Gwent Scrapping Guide

Welcome to our second scrapping guide, and look - we got our own separate article! For those of you who didn't see the last one, or are just new around here, I'm Atrsharpe and this is TLG's scrapping guide.

Last update: 28th of October, Patch 4.1


This article is aimed at Gwent newcomers, or players who are lacking in scraps - the currency needed to craft better cards in order to improve your decks. You can gain a small amount of scraps in various ways, take a look at our economy guide for more information. Additionally, if you can't decide on what cards you should craft, our crafting guide got you covered. Milling (scrapping) cards from your collection is a dangerous, yet a very effective way of acquiring scraps.

The problem with this method is that you will no longer have access to the card you scrap, so you need to be very careful. We will go through the worst gold cards out there, which you can safely scrap away without missing out on all that much. Keep in mind that the game gets updated monthly and thus cards from this scrapping list might get buffed or reworked. If you can, try to avoid going on a scrapping spree towards the end of the month.

It is worth noting that if you completed Thronebreaker: The Witcher Tales on the same GOG account you play Gwent on, you should have base and premium copies of all the Thronebreaker cards. You can mill their base copies for 2030 scraps, which is enough for 2 legendaries and 2 epic cards!

Legendary cards (200 scraps per mill)

 

Hanmarvyn's Blue Dream - Overpriced and too situational. Relies on your opponent playing valuable units.

Phoenix - Costs too many provisions for only 4 power. Weak to Banish cards and artifact removal.

Regis - With Iron Judgement's release, Defenders made it too difficult and time consuming to set this card up.

Ragh Nar Rook - Again, overcosted and situational. Requires a long round to reach decent value.

Syanna - An awesome ability, but she is too hard to make stick to the board and is vulnerable to Seize abilities.

Uma's Curse - Create ability for 11 provisions is too dangerous, you can lowroll and get something horrendous.

Sihil - Rquires a 10 card Round 3. Its damage builds up too slowly and artifact removal is obviously devastating.

Ciri: Nova - Her condition is nearly impossible to meet and the pay-off is laughable. Hot candidate for a rework.

Ihuarraquax - The pony is difficult to utilize. Can be a liability even in decks that were built to make him work.

Aguara: True Form - The risk of getting three useless bronze specials is just too high for an 11 provision card.

Dandelion: Vainglory - Despite the epic artwork, this card will rarely find any meaningful value.

Vesemir: Mentor - Even in Witcher decks, Vesemir struggles to find enough value to meet his high provision cost.

Angoulême - There are plenty of decks out there that don't run any artifacts, meaning that it can play as a 3 for 10.

Wolfsbane - An underwhelming card that won't have much effect on the enemy board, even in low-unit decks.

Ciri: Dash - Keeping her alive for 5 turns is easier said than done. She will always get answered by your opponent.

Trial of the Grasses - Unfortunately, Witchers aren't a popular category, which makes Trial of the Grasses useless.

Tesham Mutna Sword - If there are no shielded targets on the board, this card deals 5 damage for 8 provisions.

Ciri - She is very easy to remove and also too situational, as giving up on the round isn't always optimal in Gwent.

 

Epic cards (50 scraps per mill)

 

Dragon's Dream - Requires too much setup. The card doesn't have use outside of a dedicated movement deck.

Merigold's Hailstorm - Unless you're playing a longer round, it is difficult to find 5 different targets to damage.

Operator - This card only works in hardcore Assimilate decks. Otherwise, it simply isn't worth the provision cost.

Dudu - Your opponent would have to play a round-winning engine, or a very tall unit for Dudu to find any value.

Vivienne: Oriole - If the opponent isn't playing any artifacts, Vivienne will play as a 1 for 10. Too situational.

Iris' Companions - Drawing a card of your choice is great, but discarding a random card from your hand is bad.

Stregobor - The only reason to run this card would be to mill your opponent. Mill decks are very dysfunctional.

The Last Wish - Imagine having two gold cards at the top of your deck and being forced to banish one of them.

Skellige Storm - Requires a long round and row stacking on your opponent's behalf.

Mandrake - There are plenty of better and cheaper cards with a similar ability.

Glorious Hunt - Unless you're playing against big variants of Monsters or Skellige, Glorious Hunt won't be worth it.

Decoy - Shuffling an allied unit back into your deck can be useful, but being forced to play the top card is too risky.

Tempest - You could Purify Vitality or Shields, but it's unlikely that you will find 3 adjacent units with such statutes.

Vaedermakar - Row effects aren't popular, so Vaedermakar's ability is useless.

White Frost - There usually won't be enough artifacts on the board for this card to be effective.

Summoning Circle - Yes, this card made it into the scrapping list. After the recent nerf, there is no reason to play it.

Prize-Winning Cow - A 1 power unit with Order? The chances of Prize-Winning Cow surviving are incredibly slim.

Johnny and Sarah - They will hit random units, which isn't optimal and 3 base power makes them easy to answer.

Legendary cards (200 scraps per mill)

 

King Roegner - The shield archetype is lacking after Iron Judgment, which makes Roegner a pretty safe scrap.

John Natalis - Warfare cards aren't impactful at this stage of the game. The keyword needs a lot more support.

 

Epic cards (50 scraps per mill)

 

Sabrina's Inferno - Difficult to setup and the pay-off isn't very impressive, especially after the nerf to Draug.

Vandergrift's Blade - A possibly strong card in the future, but for now there aren't enough playable Knights.

Odrin - Similarly to Natalis, the good old drunkard Odrin is underwhelming due to the lack of Warfare cards.

