Core Epic Humans (Good)

Forward

This article follows the progression of my core-set-only Core Epic Humans deck. I start by explaining how I created the experimental, untested deck (in preparation for the core only alpha for Epic Card Game Digital). Then, I plan on updating this article with an analysis of how the deck performs, in addition to explaining any changes I make to it (assuming it performs well enough to update).

Other decks in this Epic Card Game Digital series include: Core Incremental Targeted Removal, Core Evil Tokens, Core Sage Army, and Core Wild Champion Overload. They are all built following my Epic Constructed Process.

This bonus deck is the most interesting one in the series, and I’ve been looking forward to writing about this one the most.

(Extra 5 decks: Core Token Control, Core Sky Force, Core Feint, Tom’S Core Discard Deck, and Tom’S Core Aggressive Burn List)

Current Deck List

As I update the deck list, I’ll update this picture and written list (currently + Board Clears deck list).


*Picture not updated to reflect the -1 Angel of Mercy +1 Divine Judgement change

Evil (12)

Slow ()

Fast (8)
3x Apocalypse
3x Final Task
2x Plague

0-Cost (4)
1x Guilt Demon
3x Wither

Good (36)

Slow (9)
3x Lord of the Arena
3x Palace Guard
3x White Knight

Fast (15)
3x Angel of Light
2x* Angel of Mercy
3x Angelic Protector
1x* Divine Judgement
3x Noble Unicorn
3x Resurrection

0-Cost (12)
3x Brave Squire
3x Faithful Pegasus
3x Priest of Kalnor
3x White Dragon

Sage ()

Slow ()

Fast ()

0-Cost ()

Wild (12)

Slow (3)
3x Kong

Fast (5)
2x Pyromancer
3x Surprise Attack

0-Cost (4)
2x Flash Fire
2x Lash

Prototype Explanation

Eventful Champions Changes

+ Board Clears Changes

-1 Angel of Mercy +1 Divine Judgement

After succumbing to the all 3 Angel of Mercy early draw, I’ve decided to be a bit less greedy. Therefore, I’m taking out 1 Angel of Mercy and replacing it with 1 Divine Judgement. Angel of Mercy is very strong, but it can be awful if you draw too many of them early, especially when playing against decks that have a lot of banish effects.

Conclusion

I really look forward to seeing how this deck plays. Feel free to discuss/ask any questions throughout the decks development. Always happy to provide answers (usually very long, detailed answers).

+ Board Clears

The deck has been performing well, and it is fun to play. Hopefully the additional board clears will make it even more resilient.

Core Wild Champion Overload (Anti-Sea Titan/Control Shifted)

Forward

This article follows the progression of my core-set-only Core Sage Wild Champion Overload deck. I start by explaining how I created the experimental, untested deck (in preparation for the core only alpha for Epic Card Game Digital). Then, I plan on updating this article with an analysis of how the deck performs, in addition to explaining any changes I make to it (assuming it performs well enough to update).

Other decks in this Epic Card Game Digital series include: Core Incremental Targeted Removal, Core Evil Tokens, Core Sage Army, and Core Epic Humans. They are all built following my Epic Constructed Process.

(Extra 5 decks: Core Token Control, Core Sky Force, Core Feint, Tom’S Core Discard Deck, and Tom’S Core Aggressive Burn List)

Current Deck List

As I update the deck list, I’ll update this picture and written list (currently prototype deck list).

Evil (9)

Slow ()

Fast (6)
3x Drain Essence
3x Zombie Apocalypse

0-Cost (3)
3x Guilt Demon

Good ()

Slow ()

Fast ()

0-Cost ()

Sage (6)

Slow (1)
1x Djinn of the Sands

Fast (3)
3x Memory Spirit

0-Cost (2)
2x Amnesia

Wild (45)

Slow (18)
3x Jungle Queen
3x Kong
3x Raging T-Rex
3x Rampaging Wurm
3x Sea Hydra
3x Triceratops

Fast (12)
3x Flame Strike
3x Hunting Raptors
3x Strafing Dragon
3x Surprise Attack

0-Cost (15)
3x Cave Troll
3x Fireball
3x Flash Fire
3x Rage
3x Wurm Hatchling

Prototype Explanation

Conclusion

Pending testing and modifications. I had significantly less to say about this deck, so if you are curious about any of the decisions I did not talk about, feel free to ask in the comments below.

Core Sage Army

Forward

This article follows the progression of my core-set-only Core Sage Army deck. I start by explaining how I created the experimental, untested deck (in preparation for the core only alpha for Epic Card Game Digital). Then, I plan on updating this article with an analysis of how the deck performs, in addition to explaining any changes I make to it (assuming it performs well enough to update).

