Epic Card Game Digital Kickstarter is finally here: www.kickstarter.com/projects/1172937197/epic-digital-card-game/description
I have already backed, and I look forward to playing a lot. I also plan on streaming.
Epic Card Game Digital Kickstarter is finally here: www.kickstarter.com/projects/1172937197/epic-digital-card-game/description
I have already backed, and I look forward to playing a lot. I also plan on streaming.
This article is my second puzzle contest with prize support (previous puzzle, original test puzzle). The goal is to discover the greatest possible Loyalty X reveals for each Loyalty X champion (Zannos Corpse Lord, Chamberlain Kark, Velden Frost Titan, and Scarros Hound of Draka). Each solution may use 2 turns, requires a different 60 card deck, and can’t use its gold on the same cards.
The leader at the end of the first week will receive an Epic Deck Box. The leader at the end of the second week will receive their choice of 4 Epic/WWG playmats. In addition, the top 9 participants (not including the winner(s) of the deck box and/or playmat) will receive a Kickstarter exclusive Elder God/Elder Goddess card, a Kickstarter exclusive Demigoddess/Demigod card, or an alt art promo card.
At the end of the first week, I may add another part to the puzzle depending on answers received.
Over 2 turns (an opponent’s turn and your turn in either order), what is the greatest number of cards that can be revealed when you play:
1) Zannos, Corpse Lord
2) Chamberlain Kark
3) Velden, Frost Titan
4) Zannos, Corpse Lord
5) What is the combined total cards revealed in all 4 answers?
Instead of assigning points based on who has the highest score for each Loyalty X card by name, I will be assigning points based on each player’s 1st highest answer, 2nd highest answer, 3rd highest answer, 4th highest answer, and total revealed card.
If you lead in at least 1 category at the end of at least 1 week, you are guaranteed a prize (because you are guaranteed a Victory Point as explained above).
In addition, if you can’t think of a way to get the top score, but you can think of a way to get your worst score better than everyone else, you win a prize.
The first person to submit the overall winning answer receives their choice of playmat pictured below.
**Unfortunately there is very slight creasing in both of the Kickstarter playmats (more visible in the Angel of Death playmat picture). These are pictures of the actual playmats that will be sent out.**
To my unofficial/unaffiliated, nonbinding, unconfirmed knowledge:
Basically, I’m seeing these on neither WWG’s store page, nor Legion Supplies WWG page. A quick search on ebay turned up these sales:
The first person to submit the winning answer in the first week receives an Epic Deck Box. **Card sleeves not included**
Link to Legion Supplies product page
The 9 participants with the top scores, who win neither the deck box nor the playmat, will receive a promo pictured below. The eligible participant with the best answer gets first choice on down to the 9th play finisher (not including the winner of each week).
The sleeved promo card will be sent via a standard envelope. I take no responsibility if they are damaged in transit.
While I tried to preemptively answer any question that might come up, I know the combined intellect of the community can think of questions I didn’t answer. Therefore, if you have any questions, or want me to explain anything better, let me know in the comments.
This article is to announce my second puzzle contest with prize support (previous puzzle, original test puzzle). The puzzle will be posted at 8pm GMT on 1/28/17. I will post a puzzle with multiple parts.
Whoever has the greatest amount of points by the end of the first week (2/4/17 at 8pm GMT), will win an Epic Deck Box. Whoever has the greatest amount of points at the end of the second week (2/11/17 at 8pm GMT) will receive their choice of 4 Epic/WWG playmats. In addition, the top 9 participants (not including the winner(s) of the deck box or playmat) will receive an alt art promo card, a Kickstarter exclusive Elder God/Elder Goddess card, or a Kickstarter exclusive Demigoddess/Demigod card.
At the end of the first week, I may add another part to the puzzle depending on answers received.
Below are the non-puzzle-specific rules for this specific contest. If anything is unclear please leave a comment asking for clarification, preferably before 1/28/17.
Conditions:
The person with the most points at the end of the 2-week period will receive their choice of playmat pictured below. (Points are awarded to the first person to submit an answer if two participants submit the same result.)
**Edit** The winner of the mat may opt for a card instead, if desired. If they do, the mat would be available first for the week 1 winner, then down the line of 1-9 place finishers. If the 1st week winner doesn’t want the deck box, the overall winner may receive the deck box if desired. **Edit**
**Unfortunately there is very slight creasing in both of the Kickstarter playmats (more visible in the Angel of Death playmat picture). These are pictures of the actual playmats that will be sent out.**
To my unofficial/unaffiliated, nonbinding, unconfirmed knowledge:
Basically, I’m seeing these on neither WWG’s store page, nor Legion Supplies WWG page. A quick search on ebay turned up these sales:
The person with the most points at the end of the first week will receive an Epic Deck Box. **Card sleeves not included** (Points are awarded to the first person to submit an answer if two participants submit the same result.)
**Edit** The winner of the deck box may opt for a card instead, if desired. If they do, the deck box would be available first for the overall winner (if they do not want the playmat), then down the line of 1-9 place finishers. **Edit**
Link to Legion Supplies product page
The 9 participants with the top scores at the end of the 2-week period, who win neither the deck box nor the playmat, will receive a promo pictured below. The eligible participant with the best answer gets first choice on down to the 9th place finisher (not including the winner of each week).
The sleeved promo card will be sent via a standard envelope. I take no responsibility if they are damaged in transit.
I was writing all of this out to explain the Lesson Learned targeting Ancient Chant interaction for my rating/explanation of all cards in Dark Draft. Frequent readers won’t be surprised to hear that I went I bit overboard. Since it got a bit longer than I was expecting and I didn’t like the formatting, I decided to make it a stand alone article.
Everything that follows is precisely how cards resolve in Epic. In the vast majority of situations, you do not need to know/understand this to play Epic.
Trigger Formatting
Triggering Condition → Trigger
When the Triggering Condition is met, the Trigger is added to a heap of Triggers waiting to resolve. As soon as the current game action finishes resolving, the heap of Triggers resolves. For example,
When you play a card, any triggers that happen when that card is played, ally-triggers for instance, are added to a heap. All of these triggers resolve in the order of the controller’s choice, after the card finishes resolving.
While resolving a heap of triggers, if any additional triggers happen, these new triggers are added to a new heap. This new heap is resolved after the current heap finishes resolving. For multiple example of this, check out my Recycle Interactions article.
If both players have triggers that would resolve at the same time, either the current player or the player with the initiative resolves all of their triggers first, followed by the other player resolving all of their triggers.
(WWG was still deciding between the current player or the player with the initiative last I checked. [rare edge case])
For champions, after relevant triggers are added to the heap, you simply put the champion into play. Then, you put any of the champion’s triggers (loyalty or tribute) into the heap as well. Finally, resolve triggers in that heap in whatever order you would like.
