16 Base Set Cards (1/5/17)

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.

16 Base Set Cards

soul_hunter

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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.

16 Base Set Cards (1/4/17)

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.

16 Base Set Cards

murderous_necromancer

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

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

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

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

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

Palace Guard Rating
Always Desirable +

Targeted, banish removal with a 6/8 body and no alignment-requirement is incredible.

priest_of_kalnor

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

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

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

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

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

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

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

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

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

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.

16 Base Set Cards (1/3/17)

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.

Glossary Addition

I talk about this idea a lot, so I’m keywording it.

  • Gold-Punisher: A card that is best played after your opponent has spent their gold for the turn. The primary on-turn gold-punishers are blitz champions. The primary off-turn gold-punishers are ambush champions.

16 Base Set Cards

guilt_demon

Guilt Demon Rating
Always Desirable +

Guilt Demon is a great card because it is a

  • 0-cost champion
  • airborne
  • blitz
  • targeted discard pile banishment
  • (ambush, demon)

Unlike Little Devil with its 4 defense, however, there exist a lot of 0-cost answers to this card. It also dies to a lot of incidental damage attached to other champions like Blue Dragon or Draka Dragon Tyrant. Due to this, you do not want to play this card out as 0-cost blitz champion gold bait on turn 1. It is highly likely to be removed giving you no advantage.

Instead, this is a card you generally want to hold onto until there is at least 1 or 2 cards in your opponent’s discard pile that you want to banish. Use it on your turn to banish 2 cards and either deal 3 damage to your opponent or force them to use a card from their hand. If it can make multiple attacks, great, but with its 2 defense it probably won’t.

infernal_gatekeeper

Infernal Gatekeeper Rating
Situationally Desirable

13/13 stats over 2 bodies for the cost of 1 health and a gold isn’t great, but it isn’t terrible either. The fact that this can keep producing demons if not removed makes it a real threat though, if you have enough Evil. Also, it is a demon so it survives Raxxa’s Displeasure while also putting another demon into play.

If you are going Evil and there is nothing better, this is a reasonable card to pick up. It also works better in a deck that can already produce some amount of tokens to add to the pressure. In addition, attaching a demon to your Evil draw 2’s is another way to get slightly further ahead while not risking over-extending.

inner_demon

Inner Demon Rating
Always Desirable –

I like targeted removal and “or draw 2 cards” cards. Unfortunately, since I like to use my targeted removal off-turn, leaving my opponent a demon is a disincentive compared to other targeted removal cards.

medusa

Medusa Rating
Situationally Desriable ++

This is one of the absolute best possible cards for a deck with an Evil commitment. It is a reasonably sized ambush champion with targeted removal included. Both of those are incredibly powerful in Dark Draft. It’s also a demon.

If you have the Evil commitment, there are not a lot of cards I would take over this. It’s also a major incentive to start going Evil itself.

high_king

High King Rating
Situationally Desirable

If you are already going Good, it is banish-based, slow, possibly repeating removal. One use is pretty strong, two uses is incredible, and if your opponent has to use a 1-cost card specifically to remove this (instead of a 0-cost card or incidentally with another card), it can answer 2+ gold for the price of 1.

inheritance_of_the_meek

Inheritance of the Meek Rating
Always First Pickable

An off-turn banish-based board clear is always powerful. Drawing a card for your opponent isn’t great, but it can potentially get you back into a game.

Since it doesn’t effect tokens, it can be incredible in a demon/zombie deck, but if your opponent is going tokens it could be largely worthless. At least it has its “or draw 2 cards” option.

inner_peace

Inner Peace Rating
Situationally Desirable

I don’t rate this card too highly because it can’t get you ahead, and it can’t bring you back when behind. It can only get you further ahead or keep you from losing. I would rather have cards that advance me towards winning.

That being said, an extra 10 health can be enough to close out a game. This is especially true against decks with significant amounts of burn. If you can recall it even once in that type of match up, and you never give your opponent an opportunity to use two 1-cost burn cards in a row before you can play this, you pretty much can’t be burned out. This can also be a nice way to increase your advantage on a turn when you are already ahead on the board and your opponent has already spent their gold.

In other words, I would only want to draft this if I knew I passed my opponent a significant amount of burn: 2+ burn cards.

lord_of_the_arena

Lord of the Arena Rating
Situationally Desirable

A 13/9 unbreakable, blitzer is a nice on-turn gold-punisher.

I am not a huge fan of how easy it is to remove (at 9 defense) on my opponent’s next turn though, nor the fact that a 5/9 champion isn’t a huge threat on my next turn. However, if you have a significant amount of 1-cost Good cards (generally weaker than other alignments in dark draft), the threat of being able to make it unbreakable the instant your opponent passes initiative each turn is real.

The “must be blocked if able” ability is cool, but it almost never matters.

keeper_of_secrets

Keeper of Secrets Rating
Usually Desirable

Other people value this higher than I do, and they are probably correct. Targeted discard removal is great. Essentially tribute -> recycle is great (assuming you play a 1-cost Sage card immediately after playing this). The fact that it also threatens to recycle every turn thereafter is also great. If needed, it can also always attack for 2 too.

In my experience, whenever I could draft it, there are usually other cards I want more.

lying_in_wait

Lying in Wait Rating
Always Desirable –

I like off-turn targeted removal that leaves my opponent with nothing a lot; I used to absolutely love this card because it does that incredibly well. A lot of champions are only threats because they can attack. Attacking with 1 champion at a time (attacking alone) is usually correct. So, when a threatening champion attacks alone, you can use this to remove it. The ability to remove Sea Titan, Steel Golem, Juggernaut, etc., and the fact that it banishes the champion are also big deals.

However, if your opponent still has their gold up when you play this, you leave yourself open to an on-turn gold-punisher. In addition, this card can never deal with non-attacking threats like Necromancer Lord or Hunting Raptors.

If nothing else, it is a Sage “or draw 2” which has value.

memory_spirit

Memory Spirit Rating
Always Desirable

This is a nice off-turn gold-punisher. Throw this down after your opponent spent their gold on their turn and you get a 5/4 airborne champion that can attack next turn, and you get your best event back from your discard pile.

My favorite use of Memory Spirit, however, is to return a 0-cost event. Cards like Fumble or Lightning Strike can be great to return to hand and then immediately play.

muse

Muse Rating
Always First Pickable

One of the most powerful cards in the game.

Drawing a card at the start of each of your turns can get out of control quickly. Play this at the end of your opponent’s turn, and then if it survives for 2 turns (don’t need to attack with it) you were able to draw 2 cards with a 0-cost card. In other words, your opponent must remove it as soon as possible. If they don’t have a 0-cost answer immediately, it at minimum replaces itself on your turn and will force your opponent to use a card/effect on it later.

Muse (and Thought Plucker) is the primary reason why 2+ damage 0-cost cards are so powerful/important.

 

hurricane

Hurricane Rating
Always Desirable

Off-turn board clears with no benefit to your opponent are great. The fact that this can be a one-sided board clear if you (or your opponent) has 10+ defense champions is great. At the very least, you can always draw 2 with it too.

jungle_queen

Jungle Queen Rating
Always Acceptable

Tribute -> Draw a card means this can’t be lower than always acceptable. The fact that it gives the ability to play your Wild champions as if they had ambush also makes it a lightning rod for removal. “You better remove my Jungle Queen or I might ambush in Kong.”