Other decks in this Epic Card Game Digital series include: Core Incremental Targeted Removal, Core Evil Tokens, Core Wild Champion Overload, and Core Epic Humans. They are all built following my Epic Constructed Process.

(Extra 5 decks: Core Token Control, Core Sky Force, Core Feint, Tom’S Core Discard Deck, and Tom’S Core Aggressive Burn List)

Current Deck List

As I update the deck list, I’ll update this picture and written list (currently Board Clear Adjustment deck list).

Evil (27)

Slow (3)
3x Army of the Apocalypse

Fast (15)
3x Apocalypse
3x Drain Essence
3x Plague
3x Vampire Lord
3x Zombie Apocalypse

0-Cost (9)
3x Dark Knight
3x Guilt Demon
3x Wither

Good ()

Slow ()

Fast ()

0-Cost ()

Sage (33)

Slow (14)
3x Djinn of the Sands
3x Juggernaut
3x Sea Titan
2x Steel Golem
3x Time Walker

Fast (8)
2x Ancient Chant
3x Crystal Golem
3x Erase

0-Cost (11)
3x Amnesia
3x Forcemage Apprentice
2x Hasty Retreat
3x Warrior Golem

Wild ()

Slow ()

Fast ()

0-Cost ()

Prototype Explanation

Board Clear Adjustment

Conclusion

One adjustment already made and waiting on playtesting in the Alpha for further adjustments.

Core Evil Tokens

Forward

This article follows the progression of my core-set-only Core Evil Tokens deck. I start by explaining how I created the experimental, untested deck (in preparation for the core only alpha for Epic Card Game Digital). Then, I plan on updating this article with an analysis of how the deck performs, in addition to explaining any changes I make to it (assuming it performs well enough to update).

Other decks in this Epic Card Game Digital series include: Core Incremental Targeted Removal, Core Sage Army, Core Wild Champion Overload, and Core Epic Humans. They are all built following my Epic Constructed Process.

(Extra 5 decks: Core Token Control, Core Sky Force, Core Feint, Tom’S Core Discard Deck, and Tom’S Core Aggressive Burn List)

Current Deck List

As I update the deck list, I’ll update this picture and written list (currently prototype deck list).

Evil (36)

Slow (12)
3x Demon Breach
3x Infernal Gatekeeper
3x Murderous Necromancer
3x Necromancer Lord

Fast (12)
3x Bitten
3x Drain Essence
3x Final Task
3x Medusa

0-Cost (12)
3x Guilt Demon
3x Plentiful Dead
3x Wither
3x Word of Summoning

Good (9)

Slow ()

Fast (6)
3x Inheritance of the Meek
3x Secret Legion

0-Cost (3)
3x Courageous Soul

Sage (9)

Slow ()

Fast (6)
3x Ancient Chant
3x Wave of Transformation

0-Cost (3)
1x Amnesia
2x Forcemage Apprentice

Wild (6)

Slow (3)
3x Pack Alpha

Fast (1)
1x Mighty Blow

0-Cost (2)
2x Fireball

Prototype Explanation

Conclusion

I literally laugh out loud when I get to this section for these deck articles, since they are far from concluded.

Epic Digital Final 24 Hours

Only 24ish hours remain to back the digital version of Epic Card Game on Kickstarter. I absolutely love this game, and it is my favorite TCG/CCG-like game (beating out Magic: The Gathering, Hearthstone, Solforge, Duelyst, Shadowverse, Highlander, Yugioh, Pokemon, etc.). Plus, there is no collecting cards/random packs. When you buy a set, you get all of the cards in that set (in digital, you get unlimited copies of each card).

For an explanation about why I love this game, check out my review of it here. If intrigued, and you’ve never played Epic before, I explain some important Epic aspects here. If you’ve played it before and think it is too swingy or random (I personally disagree adamantly), check out my strategy article explaining next level concepts here. Finally, if you just want to consume as much Epic content as possible, I link to most of my articles here.

Final 8 Tyrants Cards (2/23/17)

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.

Final 8 Tyrants Cards

the_gudgeon

The Gudgeon Rating
Always Acceptable

Card draw is essential in limited formats. Getting a 2/1 unblockable champion that protects you from most burn (Flamestrike not Draka’s Fire), most discard pile banish (Amnesia/Grave Demon/Keeper of Secrets not Guilt Demon), and some discard effects (Psionic Assault/Thought Plucker-tribute not Knight of Shadows or Thought Plucker-deal damage trigger) is a nice bonus.

Generally, it is also much safer to draw 2 cards on your turn than your opponent’s. Unfortunately for The Gudgeon though, it competes with the other slow champions/on-your-turn effects like Kong, White Knight, Army of the Apocalypse, Divine Judgement, etc.