For events, after relevant triggers are added to the heap, the card enters the Supplemental Zone and fully resolves the entirety of its text. If more triggers happen during the resolution of the event, add them to the heap waiting to resolve. Once the entirety of the event’s text is resolved, the event leaves the Supplemental Zone and enters the discard pile. Finally, resolve triggers in the heap waiting to resolve in whatever order you would like.
So, when Lesson Learned is played, it enters the Supplemental Zone.
In the above example, if the Lesson Learned player had a Psionic Assault in their discard pile, expended Blue Dragon in play, and expended Keeper of Secrets in play, all of their ally triggers would be added to the heap at step 1.
For further narrative purposes, also assume the opponent is at 10 health with Guilt Demon and Thundarus in play, you (the Lesson Learned player) have 3 health with Flame Strike in your deck, only Time Bender and Knight of Shadows in hand, and only Psionic Assault and Memory Spirit in your discard pile.
Aside from adding the triggers at step 1, everything else stays the same until step 8. Below are the new steps:
As I said, for the vast majority of games, knowing precisely how cards resolve isn’t important. Most of the time, triggers just happen immediately after they trigger, and usually only 1 or 2 triggers happen at the same time.
This is a continuation of my ratings of all cards for Dark Draft.
A link to my full tier list may be found here. My reasoning for each card can be found here.
Mass Discard Pile Banish: A mass discard pile banish card is the single most important card in Dark Draft and other limited formats. Its importance is so great, my top tier consists of exclusively these cards (Amnesia, Erratic Research, Grave Demon, and Heinous Feast).
As long as you have at least 1 mass discard pile banish card and recycle it as soon as possible after playing it, you should have an almost 0% chance of losing to your opponent drawing through their entire deck.
Heinous Feast Rating
Always First Pick –
Mass discard pile banish is the most important aspect in Dark Draft and other limited formats.
0-cost, fast discard pile banish is nice, but I’d rather the mass discard pile banish card either recycle, give me an 8/8 ambush body, or draw 2 cards than gain some health.
Necrovirus Rating
Frequently Desirable
Off-turn targeted removal that doesn’t put your opponent any further ahead than you is excellent. The fact that it also gives you a chump blocker for that turn is a big deal too. 3 Zombies with your next 1-Cost Evil spell is also relevant.
Unfortunately, if used on your turn, it leaves behind a chump blocker for your opponent. It also can’t draw 2 if you don’t need the removal.
Raxxa, Demon Tyrant Rating
Always Desirable
18/18 worth of stats spread over 3 bodies without loyalty is great. The fact that if Raxxa gets bounced you can get 2 more 6/6 demons is also great. Raxxa can even buff your other demons in play, even if Raxxa is your only 1-cost Evil card in deck. (If Raxxa is removed the demons automatically revert to 4/4s.)
The loyalty effect is also excellent. 2 damage is nice for breaking all non-demon tokens, Muse, and other troublesome low defense champions. Off-turn Zombie Apocalypse/Wave of Transformation is already incredibly strong. Follow it up with Raxxa with loyalty on your turn to completely wipe their board and establish multiple threats.
Great without loyalty, potentially amazing with loyalty.
Raxxa’s Curse Rating
Always First Pickable
Draft Frequency: 9
Draft Power: 8
Raxxa’s Curse is a faction-independent powerhouse. Breaking any 0-cost champion and giving you a demon token is a strong swing in your favor. (I have put myself significantly ahead in at least one draft where I Raxxa’s Cursed a Muse that my opponent was relying on early.)
Since every faction has strong 0-cost minions (Guilt Demon/Spawning Demon, White Dragon/Paros Rebel Leader, Keeper of Secrets/Shadow Imp, Fire Shaman/Ankylosaurus) this will usually have a target to hit. In addition, even using it on a token is valuable.
Aside from breaking Muses, my favorite use of this card is to break an ambushed in 0-cost blocker. If I can draw my opponent’s gold out before mine, play a Rampaging Wurm, and break my opponent’s zombie from Plentiful Dead before blocks, I am happy.
If nothing else, you can always draw 2 with it.
Insurgency Rating
Situationally Desirable +
By itself, this is weak. Attack for 8 over 4 unbreakable bodies is more reliable than Wolf’s Call, but no card wants to be compared to Wolf’s Call. 4 off-turn unbreakable blockers can save your life, but not a great use of a gold.
Where this card really shines is with other human token cards generally and AoE buffs specifically. Insurgency and then Revolt gives you 4 unbreakable, blitz 4/1 human tokens and 1 blitz 3/1 human token. Unless your opponent can AoE banish, Ceasefire, Ice Drake, Force Field, Surprise Attack -> Time Walker/Frost Giant/Velden Frost Titan, Blind Faith, or make a lot of blocks, they could take 19 damage from 2 cards (assuming you had no other human tokens in play).
This is one of the most important cards for a human token deck, and one of the strongest 2 card combinations in the game.
Markus, Watch Captain Rating
Situationally Desirable +
Thought Pluckering me? How about I put a 10/10 into play instead of discarding, seems nice.
Oh yeah, and I actually drafted some other Good alignment cards, so I’ll reveal these 2 to draw a card to replace him.
You have 3 Demons in play too, not any more you don’t. At least you still get your ambushed in 1/1 unblockable champion.
10 defense is great.
Put it into play if discarded is great. Banish up to 3 tokens, particularly demons is great. Loyalty 2 -> draw a card is excellent (except that it is Good Loyalty 2). If you can trigger at least one of its abilities this is a strong card. If you get all 3 (you almost certainly won’t), it is incredible. In any other alignment, this would be really difficult to pass up, since Loyalty 2 -> draw a card is my favorite part.
It’s also a human so it can go airborne with Faithful Pegasus.
Noble Martyr Rating
Situationally Acceptable
4 defense on a ground based champion that doesn’t deal 4 damage when it is played and attacks (Pyrosaur call-out), is really weak. It dies to so many champions and multiple 0-cost cards. If it survives, it can at least sneak 7 damage through (weak for an on-turn gold-punisher).
However, Unbanishable on a card with a discard pile ally trigger is a nice combination. Unless they transform it or bounce it (or banish it from your discard pile), you’ll be able to trigger the loyalty ability for 5 humans. Do this at the end of your opponent’s turn, then Insurgency on your turn and you have 9 unbreakable, blitz 2/1 champions for 18 damage. Or you can just trigger it for chump blockers.
Paros, Rebel Leader Rating
Situationally Desirable
Great card for Good-focused decks or human token decks. +1 offense for humans is a big deal. Human tokens now trade with non-demon tokens and bigger humans sneak a bit of extra damage through too.
In addition, being able to continually put out chump blockers either forces your opponent not to attack, or lets you attack with your champions more freely. Also, 4 defense is a nice breakpoint.