In addition, the +1/+1 to other wild champions is very easy to overlook and underestimate. In a lot of situations it won’t do anything, but it makes your wolves survive Flash Fire, and it can make blocks a bit more annoying for your opponent.

kong

Kong Rating
Always First Pickable +

One of the best cards in dark draft hands down. A 13/14 body is huge, and it removes most champions in the game. Incredible reestablishing card.

lash

Lash Rating
Always Desirable

While I haven’t been playing with or against Lash as much recently, it has done a lot of work for and against me since the game released. Giving breakthrough and an extra 4 damage can be incredibly nasty after you chump block their previously non-breakthrough Kong or Rampaging Wurm.

Lash has also killed a decent number of Necromancer Lords and Thought Pluckers. Recall can be desirable in dark draft as well for those situations where you were just going to draw 2 anyway.

16 Base Set Cards (12/28/16)

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.

16 Base Set Cards

demon_breach

Demon Breach Rating
Always Acceptable

My opinion of this card has dramatically increased after playing it in specific scenarios. 3 demons on turn is actually fairly reasonable (even if it is worse than Raxxa, Demon Tryant). In addition, being able to recall it to put 3 demons into play on a future turn is pretty nice, especially since the 1 health loss is usually meaningless.

12/12 worth of stats over 3 bodies is decent, hard-to-fully-remove pressure. This can even be some-what desirable late in a draft if you have few establishing champions drafted.

2 demons instead of 3 is a very significant downgrade. If your opponent has just 1 champion in play, they can block your first attacking demon and then only take 4 from the second half of your gold (the second demon). Even the fact that they come into play off-turn doesn’t offset the loss of a demon enough. If you have no other play and the board is empty, it’s okay, but otherwise I would rather hold onto it until my turn.

drain_essence

Drain Essence Rating
Always First Pickable ++

This was the most included card in constructed at Worlds 2016 for a reason, and it’s even more reliably powerful in dark draft. 9 damage is enough to break all but 21 champions, and in dark draft your opponent will certainly have some of the other 100 in their deck. In addition, 9 health is a very significant amount of health gain which more than negates a single use of the highest, single-target, direct damage event in the game: Flame Strike. There are very few cards I would take over Drain Essence.

drinker_of_blood

Drinker of Blood Rating
Situationally Desirable –

I don’t particularly like Drinker of Blood in dark draft (nor constructed for that matter). This is a powerful combo card that can deal a significant amount of unpreventable damage, assuming a very specific board state exists when you play it and you have an enabler like Flash Fire or Wither in hand.

If you have already drafted a significant amount of token generation like Zannos Corpse Lord, Murderous Necromancer, Necrovirus, Rabble Rouser, etc., picking this later in the draft can be reasonable. But, I would not pick this early in the draft with the intention of building a deck around it. If you don’t get the required pieces for it, a slow, 5/4, airborne, unbreakable on your turn champion will do very little.

final_task

Final Task Rating
Always Acceptable

With its draw 2 option this card is never bad, and with its other option it can be incredible.

In alignment, 2 of the best cards to use this on are Angel of Death, for a (potentially off-turn) board clear with no draw back, and Murderous Necromancer, for 4 zombie tokens and targeted removal (potentially off-turn). Returning an unbreakable champion like Juggernaut is also great because it will survive the “Break it at the end of the turn” trigger. To permanently return any champion (potentially off-turn), you can Brave Squire the champion you put into play with Final Task.

Using this on Thought Plucker on your turn is another popular strategy because it immediately draws a card and forces your opponent to discard while threatening to deal combat damage and do it again. In addition, it would die anyway so removing it is less appealing. Brave Squiring the Thought Plucker in this situation can be really obnoxious (and great).

Even with these potentially great uses (Kong, Palace Guard, Rampaging Wurm, Frost Giant being some others), I still don’t value it higher than Always Acceptable generally. In a lot of decks, it might just be another blitz champion that breaks at the end of the turn. On the bright side, that blitz champion could be the strongest champion in either player’s discard pile.

divine_judgment

Divine Judgement Rating
Always Desirable +

Board clears in dark draft are frequently amazing. Banish is an incredibly strong effect. It can be nice with unbanishable champions, but most unbanishable champions aren’t amazing and Good is fairly weak in dark draft.

Draw 2 cards is always an appreciated secondary option.

faithful_pegasus

Faithful Pegasus Rating
Situationally Desirable

I played against this in the second dark draft round of worlds, and I had no answer for it allowing my opponent’s Palace Guard to fly over my champions twice. 8 damage twice with recycle was pretty nice.

0-cost airborne, blitz, tribute -> recycle is a nice combination of abilities. 2 damage isn’t a ton, but it isn’t horrible on its own. With other reasonable humans (Markus Watch Captain, Time Walker, Royal Escort, Lord of the Arena, White Knight, Helion the Dominator, Palace Guard, Jungle Queen, Pyromancer, The People’s Champion, Elara the Lycomancer, Noble Martyr, Courageous Soul, Chamberlain Kark, Gladius the Defender, Avenger of Covenant, Master Zo, Village Protector, Zannos Corpse Lord, Corpsemonger, Knight of Elara, and Citadel Scholar), it can actually be fairly strong. That is actually a lot more than I was expecting to find with at least a few of them being cards I would want to draft regardless.

Yeah, I’ll probably actually start keeping track of whether or not I have any number of reasonable humans to possibly pair with this card in future drafts now.

feint

Feint Rating
Always Acceptable –

It’s a draw 2, and that is usually it.

It can remove your attackers or blockers from combat too (which can let you attack or block again that turn instead of dealing damage in the first combat), but I usually use it just to draw 2 at the end of my opponent’s turn before a situation arises in which I care about that effect.

It does have some cool highly unlikely interactions I talk about here though.

gold_dragon

Gold Dragon Rating
Frequently Desirable

6/8, airborne, blitz is a reasonable card to punish an opponent for spending their gold first on my turn. Adding 6 health gain from the righteous (for a net 12 health swing) is a very nice perk too.

If you do have other Good champions in play, that AoE righteous can really create a lot of health quickly. Due to this, if I had this card I might consider drafting Kark.

frost_giant

Frost Giant Rating
Frequently Desirable

8 offense blitzer is solid. The fact that it expends all potential blockers before it is played is great. 12 defense so it survives almost all damage based removal, very nice.

In addition, the expend effect can be a great way to win a stalemate after multiple turns of no board clears. Surprise Attack, and to a lesser extent Final Task, can be a great way to get this effect off-turn too.

hasty_retreat

Hasty Retreat Rating
Always First Pickable –

Bounce in dark draft is great. This card lets you remove a 1-cost champion from play without spending a gold. It can also punish someone for Lashing/Raging one of their champions after you chump block it. (As the defender, you always get the last initiative-pass in combat so you always have the chance to Hasty Retreat after they play their Rage/Lash.)

This can be a great save against an opponent that plays a blitz threat while your gold is down even if you can’t chump block the attacker. Using a card and letting your opponent draw a card isn’t great, but if both players are at 7 cards in hand, blocking 9+ damage and removing a champion can frequently be worth it.

ice_drake

Ice Drake Rating
Frequently Desirable

6/8 airborne, ambush is always reasonable. The fact that it can also expend all of your opponent’s champions when you play it makes this great. This allows you to shut down an opponent’s ability to attack you on their turn, and it prevents those same champions from blocking on your next turn. Also, since it’s Sage, I’ll probably have the loyalty.

juggernaut

Juggernaut Rating
Frequently Desirable +

This is such an annoying card to play against. 9 blitz, breakthrough damage on an unbreakable champion that drew a card feels bad to face if you don’t have an answer to it. Due to the combination of these abilities, it is even worthwhile to play while your opponent’s gold is up and you will still probably get 9 damage through.