The best part of The Gudgeon is its interaction with Soul Hunter and Plague Zombies (to a lesser extent Fairy Trickster, Ice Drake/Frost Giant, and Scarros). For example, say you have The Gudgeon in play and your opponent has Soul Hunter in play. You Lightning Strike their Soul Hunter. What happens?

Yup, since you are untargetable, and your opponent must target a player to be affected by Soul Hunter‘s non-optional effect, they must target themself. Pretty nice. Soul Hunter and Plague Zombies are particularly nasty because it is less likely that the official take back rule will apply. If an opponent plays Plague Zombies (while you have The Gudgeon in play), attacks with a zombie, and then passes initiative, if you break all their zombies, it is too late for them to take back playing Plague Zombies, so your opponent must take the Plague Zombie damage to their face.

 

Cards that do not target a player are not stopped by The Gudgeon. This includes Blind Faith, Raxxa Demon Tyrant, board clears like Apocalypse, etc.

zealous_necromancer

Zealous Necromancer Rating
Situationally Acceptable

Ambush + tribute -> draw a card is nice, but 4 defense with only 3 offense is not.

That being said, if your opponent can’t remove Zealous Necromancer or board clear you, this card can take control of a game. Gaining a zombie after each and every non-zombie champion breaks, including your opponent’s champions and both players non-zombie tokens, means that you can have a hard to exhaust horde of chump blockers if nothing else.

This is particularly nasty against decks with human tokens because you can block their human token with a zombie, break the human token in combat, and then gain a new prepared zombie token to block the next attacking human token. In addition, if your opponent chump blocks your champions with any non-zombie champion, you still get a zombie.

Zealous Necromancer has won games both for and against me, but I still don’t like drafting/playing it much. If I’m going tokens or I expect my opponent to be going tokens (or if the rest of the pack is bad), I’ll draft this.

second_wind

Second Wind Rating
Always Desirable

5 health with recycle can frequently be just enough to keep you out of burn range for an extra turn or two. This is especially strong because a lot of burn wins can revolve around using 2 1-cost burn cards in a row, one at the end of your turn after you’ve spent your gold, and a second at the start of their turn before you can spend a gold. Not only can Second Wind save you here, but it punishes your opponent for wasting an entire turn not affecting the board with their gold.

Second Wind’s recycle is also indirectly stronger after Uprising because, with the addition of Erratic Research and Grave Demon (plus a seemingly faster game pace), it is much less likely to win by drawing through your deck. I particularly like this card with Memory Spirit.

Without recycle this would be so much worse.

urgent_messengers

Urgent Messengers Rating
Always Desirable

Off-turn draw 2 with a perk (usually 2 chump blockers). Great.

temporal_shift

Temporal Shift Rating
Always Acceptable

A weaker Erase, usually. As fast bounce removal that maintains both players’ handsize, this can be a nice tempo play, and can theoretically be stronger than Erase in discard-based control decks. However, draw 2 is usually better than forcing your opponent to choose 1 card from their hand to banish.

An alternate use of this card is to target an opponent’s token. Not only do you remove the token from play, but your opponent still has to banish a card from their hand. While this is a nice trick and a reasonable card, I would still rather have Erase.

vanishing

Vanishing Rating
Always Desirable

This can be brutal.

Use this to return an ambushed in Lurking Giant to hand, remove an ambushed in token chump blocker, return a slow champion like Thundarus to hand, or even return your own Rampaging Wurm (that started the turn in play) for a second attack. All of these uses are excellent.

Even when used to return an opponent’s champion to hand (net -1 card in hand for you and +1 card in hand for your opponent), the board advantage this can give you is huge. It’s also Sage and can draw 2.

smash_and_burn

Smash and Burn Rating
Always Desirable

One of my favorite cards.

9 times out of 10, I use this purely to draw 2 cards largely ignoring the +5/+5 buff. Then, a few turns later, I trigger it to break one of a plethora of 6 or less defense champions including Avenging Angel, Strafing Dragon, Thought Plucker, etc. This alone makes this one of the best “draw 2 and” cards in the game. Even if you only have 3 other Wild 1-cost cards in your deck, you’ll still probably get the trigger, or at least force the use of a discard pile banish card after you’ve already resolved the draw 2 effect.

+5/+5 can be nice too. I have used it to buff a champion to win a combat on multiple occasions, but I almost always do it only after my opponent spends their gold. It would be pretty awful to use this to buff a champion just to have your opponent Erase or otherwise remove it before it can do damage.

wolfs_bite

Wolf’s Bite Rating
Always First Pickable

One of my most included cards in constructed, and it’s pretty great in limited formats too.

This breaks Muse and recycles and gives you a wolf.

There are few cards that can trade with a Muse and put you ahead, for that reason alone, this card is amazing. It can also be used to enable Feeding Frenzy, finish off a damaged champion, create an emergency chump blocker, or even convince an opponent to make a game losing block.