Fumble Rating
Always Desirable
Love this card.
0-cost card that shuts down most attacks completely while recycling. Also, unlike Watchful Gargoyle, it can’t be countered by an opponent’s 0-cost card (although champions can be buffed over the -10 offense). Fumble is the card that makes me feel safe.
It is also Sage and can draw 2 if needed.
Helion, the Dominator Rating
Frequently Desirable +
8/8 ambush means it can’t be bad. It is also Sage with a loyalty 2 ability, interesting. Steal a champion for a turn and give it blitz, yeah, I like that. So many great applications for it.
One of the best case scenarios: opponent attacks with a champion (Infernal Gatekeeper for instance). You play this to steal another one of their champions (White Knight). Assuming they don’t remove their White Knight you now control, you declare it as a blocker. Before both champions break each other, you rub it in by expending White Knight to break one of their demon tokens. Pretty valuable use of a gold; break 2 champions (and a demon token) and put an 8/8 into play, off-turn.
This can also steal an ambushed in champion before it can be declared as a blocker. Once you finish your initial attack, you can then attack with your opponent’s champion.
If needed, it can also just steal an attacking champion for the turn, completely negating the attack.
Fortunately, this does not prepare a stolen champion.
Before I forget, Helion even has the ability to expend to deal 2 damage to up to 2 targets. It can push some damage to face while breaking Muse at the same time. You can even ambush Helion in and then target him with his own loyalty 2 ability to give him blitz for the turn (this can also make him an 8/8 on-turn gold-punisher instead of an off-turn gold-punisher). Great card.
When playing against a deck with Helion, it is important to attack with your most evasive champions first. If you have an unblockable champion, airborne champion, and a neither unblockable, nor airborne champion, attack with them in that order. By doing this, you prevent the possibility of your opponent stealing one of your champions and using it to block another one of your champions.
Helion’s Fury Rating
Always Acceptable –
I’ve never really been impressed by Helion’s Fury. It is only on-turn removal which isn’t great. In addition, it isn’t terribly common to want to bounce 2 champions on your turn instead of 1. At least it can remove a token when played. Drawing a card is nice though. It could also potentially be involved in an interesting combat situation, saving one of your attackers/blockers in a group attack/block while removing one of theirs in a group attack/block.
Essentially though, it is a Sage draw 2.
Knight of Shadows Rating
Always Desirable
I like tribute -> draw a card, forcing my opponent to discard in limited formats is also usually great. 9 offense + unblockable is a strong combination as well. At 4 defense though, it gets removed by a decent amount of cards including Hands from Below and Spike Trap.
While I will frequently take this card happily, I do prefer my slow champions to have either an even more devastating effect or more defense.
Brachiosaurus Rating
Situationally Desirable
The best way to use this is to play it while your opponent’s gold is up and pass. They will either:
allowing you to play an on-turn gold-punisher, removal on their ambush champion (Kong for instance), or draw cards
essentially making this an 8/12 breakthrough dinosaur with tribute -> target opponent loses their gold. I’d play that card.
If you spend your gold immediately after playing Brachiosaurus, your opponent will have full gold information. If you played a second champion, they could just board clear you, which would make Brachiosaurus just 2 for 1 yourself. However, this can double trigger Wild ally triggers like Fire Spirit or Fire Shaman, which can be quite powerful.
Draka, Dragon Tyrant Rating
Situationally Desirable +
9/9 airborne, blitz (with Wild Loyalty) is great. An excellent, hard to block, heavy hitting, on-turn gold-punisher. It also clears out non-demon tokens, in addition to a lot of 0-cost champions like Muse.
Works great with Feeding Frenzy.
Draka’s Enforcer Rating
Frequently Desirable +
One of the best off-turn gold-punishers. 7/7 airborne can even break a lot of airborne champions in combat and survive. Loyalty 2 -> draw a card is always appreciated.
Draka’s Fire Rating
Frequently Desirable
Deal 5 damage to all opposing champions and draw a card has been surprisingly powerful more often than I was expecting. It is a great way to clear out tokens (incidental or otherwise), it sweeps up most other 0-cost champions too, and it can finish off damaged champions as well. All without affecting your champions in play. This + Lightning Strike has worked wonders for me.
5 damage to everything has won me games. It can also stop non-Insurgency surprise token assaults.
In general, this card does better than I expect it to. (I did drop it from Usually Desirable to Frequently Desirable on 1/18/17 though. I don’t think I would usually want it, and I probably just didn’t think about it when I created the Frequently Desirable column.)
This is a continuation of my ratings of all cards for Dark Draft. We’re getting into the Tyrants cards in this one.
A link to my full tier list may be found here. My reasoning for each card can be found here.
Word of Summoning Rating
Always Acceptable
Off-turn 4/4 with recycle is much better than on-turn 4/3 with recycle (Ogre Mercenary). In addition, its a demon token so it has synergy with other demon synergy cards. The only downside compared to Ogre Mercenary is that it is returned to the token pile if bounced.
Generally, I like this as a way to apply a bit more pressure. Put in 2 off-turn demons with Spawning Demon, then add one more with this. It can also function as a chump blocker with recycle if needed.
Zombie Apocalypse Rating
Always First Pickable +
Off-turn board clears are great. This one can create chump blockers as well, if you are forced to use it on your opponent’s turn while their gold is up. In addition, you can even set up for playing this by banishing your opponent’s discard pile before with Amnesia/Heinous Feast (or Erratic Research/Grave Demon the turn before).
White Dragon Rating
Situationally Desirable
0-cost 5/5 airborne champion is reasonable on its own. If you can get the recycle, it is a lot better. At 5/5, it trades with a decent number of 1-cost airborne champions, and at 5 damage it is a threat in its own right too.
The best card to use before playing this is probably Banishment. Remove a threat, put an airborne threat into play, and net lose 0 cards from hand.
White Knight Rating
Usually Desirable
One of my favorite cards.
Once again, Tribute -> draw a card is great. 9/9 blitzer can be a solid on-turn gold-punisher too. Those alone make it desirable to me, but the expend ability can be amazing too (although frequently irrelevant). Put an expended 9/9 into play, draw a card, and break a champion, yeah, pretty nice.
It’s also a human, so it can go airborne with Faithful Pegasus.
Wave of Transformation Rating
Always First Pickable
The most reliable off-turn board clear.
No champion in the game can survive this card. Unfortunately, when you use this and are behind in quantity of champions in play, you stay behind. In addition, it doesn’t help you much against tokens hordes. That being said, the reliable off-turn board clear is so powerful that these downsides aren’t that problematic. Also, sage draw 2 too.