On your opponent’s turn though, it is almost certainly going to get removed due to it’s 3 defense.

The best answers to this card negate it’s attack while keeping it in play for you to break on your turn: Fumble, Angelic Protector, Spore Beast, Lurking Giant, Helion‘s loyalty ability, and Blind Faith.

Works incredibly well with Final Task (it doesn’t break if you use it on your turn) and Army of the Apocalypse (since the blitz is not granted with loyalty 2).

flame_strike

Flame Strike Rating
Always First Pickable

8 damage to the face wins a lot of games. It can also be used as fast, targeted removal for a reasonable number of champions too.

You generally only want to target your opponent’s face when it would win the game or set you up to win with your next gold though. Flame Strike on their turn after they spend their gold then Fires of Rebellion on your turn before they can spend their gold is pretty nice.

flash_fire

Flash Fire Rating
Always First Pickable –

2 damage to everything is a great way to clear off tokens, and it also breaks other pesky champions like Muse, Necromancer Lord, and Thought Plucker.

Or draw 2 is always appreciated too.

forked_lightning

Forked Lightning Rating
Situationally Acceptable

I would only want this card if I already had other burn in my deck, or if I knew my opponent already had a significant amount of burn in their deck. Usually this reads as deal 5 damage to target champion and 5 damage to your opponent. It is rare that you will have two 5-or-less-defense champions you want to break when you play this card.

hunting_raptors

Hunting Raptors Rating
Situationally Acceptable

More burn. Generally you play this on your opponent’s turn after they spend their gold to deal 4 damage to them. Then, on your turn you immediately expend it again to do 4 more damage (effectively a Flame Strike).

It does deal 4 damage though which is an important break point for champion defense, so it can be used as removal. However, at 5 defense it is susceptible to a lot of removal itself.

Final 16 Uprising Card Reviews

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 16 Uprising Cards

Rift Summoner Rating
Frequently Desirable

Best case scenario: Play Plentiful Dead. Then play Rift Summoner, spend 1 life to recall Plentiful Dead, reveal it and 1 other Evil card for loyalty, and get a demon token. Finally, break the zombie token from Plentiful Dead with Rift Summoner’s expend ability. You just put 17/17 worth of stats into play across 4 bodies, off-turn, costing you 1 card in hand and 1 life (requiring Plentiful Dead and 1 other Evil card). That is an insane amount of value.

Worst case scenario: Play this without loyalty 2. Then, use its ability to break itself and put 2 demons into play. Same as off-turn Demon Breach, but no recall ability. Off-turn Demon Breach isn’t very strong though.

Most common scenario: Play this with loyalty to put a demon into play. Use the expend ability to break that demon. End up with 13/13 worth of stats, over 3 bodies, off-turn.

Chump block scenario: Chump block with a champion in play, such as a token. After blockers, ambush this in (with or without loyalty). Then, break the chump blocking champion with Rift Summoner’s expend ability to make 2 demons.

Rift Summoner is extremely powerful, especially with loyalty and the ability to make tokens. Aside from Surprise Attack, no other card puts this much offense/defense into play off-turn.

In addition, if Rift Summoner stays in play, it can break another champion you control to make 2 demons on each of your turns. With this in play, you can attack with a demon on your turn. Let your opponent block it with a bigger champion. Then use Rift Summoner to break that demon (since it was going to break anyway) to get 2 more demons.

This card can be powerful even if you don’t go Evil, especially if you are able to make incidental tokens. It also has some cool interactions with other cards, like Inheritance of the Meek. Play Rift Summoner on your opponent’s turn and make some demons. Then on you turn, break Rift Summoner to its own ability before playing Inheritance.

Saren, Night Stalker Rating
Situationally Acceptable

I like blitz champions because they are a great way to punish an opponent for spending their gold before me on my turn. This card can perform that roll, but its stats and abilities are worse than other champions that perform that roll.

If I want to wait to play this until after my opponent’s gold is down on my turn, unbreakable is largely meaningless. Without their gold, the odds that they could break Saren on my turn are very low. However, if it survives until my next turn when both our golds are up, unbreakable could be nice.

With 7 defense and no unbreakable on my opponent’s turn though, it is not terribly likely it will survive until my next turn. In addition, it has no form of evasion (airborne, unblockable, breakthrough). Due to this, it is at the bottom of my blitzing gold-punishers. Since I value blitzing gold-punishers so highly, I would still take it if I had none near the end of the draft.

Winged Death Rating
Always Desirable

1-cost 3-defense-champions in dark draft are risky, since they can be removed by 0-cost cards which can be a massive tempo loss. However, Winged Death immediately breaks a champion when it enters play. If it isn’t immediately removed, it can break a second champion that turn, and it threatens to break another one each turn.

When this ability triggers, your opponent chooses which of their champions in play they want to break. Therefore, if they have 1 strong champion and 1 weak champion (like a token), they can choose to break the weak champion. But, if they only have 1 champion in play, they must break that champion. In addition, this ability doesn’t target, so if their only champion in play is the untargetable Sea Titan, they must break their Sea Titan (since this effect doesn’t say target, untargetable doesn’t protect it).

This card can also be a devastating punish when your opponent’s gold is down on your turn. If they have 2 champions in play that can’t block airborne champions, and no 0-cost answers in hand, you can play this, break a champion, hit for 4 damage in the air, and break a second champion. It’s sweet.

Even if your opponent’s gold is up this can be a strong play. Play this to break their only champion in play, and then pass. This way, your opponent can’t followup  by playing a non-airborne, ambush champion like Noble Unicorn or Lurking Giant. If they do anyway, you can just attack with your Winged Death afterwards. Assuming they don’t have a 0-cost answer, you hit for 4 and force them to break their freshly played champion.

It’s also a demon, so Raxxa’s Displeasure.

Beware Rescue Griffin!

Zannos, Corpse Lord Rating
Situationally Desirable

When I dark draft, my deck generally doesn’t consist of much more than 50% of the same faction (since I generally value generically powerful cards over taking weaker cards just to match faction). Therefore, the odds of me hitting greater than loyalty 3 or so with this card isn’t great. That is also assuming I go Evil in Dark Draft which I generally don’t like to do, since it relies on acquiring a critical mass of strong Evil cards.

Therefore, I am not a huge fan of Zannos in Dark Draft. If you are going Evil, it is fine (especially if you do prioritize in-faction cards over generically powerful cards), but I would pick a lot of cards over it. That being said, even just loyalty 2 is a reasonable effect: 13/13 worth of stats, over 3 bodies, with 2 direct life loss for your opponent, 2 life gain for yourself, and a 1-cost body your opponent doesn’t want to bounce is definitely not bad.

Master Zo Rating
Always Acceptable

9/8 ambush champion is never a bad choice. The unbreakable trigger can be nice too, in theory. Play this when your opponent attacks (preferably when their gold is down). If they don’t break it before blockers, you can declare it as a 9-offense, unbreakable blocker which is pretty solid. Then, after combat if their gold was still up, it is safe from slow break effects like Kong and Winged Death.

On your next turn, you can attack with it first to immediately give it unbreakable without spending your gold. Therefore, you have a reasonable threat that is hard to remove.

Rescue Griffin Rating
Always Desirable +

Crazy strong.

7 health on a 0-cost champion means the only 0-cost cards that can immediately remove it by themselves are Raxxa’s Curse and Siren’s Song (Unquenchable Thirst too with enough Evil cards in your discard pile).

