Arena Picker



Leader Cards

   
Rating
Card Name
Tips and Tricks
10
Brouver Hoog
This Dwarf is the uncontested King when it comes to Arena choices. With a deck full of around 8-10 silvers
you'll be spoiled for choice and can slam for superb tactical value.
9
Usurper
The flexibility of this Create Leader makes him a strong Arena play. Choose a simple conservative value Leader or
highroll and find the perfect play for your situation.
9
Jan Calveit
Slightly inferior to Brouver, this Nilfgaardian is great to dig into your deck and pull a potent topdeck, as well as plan
for your next round or subsequent draws.
8
Crach an Craite
Pulling a big silver card out of your deck makes for great tempo, and the lack of factional restriction allows this
Skelliger a fearsome range of possibilities.
7
Eithne
Solid special cards are quite frequent in most Arena drafts, making the Dryad Queen easily enabled for consistent
potency.
7
Emhyr var Emries
Bouncing one of your many silver cards is this Leader's primary function, but don't forget that he can also play
a strong card and pick up a small one or heal damage.
7
Francesca Findabair
Low tempo compromises what would otherwise be a superb choice - but getting your best gold card in hand is
extremely strong if your opponent doesn't punish the slowness.
6
Unseen Elder
The 'golden Dudu' isn't going to be great if your opponent doesn't play any tall units, but he'll usually achieve
decent double digit value for you.
6
Whispering Hillock
With a versatile pool with multiple good pulls this leader can get some solid value.
6
Filavandrel
A very large pool of cards blocks this Elf-lord from stacking up compared to many other Leaders, but he will
sometimes find you a strong swing to take the day.
6
King Foltest
Your inability to thin effectively in Arena and your 26-card deck put an unfortunate cap on this Temerian's value,
and his poor tempo isn't too great either.
6
Eist Tuirseach
Simple, flat consistency makes this traveler King an acceptable if there's none better - and his ability to deploy
an Axeman can be gamewinning if your opponent has no counter.
5
Princess Adda
The daughter of Foltest is quite highrolly - if you hit Olgierd, your ability to block a round 2 drypass may win
you the game. But many other Cursed units will prove to be weak.
5
Eredin Breacc Glas
A slightly inferior pool of picks to Eist Tuirseach doesn't hold this King of the Wild Hunt back from being
a fair choice for regular removal and decent proactive value.
5
King Radovid V
Finding two targets to lock isn't going to happen a lot of the time, but the ability to have that lock as a
consistent threat is always handy in any match.
5
Dagon
Weather is very easily countered in Arena, so this monstrous Vodyanoi will often fail to even reach
more than 8-10 value if you opponent has built their deck well.
4
Harald the Cripple
A great removal tool, especially if your draft was light on control options - his lack of flexibility keeps him
from ranking higher up the chain.
2
Morvran Voorhis
Reveal nets you very little in the Arena, and a lack of proper archetypal tools leave this Nilfgaardian
to rarely provide more than his face value.
1
Bran Tuirseach
Terrible tempo that can only ever grant value if you happen to draft Olgierd or Morkvarg - at best, you can
thin out 3 bad bronzes from your deck.
1
King Henselt
Tied strictly to having multiple copies of bronze cards, this Kaedweni simply cannot work in the vast
majority of Arena drafts.
1
Arachas Queen
Flat value that won't deliver any synergy and actually creates a juicier target for any Scorch effects by the opponent.


Gold Cards
   
Rating
Card Name
Tips and Tricks
10
Royal Decree
Access to the play you need, will almost never brick.
10
Shupe's Day Off
The card everyone wants to find. Try not to draft duplicates so you don't brick him!
10
Seltkirk of Gulet
Just about the best removal there is, and gets crazy if you can buff him.
10
Aglais
A stellar finisher since you'll almost always see some solid silver specials.
10
Vilgefortz
Flexible as tempo or finisher, and punishes the lower general quantity of bronzes.
9
Dandelion: Poet
Tempo tacked on to whatever play you want, no downside.
9
Shani
Fix a mistake or reuse a great silver.
9
Caretaker
Pick from the opponent's best silvers to finish them off.
9
Stefan Skellen
Combo with Seltkirk or Ihuarraquax for colossal value, or simply set up your ideal play.
9
Sigismund Dijkstra
Unleash your deck's power with your overflow of silvers and golds.
9
Hanmarvyn's Dream
Select from your opponent's strongest plays!
8
Ge'els
Grab a gold or silver from your large pool and set up your draw. Remember you can cancel this ability to put BOTH cards on top of your deck, which can be great to beat a drypass!
8
Cahir Dyffryn
Make sure you picked a good leader!
8
Hym
Will generally have a great pool due to Arena's format.
8
Kayran
Decent, simple removal. Might need to ping something a little to find a good 7.
7
Isengrim:
Outlaw
Deploy your best specials or simply find a great silver play.
7
Renew
Will almost never brick, reuse your best gold.
7
Aguara:
True Form
One of the best Create pools in the game make this a great pick.
7
Schirru
A great counter to a greedy opponent, but don't let your units get too tall!
7
Kiera Metz
Flexible, straightforward value.
7
Eskel:
Pathfinder
Basic, simple removal.
7
Avallac'h: Sage
Usually finds a great hit since your opponent will generally select versatile, powerful cards.
