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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