Tatterwing Meme Bounty

Crafting cost: 7540

  • Tiger's Eye

    800


  • Tatterwing

    14 : 800

  • Oneiromancy

    12 : 800

  • Scorch

    11 : 200

  • Royal Decree

    9 : 800

  • Vivienne: Oriole

    9 : 200

  • Philippa Eilhart

    9 : 800

  • Graden

    9 : 200

  • Ignatius Hale

    9 : 200

  • The Flying Redanian

    8 : 800

  • Harald Gord

    7 : 200

  • Ferko the Sculptor

    7 : 800

  • Damnation

    6 : 200

  • Witch Hunter Executionerx2

    5 : 80

  • Paydayx2

    5 : 30

  • Blindeye Apothecary

    4 : 80

  • Slanderx2

    4 : 30

  • Eventide Plunderx2

    4 : 80

  • Hysteriax2

    4 : 80

  • Scapegoatx2

    4 : 30

TATTERWING MEME BOUNTY – Surprisingly Functional with Scorch This deck is definitely not a competitive meta pick, but it's incredibly fun to play, especially against opponents who rely heavily on removal and interacting with your board. Good Matchups • Generally, the deck performs best against archetypes that heavily rely on interacting with the opponent's board and extracting value from enemy units. Examples include: Nilfgaard Impostor (including Masquerade Ball variants), Classic Bounty. It also performs well against heavy damage decks, such as Northern Realms Machines. These decks often struggle because our gameplan naturally denies a lot of the value they expect to generate from opposing units. Against Classic Bounty in particular, they frequently have difficulty finding profitable Bounty targets on our side of the board, while our own finishers remain difficult to punish efficiently. • Slow engine decks that need several turns to develop. We have plenty of removal and can punish greedy setups very effectively. • Decks vulnerable to Scorch. Since Tatterwing sets all our units to 1 power, even cards that normally play around Scorch often become easy targets. Bad Matchups • The deck struggles against highly diversified top-tier lists, especially many Golden Nekker decks. They simply have too many efficient pointslam options and can out-tempo us in long Round 1s or Round 2s while staying even on cards. • Sometimes, on red coin with a perfect hand and a weak opponent's draw, you can assemble the full Bounty + Executioner package and completely run over them, but realistically I wouldn't expect more than a sub-50% win rate against strong meta decks. • One important weakness: we have no graveyard banish effects. You could consider replacing Blindeye Apothecary with a Squirrel, but honestly, why add consistency to a meme deck?😃 --- Core Idea The entire deck is built around the fact that most of our important units don't really care about being weakened by Tatterwing, for example: • Ignatius Hale starts at 1 power anyway. • Harald Gord only loses 1 point of starting power and is going to be boosted by special cards throughout the game anyway. Generally: • Hold Royal Decree and Oneiromancy for Tatterwing if you don't draw it naturally. • If you already have Tatterwing in hand, think carefully before committing it in Round 1. Sometimes it is correct, but in many matchups you'd rather keep it available as a finisher or emergency Round 2 stabilizer. • Throughout the game, play Crimes to grow Harald Gord and collect Bounties to grow Ignatius. • Keep an eye on Ignatius Hale's base power and try to reach the full 17-point payoff. This gives us three major finishers: • Tatterwing • Harald Gord • Ignatius Hale With Oneiromancy and Royal Decree, finding them is usually not a problem. The Famous Tatterwing + Vivienne Finish One of the funniest endings this deck can produce: 1. Play Tatterwing with Immunity. 2. Opponent cannot target it and usually cannot remove it outside of cards like Scorch or Geralt: Igni. 3. Play Vivienne as your final card. Vivienne then boosts herself by Tatterwing's 14 provision cost, creating 15 points on her own: • Tatterwing = 25 points • Vivienne = 15 points That's 40 points in two cards, with 25 of those points being untargetable. Now imagine entering a 3-card Round 3 with Tatterwing and Vivienne while still holding a 17-point Ignatius Hale or a 13-point Harald Gord, maybe even with Blood Money (leader ability) worth 9-10 damage still available. Good luck to your opponent. Blue Coin Strategy Round 1 Usually you want to quickly secure bounty trigger. For example if you have Scapegoat and no Flying Redanian in hand, opening with Scapegoat is completely fine: • gain 7 coins, • trigger Bounty later, • setup pulling out Flying Redanian from the deck. If your opponent struggles to answer low-power units and relies on damage-based interaction, you can even push for a Round 1 win. Otherwise: Look for a clean pass, preferably while staying a card up. If that isn't possible, passing on even cards with 5 cards remaining is usually fine. (a kind reminder: Both players draw three cards between rounds, but hands cannot exceed 10 cards. This means your opponent cannot effectively dry-pass Round 2 to gain an extra card, since both players will still enter Round 3 with a full 10-card hand.) Use Bounties aggressively whenever possible. Even if they aren't immediately profitable, every destroyed Bounty target helps grow Ignatius Hale. Don't be afraid to spend coins on Philippa when the opportunity appears. Round 2 This round is usually about: • securing round control, • growing Ignatius Hale, • preparing Harald Gord. Keep in mind that: • Ferko the Sculptor can use the Crime you need from your deck. • Damnation can completely punish certain threats (for example False Ciri). • Blood Money is great for generating both tempo and coins (if we still have Tatterwing left, we won't need it for round 3). Remember that Bounty is not only a removal tool here. It is also your method of feeding Ignatius