Just did the High Stakes tournament. The first match was ironically the most difficult for me. The last match was surprisingly easy. Monster deck, but the guy had a really bad hand. Stuck to my OP Nilfgaard deck throughout, didn't even adjust it.
Only missing two leaders and who knows how many regular cards now.
What sort of strategy do you go for with a Nilfgaard deck? I'd like to play other factions than Northern Realms but I'm not sure what to do, tbh.
My deck has all the spies (4, no doubles), healers (3) and heroes (a whopping 7, two of which are healers) and whatever strong regular cards, usually archers or siege engines. I also have three 3 point infantry and two emissarries, since they can either be used as fodder or be quite strong if you happen to draw two or more.
As for specials: at least two decoys are mandatory for spy heavy decks, since spies can be used against you once they're discarded. If you have a lot of non-hero units, two horns and two clear weather, otherwise only one each. The rest (frost, fog, rain) depends on what kind of deck you face.
As for neutrals: The dragon (forget the name) is great, as is scourge, but the latter is obviously a double-edged sword, especially for Nilfgaard's strong regular units. Don't want to kill your 10 point archers or siege engines, since they're often the strongest units on the board before buffs. Dandelion is like a melee only horns, but the best thing is that he can be revived, since he's not a special or hero.
My deck is huge as a consequence, 30 cards, so my hand can vary wildly. In general I try to exhaust the opponents' hand in round one, but I you have more than one of the following, the strategy changes:
Spies? Play them all in round one, then throw the round and exhaust their hand in the following round. If you can win the round go for it, but you obviously don't want to squander the card lead you gained. edit: round, round, round
Healers? Hold onto them for round two or three, but if you need to revive a card to win the round, the choice is obvious.
Heroes? Hold onto them if it's only one or two, but later on you can get four or more in your hand, so you can use one or two to goad the enemy into over-extending themselves.
Decoys? To capture enemy spies or re-capture your own spies that will almost assuredly be used against you in round two or three. Sometimes used to bail out healers for round two or three.
As for the leader card I like the third one a lot. It lets you see three randomly selected cards from your opponents' hand. More useful in round two, but can also safely be used to waste a turn should the need arise. The High Stakes tournament lets you win Emhyr 4. It lets you draw a card from the opponents' discard pile, which is really good and what I default to now.
Geralt will not longer interact with candles near chests and other interactive elements.
There is at least one quest where you need to light something to progress (opens a hidden door), so now I wonder if they broke that.

The Pyres of Novigrad quest is of course going to be fixed as well as the XP glitch.
What was the issue there?