Vampire, I don't even know where to begin with your criticisms of Gwent. If it were a human being I presume you'd be about ready to murder it at this point.
From my perspective your seething (and somewhat irrational?) hatred for it are blinding you to the fact that it does have many redeeming features, as I would say all of the top 5 card games do, even the ones I can't stand, like Hearthstone (which I commonly watch people stream simply for the sheer entertainment value).
It's just not true to say that Gwent has no interactivity. Yes, ultimately you are victorious by winning 2 out of 3 rounds, and each round is won by having a bigger army on your side of the board, but how is this inherently less interactive than getting your opponent's health total to zero?
You act as though there is no interactivity within the game whatsoever, but that is quite frankly not true. There are so many ways to interact with your opponent's side of the board including weather effects, nukes, spies, locks, steals, consumes, and countless more. It's true that some decks are more concerned about maximizing their own side of the board, but from what I've seen this is pretty rare. The most popular decks are filled to the brim with ways to punish or outplay your opponent for their mistakes.
Of course it's fair to say that Gwent is boring and/or not your cup of tea, I feel that way about many popular games and even T.V. shows (I can not for the life of me understand the appeal of Rick and Morty). But to claim that it's objectively terrible? I don't see it. As much as I despise Hearthstone, I can step outside of myself for just long enough to see the appeal to a much more casual audience, especially one who already loves Blizzard and has copious amounts of expendable income.
If anyone here has actually played it, I'd be interested to know what exactly it's about and what the appeal is.
I would say that the appeal of Gwent vs. the other popular card games is the strategic depth. It's true that it's not as flashy or visceral, but this is more than made up for by the removal of most random mechanics and level of depth.
So much of the game plays like a hybrid of Chess and Poker. You can't know exactly what your opponent is holding, but you can surmise it base on their behavior, and you can bluff with your own hand to try and make them reveal theirs.
So the 3 round feature is probably where the game gets the majority of its depth. Winning the first round gives one player a huge advantage, because the losing player *HAS* to win the second round, or they lose the game. This means that the player who is victorious in the first round can bait the "losing" player to expend all their best cards in a desperate attempt to win the second round, making the third round a breeze for himself.
But it's much more complex than that. Some decks specifically intend to lose the first round and play from behind. Some decks essentially want the first and second rounds to be passed and then put all of their power into the 3rd round, creating an unstoppably huge board that the opponent can't possibly deal with. Some decks actually attempt to win both the first and second round, not even giving the opponent a chance to recover.
It all hinges around the use of the pass mechanic to attempt to create leads which you believe your opponent can't overcome without an critical amount of resources, but doing so is always a gamble, and relies both on knowing the matchup and making educated guesses about what the enemy player has.
It's honestly difficult to explain but very fun to watch.