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Suggested decks

Two or three decks per faction, from the first one you can put together to the endgame one. Each level only uses cards you can actually have at that point in the adventure.

Tick the cards you own in the catalogue: each deck will then show what you are missing and what to use instead. Open the catalogue

First deckStarter deck and purchases, no heroes

The White Orchard siege line

The starter deck minus its weakest cards, topped up from Elsa and Bram in White Orchard, then Crow’s Perch, Claywich and Midcopse to get the Commandos and Dragon Hunters in threes. Foltest Lord Commander of the North, sold in White Orchard, clears weather: no need for Clear Weather.

22 units · 3 special cards · total strength 116

Show the 25 cards

Close combat

Ranged

Siege

Special cards

Seasoned deckAdds the heroes from quests and named players

The heroes of Novigrad

The Gwent quests of Velen and Novigrad bring the heroes: Vernon Roche, John Natalis, Esterad Thyssen, Geralt, Ciri, Yennefer, and the Mysterious Elf, a spy that gives the opponent nothing. Four spies in all to win the card-count war.

22 units · 7 heroes · 6 special cards · total strength 138

Show the 28 cards

Close combat

Ranged

Siege

Special cards

EndgameAdds random duel rewards and Hearts of Stone

The Lord Commander

The units of Game8’s endgame deck: add Philippa Eilhart, a random duel drop, and Olgierd von Everec, won in Hearts of Stone. Four spies and tight bonds in threes, with two Commander’s Horns to double the row that matters, plus the Decoys Game8 leaves out.

22 units · 8 heroes · 5 special cards · total strength 143

Show the 27 cards

Close combat

Ranged

Siege

Special cards

The endgame decks follow Game8’s and, for Skellige, the deck GamerGuides recommends for the tournament quest. The others follow the deckbuilding rules the guides agree on: exactly 22 units and few special cards, because you only draw 10 cards for three rounds.