Gwent Terminology: List of all Official and Unnoficial terms


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As an addition to the the Gwent Acronyms Guide, I would like to show you another one. This time it’s about the terminology used in Gwent – both official (descriptions on cards and InGame) and unofficial, used by players.

This guide was oriignaly posted on Reddit by user Elon_Musk_is_God.

Take a look at the NEW KEYWORDS introduced with Gwent Open Beta on 24th May.


Official Terms

  • Relentless – You can not take this card from the battlefield and put it back into your hand.
  • Fleeting – Instead of going to the graveyard, this card gets removed from the game. Permadeath – This card can not be revived from the graveyard (unless specified by another card).
  • Loyalty – Pertains to which side of the board you can place a unit. Loyal means your side, disloyal means your opponents side. Disloyal cards are denoted with a red eye icon. They will also have an eye icon above them when placed on the opponents side of the battlefield. These are considered “Spying units”
  • Passive Ability – This card has an ability that can be triggered by other events, cards, or actions. It can also signify weather immunity. This is denoted by a fire icon.
  • Token – A card that is spawned onto the battlefield by another card. Tokens can not be directly placed by the player, and are subsequently not shown on most deckbuiler sites. Tokens are also sometimes called minions.
  • Breedable – Card that is effected when Monster Nest is played. It creates three base copies of itself. There are also breedable tokens.
  • Instance – The exact version of a card. For example, all three Wild Hunt Rider are all the same card, but different instances. No matter how many you have on the board, they are all the same card but different instances of that card. Some special cards affect all instances of a card. So their effect will be applied to all instances of that card.
  • Mulligan – The phase in the beginning of each game where you redraw cards.
  • Agile – Card that can be placed on any row (melee, ranged, or siege), This is denoted by two arrows in the shape of a circle.
  • Muster – When this card is played it will bring out other cards, usually other instances of itself or similar cards.
  • Deathwish – When this card is destroyed, something else will happen (specified on the card).
  • Original Strength – The strength a card starts out with, before any buffs or wounding. So if Dimeritium Bomb is played, all cards on the selected row will return to the strength they started out at. There are some cards that can change original strength, however. It can also be referred to as Base Strength.
  • Resilience – Denoted with a fist icon below the card when placed onto the battlefield. A card with resilience will stay on the battlefield for the next round instead of going to the graveyard.
  • Rarity – How rare a card is in kegs. This does not affect deck-building. From lowest to highest, rarities are: common (white), rare (blue), epic (purple), legendary (yellow). These are denoted in the bottom right of every card with a colored square
  • Reveal – Some cards/abilities can reveal cards in you or your opponents hand. Revealed cards can be seen by both players. Revealed cards are denoted with a small magnifying glass on the top of the card.
  • Discard – When a card is moved to the graveyard from either your hand or your deck.
  • Ambush – Cards that are placed faced down when played. This card gets flipped over and revealed when something happens, which is written on the card. It’s ability is then played automatically.

Unofficial Terms (created by the community)

  • Synergy – Cards that work well with each other. A deck with good synergy means that most of the cards benefit from other cards, who in turn benefit from others. For example, the Mahakam Guard is decent by itself, but better with other dwarves. Along the same lines, Dwarven Mercenary is bad by itself, but much better with other dwarves on the battlefield. Therefore, a deck with the majority of the cards being Dwarves will have good synergy. Conversely, a deck with no weather immune units and a lot of weather cards has bad synergy, since you will just be hurting your own units.
  • Control Deck – A deck who’s main goal/synergy is to always be in “control” of the game. This involves cards that damage the opponent and remove their cards from the battlefield. It also tries to disrupt the opponent’s synergy so that their over all deck becomes weaker. In general, control decks want to be reacting to the opponent, not the other way around.
  • Spy – A disloyal card that draws a card from your deck to your hand. Useful for gaining card advantage. This used to be an official Gwent term back in the Witcher 3 version, but since has not been used officially by CD Project Red. These will also have an eye icon above them when placed on the battlefield.
  • Card Advantage – When you have more cards in your hand than your opponent. The higher your card advantage, the more likely you will win the game. Keep in mind this is not always true, but tends to benefit you a lot. This is because towards the end of the game, when both players’ hands are running low on cards, your opponent will run out while you still have a few left. Now you can play your remaining cards however you wish without your opponent interfering (unless of course they have a card with a passive ability on the board).
  • Cheesing – This term is a little difficult to describe, but basically it means any sort of strategy/synergy that is expected, easy to achieve, and annoying. For example, a common “cheese” deck is the Northern Realms promotion/resilient deck. The main synergy here is to buff a unit, adrenaline rush it, Foltest it to create a copy, and then promote it (keep in mind this has been somewhat changed/fixed in the most recent patch). It’s considered “cheese” because it can be seen from a mile away, is relatively easy to accomplish, hard to counter, and annoying to play against. This is all opinionated of course, but a lot of players would not like to play against that deck.
  • Meta – The overall state of the game; what cards, decks, and strategies are good and bad.
  • Deck Thinning – The idea that if you “thin” cards from your deck, either into the graveyard, your hand, or the battlefield, you are improving your chances of drawing the cards you actually want. That’s why having a deck with 25 cards is considered better strategy than a 40 card deck, because you have a better chance of drawing more powerful cards.

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