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- Gwent Deck Guide: Sonneillon's Spell Scoia'tael
- Written by: Gravekper
- Video Guide: https://youtu.be/CQPBzxkDyBM
- Stream: https://www.twitch.tv/gravekper
- # Cards
- ## Bronzes
- ### Quen Sign
- Your carryover card. You can use this while you are ahead on points, or you can use this through Elven Merc or Ithlinne when your opponent drypass.
- All 3 bronze units in this deck are good target for this spell. Usually you play it on Protector. Use it on Farseer early in mirrors. It will make your opponent hard to get target for Thunder.
- ### Farseer
- Play them early. They will snowball crazily and makes your every specials into tempo play.
- ### Dol Blathanna Protector
- Your round 3 finishers. They will be between 16 or 20 powers if you thinned enough.
- ### Elven Mercenary
- Play them early if you can. Mostly you will use Thunder with this card. Be aware of number of bronze specials you have in your deck so you don't face situations you have nothing to play with this card.
- Playing this card on empty board is very risky because you can get Thunder/Thunder and you should hit elven merc with thunder. Be careful if you are going to play this card on empty board.
- ### Alzur's Thunder
- Thunder is Thunder. Nothing really special. You can pull thunder out in every moment of game with elven mercenary, so you can cut enemy threads very easily.
- ### Lacerate
- Lacerate is Lacerate.
- ### First Light
- You can use it for removing weathers. If you expect your opponent is using 2 gold weathers, never use this for rally. Use it to clear their first weather, and use Eithne to clear second.
- You can use it to pull Protectors out in case of matchups without weather.
- ## Silvers
- ### Nature's Gift
- Most important silver card I think. This card helps a lot on your thinning. Usually you can use this to call silver special you don't have in your hand.
- ### The Last Wish
- After you thin your deck enough, you can use it to search your golds. This card helps stacking power for protector.
- ### Alzur's Double Cross
- Earlygame, this calls Farseer. And it gets +2 Immidiately, so it is a 12-point play. ADC into Farseer is the most common and powerful opening for this deck. Note that you will get Protector from ADC if you stacked enough number of specials.
- ### Marching Order
- Mostly for Elven Mercenary. Very good thinning tool.
- ### Artefact Compression
- Use it to deny the biggest thread. You can also use this to prevent opponent resurrections. I like to play it on stennis when I'm far ahead on tempo, so it reduces Shani value.
- ### Merigold's Hailstorm
- Hailstorm is Hailstorm. It's everywhere. Nothing special. Maybe I can write this deck is strong to opponent hailstorm because of Quen.
- ## Golds
- ### Eithne
- Resurrects special you want, and 5 additional power. Best leader confirmed.
- ### Weathers
- Those are specials. Why not?
- ### Aglais
- This card is extremely powerful in every matchup except Spy. It's an extra special. Why not?
- ### Ithlinne
- 2 Extra spells! Why not?
- You can use it for Thunder or Quen. This is the best card to react to opponent drypass. Using Thunder is also good, which is 16 power play and +2 power to protectors.
- # General Gameplay
- ## Mulligan
- ### You don't Want:
- - Alzur's Thunder. Blacklist them ASAP.
- - 2nd copy of Protector. You may also blacklist them.
- - Bronze Specials. You can call them using Ithlene/Mercenary.
- - 3rd copy of Farseer. You can call them using Double Cross, and it's a pretty good tempo play.
- ### You want:
- - **Dol Blathanna Protector.** If you don't have them in your hand, you can't buff your Farseers! This is top priority, so you should blacklist aggressively if you don't have them.
- - Gold Cards.
- - Silver Cards. Especially cards those can thin your deck.
- ##Going first
- Almost always drypass round 1. Because this deck has almost no tempo play you can make from empty board. This deck works best in long round. There are some exceptions, but mostly safe to drypass.
- ##Going second
- winning round 1 is good, but not necessary. sometimes you want to bleed them out round 1 losing a card up, while you are not playing your key cards(aglais, protectors).
- ##In Round 1 or 2
- Play Farseers early, and thin your deck as possible as you can. With Farseers on your field, everything is tempo play. Try not to play protectors in early rounds. Keep card with higher value for round 3.
- ## Round 3
- Play all your Farseers and Protectors. Be aware of number of units in your deck and cards those can call them. Better playing them all, but sometimes you can't call them all. You can control the number of units using your leader ability or The Last Wish. Also be aware of opponent scorch because people started use scorch to burn our protectors. You can avoid it by calling one of your protectors by ADC/Marching Order.
- I stream Gwent and Faeria on twitch, in Korean and English. Will be appreciated if you follow and drop by.
- https://www.twitch.tv/gravekper
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