7
Madman Lugos
Thins out a bronze and delivers removal.
7
Leo Bonhart
Basic, simple removal.
7
Vandergrift
Solid value and is even better with 1 point enemies.
6
Imlerith:
Sabbath
Massive removal bait but incredible if you can make him stick and survive.
6
Muzzle
Great removal and denial.
6
Priscilla
Solid value with a developed board.
6
Kiyan
Interesting pool makes for an acceptable pick.
6
Geralt:
Igni
Much worse in Arena than Constructed because your propensity of removal can brick him much more often.
6
Regish:
Higher Vampire
Generally hits bigger bronzes since your opponent won't be picking small tutors.
6
Shilard
Increased amounts of golds makes for bigger potential hits. Stealing a Shupe basically guarantees victory.
6
Hjalmar An Craite
Proactive play that provides a target for your removal. Draft multiple of these to multiply the buffs.
6
Assassination
Basic, simple removal.
6
Zoltan Chivay
Inferior to his Scoundrel variant, rarely will find movement synergy.
6
Old Speartip
Capped and conditional value limit his general use.
5
Draug
Strong round 3 finisher. Don't forget to always play on an empty row! Don't go straight to round 3.
5
Uma's Curse
A reactive play that's generally pretty acceptable value.
5
Aguara
Simple value that occasionally hits for exceptional power (highroll a good buff or steal an Elf)
5
Zoltan:
Scoundrel
Basic, simple value with a few units in play.
5
Iorveth
Tricky to find full value but still functional.
5
Coral
Much worse in Arena than Constructed because there are more golds and units aren't as tall.
5
Letho:
Kingslayer
Need to draft a Tactic which isn't a guarantee, and killing a leader isn't superb.
5
Geralt:
Aard
Low value cap, hard to find synergy.
5
Birna Bran
Weather is weak but at least she has a body.
5
Triss Merigold
Weak removal.
5
Villentretenmerth
Vulnerable to removal and tricky to use in Arena.
5
Ale of the Ancestors
Susceptible to weather.
5
Geralt of Rivia
Provides a big sink for the opponent to find removal value, not the worst choice though.
5
Ermion
No way to get consistent discard synergy.
5
Woodland Spirit
No reliable Foglet and common clears make this weak.
5
Caranthir ar-Feiniel
Weather is weak, clears are common.
5
Sihil
Too conditional to function well.
5
Geralt:
Professional
Too specific to be worthwhile.
4
Vabjorn
Too conditional to be worthwhile removal.
4
Phillipa Eilhart
Weak removal.
4
Iorveth: Meditation
Weak removal.
4
Yennefer
Hard to deliver swarm synergy in this mode.
4
John Natalis
Requires a Tactic to function properly, not guaranteed to deliver.
4
Ulfhedinn
A big finisher that isn't even that big.
4
Xarthisius
Decent way to forestall your opponent's Shupe, but not great otherwise.
4
Triss: Telekinesis
Bronze specials not easy enough to find in any starting deck.
4
Vesemir: Mentor
Requires an Alchemy card to tutor successfully.
4
Wild Boar of the Sea
Removal bait, don't bother.
4
Yennefer Necromancer
Too specific to be worthwhile.
4
Geralt: Yrden
Boosting not dangerous enough in Arena to matter.
3
Miruna
Weak to all removal.
3
Vernon Roche
Weak removal and adds a dangerous brick to your deck.
3
Imlerith
Weak without reliable frost.
3
Menno Coehoorn
Too weak without reliable spy synergy.
3
Lambert: Swordmaster
Will be difficult to find value with so few multiples of any unit.
3
Dandelion
Hard to actually tutor the cards you buff and thus doesn't get proper value.
3
Ragh Nar Roog
Weather is weak, clears are common.
3
Korathi Heatwave
Weather is weak, clears are common.
3
Yennefer Conjurer
Vulnerable to removal.
3
Trial of the Grasses
Non-gold Witcher tag is too uncommon to achieve the correct effect.
3
Rainfarn of Attre
No Spies and a difficulty to find disloyal units makes Rainfarn a waste.
3
Yennefer: Enchantress
Requires a good card you actually want to reuse. Hard to function without its Constructed synergy.
3
Milva
Weak and finicky.
3
Isengrim Faoiltairna
Requires one of the very few Ambush cards to even work.
3
Triss: Butterflies
Removal bait, don't bother.
3
Bloody Baron
Too difficult to achieve high value to justify.
3
Saesenthessis
Can't find correct tags in this mode to achieve synergy.
3
Xavier Moran
Can't find correct tags in this mode to achieve synergy.
3
Ciri: Dash
Not enough thinning in Arena to work.
3
Vattier de Rideaux
Archetypal card, doesn't work in Arena.
3
Saskia
Not enough bronzes to function well.
3
Old Speartip: Asleep
Archetypal card, doesn't work in Arena.
3
Olaf
Archetypal card, doesn't work in Arena.
3
Morenn: Forest Child
Easily bricked, despite its premium value.
3
Dandelion: Vainglory
Too specific to be worthwhile.
2
Avallac'h
Mill doesn't exist here so Avallac'h doesn't get you much.
2
Tibor Eggebracht
Vulnerable finisher that gives your opponent card advantage.
2
Regis
Not enough boosts to be consistent.
2
Brewess: Ritual
Archetypal card, doesn't work in Arena.