Winter Fairy Rating
Always Acceptable
After seeing Derek Arnold’s constructed Origins deck, I appreciate the idea of slow, on-turn, “draw 2 and” champions a lot more than I once did (even though his deck didn’t have any: Winter Fairy or The Gudgeon). I wrote about it a bit in my Epic: Constructed – Origins 2016 (Part 2) article, but it does primarily deal with constructed.
When I draft/play/include this card, I never expect it to deal combat damage. It’s great when it does, but it isn’t very likely. Instead, I view it as a draw 2 card that forces my opponent to spend a card to remove it. I always think about playing this and having it immediately get Withered, for example. +1 card in hand for me, -1 card in hand for my opponent.
If played while your opponent has no airborne champions in play, their most likely answers for it are: 0-cost 3 damage removal (avoiding the recycling 0-cost answers Wolf’s Bite and Flame Spike), banishment/transform removal, or other damage/break based 1-cost removal (best case scenario for you). If either of the first 2 options are used, you just drew out an incredibly valuable card from your opponent while drawing 2, great value. “You used your Palace Guard? Okay, I only drew 1 card, but now can you deal with this Kong?”
This is definitely one of my favorite cards in the game (partially because a lot of people undervalue it, although one of those people learned to value it even more than I do in draft), but I don’t value it higher in Dark Draft because Dark Draft is a lot more tempo based than constructed. While drawing 2 and forcing an opponent to use Wither is strong, if they are still at 6 cards in hand and running me over on the board with their gold, that value I just got probably won’t save me.
Overall, I like the card, but I’d rather have a more impactful card in Dark Draft most of the time.
Also, Final Tasking this on your turn to deal 4 damage and draw 3 isn’t bad either. (Tribute, combat damage, on-break effect)
Wolf Companion Rating
Practically Unplayble
Terrible.
+2/+2 can be worthwhile in certain situations, but usually isn’t. Spending a gold to get back this weak effect even with a wolf is largely a waste of a gold, but it can save you in a desperate situation. A better way to get the wolf would be to recycle this card though; that way you don’t have to return it to your hand.
Wolf’s Call Rating
Practically Unplayble +
Not a huge fan of this card because it can be easily countered by a Wither, Flash Fire, Blind Faith, etc. However, without those effects it could potentially work as an 8 damage on-turn gold-punisher, meh. 4 wolves off turn is also meh, and the lack of a draw 2 option is disappointing.
There is one situation where I might draft it though, to be cheeky. If earlier in the draft I was forced to pass my opponent Wave of Transformation (to get an Amnesia, etc.), this can be a nasty punish. They Wave of Transformation on my turn while my gold is up, I play this to attack for 8 +2 for each champion I had in play (now wolves). In a wide/token deck, that could add up quickly.
Wurm Hatchling Rating
Situationally Desirable
Without Wild, a 0-cost 4/4 breakthrough champion is not a card I want.
With a significant amount of Wild, this can quickly grow into a real threat. Immediately jumping to 6/6 makes it so no 0-cost, damage-based removal can deal with this by itself. In addition, it can attack as an 8/8 breakthough champion on your next turn, assuming you played a second 1 cost Wild card. At 8/8, it only loses in combat to 24 of the 91 1-cost champions. At 10/10, it only loses to 11 champions. That is pretty crazy (even taking into account that a lot of those champions would never be in combat).
So, if you have a lot of 1-cost Wild cards, this can grow into a very real threat. Forcing your opponent to use a 1-cost card to answer a 0-cost card is powerful.
Dark Offering Rating
Always Acceptable –
Spending a card and breaking your own champion is a very stiff price to pay, regardless of the effect. Potentially breaking 2 opposing champions off-turn is a powerful effect. Most of the time in Dark Draft, this price is not worth this effect. Either you aren’t willing to break your own champion or your opponent doesn’t have 2 champions in play you want to break. At least it can draw 2.
The best way to use this card is to break your Soul Hunter, Trihorror, Winter Fairy, The Gudgeon, or Mist Guide Herald. In other words, champions with valuable on-break effects or champions who provide most of their value with their Tribute/Loyalty effect and don’t generate much additional value.
If you have some of these champions, breaking your own champion isn’t much of a problem, and it can even be beneficial. The potential power-level of this card is enormous, but it isn’t likely to achieve that power-level often. (At least not in Dark Draft…I’ve built about 3 constructed decks using Dark Offering with mixed results.)
Hands from Below Rating
Always Acceptable –
4 damage is enough to break all of the unblockable champions in the game (Thought Plucker, Knight of Shadows, Shadow Imp, etc.). It can also break all tokens and a lot of other 0-cost champions. If you can bait an opponent into group attacking with multiple demons, it can be really strong. (I know from experience being baited into doing just that.)
In addition, 2 zombies is a nice bonus.
Personally, it’s a bit too conditional for me, and the zombies aren’t enough of a bonus to make me desire this heavily. I know plenty of people who love this card though. I’d much rather have Spike Trap.
Blind Faith Rating
Usually Desirable
I’ve gone back and forth on this card, but currently I love it in Dark Draft. There are so many situations where stripping abilities off of champions can lead to massive blowouts or even just generically strong plays.
With the addition of more mass discard pile banish cards, drawing out becomes less likely. Therefore, recycling is less likely to have even a small downside.
Forced Exile Rating
Always Desirable
I like targeted removal and “or draw 2” cards. Banish is usually stronger than break. This is strong both on-turn and off-turn. Solid.
Arcane Research Rating
Situationally Acceptable
I don’t like this card in Dark Draft.
It’s never bad because you can always just play it and banish no other cards to replace it, but you do give a bit of information away for nothing in that case. You also potentially missed out on drafting something better.
In addition, I rarely find myself in a situation where I am searching for exactly 1 card, so banishing multiple cards just hurts my own ability to recycle, while also showing more cards to my opponent.
The only time I would actively want this card in Dark Draft is if I had Flame Strike/other high value burn, Drain Essence, or linchpin cards like Revolt. Devastating your discard pile to win the game has no downside, but devastating your discard pile for a defensive answer or a marginally better champion can do more harm than good sometimes.
Elara, the Lycomancer Rating
Situationally Desirable +
Another card that I think is undervalued. It’s Sage so I’ll usually be able to hit the loyalty. Transform is an incredibly powerful effect. Free chump blocking wolf isn’t irrelevant. 5 defense puts it out of range of all 0-cost removal cards except Lightning Strike, so it is much more likely to get a second activation or at least force a gold to be spent on it.
6/5 blitzer that brings a wolf with her can also serve as an on-turn gold-punisher if really needed.
Ankylosaurus Rating
Always Acceptable
7/7 breakthrough champion is a real threat. Playing this without spending your gold and passing is a very reasonable play because of that.
Being able to spend a gold to draw a card with it also has value when needed, but 0-cost breakthrough 7/7 is usually better.