I love this card.

Conclusion

And with that, I have finally re-rated all of the cards up through Uprising.

I still want to go through and clean up the now 46,032 word beast of an article with all of the ratings though (Epic Card Game: Dark Draft Card Ratings). I’ll make another post to let everyone know when it is complete…at least until the next expansion releases…followed by the inevitable re-rating of at least that expansion…

Core Incremental Targeted Removal

Forward

This article follows the progression of my core-set-only Incremental Targeted Removal deck. I start by explaining how I created the experimental, untested deck (in preparation for the core only alpha for Epic Card Game Digital). Then, I plan on updating this article with an analysis of how the deck performs, in addition to explaining any changes I make to it (assuming it performs well enough to update).

Other decks in this Epic Card Game Digital series include: Core Evil TokensCore Sage Army, Core Wild Champion Overload, and Core Epic Humans. They are all built following my Epic Constructed Process.

(Extra 5 decks: Core Token Control, Core Sky Force, Core Feint, Tom’S Core Discard Deck, and Tom’S Core Aggressive Burn List)

Current Deck List

As I update the deck list, I’ll update this picture and written list (currently prototype deck list).

Evil (9)

Slow (3)
3x Inner Demon

Fast (3)
3x Drain Essence

0-Cost (3)
3x Guilt Demon

Good (27)

Slow (9)
3x Avenging Angel
3x Banishment
3x High King

Fast (9)
3x Angel of Light
3x Angel of Mercy
3x Noble Unicorn

0-Cost (9)
3x Priestess of Angeline
3x Watchful Gargoyle
3x White Dragon

Sage (18)

Slow (3)
3x Blue Dragon

Fast (9)
3x Ancient Chant
3x Lying in Wait
3x Memory Spirit

0-Cost (6)
1x Amnesia
3x Forcemage Apprentice
2x Ogre Mercenary

Wild (6)

Slow (2)
2x Rampaging Wurm

Fast (2)
2x Lightning Storm

0-Cost (2)
2x Fireball

Prototype Explanation

Conclusion

Yeah, we’ve got a ways to go before this.

Core Expected Cards

Foreword

In this article I list the cards I expect to see the most play in the Epic Digital core-set alpha. Then, to explain those lists, I discuss a bunch of Epic concepts.

Cards I Expect to See or Play

Below I list the cards I expect to see significant play. Afterwards, I list the cards I expect myself to play the most.

Most Expected Cards

These are some of the most generically powerful and generically popular cards in the base set, by my observation. I expect to see these cards a lot, and if you are looking for extra cards to add to your deck, these are always worth consideration.

Drain Essence, Erase, Muse, Sea Titan, Thought Plucker, Flame Strike, Flash Fire, Kong

Other Expected Cards

I expect these cards will also see play across a lot of decks; however, they are more specialized and therefore won’t appear in as many as those above.

Evil (6): Army of the Apocalypse, Dark Knight, Final Task, Guilt Demon, Wither, Zombie Apocalypse
Good (3): Avenging Angel, Gold Dragon, Inheritance of the Meek
Sage (5): Amnesia, Ancient Chant, Frost Giant, Hasty Retreat, Wave of Transformation
Wild (5): Fireball, Lightning Storm, Rampaging Wurm, Surprise Attack, Triceratops

Alignment-Specific Expected Cards

These are cards that I expect will appear in most decks that focus on each specific alignment (and rightfully so). Most are incredibly strong Loyalty 2 champions.

Evil (4): Angel of Death, Necromancer Lord, Medusa, Murderous Necromancer*
Good (5): Palace Guard, White Knight*, Angel of Mercy, Noble Unicorn, Angel of Light*
Sage (5): Juggernaut, Steel Golem*, Psionic Assault, Ice Drake, Forcemage Apprentice
Wild (7): Raging T-Rex, Hurricane, Rain of Fire, Strafing Dragon, Cave Troll, Fire Shaman, Rage

(*I don’t expect to see a lot of these cards, but they are/can be strong)

My Most Common Cards

These are the cards I am most likely to include in any deck I make. (All of them appear in at least 3 of the 4 core decks I’ve made so far.)

Drain Essence, Guilt Demon, Amnesia, Ancient Chant, Forcemage Apprentice, Fireball, Rampaging Wurm

Other Cards I Really Like

This is a list of other core cards I like a lot. (Some are stronger/more playable than others.)

Evil (6): Dark Knight, Demon Breach, Medusa, Murderous Necromancer, Plentiful Dead, Wither
Good (7): Angel of Mercy, Avenging Angel, Banishment, Lord of the Arena, Noble Unicorn, White Dragon, White Knight
Sage (8): Blue Dragon, Crystal Golem, Djinn of the Sands, Juggernaut, Memory Spirit, Steel Golem, Warrior Golem, Winter Fairy
Wild (3): Cave Troll, Raging T-Rex, Triceratops

Notable Mechanisms/Archetypes

In this section I break down why certain cards/mechanisms/archetypes are inherently powerful. I also discuss the weaknesses of those cards/mechanisms/archetypes e as well. Many of the concepts are interconnected.

