WITCHER 3 GWENT

Best Gwent Decks by Faction

How to build a strong deck for each of the five factions in The Witcher 3, which leader to pick and which cards to collect first.

OUR TAKE

How to Use This Guide

These are our suggestions, built from the cards in our database. Gwent in The Witcher 3 has no single best deck: the right one depends on which cards you have collected so far. Start with the faction perk, then fill the deck around it.

FIRST HOURS

Upgrading the Starter Deck

Every new game starts with Northern Realms. These cards are easy to get early and make the starter deck a real deck:

NORTHERN REALMS

Tight Bond and siege power

Northern Realms draws a card every time it wins a round, so it rewards winning round one and running the opponent out of cards. Its strength is Tight Bond: identical cards in the same row multiply each other, so three Blue Stripes Commando are worth 12 each instead of 4.

NILFGAARDIAN EMPIRE

Spies, medics and big bodies

Nilfgaard wins every tied round, which makes close finishes yours. The deck has the strongest spies in the game and several Medics, so you can out-card the opponent and bring units back from the discard pile.

SCOIA'TAEL

Muster swarms and Agile units

Scoia’tael chooses who goes first. That sounds small, but going second in round one lets you see what the opponent commits before you play. Many units are Agile, so you can move them away from the row the weather hits.

MONSTERS

Muster swarm in the Close Combat row

Monsters keep one random unit on the board after each round, so they rarely start a round from zero. Most of the deck is Muster cards, which empty your deck quickly and fill the Close Combat row in a single turn.

SKELLIGE

Berserkers and a strong third round

Skellige arrives with Blood and Wine. At the start of round three, two random units from your discard pile return to the board, so you can afford to lose units early. The deck’s tricks are Mardroeme, which transforms Berserkers, and Kambi, who leaves a strong card behind when he is removed.

FOR EVERY DECK

Neutral Cards Worth Adding

  • Neutral heroes
    Geralt of Rivia and Ciri (15 each), Yennefer of Vengerberg (7, Medic) and Triss Merigold (7) fit in every deck.
  • Mysterious Elf
    A hero spy with 0 strength. You draw two cards and the opponent gets nothing.
  • Specials
    Run Decoy to save a unit from Scorch or weather, or to take a spy the opponent played on your side and use it yourself, at least one Clear Weather, and Scorch if you face big rows. Commander’s Horn is strongest on a row your leader doesn’t already double.
  • Keep the deck lean
    A deck needs at least 22 units. Staying close to that number makes it more likely you draw your best cards.