2
Ithlinne Aegli
Can't find the right bronzes to make it work well.
2
Phoenix
Archetypal card, doesn't work in Arena.
2
Gaunter O'Dimm
Too RNG-driven to ever get good value.
2
Cerys an Craite
Archetypal card, doesn't work in Arena.
2
Whispess: Tribute
Archetypal card, doesn't work in Arena.
2
Saesenthessis: Blaze
Actively counterproductive.
2
Ihuarraquax
Too conditional to function - unless you've already pulled Stefan Skellen.
2
Cerys: Fearless
Archetypal card, doesn't work in Arena.
2
Roche: Merciless
Incredibly specific counter that's totally unnecessary.
1
Ciri
Vulnerable to removal.
1
Wolfsbane
Archetypal card, doesn't work in Arena.
1
Kambi
Doesn't work anywhere, much less Arena.
1
Letho of Gulet
Archetypal card, doesn't work in Arena.
1
Ciri: Nova
100% useless in Arena.
1
Weavess: Incantation
Archetypal card, doesn't work in Arena.


Silver Cards
   
Rating
Card NameTips and Tricks
10
Roach
Free points that only gets better with all the Golds available.
10
Dethmold
An excellent removal or weather option.
10
Ida Emean aep Sivney
An excellent removal or weather option.
10
Joachin de Wett
Similar to Stennis, a tutor with powerful tempo.
10
Toad Prince
Get rid of an unnecessary card while gaining tempo and draw.
10
Ozzrel
Solid finisher and graveyard denier that achieves moderate to good value in most situations.
9
Olgierd von Everec
Carryover that blocks an opponent's round-2 drypass - a lifesaving card.
9
Morkvarg
Carryover that blocks an opponent's round-2 drypass - a lifesaving card.
9
Abaya
A decent silver mage slightly hindered by the conditions of Arachas Venom.
9
Vanhemar
A solid silver mage who's best at the end of a longer round to deliver Shrike value.
9
Prince Stennis
Spectacular tutor for all your strong choices.
9
Gremist
The worst of the silver mages, Gremist still functions but his Roar is less consistent in this format.
9
Cleaver
A removal option that only works early on and decreases in usefulness with every play.
8
Striga
Acceptable removal option as it will almost always find a target.
8
The Last Wish
Thin your deck with the element of choice.
8
Alzur's Double Cross
Great tutor for a strong bronze or silver play - make sure to remember your deck!
8
Monster's Nest
Versatile toolbox card for a variety of situations and challenges.
8
Cynthia
An excellent proactive play to grant some information and the beginning of a board.
8
Malena
An Ambush card with a sometimes-tricky condition. But when it goes off it's very powerful.
8
Vaedarmakar
Slightly weaker than most silver mages, Vaedarmakar still has great aggressive plays.
8
Marching Orders
Grab a powerful low-strength silver from your deck for maximum efficacy.
8
Champion of Hov
Great removal option that benefits massively from any handbuffing you can acquire for it.
7
Reinforcements
A precise tutor with a relative forgiving set of tags - just deckbuild to ensure this doesn't brick.
7
Decoy
Make sure to include low-strength silvers with potent deploy effects to maximize this card's potency.
7
Garrison
As most opponents will have chosen solid lineups, this delivers their best plus free points.
7
Pavko Gale
Items are common, so this tutor can generally find a good use in Arena.
7
Peter Saar Gwynleve
Boosting won't always appear often, but Peter can still find uses offensively or defensively.
7
Golyat
Decent finisher - make sure to play this card last!
7
Germain Piquant
Moderate value plus bodies for buffing or blocking, not a terrible topdeck.
7
Toruviel
Bamboozling the opponent is neither the best nor the worst strategy, and Toruviel is handy despite her mediocre value cap.
7
Skjall
Cursed units are somewhat common, and if you can find any decent ones in your draft, Skjall goes from dead to excellent.
7
Expired Ale
Relatively easy to achieve strong value, and combines well with a tutor if you can find one.
7
Barclay Els
If you can find any other Dwarf in your draft, this is great thinning+tempo.
7
Hefty Helge
A conditional Swarm punisher that only finds value in long rounds - useful if the opponent happens to play around Expired Ale, though.
6
Vrygheff
Though he's a tutor with a specific tag, there are enough Machines that he can be an excellent aggressive or proactive play.
6
Ves
Functional fix for a bad hand, and a good body on the board to boot.
6
Ifrit
Pretty low ceiling in terms of maximum value, but delivers consistency as long as it has anything small to zap.
6
Commander's Horn
Weakened compared to its older form, this Horn still can achieve passable value with relatively easy setup.
6
Summoning Circle
Not always an optimal play due to its relative inconsistency, but generally can work well if you copy a good silver.
6
Serrit
Will usually be a pretty mediocre value, but doesn't have any condition to hold it back.
6
Mandrake
Boosting won't always appear, but like Peter Saar Gwynleve, this can work offensively or defensively.
6
Dazhbog RunestoneThe best of the Runestones by far, Nilfgaard has a few bricks but a ton of very potent cards to slam in a pinch.
6
Sile de Tansarville
Great as long as you can include a few solid silver special cards in your deck to ensure she never bricks.
6
Morvudd
Locks don't get too much value in Arena unless you can hit a key carryover unit, but the damage is alright.
