The Witcher 3: Best Cards In The Scoia’tael Gwent Deck


The Scoia’tael deck in The Witcher 3‘s Gwent is quite a challenging deck to try and use and win with, but it does feel rewarding when you have a decent setup. If you want to learn how to use the Scoia’tael deck and you want to build the best Scoia’tael deck in The Witcher 3, then you can use this guide to ensure you have what you need to wipe the floor with any opponent, whether that be a random innkeeper or in a Gwent tournament!

Best Scoia’tael Gwent Deck in The Witcher 3

best scoia'tael deck

Card

Card Ability / Effect

Why It’s Useful

Francesca Findabair: Daisy of the Valley

Leader: Draw an extra card at the beginning of the match.

A passive card becomes an advantage instantly by giving you an extra card to place on the board.

Barclay Els

Close Combat / Ranged (6 Strength): Can be used on either Close Combat or Ranged rows.

Flexible non-hero unit that provides +6 Strength to whatever row needs it.

Ciri

Hero Close Combat (15 Strength): Immune to special and ability cards.

Neutral card that provides an instant +15 Strength without having to worry about weather and Scorch.

Clear Weather (x2)

Special: Cancels active weather effects on the board.

Stops your opponent from minimizing your Strength.

Commander’s Horn (x2)

Special: Doubles the total Strength of non-hero units in a selected row.

Freely double the Strength of your strongest row to apply more pressure on the opponent.

Decoy (x2)

Special: Swap with any non-hero card on your section of the board.

Steal your enemy’s Spy cards, or reclaim any cards you want to use next round.

Dol Blathanna Scout (x3)

Close Combat / Ranged (6 Strength): Can be used on either Close Combat or Ranged rows.

Flexible non-hero unit that provides +6 Strength to whatever row needs it.

Eithne

Hero Ranged (10 Strength): Immune to special and ability cards.

Neutral card that provides an instant +10 Strength without having to worry about weather and Scorch.

Filavandrel aén Fidháil

Close Combat / Ranged (6 Strength): Can be used on either Close Combat or Ranged rows.

Flexible non-hero unit that provides +6 Strength to whatever row needs it.

Geralt of Rivia

Hero Close Combat (15 Strength): Immune to special and ability cards.

Neutral card that provides an instant +15 Strength without having to worry about weather and Scorch.

Havekar Healer (x3)

Ranged Medic (0 Strength): No Strength, but allows you to pull a card from the graveyard.

Resurrect and reuse a card from a previous round (or one killed by Scorch).

Havekar Smuggler (x3)

Close Combat Muster (5 Strength): Pull one card from your hand, and the others will be pulled from your deck.

Allows you to instantly get +15 Strength as all three cards are played if you just use one.

Ida Emean aép Sivney

Ranged (6 Strength): No special ability.

Provides +6 Strength to the Ranged row.

Iorveth

Hero Ranged (10 Strength): Immune to special and ability cards.

Neutral card that provides an instant +10 Strength without having to worry about weather and Scorch.

Isengrim Faoiltiarna

Close Combat Hero (10 Strength): Provides a +1 morale boost to all non-hero units in the row.

Adds +10 Strength, and everyone in the same unit gets +1 Strength. Also cannot be affected by weather or Scorch.

Milva

Ranged (10 Strength): Provides a +1 morale boost to all non-hero units in the row.

Adds +10 Strength, and everyone in the same unit gets +1 Strength.

Mysterious Elf

Hero Close Combat Spy (0 Strength): Placed on the opponent’s board to give you +2 cards.

Your opponent gains no Strength while you gain +2 cards for your hand.

Saesenthessis

Hero Ranged (10 Strength): Immune to special and ability cards.

Neutral card that provides an instant +10 Strength without having to worry about weather and Scorch.

Scorch (x3)

Special: Destroy the strongest unit(s) on the board.

Controls the board by allowing you to Scorch your opponent’s strongest units, especially useful if they go first and you stall with weaker cards.

Villentretenmerth

Close Combat (7 Strength): Uses Scorch to destroy the strongest opponent Close Combat unit.

Another Scorch card for Close Combat that also gives you +7 Strength.

Yaevinn

Close Combat / Ranged (6 Strength): Can be used on either Close Combat or Ranged rows.

Flexible non-hero unit that provides +6 Strength to whatever row needs it.

Yennefer of Vengerberg

Hero Ranged (7 Strength): Medic card that’s immune to weather and Scorch.

Allows you to place an immovable +7 Strength while also resurrecting a card from the graveyard.

How to Play the Scoia’tael Deck in The Witcher 3

Havekar Smugglers will be great for your deck, as having just one in your hand will open your Close Combat units to +15 Strength, and with a Commander’s Horn, that’s a total of +30. This will be your core strength, which can be increased further with the number of cards in your deck that can be either Close Combat or Ranged, providing either support for Close Combat or another unit altogether to threaten your opponent.

With the abundance of Medic cards, you will also have a way to bring back nearly all the Muster cards you lose in round 1, and that’s without even using the Decoys and Mysterious Elf to claim Spies and get even more cards for the hand you’re playing.

Your hero cards are also essential for this deck, as they’re going to ensure you have +10 and +15 Strength that can’t be moved or destroyed by your opponent. Speaking of destruction, Scorch is also great to use by baiting your opponent into going first with your faction perk, as you can lay a trap and then watch their units burn down, opening the board for you to conquer.








The Witcher 3: Wild Hunt Tag Page Cover Art


Released

May 19, 2015

ESRB

M for Mature: Use of Alcohol, Blood and Gore, Intense Violence, Nudity, Strong Language, Strong Sexual Content




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