7 health also means it survives combat with all airborne champions except: Thundarus, Silver Dragon, Djinn of the Sands, Draka Dragon Tyrant, and Draka’s Enforcer. It also breaks all of the following champions in combat while surviving: (0-cost) Corpsemonger, Guilt Demon, Watchful Gargoyle, Courageous Soul, Faithful Pegasus without an accompanying champion, Bodyguard, Keeper of Secrets, Ogre Mercenary, Muse, Warrior Golem, Cave Troll, and Fire Shaman (1-cost) Winged Death, Winter Fairy, Mist Guide Herald, Citadel Raven, and Pyrosaur.

It chump blocks (or better) and survives against 54% of the currently existing champions (65 of 121). A couple notable blocks being Dark Knight and Little Devil.

Even just ambushing this into play on your opponent’s turn and then attacking with a 3/7 airborne champion on your turn is reasonable.

Silver Dragon Rating
Always Desirable

I love Tribute draw a card. Banishing 3 token champions is pretty nice too. Airborne 9/8 is a very real threat: it only breaks to Thundarus, Djinn of the Sands, and Draka Dragon Tyrant in airborne combat and only Thundarus lives through it. Rescue Griffin also can’t survive chump blocking it. Finally, it requires no faction commitment so it can be run in any deck.

Great card.

Village Protector Rating
Situationally Desirable

This card can be much harder to remove than you might think. With no other human token generation, your opponent still has to remove 2 human tokens (which might not even attack), in order to remove Village Protector. In addition, only banishing or transforming effects can remove it while it is in play with human tokens, since it survives AoE break (Apocalypse) and damage effects (Hurricane). If you do have ways to put more human tokens into play (The People’s Champion, Martial Law, Revolt, etc.), it becomes a lot harder for your opponent to find a window in which they can remove this card.

In general, I think this card is underrated, and it will stay that way until people start drafting it more. I don’t think it is incredible, but I do think it can be solid.

Reusable Knowledge Rating
Always Acceptable +

Draw 2 effects in dark draft are mandatory. A draw 2 effect that lets you take back a specific card from your discard pile seems quite handy. However, if this is your only draw 2 in hand when you have no discard pile, you might be very sad.

Siren’s Song Rating
Usually Desirable

This card has dramatically underperformed for me in constructed, but I still think it should be reasonably strong in dark draft. The ability to remove a 0-cost champion while putting one into play should be great. This wrecks Muse and Rescue Griffin for example.

Unfortunately, it doesn’t immediately protect you against Little Devil, Dark Knight, or other 0-cost blitzing threats. In addition, if it gets bounced, it returns to its owner’s hand. At the very least, it is Sage and has an “or draw 2” option.

It’s possible that this card drops a couple tiers as I play it more in dark draft.

Velden, Frost Titan Rating
Usually Desirable

10/13 blitz is enough for me to draft it already. Loyalty x for Sage means, regardless of the effect, I’ll probably be able to get some value out of it since I draft Sage a lot. Bounce x target champions…wow.

This card can be an absolute monster in dark draft. Bounce is strong in dark draft and even just Loyalty 1 can be a massive tempo shift. High loyalties can get you back into a game where you’re far behind. Even just using it to remove multiple tokens has value, especially since doing so removes potential chump blockers.

Most of the time you won’t even need to use that high of a loyalty x to get a strong effect, but that does also mean that if you have more cards you could reveal, the effect doesn’t get any stronger. With the other loyalty x cards, each card you reveal makes the effect stronger increasing its damage, health gain, and/or zombie spawn. With Velden, if your opponent only has 1 champion in play, Loyalty 1 is actually stronger than loyalty 6 (since you show your opponent 5 less cards in your hand at no loss of effectiveness). That being said, this is still the strongest loyalty effect in most dark draft situations.

War Machine Rating
Always Desirable

Tribute -> banish all opposing 0-cost champions on a 10/10 body is absolutely great. This removes all possible 0-cost champions your opponent could have in play including tokens. If this was all it did, I would draft it frequently, especially since it is Sage.

But that’s not all! Loyalty 2 (on a Sage card) gives it blitz too. Basically this combines a lot of my favorite characteristics into 1 card:

  • 10 defense (survives Drain Essence)
  • blitz (to punish my opponent for spending their gold before me on my turn)
  • Sage
  • removes Muse

Savage Uprising Rating
Situationally Acceptable

I’m not a big fan of this card. I generally want my AoE damage events to break tokens and 0-cost champions.

I also generally don’t want an effect that can only go face. In addition, if I want to go face, the “draw a card” effect is usually irrelevant because I’d want to either be finishing off my opponent or already have lethal in hand.

In theory, this can be nice if you have reasonable 0-cost champions/tokens in play, but if you do, 9 or less defense champions probably won’t be that big an issue for you.

Wild also doesn’t have great token generation, but it could be nice with Ankylosaurus, Wurm Hatchling, Fire Shaman, and Cave Troll. Smash and Burn is also always a nice addition.

If you do have a significant amount of other burn though, this can help push through a victory from a reasonably high health point.

Scarros, Hound of Draka
Situationally Desirable –

This card has been underwhelming in Dark Draft. Since my decks are generally lucky to have over 50% of one faction, I generally don’t get much higher than 2 or 3 damage with this ability. Both of those are reasonable values, but not terribly impressive. Not a bad card (and it works reasonably well in my Pyrosaur deck), but there are a lot of cards I would take over it.

Spore Beast Rating
Situationally Desirable ++

I absolutely love this card.

Removing a champion from combat with a 0-cost card is such a powerful effect. If your opponent manages to get ahead on board and is able to attack with a champion while both players have their gold, this is the perfect answer that doesn’t require spending your gold and leaving yourself open to be punished. Oh, you are attacking with the Juggernaut you Surprise Attacked in on my turn? No you’re not, but thanks for expending it. Due to this ability to negate attackers with a 0-cost card, it is very similar to Fumble, which I also love.

With Fumble, you stop up to 10 damage from hitting your face and recycle. Most of the time, this fully negates an attack and you lose a net 0 cards from hand. With Spore Beast, you completely stop an attack and leave a 2/2 champion in play that can continue to stop an attack every turn. To prevent this, your opponent will generally need to spend a card to break Spore Beast, effectively costing both you and your opponent 1 card. So, you lose a net 0 cards compared to your opponent. Cards like Wolf’s Bite or Pyrosaur/Draka Dragon Tyrant can disrupt this exchange rate, but Spore Beast can also generate more value.

Since Spore Beast completely stops an attack, any buffs like Brave Squire or Mighty Blow completely go to waste. In addition, if your opponent attacks with a card like Rampaging Wurm, you chump block, and then they Rage/Lash it, you can then play your Spore Beast to remove Rampaging Wurm from combat, prevent all damage, negate any value from their buff, and save your chump blocker. Yup, pretty great.

On the other hand, if you are the one attacking with a breakthrough champion like Brachiosaurus and your opponent blocks with a high defense champion (like their own Brachiosaurus), you can play Spore Beast after blockers and remove their defender from combat. This allows all of your breakthrough damage to hit your opponent because there is no longer any blocking defense in combat.

Spore Beast can also function as a combat trick if your opponent attacks/blocks with more than one champion. Remove one of their champions from combat so the other one breaks while yours survives. (Fumble can work similarly, and it has the advantage of not requiring 2 champions to attack/block.)

Overall, this is one of my absolute favorite cards.

Winds of Change Rating
Rarely Playable

I’m not a huge fan of 1-cost buffs, especially on cards I’m incentivized to play on my turn.