6
Myrgtabrakke
Flat value similar to Ifrit, works best if you happen to have gotten some Scorch effect in your deck.
6
Ornamental Sword
A Create pool that's weaker than most of the Runestones without Skellige's factional synergy, this still can net some decent plays.
6
Stribog Runestone
Skellige's pool of cards has a few plays that are too archetypal, but can also hit some solid value cards.
6
Morana Runestone
Scoia'tael doesn't have any mind-blowing hits off of its Runestone, but most of its options are pretty moderate or good value.
6
Black Blood
A wildly swingy pool makes this Alchemy card land on strong options occasionally and mediocre ones more often than you'd like.
6
Milaen
Opponents can easily play around her trickier-than-it-seems condition, but should they
forget, you'll get full value without much effort.
6
Nekurat
Very low tempo holds this card back in Arena, though its boon/hazard flexibility
and functionality as a proactive play keeps it from total irrelevance.
6
Bekker's Dark Mirror
Requires a small body to actually achieve any value, but can catch an opponent
off guard and achieve a solid 20-point swing.
5
Glorious Hunt
A versatile special card that rarely works in Constructed but gives you great flexibility in Arena.
5
Bekker's Rockslide
A poor topdeck but a solid finisher for a long round.
5
Iris von Everec
A major liability if your opponent holds any kind of counter, but can deliver huge
value when you're going all-in on a round or the enemy is slow.
5
Margarita of Aretuza
Neither locking nor resetting are as strong in Arena as in Constructed, but
Margarita will rarely be a total bricked six-value play.
5
Braenn
Slightly-lower-than-optimal removal that benefits greatly from any handbuffing you can find.
5
Nithral
Another mediocre removal option in the vein of Braenn, but with a tougher
condition to gain more value and a much lower ceiling.
5
Jotunn
Better if you can conjure some Biting Frost, but still handy to manipulate enemy rows and
strategies.
5
Cyprian WIley
A tech card that will rarely find much purpose in the Arena format.
5
Djenge Frett
Loses much of his usefulness outside of Skellige's specific archetypes, but will still merit
moderate value with an easy condition.
5
Sarah
Can unbrick a hand or allow you to draw into a superior card from your deck that you weren't
able to get into the starting hand.
5
Trollololo
Passable value that does well against midrange removal options due to its high armor. Bonus
if you happen to find Armor synergy.
5
The Guardian
In a format without proper thinning, bricking the opponent's draw isn't too bad. But it isn't
particularly strong either.
5
Imperial Manticore
13 points combos well with any card that benefits from a high base strength, and can simply
be an acceptable proactive play in a tough spot.
5
Dudu
Presents a massive target to your opponent should they possess any kind of control cards, but can
punish a greedy opponent quite well.
5
Vreemde
Many poor pulls make this Create option weaker than it ought to be, as you risk finding archetypal
pieces when you don't want them.
4
Ronvid the Incessant
This semi-carryover card won't block a drypass but enables your Machines and is handy in
various situations.
4
Scorch
A risky card to play as it relies on the opponent playing a taller card to achieve proper value, but
its power cannot
be denied.
4
Caellach Dyffryn
Nilfgaard's most common toolbox is slightly weaker without its Spy synergy but still can work
as thinning or removal.
4
Nature's Gift
Excellent special tutor for any situation.
4
Vandergrift's Blade
A functional control option that can shut down your opponents Morkvarg or Olgierd.
4
Manticore Venom
Not the optimal removal option by far, but should your opponent drop a target that's a little
higher than usual, this will do the trick.
4
Mahakam Horn
A Create pool with several mediocre or poor options, as well as some carryover if you can dodge
removal. If you have a dwarf in the deck, shoot for Barclay.
4
Parasite
Flexibility makes this odd special card not a total brick, but the lack of a body doesn't do it any favors.
4
Nilfgaardian Gate
Requires you to seek out Officers in your Arena draft, but should you be able to find any, this Gate is well enabled.
4
Holger Blackhand
Removal from an older era of Gwent that's been outclassed by superior bronze and silver options alike.
4
Derran
A low-tempo play susceptible to all removal - but stellar if you manage to get some damage over time and keep him in play.
4
Ciaran aep Easnillen
Locks don't get much value, and the lack of any damage effect puts this card lower on the totem pole.
4
Sheldon Skaggs
A mediocre ceiling with a moderately difficult condition to achieve any good value puts this card in a difficult place.
4
Blueboy Lugos
Extremely low tempo that has a variety of counters, and doesn't necessarily deliver stunning payoff without its archetypal pieces.
4
Ele'yas
Without archetypal synergy, this card suffers - and it wasn't even that strong to begin with.
4
Foltest's Pride
A moderate value with a low ceiling, this card at least doesn't have too low of a floor for its value.
4
Assire var Anahid
Robbed of its typical factional synergy, this card can be frustrating to find value with in Arena and can often simply be a vanilla 11.
4
Jutta an Dimun
In Arena, effectively an Imperial Manticore that is 1 point weaker. She's a decent hit off of Ornamental Sword, but on her own, there's not much to say.
4
Iris' Companions
Too RNG-driven and too susceptible to damaging your own strategy leaves this odd tutor in the dust.
4
Princess Pavetta
Another card from the meme pile that just can't deliver value.
4
Dragon's Dream
Completely useless card in Constructed, this is no different here as a literal zero-point play.