Battle Cry Rating
Always Acceptable –
Since the draw 2 option can only be used off-turn, it is slightly weaker than other draw 2 cards. And, since most games won’t want its primary effect, it is primarily just a less versatile “or draw 2” card.
If you have a bunch of tokens or big untargetable champions, +offense and AoE breakthrough can potentially win games. In addition, +3 defense puts even human tokens out of range of breaking to Wither/Flash Fire, which is appreciated. However, I almost never want to commit a gold to potentially win the game, assuming my opponent has no answer, at the risk of gaining nothing.
The +3/+3 off-turn can make some otherwise chump blocking tokens into real threats though (in addition to the draw 2).
This is a continuation of my ratings of all cards for Dark Draft.
A link to my full tier list may be found here. My reasoning for each card can be found here.
Trihorror Rating
Practically Unplayable
Incredibly slow card with no immediate effect when played.
This card is not difficult to deal with before your opponent gets any value out of it. Bounce and banish completely negate its power, and a decent number of those effects get you further ahead when you use them (Erase). Playing Trihorror is usually more of a liability than a benefit.
If I were to play it all, it would be as an on-turn gold-punisher, and there are much better on-turn gold-punishers than this.
Unquenchable Thirst Rating
Situationally Acceptable
Reasonable card assuming you have at least 1 mass discard pile banish effect.
A 0-cost card that can remove a lot of champions, provided you have enough Evil cards in your discard pile you are willing to banish. This is generally much better against low defense champions because each card banished from your discard pile is one more you can’t use to recycle or return with cards like Final Task, Lesson Learned, Reusable Knowledge, etc.
Vampire Lord Rating
Situationally Acceptable
This card isn’t as bad as I originally thought it was because it can function both as an on-turn and off-turn gold-punisher (blitz and ambush). In addition, it is fairly resilient against bounce because if you play it when their gold is down, if they bounce it with their next gold, you can just replay it.
Unbreakable on your turn can also be nice with cards like Apocalypse.
Ideally, you can ambush this in to block a smaller champion when your opponent’s gold is down on their turn. In that case, you start your turn with an unbreakable 7/7 that will probably grow to a 9/9 by the end of the turn. Unfortunately, that still leaves it in range of Drain Essence on your opponent’s turn.
Wither Rating
Always Desirable
0-cost, 3 damage, targeted removal is great.
This card’s ability to clear out all of one type of non-demon token is another nice benefit perfect for slowing down/stopping human or zombie hordes. Kills Muse too.
In addition, the -3 offense has actually been relevant in multiple situations too. It is solid answer to Insurgency attacks, and it has functioned as a combat trick quite nicely too.
However, using it as a combat trick can be a bit risky, especially when your opponent’s gold is up. For example, if you use Lurking Giant to block a Kong, you could either Wither before or after damage. If you use it before damage, assuming your opponent plays nothing, you break the Kong and your Lurking Giant survives. On the other hand, if they play their own combat trick like Rage, they have 1 for 1 negated your Wither while keeping their Kong alive. They could even just remove your Lurking Giant before it can deal its finishing damage to their Kong, negating your Wither.
If you use Wither after damage, you only commit your Wither when you are certain it would break your opponent’s Kong. If you get passed initiative when Kong is 3 away from breaking, playing Wither will break it guaranteed. Both choices are viable, and either can be correct in different situations.
The People’s Champion Rating
Situationally Desirable
I like this card, but I wouldn’t say it’s great.
It enters play as 10/9 stats over 3 bodies, one of which is unbanishable but the others are just 1/1s. As long as it stays in play, it threatens to keep producing 1/1 tokens, and most of the time that means you have a nearly limitless stream of chump blockers. This can be strong if you have another champion that can attack with impunity, such as an airborne champion. If you have cards like Revolt or Insurgency, you can also turn those chump blockers into actual threats.
The unbanishable is a nice benefit as well, especially since opponent’s occasionally forget to take that into consideration. (With the official take back rule, if an opponent plays a card like Divine Judgement and then realizes The People’s Champion wouldn’t be banished, they can return it to hand as if they didn’t play it, the only penalty being the information they have given their opponent.)
It is also a human so it can pair with Faithful Pegasus. 8/7 is great for an airborne champion.
Thundarus Rating
Situationally Acceptable
Slow, but powerful.
No immediate effect makes this highly vulnerable to bounce effects. It also has no protection from break effects, but it is unbanishable, airborne, and survives all solitary burn removal. In addition, at 10 airborne, offense, it must be removed.
If it is removed easily, it did nothing for you and possibly put you behind. If it can’t be removed, it can win you the game in 3 attacks, especially since it is hard to efficiently chump block in the air.
I generally won’t draft this, but if it is late in the draft and I haven’t passed much targeted break and/or bounce, I would consider taking this.
Vital Mission Rating
Rarely Playable
Similar effect to Magic’s Swords to Plowshares, but the fact that this costs a gold makes the comparison not great. Targeted removal is strong, but in a game where damage can be difficult to deal, giving an opponent 8+ health can be pretty bad. If used on a small champion like Necromancer Lord, Thought Plucker, Angel of Mercy, Hunting Raptors, etc., the small champion probably gained significant value already. At least it does banish so it prevents discard recursion on powerful champions.
On the other hand, using this on your own champion can give you a decent amount of health and draw you to 2 fresh cards, but it requires you to take a massive tempo hit in order to do it (unless you target your own unbanishable champion). Doing this on your turn before you off-turn board clear on your opponent’s turn can be worthwhile though.
Watchful Gargoyle Rating
Always Acceptable
Tribute -> recycle is nice. Airborne is nice. 2 offense with 3 defense enables it to break non-demon tokens too. Not too scary on offense, but it can function fairly similarly to Fumble (which I love), assuming your opponent doesn’t have 0-cost fast removal to use on it before blockers. I’d much rather have Fumble or Spore Beast.
Time Walker Rating
Situationally Desirable
Board clear that leaves you with a 10/10 body in Sage. Yup, pretty strong.
This can also be a great way to abuse 0-cost blitz champions. Play and attack with 0-cost blitz champion(s). Play this. Play and attack with the same 0-cost blitz champions. However, if your opponent has a lot of 0-cost ambush champions or powerful loyalty/tribute abilities, this becomes worse.
Amazing against token decks.
Transform Rating
Always Desirable –
Targeted removal that transforms leaving only a wolf behind is pretty great. Only untargetable champions are immune to this card. Unfortunately, in the less likely situation where you want to use this on your turn to remove a blocker, that wolf left behind can always chump block. If nothing else, it is a Sage “or draw 2” card.
Turn Rating
Usually Desirable
In a world without bounce, this would easily be one of the best cards in the game. Using this on your turn to permanently take control of a champion (+1 champion for you, -1 champion for your opponent) is incredible value. However, if your opponent is able to bounce the champion, it returns to their hand instead of yours (the owner’s not the controller’s) .