Return Champion(s) to Hand from Play (Bounce)

Control (Board Clears)

1 for 1 Targeted Removal

Burn

Discard Effects

Health Gain

Human Tokens

Discard Pile Removal

0-Cost Cards

Expend -> Remove Champions

Blitz Champions

Tribute -> Draw a Card Champions

Deadly Raid/All-In/Finishers/Cheese

Conclusion

Let me know if you agree with these lists of cards and/or explanations of Epic aspects in the comments below. Or, if I left out anything in my ramblings that you would like me to touch on, feel free to let me know, and I’ll probably have a long answer for you.

Tom’S Epic Constructed Process

Foreword

In this article I explain my Epic constructed deck building process. I start with an idea, gather the cards, apply my distribution quotas for tuning (the meat of the article), and then repeatedly playtest to tweak. In anticipation of the Core-Set-only alpha for Epic Digital, I will be focusing (primarily) on Core Set cards.

I am a midrange player that likes to build a balanced deck in an unbalanced shell.

Deck Idea

I build a lot of decks because I love to experiment. Most of my decks are built around a specific idea that I want to exploit:

Gather Cards

Once I settle on an idea, I’ll know at least 15 of the cards I want to include for sure. I put those cards in a list. Then, I go through all of the cards in the game (Card Gallery + Cards not added to gallery yet), and throw any cards that might fit into a second list.

From there, I will be able to determine the bulk of the cards I want to include for the individual deck idea (possibly going over 60). At this point, I want to make sure my deck contains enough of specific effects to make it function smoothly.

Distributions

All of my decks want 10 effects in certain amounts:

  • 30+ cards that can draw/recycle/recall/etc.
  • 20 0-cost cards (the max)
  • 20- slow cards/cards I only want to play on my turn
  • 33+ cards of an alignment in which I have Loyalty 2 effects
  • 3-9+ On-turn Gold-Punishers
  • 3-9+ Off-turn Gold-Punishers
  • 1+ Mass Discard Pile Banishes
  • 3 Drain Essences (the max) or comparable, deck-synergistic health gain
  • 3-9+ Muse/Thought Plucker 0-cost answers
  • A plan for beating Sea Titan/Bounce effects

A decent amount of these requirements are already filled naturally by cards I want to include anyway. In addition, individual cards can fulfill multiple roles.

30+ Cards that can Draw/Recycle/Recall/Etc.

In order to ensure that I can spend my gold every turn (my turn and my opponent’s turn), I want at least half of my cards to be able to either draw, recycle, recall, or similar.

The most reliable types of cards for this distribution are:

  • “Draw 2 and” cards
  • “Or Draw 2” cards
  • Recycle Cards
  • Tribute -> Draw a card
  • Loyalty 2 -> Draw a card (in an alignment with at least 33 cards in deck)
  • Break this card: Draw 2 cards

 

Ideally, the deck will contain 30+ of these reliable draw cards specifically (any 10 unique cards x 3, approximately). If you don’t want 30+ of these cards, other unreliable draw cards can take their place. These are cards that aren’t  guaranteed to draw you additional cards:

  • Non-Plentiful Dead Recall Cards (they could get banished from your discard pile before you can recall them)
  • Necromancer Lord, Angel of Mercy, etc (cards that can bring back champions that can draw cards)
  • Pyromancer (cards with a way to spend extra gold)
  • Muse (cards that can draw cards if not immediately removed)

 

If I do decide to rely on unreliable draw cards, I generally would want more than 30 reliable/unreliable cards. 27 reliable and 6 unreliable would be fine for example.

Another way to strengthen your drawing resiliency is with Ancient Chants (add Lesson Learneds if desired too). Ancient Chant is great.

  • Use it to draw 2, then recycle it and draw another card off the “leaves your discard pile” trigger (draw 3)
  • Discard it to Thought Plucker, then recycle it
  • Recall it to draw a card and return Ancient Chant to hand for a rate of 1 gold/net +2 cards in hand. This is a better rate than standard draw 2 cards because they only net +1 card in hand. (-1 card in hand to play the draw 2, then +2 drawn cards = net +1 card in hand)
  • Play Lesson Learned targeting Ancient Chant in your discard pile to draw 4 (click for an explanation about why this works)

For all of these reasons, whenever I am worried about my deck’s card draw capability, I consider Ancient Chant. Even as essentially just a draw 3, it is great for enabling you to supply a consistent stream of pressure.