3
Zoria Runestone
Northern Realms has a few very bad hits that net terrible value, but can hit some of the best cards in the format like Stennis.
3
Botchling
Has good synergy with Adda and Skjall.
3
Merigold's Hailstorm
Too conditional to be worthwhile.
3
Skellige Storm
Weather has myriad counters in Arena, and will generally result in quick punishment and an even quicker gameloss.
3
White Frost
Weather has myriad counters in Arena, and will generally result in quick punishment and an even quicker gameloss.
3
Artefact Compression
An eminently poor control option in a mode without many tall unit strategies.
3
Devana Runestone
Monsters unfortunately have many silvers tied too tightly to archetypes or ones that brick outright without their companion pieces.
3
Mourntart
Graveyards are simply too small for this inferior version of Draug to get good value.
3
King of Beggars
A pretty poor choice that can at best tie the round for you.
3
Yoana
Poor in Constructed. Poor in Arena. This card is too conditional to ever end up delivering anything meaningful pointswise.
3
Auckes
Locks aren't great in Arena, so locking two units at once with low tempo to boot isn't doing this Witcher any favors.
3
Odrin
A great piece of Swarm decks that suffers in Arena due to the endless propensity of removal and control.
3
Morenn
Easily countered by low-strength units, most opponents know how to 'test the waters' and play around this Morenn to deny her any good value.
3
Yarpen Zigrin
A carryover piece that's been a magnet for removal since Closed Beta, Yarpen is no better here.
3
Donar an Hindar
A locking unit that delivers no tempo of note and affects the graveyard in a format where the graveyard is much less relevant.
3
Giant Boar
Unusable in Constructed, not really any better in Arena.
3
Svanrige Tuirseach
Not guaranteed to do much for you, and with less poor bronzes to discard, you could be forced to drop a good silver or gold.
3
Vincent Meis
The low amounts of relevant Armor in play deny Vincent a high enough ceiling to work well.
3
Albrich
A pretty neutral unit that does little more for you than your opponent.
3
Nivellen
Movement synergy is too niche to gain much extra value from this card.
3
Stregobor
A pretty neutral unit that does little more for you than your opponent.
3
False Ciri
Extremely vulnerable to myriad forms of counterplay, this too often will be a literal negative-point engine that serves your opponent.
2
Johnny
Can occasionally unbrick your hand from a mediocre gold or silver, but too highrolly to be a good choice.
2
Treason
Far too conditional to ever deliver meaningful value on a regular basis.
2
Necromancy
Far too conditional to ever deliver meaningful value on a regular basis.
2
Pit Trap
Far too conditional to ever deliver meaningful value on a regular basis.
2
Cadaverine
Wildly conditional in its primary ability, this will only do anything of note if you can find a good neutral target.
2
Dorregaray of Vole
A horrifically bad pool of cards hold back this Create unit from being a good Arena choice.
2
Sigrdrifa
Too tied to a specific factional synergy and archetype to work well as a draft pick.
2
Eibhear Hattori
Too tied to a specific factional synergy and archetype to work well as a draft pick.
2
Sabrina's Specter
Too tied to a specific factional synergy and archetype to work well as a draft pick.
2
Paulie Dahlberg
Too tied to a specific factional synergy and archetype to work well as a draft pick.
2
Harald Houndsnout
Too tied to a specific factional synergy and archetype to work well as a draft pick.
2
Ocvist
Incredibly vulnerable to all forms of removal and control, and takes too long to deliver its payoff.
2
Dennis Cranmer
Too tied to a specific factional synergy and archetype to work well as a draft pick.
2
Ruehin
This card serves an archetype that doesn't even work well in Constructed, let alone in Arena.
2
Sweers
Effectively useless in this mode, and will almost always be a vanilla play.
2
Henry var Attre
Effectively useless in this mode, and will almost always be a vanilla play.
2
Nenneke
Too tied to a specific factional synergy and archetype to work well as a draft pick.
1
Dimeritium Bomb
Has been shunned as a tech choice for countless patches now, and with good reason - there are so many other ways to deal with boosted units.
1
Restore
Too tied to a specific factional synergy and archetype to work well as a draft pick.
1
Prize-Winning Cow
A beloved meme card, the Cow can never give you the payoff you seek, being both very slow and requiring the deathwish to be enabled.
1
Fringilla Vigo
Too conditional to ever be worthwhile.
1
She-Troll of Vergen
Completely bound to a specific archetype, not worth compromising your draft to seek value.
1
Sabrina Glevissig
Extremely clunky card that requires too many other tools to ever even begin to get a functional payoff.
1
Maerolorn
Completely bound to a specific archetype, not worth compromising your draft to seek value.
1
Lambert
Muster card that can never work in an Arena draft.
1
Operator
Completely contingent on bronze synergies that just aren't present in Arena - anything you give your opponent will generally just serve them as well as you.
1
Lubberkin
Muster card that can never work in an Arena draft.
1
Eskel
Muster card that can never work in an Arena draft.
1
Whispess
Muster card that can never work in an Arena draft.
1
Weavess
Muster card that can never work in an Arena draft.
1
Aelirenn
Too tied to a specific factional synergy and archetype to work well as a draft pick.
1
Draig Bon-Dhu
Already part of a weak and outdated factional synergy and even less viable in the Arena.
1
Vesemir
Muster card that can never work in an Arena draft.
