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 I'll give you some pointers on cards that can be milled for scraps.

Last update: February 13, Patch 5.1.1

This article is aimed at newcomers, or players who lack in scraps - the currency needed to craft better cards and improve your decks. Milling (scrapping) cards from your collection is a dangerous, yet a very effective way of getting some scraps. The problem with this method is that you will no longer have access to the card you scrap, so be 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 cards from this list can always get buffed or reworked. If you can, try to avoid going on a scrapping spree towards the end of each season.

Legendaries (200 scraps)


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

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

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

Ale of the Ancestors - Because of Scenarios, artifact removal is prevalent. Ale can end up playing as a 3 for 12.

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

Sihil - Requires a long round. 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 - It won't have a big effect on the enemy side of the board compared to your own, too hard to set-up.

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

Unicorn + Chironex - This duo is expensive, draw dependent and difficult to keep alive.

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

Tesham Mutna Sword - When there are no shielded targets on the board, this card is just a 5 for 8.

Ciri - She is easy to remove and also very situational.


Epic cards (50 scraps)


Primordial D'ao - 9 power for 11 provisions? Only Monsters would want this card, but they have better alternatives.

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

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

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.

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

Glorious Hunt - Unless you're playing against big Monsters all the time, Glorious Hunt won't be worth it.

Olgierd von Everec - Only ever serves as a sponge for Svalbold Priest, but Skellige has better targets to offer.

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

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

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

Vaedermakar - Row effects aren't popular, so this ability is kind of useless.

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

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

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

Summoning Circle - Yes, this card made it into the list. After the rework, there is absolutely 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.

Epic cards (50 scraps)


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

Vandergrift's Blade - Could be good in the future, but for now the Knights are lacking.

Dethmold - Mages aren't popular in Northern Realms, so you won't have enough pay-off to justify Dethmold. 

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

Legendaries (200 scraps)


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


Epic cards (50 scraps)


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 set-up a big 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 set-up and the pay-off isn't worth it. Your locks are usually used on low power engines.

Legendaries (200 scraps)


The Sausage Maker - For 10 provisions, this card just isn't impactful enough.


Epic cards (50 scraps)


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

Hvitr and Aelydia - Hoard 5 isn't a hard condition, but this card is susceptible to both removal and movement.

Sir Skewertooth - Crime decks aren't popular. With a lower amount of crimes, you won't get meaningful value.

Caesar Bilzen - The ceiling on Caesar's Deploy ability is very high, but inconsistent. His Fee ability is horrendous.

Greater Brothers - It's super easy to kill this card. You never want to use the Fee ability.

Ludovicus Brunenbaum - Unlikely to survive for 2 turns and his Tribute ability makes him a mediocre 7 for 7. 

Rico Meiersdorf - Only ever effective against decks that play tall units, otherwise Rico is disappointing.

Wheel of Fortune - Random effects are sadly a big no-no. Similarly to Gascon, the lowroll can be awful.

Legendaries (200 scraps)


Iorveth's Gambit - This card doesn't see any play at all, especially now that Deadeye Ambush was reworked.

Iorveth - Similarly to Gambit, Iorveth has eventually fallen out of favor due to the very low popularity of traps.

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


Epic cards (50 scraps)


Ele'yas - Basically too difficult to set-up and if he ever ends up seeing any 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.

Legendaries (200 scraps)


Mask of Uroboros - One of the worst stratagems in Gwent. It doesn't offer much help with winning Round 1.

Kambi - Easy mill, as the card can be more damaging to you than to your opponent.

Coral - Only somewhat useful in Sacrificial Vanguard, but even then she will usually leave a lot to be desired.


Epic cards (50 scraps)


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 severely underpowered. Don't waste your time trying to play the archetype.

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

Arnvald - With Ursine Ritual falling out of favor, Arnvald became redundant. Self-wounding isn't too common.

Legendaries (200 scraps)


Ritual Sacrifice & Geels - Both cards are borderline unplayable, even in a dedicated Deathwish deck.

Crimson Curse - Another underwhelming card. Risky despite the provision buff, due to being so slow.


Epic cards (50 scraps)


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

Endrega Queen - It's hard to get value from the Barricade ability and there are better sources of Arachas Drones.

Jotunn - Hot candidate for a rework. Jotunn only sees play in meme decks.

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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