Yeah, giving +2/+2 and breakthough to all of your champions could be powerful if you either have a lot of champions in play or a couple big ones, especially since the +2/+2 is permanent, but it isn’t terribly common to have a lot of champions in play or a couple big ones and still have your gold available for the turn. In addition, if you play this when your opponent’s gold is up, they can punish you by using a board clear. In that case, it doesn’t matter that the buff was permanent.

On the other hand, +5/+5 on-turn and breakthrough could be nice when an opponent’s gold is down on your turn (and there are a lot of champions that a permanent +5/+5 boost would be incredible on: 9 or less defense champions in general, Avenging Angel in particular). In addition, drawing a card always helps. But, I would much rather just spend my gold on another blitz champion or to draw 2 cards instead.

 

Second 16 Uprising Card Reviews

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.

Important Concept

3 Defense vs 4 Defense: It is significantly harder to deal with a 4 defense champion than it is to deal with a 3 defense champion. If it is 1-cost champion, the only 0-cost cards that break it immediately without needing it to attack are Lightning Strike and Unquenchable Thirst (assuming you have 3 other Evil cards you are willing to banish). If it attacks, Hands from Below and Spike Trap can also potentially handle it. For 0-cost champions, Raxxa’s Curse can also be used, while Siren’s Song can be used on your turn only.

Besides that, Forcemage Apprentice needs a 1-cost Sage card to prepare it and is only reliable the first turn you play it. Pyrosaur and War Machine can only be used on your turn (unless Surprise Attack). Fire Spirit needs to already be in play. Draka’s Fire, Rain of Fire, Strafing Dragon, and Pyromancer are the other answers (aside from cards like Kong, Drain Essence, etc.).

In other words, if a champion has at least 4 health, it is significantly more likely to require a 1-cost card to remove it than a champion with 3 health. (Another reason Lightning Strike is great.)

Second 16 Uprising Cards

Little Devil Rating
Always First Pickable

I absolutely love this card. 0-cost airborne blitz champion with 4 defense is one of the absolute best cards to play on your turn, before gold has been spent, when neither player has any champions in play. First play of first turn for instance.

As I mentioned at the top of this article, there are very few 0-cost cards that can deal with this immediately on your turn/when it attacks: Lightning Strike, Raxxa’s Curse, and Spike Trap. (Unquenchable Thirst later in the game). Therefore, you are very likely to either get 4 damage through to your opponent or force them to use their gold first on your turn. Both of which are pretty great for a 0-cost card.

In addition, after the first turn you attack with it, it stays at its 4 defense so significantly fewer cards can break it unlike Dark Knight or even Juggernaut. I’ve had games where Little Devil alone has dealt 8 or 12 damage before it was finally removed. Incredible card.

No Escape Rating
Situationally Desirable +

This card is great if you don’t have a lot of slow champions, and it is even better if you have high value 0-cost champions like Little Devil. On-turn removal is a great way to punish an opponent for spending their gold first on your turn for an ambush champion, and the extra effect is quite powerful.

Off-turn, this card becomes significantly weaker because of that powerful extra effect. Your opponent can even return to hand the champion you just broke. Unlike Erase doing practically the same thing, you get no bonus like draw 2 for returning it to your opponent’s hand. This is a desperation play only.

Unlike Banishment though, which is a very similar card, this does have a draw 2 option. In the heavy 0-cost favoring meta, this card is even higher value than normal.

Plague Zombies Rating
Rarely Playable

If you can make a lot of zombies, this can be nice. Play it before you attack and each zombie does 2 damage whether or not it is blocked (assuming no tricks like Blind Faith, Ceasefire, or Ice Drake). Playing it after your opponent plays Zombie Apocalypse would be fun.

It can be a nice way to close out games though, especially if you have cards like Flash Fire or Wither. Play this and then immediately play Flash Fire to deal damage before your opponent regains the initiative.

Rules Reminder: When assigning damage to champions attacking or defending in a group, a player may deal all of their champions’ damage to 1 champion in the group. For example, I attack with Rampaging Wurm. My opponent plays Plague Zombies and blocks with all 3 zombies. I can choose to deal all 14 damage to 1 zombie, so I don’t break the others and only take 2 damage.

If you want to do breakthrough damage to an opponent (say you attacked with Burrowing Wurm instead), you would need to assign enough damage to break all defending champions in order to breakthrough with the rest.

Raxxa’s Enforcer Rating
Always Acceptable

The effects of this card are quite powerful. Tribute -> break most of your opponent’s 0-cost champions and then keep a -3 offense debuff in play. In addition breaking/finishing off a reasonable amount of champions, especially on your turn, it turns off Thought Plucker, makes Guilt Demon attack for 0, and knocks other champions off of their critical offense levels (like 6 offense for airborne champions). It is also a demon so it survives Raxxa’s Displeasure.

All of this is great, but it only has 5 defense which is a very critical break point. Still, I’ve been happy with it the few times I’ve drafted it. My recommendation is make a point to draft it because it is very hard to see just how powerful it can be otherwise.

Chamberlain Kark Rating
Practically Unplayable

This card is significantly better in constructed because you can very precisely build your deck around it. Without the ability to bring multiple copies of Ceasefire or a bunch of other key cards, the odds of reaching 60 health are reduced significantly. Without his alt-win condition, I have very minimal desire to spend my gold on my turn, to put a 9/12 into play, to gain a bit of health at the cost of showing my opponent cards in my hand.

However, if you do go heavy into Good and have cards like Gold Dragon, it is possible to hit that threshold. I believe it is unlikely though, and I have little desire to try, at least not at a tournament.

Gladius, the Defender
Rarely Playable

A 1-cost champion in Good that doesn’t do anything immediately when played and doesn’t have blitz, ugh. Do not want.

However, just like Thundarus, if your opponent doesn’t have the plethora of answers to punish this, it can be strong. Both unbanishable and over 9 defense does make it more resilient to Good and Wild based removal (except Chomp!). In addition, 4/1 human tokens are actually fairly threatening, and the fact that he can put 12 offense into play each turn is kind of scary. In a deck that has access to human tokens already, banish-based board clears, and potentially Surprise Attack, this could be a nasty card. Even just playing it on your turn after your opponent spends their gold is somewhat reasonable, since not removing it can be quite bad for your opponent.

Justice Prevails Rating
Situationally Desirable

I initially underestimated this card. I thought that I didn’t want to spend my gold to buff my 0-cost champions because my opponent can punish me so hard for doing that in a variety of ways. However, the fact that it draws a card, gives +3 defense, and gives righteous is actually quite a potent combination.

First, if you play this before your opponent spends their gold and they respond with an off-turn board clear like Zombie Apocalypse, you drew a card so you are still up from the exchange.

Second, with +3 defense, cards like Flash Fire and Wither can’t destroy all of your 1-gold-buffed tokens that turn.

Third, if even just 1 or 2 0-cost champions/tokens deal damage (regardless of whether it is to your opponent or their blocking champions) you gain a minimum of 4 to 8 health. If 3 or 4 champions hit, that is an incredibly significant amount of health. The fact that it also buffs cards like Rescue Griffin and Little Devil is a major perk.

If nothing else, it can also always just draw 2.

Martial Law Rating
Frequently Desirable

Banishing board clears are very powerful. Banishing board clears that can be used on an opponent’s turn are significantly more powerful. (4 human tokens is also a very small price.) Board clears that can’t draw 2 can be dead cards in your hand for an entire match if you stay ahead consistently. Thankfully, it is unlikely anyone can stay ahead consistently for an entire match.