1
Hubert Rejk
Another meme card that only works in a handful of specific decks with bronzes that boost - something that's never achievable in Arena.
1
Brewess
Muster card that can never work in an Arena draft.


Bronze Cards
   
Rating
Card Name
Tips and Tricks
10
Wardancer
Prevents round 2 drypass and thins a bronze from your deck, ridiculous card.
10
Cyclops
Reliable value with highly flexible removal.
9
Slave Driver
Your opponents won't pick bad bronzes, Slave Driver is a great bronze plus 1.
9
Elven Scout
High chance to pull any desired effect, often with high value to boot.
9
Ghoul
Highest power available from a bronze—great in round 3.
9
Panther
Solid removal on a 4 point body.
9
Archespore
An intimidating engine which often punishes opponents for removing it.
9
Vrihedd Officer
Often high value for a bronze with the ability to mulligan a less powerful card.
9
An Craite Whaler
High potential damage with movement and the machine tag.
8
Tuirseach Bearmaster
Solid 12 point bronze with a 1 strength body and a soldier tag.
8
Battering Ram
A consistent unit with the valuable machine tag.
8
Half-Elf Hunter
Guaranteed 12 points spread across two bodies.
8
Dol Blathanna Bomber
Extremely high value against a stacked row, with a relatively high floor.
8
Dwarven Skirmisher
Slightly above average value card.
8
Dol Blathanna Archer
Decent value card, can occasionally line up Scorch or serve as flexible removal.
8
Dwarven Mercenary
Decent value card, movement is occasionally very strong.
8
Vrihedd Neophyte
Slightly above average value card with a good power spread.
8
Nilfgaardian Knight
Slightly above average value card.
8
An Craite Armorsmith
Very high value with even one well damaged unit, floor is not terrible.
7
Pyrotechnician
Very high ceiling, can be weaker with bad RNG or against row stacking.
7
Reconnaissance
Deck thinning is very strong, and choosing between two bronzes makes the card uch more flexible than First Light.
7
First Light
Two-pronged option that handles a bad weather situation or simply thins out a bronze from your deck.
7
Vicovaro Medic
Very high value, assuming that your opponent is competent at drafting and you don't need round 1 plays.
7
Recruit
Relatively low value for a tutor, but soldiers are very easy to come by. Avoid if you have Wardancer.
7
Barbegazi
Can be very strong due to carryover, much harder to kill than Mahakam Defender due to consume effect.
7
An Craite Blacksmith
Decent value card, both the armor and the strength can be useful in arena.
7
Mahakam Ale
Slightly above average value with a potentially useful tag, but requires units be on all three rows.
7
Hawker Support
Decent value card, can help build a finisher.
7
Heymaey Flaminica
Decent value card, weather clear and movement are occasionally very strong.
7
Wyvern
Good value card with some removal potential.
7
Tuirseach Hunter
Decent value card.
7
Nauzicaa Sergeant
Decent value card, weather clear occasionally very strong.
7
Aedirnian Mauler
Decent value card.
7
An Craite Marauder
Decent value card, strong resurrect target should you be lucky enough to find good resurrect effects.
7
Slave Hunter
Situationally very strong card, doesn't have a terrible floor.
7
Archgriffin
Decent value card, weather clear occasionally very strong.
7
Vrihedd Brigade
Slightly below average value card, weather clear and movement are occasionally very strong.
7
Dimun Warship
Average value card with axemen synergy.
7
Tuirseach Archer
Decent value card, can occasionally line up effects such as scorch.
7
Wild Hunt Warrior
Slightly above average value card, but sometimes tricky to get full value.
6
Kaedweni Sergeant
Slightly below average value card, but armor, crewman tag, and weather clear are all occasionally useful.
6
Redanian Knight-Elect
A powerful engine with a decent body, often demands removal.
6
Vrihedd Sappers
Decent value card, but requires tempo to play safely. Ambush effect can be scary in arena.
6
Alzur's Thunder
Reliable removal with the illustrious 'spell' tag.
6
Elven Blade
Potent removal, but many premium removal targets are elves.
6
Elven Mercenary
Not many points for a tutor card, but very nonspecific, which is important for arena.
6
Priestess of Freya
Flexible resurrect effect due to soldiers being common, but not particularly high value for a very low floor.
6
Mahakam Guard
Decent value card.
6
Ekimmara
Decent value card.
6
Hawker Healer
Acceptable value card that spreads out its value well.
6
Temerian Drummer
Decent value card.
6
Combat Engineer
Okay value card with a reasonable spread of its power.
6
Cockatrice
Situationally very strong card, doesn't have a terrible floor.
6
Fiend
Decent value card.
6
Dimun Pirate
Decent value card, effect unlikely to be useful in arena.
6
Master of Disguise
Decent value card, effect not useful in arena.
6
An Craite Warrior
Decent value card.
6
Elven Swordmaster
Good value card, especially when combined with handbuff cards.
6
Mahakam Defender
Very strong if not removed due to carryover, otherwise very weak.
6
Petri's Philter
Decent value card, but weak in short rounds.
5
Reinforced Trebuchet
An intimidating engine with the valuable machine tag.
5
Savage Bear
A perfect proactive play to start a long round - and can bait enemy removal so you deploy a more valuable card.
5
Vrihedd Dragoon
A strong engine that can make your end-game even stronger.