Trollololo - Another card that suffers from the lack of Warfare. With more cards, his Resupply could be good.

Bloody Flail - This card requires a big target and a sizeable amount of soldiers to be consistent. Not worth it.

Legendary cards (200 scraps per mill)

 

Vattier de Rideaux - Strong ability, but very conditional. Low base power and forces you to use a lock card.

 

Epic cards (50 scraps per mill)

 

Rainfarn of Attre - The Spy archetype lacks support, which means that Rainfarn won't get that much value.

Cadaverine - Bad card. It's difficult to setup a good blow to the opponent without damaging your own units.

Imperial Golem - This card is just a worse version of Tibor. For a Hyperthin deck, save up the 600 extra scraps.

Caellach Dyffryn - He doesn't have the flexibility of Imperial Diviner, as you often want to Purify enemy units.

Cantarella - Weak on average. You have a high chance of pulling a trash bronze card, helping your opponent.

Vanhemar - Requires build-up and the pay-off isn't worth it. Your locks are often used on low power engines.

Legendary cards (200 scraps per mill)

 

The Sausage Maker - For 10 provisions, this card is too expensive to include. The alternatives are more effective.

 

Epic cards (50 scraps per mill)

 

Damnation - Even when Hemmelfart was popular on the ladder, Damnation didn't see play. Too conditional.

Hvitr and Aelydia - While Hoard 6 isn't a difficult condition, good luck trying to maintain it for multiple turns.

Hammond - Even with the increase in ships and pirates in Iron Judgment, this card is sadly not worth running.

Caesar Bilzen - The value you can get from Caesar is fairly limited and his Fee ability is straight up horrendous.

Greater Brothers - This card will only have 4 armor, making it easy to expose. There are many superior spenders.

Excommunication - Extremely situational. Requires an expendable unit and pulls a random card from the top.

Whoreson's Freak Show - Since its big nerf, Freak Show is useless. A strictly worse Witch Hunter Executioner.

Rico Meiersdorf - Only effective against decks that play tall units, otherwise Rico is a terrible 6 provision card.

Wheel of Fortune - Random effects are a big no-no in Gwent. Similarly to Gascon, a lowroll can be devastating.

Legendary cards (200 scraps per mill)

 

Iorveth's Gambit - This card is very expensive and isn't played at all. Even trap-based Eldain decks ignore it.

Aglaïs - After the buffs to Harmony and Dwarves, Scoia'tael doesn't have to rely on meme finishers like Aglaïs.

Yarpen Zigrin - Only works in low-unit ST decks that focus on traps and specials. Susceptible to tall removal. 

 

Epic cards (50 scraps per mill)

 

Ele'yas - Basically too difficult to setup and if he ever ends up seeing some play, he's fairly easy to play around.

Xavier Moran - Laughably easy to deal with due to his low base power, plus the fact that he's also row-locked.

Treant Mantis - While Poison is prevalent in Scoia'tael decks, Treant Mantis doesn't synergize with Harmony.

Braenn - She can play as a 7 for 6 if you control 2 or more Dryads, making her a below-average Midrange card.

Éibhear Hattori - Much like the sword he gives you in The Witcher 3, Hattori is garbage even in full-trap decks.

Legendary cards (200 scraps per mill)

 

Wild Boar of the Sea - While this card is decent enough with Crach, it doesn't do much for the other leaders.

Kambi - Easy mill, as the card can be more damaging to you than to your opponent. 10 provisions? No thanks.

Madman Lugos - Unless you are a die-hard Arnjolf player, you can mill the poor old Madman. Too conditional.

Coral - Only partly effective in a Bran Tuirseach deck, but even then she's fairly underpowered for 8 provisions.

 

Epic cards (50 scraps per mill)

 

Holger Blackhand - Although ships are decent at the moment, pirates are still weak, which makes Holger bad.

Champion's Charge - There are better alternatives for 7 provisions. Bloodthirst 3 can be a difficult condition.

Yoanna - SK has the ideal bronze engine, and so Yoanna is redundant. She still makes the best armor though.

Derran - The only time he's useful is when you draw him earlier than Morkvarg. Otherwise, Derran is rubbish.

Corrupted Flaminica - Beasts are currently severely underpowered, so don't bother trying to play Flaminica.

Draig Bon-Dhu - Since he has to be played in the same round as your warriors, his pay-off will often be small.

Legendary cards (200 scraps per mill)

 

Ruehin - Doesn't see any play even in consume decks. Too expensive and vulnerable to locks and Banish cards.

Ritual Sacrifice & Geels - Both cards are sadly borderline unplayable, even in fully dedicated Deathwish decks.

Crimson Curse - Another meme card. Still weak despite the recent provision buff, mostly due to being so slow.

Imlerith - The only reason to play this card is the synergy with Eredin, who is currently one of the worst leaders.

 

Epic cards (50 scraps per mill)

 

Mourntart - Similar to Prize-Winning Cow. Order units with 1 power are unfortunately too risky to play in Gwent.

Morvudd - Basically a worse Isengrim or Dethmold. Monsters don't really have a Beast archetype going for them.

Jotunn - Hot candidate for a rework, as Jotunn didn't see play in unitless decks, nor when Congregate was meta.

About atrsharpe

Alex, aka atrsharpe is a 17-year-old student who'd much rather be enjoying Gwent than writing his psychology essay. After replaying the Witcher franchise one too many times, he was absorbed into the world of Gwent. He started when Syndicate was released and climbed all the way up to pro rank, followed by reaching the top 400 in the next season. Alex hopes to find a girlfriend or eventually become a Gwent pro. Whatever comes first.

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