Putting 5 humans into play probably won’t be what you want to do in most games, but it can help you push the last points of damage through to an opponent. It can also be used to chump block if you don’t want to board clear, but I generally don’t want to spend a gold just to chump block even if 4/5ths of the effect of the gold remains. If you have ways to buff the tokens, like Revolt, it can be much more desirable, but you pick this card for the board clear.

Force Field Rating
Always Acceptable –

Draw 2? Sure it’s at least always acceptable.

The other 2 options though…not a fan. Using this card costs you a gold and a card (although you might draw 1), and it doesn’t put you further ahead nor your opponent further behind. It can save your life vs a surprise Insurgency token attack and it completely negates tokens + Justice Prevails, but it can only work if they initiate the assault while your gold is up. There are already so many reasons not to initiate an assault when you opponent’s gold is up, so having this isn’t much more of an incentive not to.

If you have a lot of on-turn board clears, I could see this card having some value, but I personally don’t see me drafting it (or including it in constructed) unless I need more draw 2 cards.

Frantic Digging Rating
Frequently Desirable

Everyone who has played Epic has experienced those moments when you have too many slow champions in hand, don’t have the loyalty you need, or you just want to dig to your Flame Strike. Frantic Digging helps you get out of those situations.

When you play this, assuming you have at least 1 card in your discard pile you are willing to recycle, you end up with a net gain of zero. The same number of cards will be in your hand, discard pile, and deck; however, you were able to trade 2 cards in your hand for 2 new cards (one of the traded cards being this). If nothing else, you replaced a situational card that was worthless at the time, or you got rid of one of the worst cards in your deck without needing to play it.

Best case scenario, you are able to gain value from the card you just discarded:

  • Discard an Ancient Chant and recycle it, now you just drew 3 cards.
  • Discard a Soul Hunter, have it in your discard pile at the start of your turn.
  • Discard an ally recall card like Cave Troll, and then immediately play a corresponding 1 cost card like Rampaging Wurm, you just net 1 card in hand from your 0-cost card.
  • My personal Favorite is when you play Angel of Mercy and your opponent banishes your discard pile. You play this to put your best 1-cost Good card from your hand into your discard pile so you can get it into play for free. (Granted you net lose a card in hand, but as long as your opponent doesn’t have more fast discard removal, you’ll be fine.)

Knight of Elara Rating
Frequently Desirable +

I’m a fan of Tribute/Loyalty draw a card champions. I’m also a fan of blitz champions. Sage, yup, that too. Oh look, all 3, I like.

With those 3 things alone, I would value this card reasonably highly, just look at White Knight who isn’t even Sage. The when blocked ability is just gravy. My opponent just Surprise Attacked in Sea Titan on my turn while my gold is up. Heh Heh Heh Heh, Heh Heh Heh Heh Heh! 10 damage or transform your Sea Titan into a wolf and break it (after I drew a card), yes.

Reset Rating
Usually Desirable

Board clears are great, off-turn board clears are better, draw 2 is great as a secondary option.

Returning champions to hand in dark draft is great because it is unlikely that your opponent will have as powerful of Tribute/Loyalty triggers as they currently do in constructed. If they have a lot of 0-cost champions though, this becomes much worse as they can just replay them. Conversely, if you have a lot of 0-cost champions (especially ones with blitz, Little Devil anyone?), this becomes a lot better. It can essentially let you play all of your 0-cost blitz champions and attack. Return them all to hand while also returning your opponent’s champions to hand and drawing you a card, and then play them and attack with them all again. Good stuff.

If you are playing against an opponent who prioritizes a lot of 0-cost champions, this could be worth counter-picking too, even if you only plan on using it to draw two cards.

Hunting Pack Rating
Always Desirable

Off-turn removal that leaves 3 wolves behind and doesn’t need a faction commitment? Yes, I’ll take it. In dark draft there are plenty of 6 or less defense champions walking/flying around. Removing one on my opponent’s turn and getting 3 wolves that can immediately attack on my turn is a pretty great use of a gold.

Also, it gets boosted by Den Mother, Wolf’s Bite, Wave of Transformation, Pack Alpha, and Elara the Lycomancer. (Technically Wolf’s Call and Wolf Companion too, but don’t draft those just to combo with this. The rest are fine on their own.)

Go Wild Rating
Always Acceptable

I want to like this card because I was a fan of 0-cost buffs (Brave Squire and Rage) in my original version of Combative Humans, but I just don’t that much. +4/+4 is a fairly important swing that can make this a pretty nice combat trick, and recycling removes the risk of using a buff just to have the champion it was used on removed before damage. But, there are so many other cards I would rather have instead of this.

I would much rather have a card that can be powerful without needing a very specific situation arising, which is a bit strange because I plan on writing an article about why you should include some cards only for very specific/specialized situations. Overall, I’m just not currently impressed, but I plan on drafting it more to see if I’m right.

Mythic Monster Rating
Always Desirable

This card got a lot of hate when it was revealed for being a worse Triceratops. Even if that is true, which it isn’t in at least a few situations, a worse Triceratops is still an incredibly valuable card in dark draft. A massive body and tribute draw a card, yeah I’ll happily first pick that out of a pack.

No champion (except Burrowing Wurm) beats this in a fight, and (aside from Burrowing Wurm) only Thundarus, Rampaging Wurm, Kong, and Sea Titan can survive a fight with it. In other words, every time this thing attacks, your opponent will likely either need to remove it, chump block it, or double block it. In basically all of those cases, since you drew a card when you played it, you are getting value.

Pyrosaur Rating
Situationally Desirable

1-cost 3-defense-champions in dark draft are risky, since they can be removed by 0-cost cards which can be a massive tempo loss. For that reason, I generally would not want to draft this (although I love it in constructed). At minimum, assuming you can trigger loyalty, it deals 4 damage to all of your opponent’s champions and 4 damage to their face when played. That alone can be worth a gold in some situations.

If it isn’t immediately removed, all 4 or less champions that started the turn in play have already been broken so therefore can’t block it (most 0-cost cards and all legal tokens). And, any 10 or less defense champions that started the turn in play can only trade with it if they block. If Pyrosaur gets through to your opponent’s face instead, it just dealt 10 damage, solid. Then next turn, if it gets to attack again, it will at minimum deal 2 damage to your opponent and clear out all their non-demon tokens.

If I’m going Wild already and there aren’t any better choices, I would take Pyrosaur, and a reasonable situation would probably present itself to play it. If I’m not already going Wild, this wouldn’t be the card that convinces me to.

Reviewed/Previewed Games Page

I just finished compiling a list of all of my currently reviewed/previewed games here. In addition, I’ve updated the welcome page with a link to it. Included below are a couple examples of my formatting.

Kingsburg

Ages: 13+ (14+)
Players
: 2p, 3p, 4p, 5p
MSRP: $49.95 (~50, ~55, ~60)
Advertised Play Time: 90 minutes (90m, 120m)
Tags: rolling dice, worker placement, civilization builder
A game where players compete for favor with members of the court to build a civilization.

Epic Card Game

Ages: 13+ (14+)
Players
: 2p, 3p, 4p
MSRP: $14.99 (~15, ~20, ~25, ~30, ~35, ~40, ~45, ~50, ~55, ~60)
Advertised Play Time: 20 min (20m, 30m, 45m, 60m, 90m, 120m)
Tags: 2-player, great art, dueling card game, my favorite game (lots of articles), drafting, hand management
An incredibly deep, non-collectible card game of dueling gods. (I prefer this to Magic: the Gathering, Hearthstone, etc.)

 

First 16 Uprising Card Reviews

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.