5
Dimun Light Longship
A powerful engine on its own with the valuable machine tag.
5
Siege Tower
Slightly below average value card, can sometimes get better value from machine synergy.
5
Farseer
Very strong with specific synergy cards such as Vrihedd Dragoon, doesn't have a terrible floor.
5
Winch
Slightly less predictable than just drafting the best value machines, but usually high value. Tactics can be useful.
5
Thunderbolt
Relatively low value card, but tags and armor can both make the card stronger.
5
An Craite Warcrier
Decent value card on average, pretty strong is large bodies are present in your deck.
5
Fire Scorpion
Decent value card, reveal effect is rarely useful in arena.
5
Poor F'ing Infantry
Decent value card, multiple bodies are occasionally useful.
5
Redanian Knight
Slightly below average value card, effect is sometimes useful.
5
Drowner
Slightly below average value card, but can be very strong with weather.
5
Dol Blathanna Bowman
Slightly below average value card, effect is sometimes useful.
5
Deithwen Arbalest
Decent value card.
5
Standard Bearer
Very low value card, but effect is easy to activate in arena and many soldiers are strong.
5
Alba Spearman
Decent value card, effect is rarely useful.
5
Tridam Infantry
Decent value card.
5
Rot Tosser
Very high value card when not countered, extremely weak to specific cards and low value against low point bodies.
5
Swallow
Decent value card with tags that are sometimes useful, but bad point distribution.
5
Shrike
Decent value card, but weak in short rounds.
4
Alchemist
Average value card, effect somewhat useful for arena.
4
Bridge Troll
Relatively low value card, effect won't trigger too often but can be very strong.
4
Hawker Smuggler
Very high value in a long round, a bit slow to get going.
4
Alba Armored Cavalry
Very high value in a long round, a bit slow to get going.
4
Assassin
Potent removal, but awkward distribution due to 10 damage often being overkill.
4
Sage
More reliable than many other tag reliant cards due to being a resurrect, but still requires a spell or alchemy card.
4
Tormented Mage
Pretty flexible and decent tutor card, but still requires something to tutor.
4
Kaedweni Knight
Slightly below average value card, but very high value if you manage to activate the effect.
4
Dimun Corsair
Nearly autopick if deck contains at least a couple machines, but can be difficult to find the synergies.
4
Siege Support
Crazy high potential value for an engine, absolutely demands removal.
4
Ointment
Very flexible and powerful resurrect effect, but risks being completely dead.
4
Doppler
Decent value card, but unpredictable and sometimes awful.
4
Vicovaro Novice
Decent value tutor card, but requires something to tutor.
4
Emissary
Gives your opponent free points, but removes bronzes from your deck.
4
Heymaey Herbalist
High value tutor card, but requires something pretty specific to tutor.
4
Werecat
Slightly below average value card, effect not useful for Arena.
4
Lamia
Slightly below average value card, effect not useful for Arena.
4
Reinforced Ballista
Relatively low value card, occasionally finds some machine synergy for higher value.
4
Mahakam Marauder
Relatively low value card, but effect is pretty meaningful.
4
Redanian Elite
Relatively low value card, but armor combined with effect are very useful against effects such as weather.
4
Raging Berserker
Relatively low value card, but effect is pretty meaningful.
4
Drummond Warmonger
Very low value card, but removing a bad card from your deck can be very strong.
4
An Craite Greatsword
Occasionally great with Dimun Light Longship or against weather, usually very low value with no effect.
4
Berserker Marauder
Relatively low value card, might gain a few extra points due to synergy.
4
Heymaey Skald
Relatively low value card, might gain a few extra points due to synergy.
4
Ancient Foglet
Slightly below average value card, effect not useful for Arena.
4
Wild Hunt Rider
Average base strength with a mediocre effect.
4
Infiltrator
Slightly below average value card, effect not useful for Arena.
4
Dimun Smuggler
Average base strength with a useless effect.
4
Alpha Werewolf
Average strength card that relies on synergy with below average cards.
4
Bloody Flail
Slightly below average value card, removal component too small to kill engines.
4
Mardroeme
Pretty flexible utility card, but incredibly bad when a usage is not found.
3
Cursed Knight
Occasionally great with Tormented Mage or against Iris, usually very low value with no effect.
3
Wyvern Scale Shield
Requires a high point body in hand for pretty low payoff.
3
Lacerate
Incredibly high value card against row stacking, but requires specific enemy positioning to work.
3
Arachas Venom
Reasonably high value card, but requires specific enemy positioning to work.
3
Crow's Eye
Reasonably high value card, but requires specific enemy positioning to work.
3
Golden Froth
Extremely slow card, can sometimes clear weathers by surprise but also might be overridden by one.
3
Magne Division
Decent value for a tutor card, but items are very specific and not very good.
3
Slave Infantry
Too tied to archetypal synergy, weak body.
3
Ice Troll
Too tied to archetypal synergy, weak body.
3
Ballista
Acceptable value, but only if you draft synergistic cards.
3
Trebuchet
Too tied to archetypal synergy, weak body.
3
Werewolf
Too commital for too low of a payoff.
3
Field Medic
Too tied to archetypal synergy, with a low base strength.
3
Kaedweni Cavalry
Too tied to archetypal synergy, weak body.
3
Arachas Behemoth
Relies too much on archetypal synergy to be good in Arena.