20 0-cost cards (the max)

Part of the reason I insist on 30+ cards that can draw is the fact that I want to run 20 0-cost cards. While 0-cost cards are significantly less powerful than 1-cost cards, timely 0-cost cards can (and frequently do) win games. Being able to play more than 1 card a turn is incredibly powerful.

Due to the pivotal nature of 0-cost cards, a lot of consideration should go into choosing exactly which 0-cost cards you want to bring. In addition, running 20 0-cost cards means you need to be very deliberate in which 1-cost cards you bring, in order to get access to the 0-cost cards you want.

Many people pick their 0-cost cards first before choosing their 1-cost cards. I do a bit of both. When determining core cards, I look at both 1-cost and 0-cost cards, and then I fill in the gaps as I go.

20- On My Turn Cards

On my turn cards are non-ambush champions and select events that almost exclusively want to be played on my turn. (I do not include symmetrical board clears like Apocalypse in this because I use the “or draw 2” option more than I use the “if it is your turn” option, for most decks.)

 

While Epic Card Game has no resource screw (mana screw/flood, curve screw, etc.), it can have Slow Card flood. If you can’t spend your gold on your opponent’s turn because your hand filled up with cards you can’t (or don’t want to) play on your opponent’s turn, you will quickly fall behind. I have found 20 to be a good top end for slow cards to largely prevent this from happening.

33+ Primary Alignment Cards

Loyalty 2 cards are incredibly powerful. Basically all decks want to include some amount of Loyalty 2 cards. Due to their inclusion, decks want to run a sufficient amount of cards of the same alignment to be able to get the Loyalty 2 effect. Personally, if I run a card with a Loyalty 2 effect, I want at least 33 cards of that alignment in my deck. (36+ is preferable though.)

Yes, this means that I do not like decks with Loyalty 2 effects in multiple alignments. While gaining access to multiple alignments’ Loyalty 2 effects is quite powerful in theory, the deck’s inconsistency can (and will) straight up lose you games. When you draw perfectly, these decks can be great. But, when you don’t draw perfectly, they can fall apart, even more so than other decks.

However, this is definitely not a consensus view. Multiple other Worlds players disagree with me. Some think that Loyalty 2 cards can be included with less than 33+ cards of that alignment and do run Loyalty 2 effects in multiple alignments.

One nice thing about 33 is that it allows you to bring 9 cards of each other faction (3 0-cost cards and 6 1-cost cards per faction). Other distributions work as well.

3-9+ On-Turn Gold-Punishers

I firmly believe in my Get Ahead, Stay Ahead Epic philosophy. One key aspect of that philosophy is: if you can get your opponent to spend their gold before you on your turn, punish them for it.

The most common way to punish them is to play a 1-cost blitz champion and attack. Without their gold, they are significantly less likely to be able to stop your blitz champion from hitting them in the face. This is a great way to push damage through to your opponent.

In addition, this is a critical aspect for defeating control decks. Many control decks rely on generating significant value by using board clears to remove multiple champions at once. If you have no way to push damage after they use a board clear on your turn, you will have an incredibly difficult time dealing enough damage to win.

In addition to blitz champions here is a list of Core Set on-turn gold-punishers:

Army of the Apocalypse, Final Task, The Risen, Courageous Soul + Secret LegionDeadly Raid (with non-deploying champions in play), Psionic Assault (alternate punish), TurnMighty Blow (with at least 1 non-deploying champion), and Wolf’s Call

The Risen is a solid punish if your opponent uses Zombie Apocalypse.

Wolf’s Call is a solid punish if your opponent uses Wave of Transformation.

3-9+ Off-turn Gold-Punishers

Another aspect of my Get Ahead, Stay Ahead Epic philosophy is: when your opponent spends their gold before you on their turn, punish them for it. While using this opportunity to draw 2, gain health, or something similar is not bad (especially if you are already ahead on the board), slamming an ambush champion or off-turn board clear can be incredibly powerful.

Your opponent was forced to board clear on their turn. Play your Angel of Mercy and start next turn with a 4/5 airborne champion and your best Good champion from your discard pile. Pretty nice.

Admittedly, this isn’t a distribution I watch too much; however, that is largely due to the fact that I naturally include a plethora of off-turn punishers, since they are generically powerful. Off-turn punishers are primarily ambush champions and off-turn board clears, but Fast targeted removal and other Fast effects work too.

1+ Mass Discard Pile Banishes

In constructed your opponent is not going to deck out, almost certainly. That being said, I still like the safety of having 1 Mass-Discard Pile Banish card in my deck. You won’t draw it in many games, but you should eventually get to it in any game where you need it. If you do need it, be sure to recycle it as soon as possible after you use it (even though it is even less likely you’ll need to use it a second time).

