in round 2.
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