Alright here's some gwent strategy for you all. I posted it in the main thread but I think it just got swept away there.
The basic gameplan I try to implement is win round 1 at all costs as the north. generate card advantage. win round three by being able to overwhelm my opponent's hand thanks to card advantage and a minion heavy deck.
Generating card advantage is valuable and to that end I use a Northern Kingdom deck, with the weather clearing foltest power. I tend to use my power to be able to 'pass' a turn as much as i do to actually clear weather. Most of the time I don't care about the weather but being able to spend a turn without playing a card is quite valuable.
I fill my deck with my highest power minions, spies, and medics. I do not want weather cards in my deck at all, if I draw a card I need it to be another minion I can play. Spies are great in round 2 where you can play them out to lose the round, often your opponent will even play one of his own cards. Medics allow you to play cards from your graveyard which more or less amounts to drawing another card as well. Medics can also be used to repurpose enemy spies for more card draw (medic on an enemy thaler is particularly great). The decoy card can also be useful to let me reclaim an enemy spy, a friendly medic, or claw back a regular unit in round 1 once your opponent has passed. It can also serve to essentially 'pass' a turn letting you generate even more card draw (play card A, decoy it, play card A again, 3 turns 2 cards)
In general you want to mulligan for a spy and a medic in your hand, if you have that then mulligan for a high powered diverse hand.
So general placement strategy. you want to
A. make your rows strong where your opponent is strong
B. diversify your power amongst rows
C avoid playing your msot individually powerful cards out of the gate
You're looking to minimize the value of his weather and other special cards with your placement strategy, in round 1 you want to make sure you dont wind up with a hand full of just 1 type of minion because that can fuck you in round 3
Round 1 fight tooth and nail for the win, keep playing until he passes, if you're far ahead on power try to stall by using decoy, leader power, low value minions, etc. Wining here gets you that card draw and the time you need to use it no matter what card it is.
Round 2 you want to give away to your opponent generally. Save your spy cards for this round, if you have any particularly low value cards, play them first then play the spies as it encourages your opponent to commit more cards to the round. Once you've drained off your worst cards and played your spies go ahead and pass.
Round 3 you should have substanatial card advantage and should be able to clean his clock. It's possible that your opponent has played spies as well but you should still be in good shape to clean his clock.