The second ability is also strong because it can let you steal a champion for a turn, give it blitz, and use it to finish off your opponent. It can also steal a champion off-turn to either negate an attacking champion, or, even better, use any one of your opponent’s other champions to block their attacking champion.
Warrior Golem Rating
Situationally Desirable +
4/2 blitz with a recycle trigger attached is a great card to play to an open board while both players have their gold. It isn’t hard to remove, but your opponent needs to immediately remove it or they take damage. In addition, when they remove it, you get to recycle to replace its loss. You can even recycle itself to its own trigger because Warrior Golem is already in your discard pile when the trigger resolves.
Also, since the trigger happens regardless of how it enters your discard pile, you could even discard it to a Thought Plucker and immediately get the recycle effect.
Rampaging Wurm Rating
Frequently Desirable
14/14 blitz is an incredibly destructive on-turn gold-punisher. Cards like Lash/Rage make it stronger because it means it can’t be effectively chump blocked by 0-cost champions. Raxxa’s Curse, Wolf’s Bite, etc. are great with it because they can break potential 0-cost ambush chump blockers.
In addition, with its permanent 14/14 stats, it remains a hard to remove threat even after the turn it possibly hits for 14. Few things are as satisfying in Epic as playing and attacking with Rampaging Wurm when your opponent’s gold is down. (If you play it while their gold is up, there are a plethora of 1-cost targeted removal answers to it. If they have one, and they frequently will, they can remove your Wurm without giving you basically any advantage from it.)
Sea Hydra Rating
Always Desirable –
I like Tribute -> draw a card. 10 defense is also a great value. The ability to grow is cool, but not amazing and frequently irrelevant (great with Hurricane though).
Recall on this is also powerful, since when you recall it, you get a Tribute -> draw a card champion back. This can be a nice way to come back if you get low on cards in hand.
Strafing Dragon Rating
Situationally Desirable +
6/6 airborne, ambush, blitz is a solid group of abilities on its own: it lets this function as both an on-turn and off-turn gold-punisher. 5 targeted damage with the loyalty trigger is another big boost. 11 damage gold-punish is great, and so is a 6/6 airborne champion that removes a champion when played. I’ve been undervaluing this card.
Surprise Attack Rating
Always Acceptable +
This card generally won’t do worse than at least replacing itself when you would play a champion anyway. “It’s my opponent’s turn and my hand is all ambush champions and this? Might as well use this to put one of those ambush champions in play, draw a new card, and get a card in my discard pile.”
Best case scenario, on the other hand, involves putting an incredibly powerful slow champion into play off turn like Sea Titan/Kong, Angel of Death/Time Walker, Raging T-Rex/Triceratops, Raxxa Demon Tyrant/Den Mother, etc.
Still, it is possible, with a champion light deck, to be in a situation where you have Surprise Attack in a hand full of events and 0-cost champions. In that situation you can’t even effectively cycle it.
While Surprise Attack is always acceptable, I would generally rather have the slot filled with a card that is either more versatile or can perform a specific role better, in Dark Draft (in constructed it is usually the first 3 cards I add when I want to include 0-cost Wild cards).
Triceratops Rating
Always Desirable
Speaks for itself.
Tribute -> draw a card on a 10/10 breakthrough body with no alignment requirement. All of those things are great, regardless of what else is in your deck.
Following Magic: the Gathering’s announcement of new banned cards (http://magic.wizards.com/en/articles/archive/news/january-9-2017-banned-and-restricted-announcement-2017-01-09), White Wizard Games announced that for each person that sends them a copy of either Emrakul, the Promised End or Smuggler’s Copter, White Wizard Games will send them a copy of base game Epic! For full details, check out their announcement.
Really cool video in their announcement too:
https://www.youtube.com/watch?v=cnlSLmPQ1Y0&feature=youtu.be
In addition, their announcement says that the Epic Card Game Digital kickstarter will be starting later this month!
(I don’t generally use this many exclamation marks.)
This is a continuation of my ratings of all cards for Dark Draft.
A link to my full tier list may be found here. My reasoning for each card can be found here.
Soul Hunter Rating
Rarely Playable
Spending your gold on your turn to play this from your hand is weak. It can easily be bounced or banished before it can do anything. In addition, it can’t block airborne champions and does little against breakthrough champions. However, when supported by cards like Ceasefire/Ice Drake, when your opponent has no bounce/banish/discard pile banish effects, and when you get this into play without playing it, it can be strong.
The best way to get this into play is to discard it. You can either discard it when an opponent plays Thought Plucker/Psionic Assault/Knight of Shadows, or you can discard it at the end of your turn when you have 8 or more cards in hand. Then, on your next turn it will return to play without costing your own gold to play it. Since all of the above conditions aren’t easy to achieve in dark draft, I basically never draft it. Also, the fact that it is a demon and doesn’t break to Raxxa’s Displeasure is actually a disadvantage because you can’t use Raxxa’s Displeasure to trigger the on-break effect.
Succubus Rating
Always Acceptable
Tribute -> draw a card is nice, attached to an airborne, blitz champion is even better. Demon is a nice bonus too, and, if your opponent has non-unbanishable Good champions, the expend ability is very strong.
5 defense is a big weakness though.
The Risen Rating
Rarely Playable
This card can be strong in conjunction with other Evil tokens. Play this after your Trihorror breaks and you have 24 blitz damage spread over 6 champions. Using this after an opponent Zombie Apocalypses is also strong.
Aside from that though, it isn’t that great. At minimum you get 3 3/3 blitzing zombies that can attack for 9 damage total, so it isn’t terrible, but specific fairly unlikely conditions are needed for it to be even potentially powerful.
Thrasher Demon Rating
Always Acceptable
A 0-cost blitzing demon that trades up with any 1-cost champion that blocks it is not bad. In addition, the 3 health gets it out of range of 0-cost 2 damage events like Wolf’s Bite. Finally, if it is able to attack twice, a 5/5 champion that breaks any blocking champion is a reasonable threat; anything higher and it becomes hard to remove and respectably damaging.
Rally the People Rating
Practically Unplayable
Terrible.
0 cost card to put a 2/1 human into play and buff your champions. At only +1 offense I wouldn’t even want it in a token deck. With recall, you could spend a gold to put 2 humans into play and give +2 attack, but that isn’t anywhere close to the power of a gold.
At the very least, you can chump block with it, and you can recall it if you have literally no other use for your gold.
Resurrection Rating
Always Acceptable
I want to like this card. It has been great for me in some situations, but it has rotted in my hand in many other situations. The ability to essentially play any champion as if it had ambush is a big incentive, but I’ve found that champions you want to return generally either get bounced/banished or removed while your gold is down. I still want to draft this card, but it has underperformed for me repeatedly.