Thankfully, these are powerful cards in general (turning off recycle/Army of the Apocalypse/etc.). Cutting it wouldn’t be the end of the world though, especially if you run cards like Guilt Demon. I love Guilt Demon.

Meta Acknowledgment Cards

Some cards/decks are so powerful and/or prevalent that I include specific answers to them in all of my decks. At the very least, I design my decks to not be locked out by these cards/decks.

3 Drain Essences (Or Comparable Health Gain)

Decks that rely on burn cards like Flame Strike or Lightning Storm are common. Without any health gain, they can kill you quickly with little chance of losing. While there are multiple ways to attack this strategy (out-race them, make them discard, negate their champions, etc.), Drain Essence is one of the most efficient.

9 damage is enough to break a large number of champions. Burn decks specifically run multiple champions that Drain Essence can break (Strafing Dragon, Hunting Raptors, etc.). In addition, this is Fast removal that gives your opponent nothing if you play it on their turn!

Being able to break their champion, off-turn, and gain 9 health is frequently enough to slow them down enough for you to win. This was the most played card at Worlds 2016 for a reason.

For some decks, particularly Good decks, this card can be cut if you are already running significant health gain (Angel of Light, Inner Peace, etc.). However, even in that situation, this is still strong enough removal that you might still want it, unless you absolutely can’t afford the Evil slots.

3-9+ Muse/Thought Plucker 0-Cost Answers

Unanswered Muses and Thought Pluckers are 2 of the strongest cards in the game. Muse is a 0-cost card that draws a card at the start of each of your turns. Thought Plucker immediately draws you a card, forces your opponent to discard, and threatens to do this again on each of your turns. Both of them also have ambush so they are more likely to trigger their effects.

The most important part about these cards is the fact that they are incredibly difficult to efficiently stop, unless you specifically include cards for that purpose. Muse is a 0-cost card that never needs to attack to give a card draw each turn (shouldn’t be removed in combat). Thought Plucker is unblockable so it also shouldn’t be removed in combat. And, if a 1-cost card is used to remove either Muse or Thought Plucker after their effect triggers, those cards have already more than paid for themselves. (Final Task on Thought Plucker can be brutal.)

In addition, since neither rely on Loyalty or Ally triggers, they are easy to include in any deck. Many people do (or at least did). It’s no coincidence “Pluck You” is the name of a team that sent a player to top 8 at Worlds.

Unless you have one of these specific answers in hand when either card is played, you will be in trouble:

Core 0-Cost Answers for Either:
Unquenchable Thirst, Wither, Forcemage Apprentice, Fireball, and Flash Fire

Core Thought Plucker 0-Cost Answers:
Spike Trap, Lash, (Plague Honorable Mention)

You may have noticed that Good has no way to deal with either of them efficiently in the core set. Good thing you can splash easily.

Muse/Thought Plucker’s Weaknesses

It is well-known that these are two of the strongest cards in the game, and I am not the only person that specifically builds decks to counter them. Due to this meta shift, they are frequently less effective than they can be.

Muse’s Weaknesses

If you remove Muse immediately with a 0-cost answer before it can draw a card, at worst it is a 1 for 1 trade. If Forcemage Apprentice or the Expansion cards Wolf’s Bite, Flame Spike, Raxxa’s Curse, or Siren’s Song are used, the Muse player ends up on the bad end of the trade. In addition, if the Muse player was relying on Muse to draw cards, they might run out of resources if all of their Muses are immediately removed.

Thought Plucker’s Weaknesses

In addition to the possibility of a quick removal of the 1-cost Thought Plucker to a 0-cost card that might generate more resources, Thought Plucker can be countered by including cards that want to/don’t care if they are discarded.

Soul Hunter is the all-star in this role. “Oh, you’re going to force me to discard? I’ll just throw Soul Hunter in the discard then. No discard pile banish? Oh, too bad. Thanks for the free 1-cost champion in play on my turn though!”

Ally -> Recall cards are also not too much of a problem to discard either, since you can potentially get them back for free with the next card you play. Other core cards that might benefit from a forced discard: Army of the Apocalypse, Final Task, Necromancer Lord, Angel of Mercy, Ancient Chant, Warrior Golem.

 

To attempt to counter this trend, Thought Plucker decks do frequently run a lot of ways to banish cards in discard piles. But, forcing them to use extra resources to enable their resource generating cards is not bad.

Kark Meta

With the success that non-Muse, non-Thought Plucker Chamberlain Kark decks had at Worlds, it is possible we are starting to see the shift away from Thought Plucker and Muse (when playing with the expansions). If it continues to trend this way, I may eventually remove (or at least lessen) my amount of mandatory Muse/Thought Plucker answers. However, in the Core-Set-only Epic Digital alpha, I expect to see a lot, a lot a lot, of Muse and Thought Plucker.

