Tutoring Spellweavers
Crafting cost: 7610
Crystal Skull
800
Oneiromancy
12 : 800
Chapter of Wizards
12 : 800
Scorch
11 : 200
Yennefer: Illusionist
11 : 800
Vigo's Muzzle
10 : 800
Runemage
10 : 800
Triss: Telekinesis
9 : 800
Necromancy
7 : 200
The Last Wish
6 : 200
Síle de Tansarville
6 : 200
Margarita Laux-Antille
6 : 200
Dorregaray of Vole
6 : 200
Xavier Lemmens
6 : 200
Alzur's Thunder
5 : 30
Forbidden Magicx2
5 : 80
Runewordx2
5 : 80
Cintrian Spellweaverx2
5 : 30
Redanian Knightx2
4 : 30
Ban Ard Tutorx2
4 : 30
Pact
4 : 80
This will be a short guide, because the biggest strength of this deck is its simplicity. While I got absolutely crushed by some Tier 1 lists with it a few times on Pro Ladder, pretty much anyone can reach 2400+ MMR with this deck without overthinking every play. And with a very strong draw, it can realistically beat anything.
The game plan in every round is simple: spam Cintrian Spellweavers (first one with Crystal Skull if you're on Blue Coin) and, ideally, Ban Ard Tutor as well (the deck runs a wide variety of specials specifically to boost it). Control the opponent's board while growing Ban Ard Tutor by +2 for every special card played and triggering Cintrian Spellweaver for 1 damage whenever you play a spell or a Mage.
If you play Runemage early, 5 options of create effects makes it fairly easy to find another Cintrian Spellweaver through Runeword (and if possible, create it again later with Chapter of Wizards). When you have Spellweaver established, Forbidden Magic can spawn a Kaedweni Revenant, allowing you to start multiplying them.
Apart from Xavier Lemmens (graveyard control) and two copies of Redanian Knight (an absurdly good 4-provision card that's too efficient not to include, and you can always mulligan it if needed), almost everything in the deck synergizes with everything else.
There is also one Alzur's Thunder for additional control and another way to boost Ban Ard Tutor (Triss can potentially create Thunder too). Yennefer: Illusionist can deal damage through created Lyrian Scytheman from Uprising, Runeword (remember that Triss can create Runeword), Runemage or Kaedweni Revenant. Nearly every card in the deck is either a Mage or a Spell, feeding your Spellweavers constantly. Number of control tools is absurd, including two locks (Margarita and Dorregaray who are Mages) and Vigo's Muzzle for painful stealing (which is, obviously, a Spell).
The main card that requires some care is Scorch (especially when you already own particularly big Ban Ard Tutor), although with Cintrian Spellweavers it's sometimes possible to set up absurdly high-value targets. If you dislike playing around it or find it frustrating, feel free to replace it with Korathi Heatwave, just keep in mind that Heatwave is not a Spell.
The Last Wish is not the most consistent card, but it's a 6-provision spell with incredible upside and the potential for ridiculous combos. Imagine you have Ban Ard Tutor and Cintrian Spellweaver on board with Oneiromancy in hand. You play Oneiromancy (Ban Ard Tutor +2, Spellweaver +1 damage), then use it to find The Last Wish (another spell: Ban Ard Tutor +2, Spellweaver triggers again). If you're lucky, The Last Wish gives you something really good, for example Triss (Spellweaver triggers again), who creates Runeword (Ban Ard Tutor +2, Spellweaver triggers once more), and Runeword finds another Cintrian Spellweaver. Sounds pretty good, right? And it's not even that uncommon.
PRO TIP: Pact can be used on an enemy unit to boost it and give it Doomed. (You get me, Madoc?) 😉
When everything goes according to plan, your games can end up looking something like the screenshot below.
Have fun!
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