Secret Legion Rating
Situationally Desirable
By itself, this card is pretty weak. 6 humans can work as multiple chump blockers or 6 blitzing attackers, but neither of those are great. Its real power comes from combining it with Courageous Soul (since Courageous Soul is a human this gives it blitz), Revolt, Standard Bearer, etc. Secret Legion + Revolt is a 2 card 21 damage combo, which can win games assuming no Flash Fire, Wither, Blind Faith (would remove the blitz but not the +offense buff), etc.
Standard Bearer Rating
Situationally Acceptable
Not great on its own, but if you have other human token support, the +2 offense can do work. Until you’ve played with/against a deck that can consistently put human tokens into play while this is out, it is easy to underestimate just how strong this static buff can be.
Stand Alone Rating
Situationally Desirable
This is a great off-turn board clear if your opponent is focusing on a wide, token strategy. In other words, if they have a lot of small champions instead of 1 or 2 big champions in play at a time, this is a great way to remove most of their pressure while leaving your strongest champion in play as well. If you are going wide, this is definitely worth counter-picking because you can always at least draw 2 with it.
If your opponent isn’t going wide, this “board clear” effect can be essentially worthless, however, since this can’t remove their best champion.
Steel Golem Rating
Always Desirable
13/13 untargetable is a strong threat. The fact that this can also gain blitz with Sage Loyalty 2 is a major perk, but I would still first pick this from a pack if I had no other Sage in my deck.
As a 13/13 untargetable blitzer, this is one of the few blitzing champions I would play and attack with while my opponent’s gold is up. Unless they have exactly Lying in Wait, Blind Faith, Surprise Attack -> Winged Death/Angel of Death/Time Walker, or an off-turn board clear, this will at least necessitate a chump block or deal 13 damage.
Great card.
Thought Plucker Rating
Always First Pickable
This card is so powerful in a vacuum that the constructed meta has largely been forced to shift around it. Ally -> recall cards, Soul Hunter, and other cards have been added to a lot of decks in addition to 0-cost answers to help mitigate the damage of this card. In dark draft, the odds of having all of the best answers to deal with this card are significantly lower.
When played on your opponent’s turn when their gold is down, you immediately get ahead in card advantage. Then, you can immediately attack with it on your turn and force them to remove it; if they can’t, your card advantage becomes even more pronounced (you drew 2 while they discarded 2). If both players started this exchange at 5 cards, you are now at 6 to your opponents 3 (not including the card you drew for your turn).
If they have to spend their gold to deal with your Thought Plucker, you can follow up with any gold-punisher. One really nasty card in this situation is Final Task because if it is used on Thought Plucker and Thought Plucker deals combat damage, the hand sizes could be you at 6 with your opponent at 1 (assuming they used a 1-cost card to remove Thought Plucker without gaining another card, and not including the card you drew for your turn).
The potential to dramatically shift the card advantage into your favor makes this a highly dangerous card. However, if both players are already at 7 cards, this becomes a lot weaker. Ending at 8 to 5 is a lot less devastating than 6 to 3.
In addition, this card won’t be able to bring you back into a game where you are far behind on the board by itself. A 1/1 unblockable champion won’t stop a Triceratops for instance. It can help you draw into an answer like a board clear though.
Time Bender Rating
Situationally Desirable
Fast reusable targeted removal is pretty strong. In addition, the 4 defense makes it a lot harder to remove with a single 0-cost event.
Finally, if you play this off-turn to bounce an opponent’s threat, you can always immediately bounce this with its own expend ability on your turn; this protects it from removal and allows you to use it again later. By immediately bouncing it on your turn, you don’t get further ahead, but you can maintain a removal card potentially indefinitely.
Pyromancer Rating
Frequently Desirable
Ambush 5/7 is reasonable. Attaching a Tribute -> deal 4 damage is quite nice because 4 is a nice damage break point for removing certain champions. Pushing 4 damage to the face can also be a nice addition.
The (1 gold): deal 4 damage to a target is incredibly poor gold value by itself, but if your opponent is at 4 or less health, it is all you need. It can effectively function as a 2-gold, 1-card Flame Strike for winning games in many situations.
Rage Rating
Always Desirable
With the possibility of only 1 Blind Faith max in a draft, the ability to grant breakthrough with a 0-cost event can be quite strong. Any chump blocked champion can turn into a a decent amount of damage to the face. In addition, the +4 defense is a nice combat trick that can let your attacking/blocking champion survive combat while the +4 offense lets it break your opponent’s champion. Both of these application are a great use of a card.
Raging T-Rex Rating
Situationally Desirable ++
The best card for a Wild deck (not counting mass discard pile banish).
Draw 2 cards is nice, and a 12/10 champion is a very real threat. If you have the Wild to support T-Rex, take it. T-Rex is also enough incentive to start going Wild.
Rain of Fire Rating
Usually Desirable
Rain of Fire has been impressing me a lot more than I was originally anticipating. There are a significant number of situations where you can have 3 viable targets for this (1 of which being your opponent’s face). This is another card I recommend playing with/against because it can be easy to underestimate.
The fact that this can also draw 2 is a big advantage over Forked Lightning.
Rules clarification: Targets are chosen when an event resolves. Therefore, you do not need 3 legal targets to be able to play this. If there are no champions in play, you can still play this, choose yourself as the first target to take 3, and your opponent for the second target to take 4. Since there is no legal third target, the 5 damage is lost.
However, if there are 3 legal targets, you must choose all of them. For example. If your opponent has The Gudgeon in play and you have Thought Plucker in play, you must target yourself, the The Gudgeon, and your Thought Plucker (you can’t target your opponent because they are untargetable when you choose targets). However, with the official take back rule, you could choose to return this to hand instead of playing it if you can’t target what you wanted to.
This is a continuation of my ratings of all cards for Dark Draft.
A link to my full tier list may be found here. My reasoning for each card can be found here.
Murderous Necromancer Rating
Situationally Desirable
I was impressed by this card in my cube draft at Worlds. Without loyalty, it is a 6 defense champion that can break a champion every turn. Hitting that 6 defense means there is no single 0-cost card that can break/banish this (Smash and Burn being a special case). Therefore, the opponent has to spend a gold to break Murderous Necromancer, and if they don’t, they can’t keep a champion in play.
When you add on the 3 zombies, you get tiny threats that can push damage through while Murderous Necromancer stays in play. In other words, unless your opponent can deal with the zombies, Murderous Necromancer is able to push damage while shutting down your opponent’s ability to come back into the game.
In addition, Murderous Necromancer works great as a target for Final Task, and it isn’t a big deal if it gets bounced. I was definitely underestimating that 6 defense before.
