Welcome to the third part of our Beginner’s Guide series! We hope you’ll enjoy reading through the rest of the guide!


I highly recommend making small tweaks to the starter decks as soon as possible, as you likely don’t have enough resources to make a completely different deck. You can either edit the starter decks directly, or create a new deck and fill out the base set cards so you can keep the vanilla starter deck as reference.


Before diving into more serious things, let’s jump straight into one of LordBushwoork’s videos and learn more about common keywords and their meaning:

If you liked the video, be sure to check out the entire Gwent University series on LordBushwook’s Youtube channel!

Replacing some basic cards

When it comes to beginner vs beginner matchups, you pretty much have a good idea of what to expect. You both will have similar boost and damage special cards. Note that all the starter decks are below the max Provision cost – meaning if you picked up some strong cards, it’s possible to replace weaker cards with more costly cards and still be able to run the deck.

Thus, start replacing some of the weaker cards with stronger cards if the Provision limit allows it. Once you hit the Provision limit, it’s time to start replacing the ‘bad’ cards and focus on giving your deck some synergy.

Add in cards that provide value without requiring conditions

A simple way to get more consistency out of these decks is to add in cards that are strong on their own, without necessarily requiring conditions for it. An example is a high strength card that has no abilities – sure, it’s plain, but it gets the job done by giving you a huge amount of points. You’ll notice that a lot of cards that have interesting abilities, tend to have a downside of higher Provision costs and / or lower strength.

So if you happen to unpack some cards that don’t require set ups or conditions, that can be helpful to improve your beginner decks. Then, when you’re able to actually create a deck with synergies, you can go for those more interesting condition-based cards later. Remember that leader abilities affect the maximum limit of Provisions, and that you can also consider these powers when it comes to adding new cards. For example, if you were lucky enough to pick up a strong Monster or Neutral card that needs to stay alive to gain more value, Carapace could actually make that card work better than others leaders.

There are also cards that appear weak at a first glance, but in reality they are pretty strong. They often also have deceptively simple conditions that are super easy to fulfill, which makes them sort of an exception to the rule i just spoke about. For example, Armored Arachas (Monsters) has a body of 6 plus an effect that guarantees bleeding to an enemy unit based on its base strength, for 8 provisions.

Another example is the Svalblod Priest (Skellige) who is a prime example of what a good bronze card is. He costs 5 provisions and starts at 3 strength. Every turn, on your turn end, he hits the unit on the right by one and boosts itself by 2 making him 5 power card right away, meaning he becomes really hard to remove with damage. Also, he provides a nice synergy with Tuirseach Veteran, Armored Drakkar, Dracoturtle, etc.

What cards should i craft first?

It’s all up to you. To help you get started here’s a list of cards that you may be interested in. They are not listed in any particular order. Remember that you can only have 1 copy of each Gold card in a deck, but may have up to 2 copies of a Bronze card each.

This list includes cards that can currently fit in most decks and are very good. We kept in mind that being budget friendly is also important as a starting point, so we mentioned only Neutral cards that can be used by any deck.

  • Portal – 200 scraps, Artifact, Gold. Effect: Summons 2 random 4 provision units (one of each side of the artifact).
    It is best used for pulling out 2 engines at the same time, so that your opponent will have a harder time answering them.
  • Triss: Telekinesis – 800 scraps, Unit, Gold. Effect: Creates and plays a copy of a special card from the starting deck of both players.
    It is best used for having access to another important spell that synergizes with your deck.
  • Korathi Heatwave – 800 scraps, Special, Gold. Effect: Banish a unit or an artifact.
    It is best used for removing a tall unit or a problematic artifact from the game.
  • Royal Decree – 800 scraps, Special, Gold. Effect: Play a unit from your deck.
    It is best used to pull important cards out of your deck, while also giving the ability to thin if played in earlier rounds.
  • Avallac’h – 800 scraps, Unit, Gold. Effect: Spawn and play one of the following spells: Biting Frost / Impenetrable Fog / Torrential Rain.
    It is best used against swarm decks, to deny your opponent the chance of developing a board.
  • One-Eyed Betsy – 200 scraps, Unit, Gold. Effect: Damage an enemy unit by 4 or damage an enemy unit by 6 if it has armor.
    It is best used for dealing damage to unit with armor (preferably engines or defenders), but it also gives a good value overall.
  • Lambert: Swordmaster – 800 scraps, Unit, Gold. Effect: Damage an enemy unit and all its copies by 2.
    It is best used for dealing damage to swarm decks, while being an 8 point card for 9 provisions in a worst case scenario.
  • Surrender – 200 scraps, Special, Gold. Effect: Remove 2 armor from all units on a row and then damage them by 2.
    It is best used for dealing damage to decks that rely on row stacking and it can often end up breaking the provision cost of 8 in a long round.
  • Moon Dust – 2×30 scraps, Special, Bronze. Effect: Purify a unit and damage it by 4.
    It is best used against engines and enemy units that have a vitality effect on them.
  • Pellar – 2×80 scraps, Unit, Bronze. Effect: Purify a unit.
    It is best used against defenders, enemy units that have a vitality effect on them and allied units that have a bleeding effect on them.


Daily wins bonus, Daily Quests, and Profile Leveling

Currently, the fastest way to get Ore is through winning matches, completing Daily Quests, and progressing your Reward Book.

As you play, there is a ‘daily wins’ bonus. This can be seen as a ‘x/6’ symbol on the left when you first log in, in your profile, or your post-match screen. The ‘x’ is the number of rounds you’ve won. Every 2 rounds you win gives a small reward, like +15 Ore or Scraps. Once you hit 6 round wins, you receive a larger reward. Upon reaching 6 wins, the win bonus changes to 0/12, meaning you’ll need to win 12 rounds to get another large reward bonus. If you still play onwards, this can change to x/24 twice, and then I believe that is a hard limit on daily win bonuses. In other words, 6 + 12 + 24 + 24.

This ‘daily win bonus’ resets each day, meaning it starts all over again at 0/6 each day. Note that this is round wins, not match wins. This means you really only need to play 3-6 matches a day to meet this requirement.

Unfortunately Arena wins currently do not count towards this daily win bonus. This is pretty much the only thing holding Arena back as the most efficient way of grinding resources, as otherwise it is good for grinding.

Daily Quests pop up each day as well, and offer random ways to get more Ore. It can be anything from playing a bunch of matches, completing an Arena run, playing as certain factions, etc. It’ll always be some sort of task that just requires more playing. Unfortunately, to get more quests you have to login daily, as you can only receive one quest per day.

Playing any kind of match, aside from practicing with AI, grants experience towards your profile level and leveling up your profile also grants Reward Points, that we covered in the previous part.

That’s it for now! Thank you for your time and see you in the fourth part of the guide!

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