MASSIVE Archgriffin & Erland | Ultimate Carryover

Crafting cost: 8690

  • Crystal Skull

    800


  • Temple of Melitele: Congregation

    17 : 800

  • Mutagenerator

    11 : 200

  • Korathi Heatwave

    10 : 800

  • Prince Anséis

    10 : 800

  • Erland of Larvik

    10 : 800

  • King Radovid V

    10 : 800

  • Dandelion

    9 : 800

  • Archgriffin

    8 : 800

  • Kaer Seren

    8 : 800

  • Redanian Secret Service

    7 : 80

  • Margarita Laux-Antille

    6 : 200

  • Sangreal

    6 : 200

  • Boiling Oil

    5 : 30

  • Siege Support

    4 : 30

  • Cursed Knight

    4 : 80

  • Pellar

    4 : 80

  • Cintrian Envoy

    4 : 30

  • Squirrel

    4 : 80

  • Griffin Witcher Rangerx2

    4 : 80

  • Aretuza Studentx2

    4 : 30

  • Vial of Forbidden Knowledge

    4 : 200

  • Redanian Agentx2

    4 : 30

Welcome to one of the greediest and most satisfying Northern Realms decks in the current meta! This deck uses the Pincer Maneuver leader ability to ensure we find our key pieces early. The ultimate goal is to build an absolutely giant Archgriffin and generate unstoppable carryover points. But here is the catch: we don't care about a long Round 3. We use our massive point ceiling to aggressively push for a 2-0 victory, even if it means going down several cards in card advantage! Round 1: The Setup Your absolute priority is to play Mutagenerator and Temple of Melitele as early as possible. If you don't have them in your starting hand, do not hesitate to use Pincer Maneuver to draw them. Once your artifacts are down, start playing your bronze engines like Aretuza Students and Griffin Witcher Rangers. This will trigger Mutagenerator and start buffing the units in your deck — most importantly, your Archgriffin. If Archgriffin is in your hand, play it early and boost it with everything you have (Boiling Oil, Leader charges, etc.). At the end of the round, Archgriffin shuffles back into your deck, keeping its massive base power. Win this round at all costs. Round 2: The 2-0 Point Slam (The Core Strategy) This is where the magic happens. If you won R1, do NOT dry pass. We are pushing for a 2-0 win! Because your carryover points are mathematically absurd, traditional rules of Gwent do not apply here. You can confidently go down 1, 2, or even 3 cards in card advantage and still outpoint your opponent. Use your remaining Pincer Maneuver charges or Cintrian Envoy to draw your giant Archgriffin. Then, play Erland of Larvik (he is immune) and use his order to absorb all the remaining boosts from your deck. Your opponent simply won't have enough raw points to catch up with a 30+ point Archgriffin and a 40+ point Erland, even if they hold more cards in their hand. Round 3: The Backup Plan You rarely want to see Round 3. However, if your 2-0 push somehow falls slightly short and the opponent manages to survive, you should still have enough residual base power and carryover to close out a short Round 3. 🎥 See the deck in action! Want to see how to manage mulligans, sequence your engines, and win tough matchups? Check out the full no-commentary gameplay on my channel! If you enjoy this deck, please leave an upvote on the guide and subscribe to Morelse on YouTube for more high-quality Gwent decks and gameplay!

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