Necromancer Lord Rating
Situationally Desirable ++
One of the strongest cards in the game, as long as you have loyalty for it. When you play it, you get the best champion from either discard pile immediately. Then, if Necromancer Lord survives until the next turn, you get the next best one, etc. Even if you are only able to return 1 champion before this gets Lashed, you still put a champion into play while making your opponent lose a card.
Generally, it is better to return your own champions with this card in case your opponent is able to bounce the returned champion. If you returned your own champion, you essentially drew a card if it gets bounced. If you returned one of theirs, you gave them a card.
Loyalty and Tribute abilities do trigger when the target champion is put into play, but ally abilities would not. For example, if you have Necromancer Lord and Blue Dragon in play and you use Necromancer Lord to return Steel Golem to play, you could reveal 2 Sage cards to give Steel Golem blitz, but Blue Dragon would not deal 2 damage to a target.
If you are able to reliably hit the loyalty for this card, you want to draft it. It is awful without loyalty, but due to its potential power, it can be worth counter drafting.
Plague Rating
Always Desirable +
Break all champions is great. The other effect is also usually better than just draw 2 (unless you don’t have 2 cards in your discard pile); it can clear out human tokens and break champions like Necromancer Lord and Thought Plucker. Great card.
Plentiful Dead Rating
Situationally Desirable
With a decent amount of 1-cost Evil cards in your deck, this card can be quite useful. Essentially, you can spend 1 health to get a zombie with every 1-cost Evil card you play each turn. These zombies can potentially push through extra damage or chump block.
If you can’t recall it multiple times, it is considerably weaker, but, if you do use it multiple times, 5+ health loss can add up quickly.
Noble Unicorn Rating
Situationally Desirable +/Always Acceptable
Ambush, tribute -> draw a card makes this always a decent play as an off-turn gold-punisher. The fact that it threatens to draw even more cards means your opponent needs to deal with it. This is one of my highest priority cards when I’m going Good, but it is also very easy to counter-draft if your opponent is going Good.
Palace Guard Rating
Always Desirable +
Targeted, banish removal with a 6/8 body and no alignment-requirement is incredible.
Priest of Kalnor Rating
Practically Unplayble
I used this card to chip my opponent down from 9 health to 8 in the 2015 Gen Con quarter-finals allowing me to Flame Strike my opponent. It has done practically nothing for me since then.
The 1/4 body is pretty weak. 4 health gain is appreciated but not worth a card. It’s loyalty 2 ability is tied to Good (the weakest alignment), and its application is very narrow. The best way to use the unbreakable/untargetable is on a champion before it attacks, either a non-deploying champion or a blitz champion. This on a Surprise Attacked Burrowing Wurm would be terrifying. It can also be used on an Avenging Angel you just played before an opponent spends their gold on your turn.
Priestess of Angeline Rating
Rarely Playable
Tribute -> recycle makes this playable, but I don’t want a slot dedicated to getting out a 1/2 champion that might give me 3 to 9 health and only if I draft and play 1-cost Good cards.
If it is late in the draft and I already have a lot of 1-cost Good cards, I might draft this.
Ogre Mercenary Rating
Situationally Acceptable
I’ve never been a big fan of this card, but I lost to someone in dark draft, fairly convincingly too, who loves this card. 4/3 is a decent 0-cost body, and tribute -> recycle is always appreciated, but the fact that it is slow and lacks any evasion or other abilities makes me not like it. At least it’s Sage.
This card might be better than I think it is. Bouncing it with Time Walker/Reset can always be nice too.
Psionic Assault Rating
Always Desirable –
This card is nasty. It can easily chew through an opponent’s hand if they aren’t careful. Playing this when an opponent has spent their gold and has 5 or fewer cards in hand is particularly strong because 3 or fewer cards in hand is a very weak position. Once you reduce an opponent to 4 or less, you can potentially keep recalling and replaying this to prevent them from ever being able to come back, as long as you can keep control of the board simultaneously.
If you have strong reestablishing champions like Kong, you can remove their champion while forcing them to remove your new threat. When they remove your threat, they give you another safe window to play this again.
Sea Titan Rating
Always First Pickable +
Insanely powerful card. 11/14 is a huge body. Untargetable makes it hard to deal with, and tribute -> bounce a champion is ridiculous.
This card is amazing at getting you ahead from behind, and it can only be removed by non-damage based board clears and non-targeting cards like Lying In Wait or Winged Death.
Absolute monster.
Spike Trap Rating
Always Acceptable
5 damage is enough to kill a lot of champions, including all of the unblockable champions (like Thought Plucker or Knight of Shadows) and a decent number of airborne champions (like Angel of Death or Memory Spirit). Recycle is also quite nice.
While this does hit all attacking champions, and you can bait people into group attacking if they know you have Ceasefire/Ice Drake, this will usually only hit 1 champion. Despite that, removing 1 champion (especially a 1-cost champion) and recycling is a great deal.
Lightning Storm Rating
Always First Pickable +++
Best card in dark draft aside from the mass discard pile banish cards.
I’ve won multiple games playing this at the end of my opponent’s turn, recalling it immediately on my turn, and playing it again to kill my opponent when they attack on their next turn. 12 damage over 3 gold before your opponent can get another attack through is strong.
In addition, it can also be used to pick off a decent amount of champions because of its 6 damage. The ability to divide that damage can also be great for removing multiple small champions. Even just using it and recalling it as a 6 damage removal spell has significant value.
Great card.
Lurking Giant Rating
Usually Desirable +
Great off-turn gold-punisher. Your opponent spends their gold on their turn to board clear? You drop this and start your next turn by attacking with an 11/11 champion, solid.
If your opponent has already spent their gold for the turn, you can even play this to block a champion that was just declared as an attacker. White Knight with loyalty and attack? Okay, Lurking Giant, block, break the Knight, and start my turn with an 11/11, good deal.
Mighty Blow Rating
Always Acceptable
I’ve liked this card in theory with tokens for a long time. Attack with a token, they choose not to block the 1 to 4 damage. Play this after blockers making it unbreakable and dealing 10 damage.
In practice, I usually just use it to draw 2. It can be nasty with breakthrough champions, but I just haven’t had many times I wanted to play it for its ability.
As mentioned by others elsewhere: Final Task -> Brachiosaurus then play this on Brachiosaurus with the extra Wild gold for an 18/12 unbreakable, breakthrough, blitz champion that won’t break to Final Task‘s end of turn trigger.
Pack Alpha Rating
Always Acceptable
This card has consistently performed reasonably for me, which is better than I expected. A 5/6 that immediately puts 2 3/3 wolf tokens into play (11/12 stats spread over 3 bodies) is not bad. The fact that Pack Alpha will keep producing wolves until removed is also a real threat. Finally, at 6 health it essentially requires a gold to remove it.
I like this card and draft it, but there are a lot of better ones.