Important Concept

2 Defense vs 3 Defense: This is another important defense break point for champions and similarly damage effects. There are 8 effects in the game that deal 2 damage and 19 champions with 2 or less health + tokens. There are 13 additional champions with 3 health with an additional 18 effects that deal 3 or more damage. In other words, if you get an event that can deal 3 damage to a champion, there is a good chance you will be able to use it to remove a champion.

However, the break point is less important in Dark Draft than it is in Constructed. In constructed, 2 of the most popular cards are/were Thought Plucker and Muse (although the meta may be shifting away from them). Both of these have 2 or less defense which makes Wolf’s Bite (and to a much lesser extent Flame Spike) high-value answers. Therefore, since some decks (mine specifically) ran 2-damage small removal with recycle instead of 3-damage small removal, champions with 3 health like Winter Fairy became much more likely to survive than Thought Plucker.

First 16 Uprising Cards

Consume Rating
Always Desirable

0-cost 3 damage removal deals with a lot of champions especially with the addition of Pyrosaur and Winged Death. Gaining 3 health is also appreciated, but it would be playable without the 3 health gain too.

Corpse Monger Rating
Usually Desirable

This can either be used as a 0-cost blitz threat while both players have their gold, or it can banish pesky cards like Bodyguard while simultaneously gaining you health. In some games, especially where your opponent has burn, gaining 3 health a turn and removing champions from your opponent’s discard pile can be devastating. In addition, you can always banish your own discard pile champions if you need the health.

Demonic Rising Rating
Situationally Desirable

At first glance, this seems like a more dangerous and weaker Wave of Transformation. Clear all champions, leave behind tokens to replace them, but give them blitz!? It can work in this way though, especially if you have more champions in play or you use it on your turn.

But, it can also be used aggressively! If your opponent uses their gold on your turn while you have more champions in play (expended tokens for example) you can use this. Replace your board with blitzing 4/4 demons that can’t be broken by Flash Fire or Wither and attack (still stopped by Blind Faith though, since it removes blitz) .

In Evil and Good there are plenty of ways to get tokens to be used as fuel. Even replacing your demons with new demons to attack with can be worthwhile. (Plentiful Dead to get a 4/4 blitzing demon for only 1 life and 0 cards in hand, yes please.)

I put this into the same category of cards that punish my opponent for spending their gold first on my turn, alongside Rampaging Wurm. It can be better because it can draw 2 if needed, but it is worse because it requires other cards to work in that situation.

Grave Demon Rating
Always First Pick

Mass discard pile banish is critical. If you have it, use it against a big enough discard pile, and recycle it from your discard pile early (to be able to draw it before your opponent is able to possibly deck out again), your opponent essentially can’t draw out for victory. If your opponent has it and you don’t, they can play defensively and eventually draw out to victory.

8/8 ambush body is also pretty decent all by itself. Great card in Dark Draft.

Angel of the Gate Rating
Always Desirable

Amazing card. 7/7 airborne ambush is solid. Only Thundarus, Djinn of the Sands, Draka Dragon Tyrant, and Draka’s Enforcer can break it in air combat, and Angelic Protector, Gold Dragon, and Ice Drake are the only other airborne champions that can block it without breaking.

In addition to its offensive threat, it gains you 5 health a turn (if your opponent doesn’t spend a gold to remove it). Even just getting the trigger once, the turn after you play it, is reasonable.

Avenger of Covenant
Always Acceptable

8/8 ambush body is always reasonable, especially when your opponent’s gold is down.

While it isn’t ideal to take a hit from a champion, using this to banish 0-cost cards like Little Devil seems reasonable. Especially since it leaves you with at least some protection with its body. So far, I haven’t been terribly impressed by it, but I feel like I, and a lot of other people I talk to, still undervalue it a bit.

It can also banish Pyrosaur, Strafing Dragon, Blue Dragon, etc. after you get hit by their Tribute/Loyalty abilities but before their attacks go through.

Bodyguard Rating
Situationally Desirable

With enough Good cards in your deck, this can do a lot of work. Chump block multiple champions without decreasing your hand size? Great stuff.

The biggest problems are:

  • You need 1-cost Good cards to recall it (the weakest alignment in Dark Draft)
  • If you use it to chump block, your opponent gets the first initiative after it breaks, so they can banish it before you can recall it
  • Unlike Plentiful Dead, you can’t just play it before every 1-cost Evil card you play, but it doesn’t cost life to recall

Still, it is a card I would be very happy to take if I had a reasonable amount of Good cards.

Brand, Rebel Fighter Rating
Situationlly Acceptable

0-cost ambush 5/5 that reverts to a 2/5 but can gain 5 health if I’m in Good, meh. The +3 offense can be used on other champions which is nice (I traded a White Dragon for a Silver Dragon once), but I’m not terribly impressed by this card in Dark Draft.

Citadel Raven Rating
Situationally Desirable

I’m not a huge fan of 1-cost champions with 3 or less defense in Dark Draft, but it does bring back your most useful event in your discard pile guaranteed the turn you play it. If it can make a second attack, it provided reasonable value, even if it breaks in the second attack.

I am more interested in this if I have high value 0-cost cards like Fumble, Lightning Strike, or Wolf’s Bite. Haven’t had much chance to draft with it yet, but it is a card I want to experiment with more.

Citadel Scholar Rating
Always Acceptable +

A 0-cost tribute recycle champion is fine, but a 0-cost recycle champion that can grow to become a real threat that must be removed by spending a gold is solid.

By playing it, you get minimally farther behind (losing 2 cards in your discard pile for a 1/2), but you establish a threat without spending your gold or losing a card in hand. This can be even stronger in Dark Draft because you spend more time drawing 2 than in constructed. Even just playing this followed immediately by a draw 2 on your turn, when your opponent’s gold is down, is solid because it immediately puts it out of range of 3 damage effects.

Erratic Research Rating
Always First Pick

Mass discard pile banish is critical. If you have it, use it against a big enough discard pile, and recycle it from your discard pile early (to be able to draw it before your opponent is able to possibly deck out again), your opponent essentially can’t draw out for victory. If your opponent has it and you don’t, they can play defensively and eventually draw out to victory.

Draw 2 is also an effect you are going to need to use throughout a Dark Draft, so you lose almost nothing drafting and playing it.

Fairy Trickster Rating
Always Acceptable

Airborne, Ambush, Blitz is an interesting combination of abilities. Having both ambush and blitz makes this a reasonable play on your turn or your opponent’s turn after your opponent’s gold is down. Airborne gives it the evasion to make it hard to chump block. These abilities by themselves make this a fine card.

The expend ability is weird. Frequently, it will do nothing when you ambush this in on your opponent’s turn, use it, and turn up a 1-cost card. However, with the growing popularity of greater than 50% 0-cost cards in Dark Draft decks, it becomes more likely that you will hit a 0-cost card. Also, since this lets you play non-ambush 0-cost champions off turn, you can potentially hit Citadel Scholars, Little Devils, etc. If you do, that is very strong. Even hitting a generic recycle card like Blind Faith or Second Wind can be strong, turning this into a 5/5, airborne, ambush, tribute -> recycle.

Also, if you use it on your own deck (you do give your opponent some information), but if you don’t turn up a 0-cost card, since you banish it if you don’t play it, you move yourself closer to drawing a 0-cost card.

Generally I wouldn’t want to use this ability on my turn regardless of whether Fairy Trickster started my turn in play. Not only do you give up a chance to deal 5 damage in the air/draw out your opponent’s gold on your turn, but you also aren’t guaranteed to turn up a card you want to play.

If you have nothing better to do (your opponent has a bigger airborne champion already in play for example), you can use this ability on your turn to essentially draw a card, if you play the revealed card. But, I still don’t want to take that risk.