3
Tuirseach Skirmisher
Value is too low to be worth committing draft picks to synergistic cards.
3
Rotfiend
Too tied to archetypal synergy.
3
Sentry
Too tied to archetypal synergy, weak body.
3
Griffin
Mediocre value, even when combined with synergistic cards.
3
Ban Ard Tutor
Low value body, mulligan is not particularly useful due to most specials being low value.
3
Mastercrafted Spear
Requires a high point body in hand for pretty low payoff.
3
Ambassador
Moderate point value, but terrible distribution.
2
Stammelford's Tremor
Extremely low value card.
2
Biting Frost
Extremely slow card, weak to weather clears.
2
Impenetrable Fog
Extremely slow card, weak to weather clears.
2
Torrential Rain
Extremely slow card, weak to weather clears.
2
Bloodcurdling Roar
Extremely low value card.
2
Bone Talisman
Too tied to archetypal synergy, not viable for Arena.
2
Crushing Trap
Too situational for an arena deck.
2
Rock Barrage
Extremely low value card.
2
Spores
Extremely low value card.
2
Peasant Militia
Extremely low value card.
2
Dwarven Agitator
Too tied to archetypal synergy, not viable for Arena.
2
Heymaey Protector
Too tied to archetypal synergy, not viable for Arena.
2
Aretuza Adept
Low tempo and unreliable.
2
Foglet
Too tied to archetypal synergy, not viable for Arena.
2
Wild Hunt Hound
Too low tempo, and difficult to draft cards that synergize.
2
An Craite Raider
Incredibly low value unless you also draft discard cards.
2
Kaedweni Revenant
Too vulnerable to removal and low tempo while requiring specific other cards to be drafted to gain value.
2
Nauzicaa Brigade
Too tied to archetypal synergy, not viable for Arena.
2
Siege Master
Very vulnerable to removal but decent value if not removed.
2
Ice Giant
Too tied to archetypal synergy, not viable for Arena.
2
D'ao
Very low amount of points even if you get synergistic cards.
2
Celaeno Harpy
Low value card with no real benefit to running it.
2
Vran Warrior
Too tied to archetypal synergy, not viable for Arena.
2
Tuirseach Axeman
Good value, but too hard to set up.
2
Impera Enforcer
Very prone to removal and not very powerful in the draft format.
2
An Craite Longship
Easily removable card that relies on synergies that you're unlikely to draft.
2
Mangonel
Too tied to archetypal synergy, not viable for Arena.
2
Tuirseach Veteran
Very low tempo, and not very powerful even with synergistic cards.
2
Forktail
Too tied to archetypal synergy, not viable for Arena.
2
Nekker Warrior
Has an effect that isn't beneficial in Arena.
2
Witch Hunter
Requires multiple copies to be useful, not viable for Arena.
1
Adrenaline Rush
Too situational for an arena deck.
1
Epidemic
Far too low value to ever be run.
1
Dimeritium Shackles
Incredibly low value card.
1
Moonlight
Too tied to archetypal synergy, not viable for Arena.
1
Reaver Scout
Requires multiple copies to be useful, not viable for Arena.
1
Dimun Pirate Captain
Too tied to archetypal synergy, not viable for Arena.
1
Venendal Elite
Mediocre even if you draft more reveal cards.
1
Dol Blathanna Sentry
Almost impossible to gain real value out of in Arena.
1
Heymaey Spearmaiden
Requires multiple copies to be useful, not viable for Arena.
1
Slyzard
Requires drafting multiple copies of the same card to be useful.
1
Blue Stripe Scout
Incredibly low value unless you happen to draft several synergistic cards.
1
Blue Stripe Commando
Low payoff for a card that you need three or more of to get any real value out of.
1
Temerian Infantry
Too difficult to get working in Arena.
1
Arachas Drone
Only worth a mediocre amount of points even if you have three or more copies.
1
Imperial Golem
Too tied to archetypal synergy, not viable for Arena.
1
Blue Mountain Elite
Completely terrible unless you manage to draft three or more copies.
1
Drummond Shieldmaid
Requires multiple copies to be useful, not viable for Arena.
1
Alba Pikeman
Terrible value unless you draft three or more of them.
1
Wild Hunt Navigator
Too weak of a card even when drafted alongside wild hunt units.
1
Mahakam Volunteers
Requires multiple copies to be useful, not viable for Arena.
1
Dun Banner
Requires multiple copies to be useful. (One copy of this card does almost nothing while 20 pts behind).
1
Nekker
Too weak unless you draft an entire deck of synergistic cards.
1
Harpy
Too difficult to pull out of your deck in Arena mode.
1
Drummond Queensguard
Vulnerable to too many strategies while providing a minimal payout.
1
Daerlan Soldier
Too tied to archetypal synergy, not viable for Arena.
1
Siren
Underwhelming even if moonlight is also drafted.
1
Damned Sorceress
Low value card that requires other low value cards to be used.
1
Spotter
Requires too many bad cards to gain any good value and otherwise is worth a terrible amount of points.
1
Viper Witcher
Too difficult to get value with in Arena.
1
Reaver Hunter
Only useful if you can draft three or more of them.
1
Vrihedd Vanguard
Too tied to archetypal synergy, not viable for Arena.
1
Impera Brigade
Very prone to removal and not very powerful in the draft format.
1
Wild Hunt Drakkar
Low base strength with a near useless secondary effect.