Anti-Sea Titan/Bounce Plan

Ridiculous card. 11/14 is a big body. Untargetable makes it even harder to remove. The fact that it returns a champion to hand when it enters play make this one of the strongest tempo plays in the game. It is also one of the strongest control champions in the game. If you rely on attacking with non-airborne champions to win the game, you will need a plan to beat Sea Titan. Even though it isn’t as popular as Muse/Thought Plucker, it still sees significant play and can lock out the unprepared.

Sea Titan’s Weaknesses

The simplest way to remove Sea Titan is a board clear like Apocalypse. Other Core Set answers include: Thrasher Demon (unreliable) and Lying in Wait.

 

Aside from removing it, you can chump block it constantly since it can’t be Lashed or Raged. Plentiful Dead is fun to watch Sea Titans players deal with.

Offensively, you can use airborne champions to get around the big blocker too. Champions with powerful Loyalty and Tribute effects are an effective bounce (return to hand) disincentive as well.

In other words, Sea Titan is a powerful card, but due to the meta shift towards powerful Loyalty and Tribute champions, it is less effective than it can be. Still, making sure it can’t lock you out is worthwhile for those decks that do run it.

Distributions Wrap Up

Meeting all of my distributions generally isn’t too difficult, and it leads to decks I enjoy playing. I like being able to apply pressure consistently, maintain a large handsize, and aggressively punish my opponent for spending their gold first on any turn. These distributions work toward these goals.

If you are looking to play a more control or combo oriented deck, on-turn/off-turn gold punishers are less important. Aggro decks don’t necessarily need as much card draw. Most people don’t build quite as heavily against Muse as I do. etc. etc. etc. In other words, this works for me, find what works for you, and I’d be happy to discuss it in the comments.

Playtest and Tweak

Once you’ve completed your prototype deck, test it and tweak it a lot. My World’s Pyrosaur deck looked very different in its original Citadel Raven form. Don’t be afraid to make changes and potentially even drift away from your original idea. Most of my decks generally pull back from my initial extremes.

Two of my favorite decks do maintain their all-in on anti-Drain Essence and anti-Wither plans though. One is skewed to be all 10+ defense champions to make my opponent’s Drain Essences largely worthless. The other is screwed to a ton of 3 defense champions to exhaust their supply of efficient answers. Both are packed with answers to a wide range of potential strategies.

I love me my balanced decks in unbalanced shells.

Upcoming Articles

In my next article I plan on discussing which cards/strategies I expect to see the most play in the Epic Digital alpha. From there, I plan on talking about my 4 mono-loyalty alignment decks.

Let me know in the comments below if this article raised any questions. I’m also always interested in hearing disagreements (and also having people agree with me). If there is anything specific you would like me to cover, let me know.

Loyalty X Winner: Greylag

Greylag, 1st Place: 15 VP

Congratulations to Greylag for winning the Loyalty X Puzzle with a perfect 15 VP! Greylag has won the Epic Deck Box and chose the WWG Games Fair Play Mat.

Greylag’s Week 1 Anwers

https://docs.google.com/spreadsheets/d/19N23HfHZgPJtwKRM-FL7Prhj9rJrz2KGPg3_O-wQWf4/pubhtml

Greylag’s Week 2 Answers

https://docs.google.com/spreadsheets/d/1gZ_QFN5N_9J8EP4zl7SMvMCWtnTpfQotMKRLDlWzYd4/pubhtml

Nathan Overbay, 2nd Place: 11 RP

Congratulations to Nathan Overbay for his 2nd place finish. He has chosen one of the Raging T-Rex Promos.

Nathan Overbay’s Week 1 Answers

https://docs.google.com/document/d/1-c7SVoWGcre9xSzmXgPEZZi6FRP22YkrTqILEglpsxE/edit?usp=sharing

Thomas Dixon, 3rd Place: 8 RP

Congratulations to Thomas Dixon for his 3rd place finish. He has chosen one of the Blue Dragon Promos.

Thomas Dixon’s Week 1 Answers

https://docs.google.com/document/d/1_gnzInl2WwTbFBZtzGPX-bWLHUUYKg0iqbkQCEjGlTo/edit?usp=sharing

Benjamin Hebert, 4th Place: 2 RP

Congratulations to Benjamin Hebert for his 4th place finish. He has chosen one of the Blue Dragon Promos.

Benjamin Hebert’s Week 1 Answers

https://docs.google.com/document/d/15pel3eARuPT7SKpdm_NGwI79DQHVq0LXenG8NZGCGRA/edit?usp=sharing

Conclusion

Thank you to all participants and all readers who followed along during the puzzle contest. I have plans for another puzzle contest for some time in the future. So, if you didn’t get the chance to enter this one, be sure to watch out for the next one. (I’m interested to see how the formatting changes will be received.)