In a world plagued by horrors and monstrosities humanity desperately needed a new type of weapon to turn back the tide. Created by ingenious Alzur, witchers — professional monster slayers of exceptional strength, speed, and agility were tasked to end the threat once and for all. Organized into different schools they honed their craft and passed their knowledge onto novices in training. Some of them were destined to become the legendary heroes and protectors of humanity. Others — the very thing they were supposed to fight…
From mighty wizards, to terrifying mutants; from skilled witchers to bloodthirsty monsters; and beyond, with iconic locations, as well as all new special cards — Way of The Witcher adds 10 cards per faction, as well as 10 neutral cards, all ready to reinforce any deck.
Whenever you play a Spell card, Spawn a random unit with the same provision cost on this row.
Deploy: Destroy the rightmost unit on an enemy row with at least 5 units.
Adrenaline 3: Destroy the rightmost unit on an enemy row with at least 3 units instead.
Zeal. Order: Boost all allied units with power equal to Coën by the amount of boost on Coën.
Deploy: Spawn a Deafening Siren on the opposite row and damage all units on that row by 1.
Adrenaline 3: Spawn a Deafening Siren on the opposite row and damage it by 1 instead.
Roland BleinheimHuman, Salamandra
Whenever a unit gains Poison, gain 2 Coins.
Discover how the breadth of additions Way of the Witcher introduces expands the identities of your favorite GWENT factions — in all new and tactically robust ways.
Way of the Bear:
Strength and endurance
Way of the Cat:
Movement and agility
Way of the Griffin:
Constitution and precision
Way of the Salamandra:
Investment and sacrifice
Way of the Mutant:
Savagery and hunger
Way of the Viper:
Resource manipulation and sabotage