Hale. If your opponent pushes Round 2, it's completely acceptable to use Tatterwing early to secure card advantage. Harald, Ignatius and Vivienne can still carry the final round. But don't use it too early to do not ruin your own Scorch setup. In many games you should deliberately avoid playing high-power units. A guaranteed 8-point Scorch is often better than risking a dead card. Round 3 This is where the deck becomes ridiculous. Your ideal short round consists of: • Tatterwing + Vivienne • Harald Gord • Ignatius Hale Alternatively, if Tatterwing was already used: • Harald Gord • Ignatius Hale • Blood Money finisher Always watch for opportunities to set up Scorch against greedy opponents. If the opponent is playing something like Aglaïs, holding Scorch until the very end can instantly win the game (but keep in mind that loser of round 2 is playing second in round 3). Red Coin Strategy Now the fun begins. Going second is usually the best scenario for this deck. Round 1 Ideally: • don't have Tatterwing in hand, • do have Executioner in hand, • do have Oneiromancy or Royal Decree available. This allows you to threaten a surprise 25-point Tatterwing at any moment. The general game plan remains similar to Blue Coin Strategy, but now we can often: • threaten a win on even cards, • pressure opponents into awkward plays, • force removal before Round 3. A very common sequence: • Opponent has 2 cards left. • You have 3 cards left. If their board is cleared and they cannot answer Immunity: TATTERWING. Now they either: • commit a major engine, • spend an expensive answer, • or simply lose the round on even cards. If they somehow catch up immediately, don't hesitate to play Vivienne in the same round. Forcing removal now is often worth more than saving her. Round 2 If you win Round 1 on even, bleed Round 2 and aim for a clean 3-card Round 3 featuring Harald Gord and Ignatius Hale. If you win Round 1 while a card down, consider a dry pass and playing a longer Round 3 instead. If you lose Round 1, approach Round 2 as if you were on Blue Coin. Round 3 If you dry-passed in Round 2 you can often approach the early turns of Round 3 the same way you would normally play Round 1: control the opponent's board, grow your payoff cards, and set up your endgame. A strong finisher sequence should usually make up for the lost points, provided you continue trading efficiently and don't fall behind on removal. If everything went surprisingly well and you’re left with Tatterwing, check the attached image. 🤣
In most cases, just stick to the finisher you prepared in Round 2. Tatterwing was probably already used to win Round 1 on even, so your Round 3 plan should be prepped around what’s left. If Round 2 was played like a Blue Coin strategy, well, play Round 3 like a Blue Coin strategy. 😉 --- Additional Tips Hysteria If your opponent has nothing that can realistically be used as a Bounty target, Hysteria can create a unit. Since it wasn't in your starting deck, it isn't affected by Tatterwing's deck-building restriction. Pro Tip – Don't Be Greedy with Graden Remember that Graden is not just a premium removal tool. He is also one of the easiest ways to charge Ignatius Hale. If your opponent presents a worthwhile Bounty target early in Round 1, don't automatically save Graden for later. Destroying a unit with 9 or 10 base power can immediately put a huge amount of progress toward Ignatius Hale's maximum value. For example, removing a 10-base-power Bounty target effectively gives Ignatius 10 out of the 16 points of healing required to reach his full 17-point payoff. In many games, that long-term value is more important than holding Graden for a slightly bigger removal target later on (we still have Scorch for that). Pro Tip – Maximize Witch Hunter Executioner Value Remember that Witch Hunter Executioner is usually at its strongest when played after a Bounty is already active on an enemy unit. A common example: • Opponent opens with a 5-power unit. • You play Slander, gaining 3 Coins and placing a Bounty. • Opponent develops another card without removing the Bounty target. • You play Witch Hunter Executioner. At this point, you have 5 Coins available. Spend all of them with Executioner to destroy the Bounty target immediately. The unit dies, the Bounty refunds the Coins, Ignatius Hale gains progress, and your leader ability becomes stronger. In this scenario, you effectively: • remove an enemy unit, • gain +5 progress for Ignatius Hale, • increase the damage potential of Blood Money, • and still have Coins available for further Executioner pings. If you're expecting your opponent to remove Executioner on their next turn, don't be afraid to spend every Coin immediately on bleeding (maybe even on future Bounty targets). Getting guaranteed value now is often much better than hoping the card survives. Flying Redanian (If it’s not obvious, always mulligan it out of your hand.) Don't underestimate it in short rounds. Sometimes using Blood Money inefficiently just to reach 9 coins and bring back Flying Redanian is the correct play. Three extra points can decide a short Round 3. Blindeye Apothecary A hidden trick. Even if Ignatius Hale only reached 7-8 base power (or 1 🤣), Apothecary can heal him all the way up to his full value.
It's a two-card setup and not always practical, but when it works, it's hilarious. --- Final Thoughts This deck is a meme. It loses badly to most top-tier archetypes. But when everything comes together, you get: • giant untargetable Tatterwings, • absurd Harald Gord finishes, • fully charged Ignatius Hales, • surprise Scorches, • and opponents desperately trying to understand what exactly they're playing against. Have fun.

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