Den Mother Rating
Always Desirable

12/12 worth of stats spread out over 4 bodies is pretty nice. It is especially nice that on your next turn you can attack with the wolf tokens first, and if your opponent breaks them, they only buff up your 8/8, 11/11, 14/14, 17/17+ breakthrough champion. You could even use your own Flash Fire to buff the Den Mother, if desired.

Entangling Vines Rating
Always Acceptable +

9/8 ambush is always reasonable. The tribute -> expend can also be great. Your opponent plays a slow champion like Kong, Soul Hunter, or Triceratops? You can play this, expend their champion, and then have an open path to attack your opponent’s face. Then, on future turns you can expend more potential attackers or blockers if you have more 1-cost Wild cards.

I’ve had success with this card.

Fires of Rebellion Rating
Always First Pickable

7 direct damage is the easiest way to finish off an opponent. Get them down to 7 life and then you can just win. In addition, 7 damage breaks a reasonable amount of champions and drawing a card is always appreciated. This + Flame Strike and you only have to deal 15 other damage including mulligans to win.

Also, when your opponent knows you have this card in your deck, they will frequently play like you have it in your hand. This can make them make non-ideal plays because they are afraid of reaching the burnout threshold. While this is frequently correct, it also might make your opponent play to not lose instead of to win. For example, this can lead to overly defensive chump blocking that removes their threats while only delaying yours.

Flame Spike Rating
Always First Pickable –

Most of the time this is a weaker Wolf’s Bite, but it can deal damage directly to an opponent too. The fact that I’m comparing this to one of the strongest cards in the game should show how much I value this card.

0-cost recycle removal is great, and there are plenty of 2 or less defense champions to use it on. Not to mention the fact that it can finish off damaged champions too if needed.

Uprising Dark Draft Tier Update

My Dark Draft Tier List has been updated to include Uprising Cards.

Let me know in the comments below if you disagree with any of my decisions, or if you would like to know my reasoning behind any specific cards’ tier changes.

I am also working on updating my card by card analysis. Which will include my Uprising Ratings. Since I have already talked a bit about the other cards, I’ll start with the Uprising cards.

Epic Cube Draft

Foreword

Epic Cube Draft is one of the 3 formats used on the first day of Worlds. I, and many other players, did not have a chance to practice the full 8-person format much before worlds. But, after doing 6 or so practice drafts on the Friday/Saturday before the tournament, I was able to draft probably my best limited format deck ever. I convincingly won all 4 games of the first 2 rounds.

Format Rules

Epic Cube is an 8-player format. To form the card pool, take 1 copy of every red gem card and 3 copies of every white gem card. Deal out 3 packs of 12 random cards from this pool to each player. To start, each player picks up a 12 card pack in front of them.

From the cards in your hand: choose one card, place it face down in front of you, and pass the remaining cards to your left. Everyone repeats this until each player has 12 cards in front of them and no cards in hand. Once all cards in a pack have been picked, each player may review their drafted cards.

Repeat this process 2 more times with your remaining packs. Except, pass cards in your second pack to your right. (Pass cards in your third pack to your left.)

After all 3 packs are finished, each player will have 36 cards. 6 cards must be cut so each player will have a 30 card deck.

Pre-Worlds Thoughts

As I mentioned, I didn’t have much time to practice for this format, but I did layout all of the non-uprising cards divided by faction and rarity beforehand. Mainly I just wanted to see how important the rares where to the strength of each alignment.

Good

Initially, I was thinking I might want to draft Good because I figured it would be the least drafted color (since it is generally the weakest color). I figured I would get passed some high-quality cards late in the draft, and, with the addition of the 3-copies of common cards, I figured I could draft a high-synergy deck.

Looking at the rare breakdowns, Angel of Mercy is the biggest loss because it is one of Good’s strongest cards. Courageous Soul and Secret Legion also decreased the consistency of potential human token decks. I was worried, but Good did still have 3 copies of: White Knight, Noble Unicorn, and High King.

Evil

Evil’s biggest weakness in dark draft is frequently being unable to reach a critical mass of Evil cards. In cube draft, I thought this might be a bit alleviated because of the commons: Medusa, Spawning Demon, Angel of Death, Dark Assassin, Necromancer Lord, Plentiful Dead, and Rift Summoner. In addition, the only super strong Evil focused deck cards that are rare are Raxxa and Zannos.

Sage

I felt like Sage didn’t lose a lot from its rares, but the addition of extra copies of commons didn’t seem that important either. The difference between 1 and 2 Juggernauts and/or Steel Golems isn’t as big as the difference between 1 and 2 Medusas for instance.

Wild

Worlds Drafts

Below are pictures from 4 rapid fire cube drafts that I participated in with, I believe, all qualified players on Saturday.

I also did 2 cube drafts on Friday.

Forcing Good

In these 6 drafts I tried to force Good multiple times. I had minimal success. In one of those drafts I was able to get double The People’s Champion and double Rabble Rouser with an Insurgency and a Revolt, but I had to pass up on my 1 chance to get mass discard banish to pick up the Revolt. The deck came close to going off and overwhelming my opponent’s with tokens, but in both matches, I lost when my opponent decked out.

Human Tokens

In every draft I went for human tokens, at least one other person went for it as well. This caused us to split important cards between the two of us, and both our decks were weaker for it. In addition, strong token decks need very specific cards like Revolt, Courageous Soul, and Insurgency. Due to this, I had to choose between critical cards in general and cards critical for my strategy. It didn’t work out well for me.

Good Commons

In addition, some of the strongest Good commons are reasonably strong in non-Good decks: White Knight, Noble Unicorn, Angel of the Gate, Blind Faith, Banishment (I value this a lot higher after Worlds), Divine Judgement, Inheritance of the Meek, etc. Due to this, the flow of Good cards passed to me was not as great as I was hoping.

Overall, Good was incredibly underwhelming for me at Worlds.

Evil

I fell into Evil twice in the above 4 drafts. Both times, I took an incredibly powerful card like Medusa a few picks into a pack, and then just kept getting strong Evil cards throughout. With both of these decks, I was able to continue to pickup some of the strongest generic cards while improving my Evil core as well. In other words, there were no must-have cards that overly restricted my ability to take cards like Erratic Research.

Evil dramatically overperformed my expectations.

Sage

Sage was nothing special. My first draft I went Sage/Wild (even though I went in wanting to force Good), and I had a 2-1 match record with it. Sage has a lot of powerful generic cards. This means that achieving a high-density of incredible Sage can be difficult since everyone will be taking cards of that alignment.

Average.

Wild

Wild burn is real in Cube Draft. There is a lot of Wild burn available and for people who focus on it, they can get a critical mass. I got crushed by it in my first practice draft on Friday, and I saw a deck packed with it later too. In addition, I also saw someone pick up all 3 Draka’s Enforcers.

Overall, seemed pretty solid.

My (approximate) Worlds Draft

I didn’t think to take a picture of it at the time, but I recreated it to the best of my ability below. It was sick.

Evil (16)
1x Zannos, Corpse Lord
1x Murderous Necromancer
1x Dark Assassin
1x Raxxa, Demon Tyrant
1x Reaper
1x Angel of Death?
2x Medusa

1x Plentiful Dead
1x Dark Knight
1x Little Devil
1x Unquenchable Thirst?

x Raxxa’s Displeasure?
1x Necromancer Lord?
x Raxxa’s Curse?
x Corpse Taker?
1x Guilt Demon?
1x Zombie Apocalypse?
1x Final Task?

Good (10)
2x White Knight
1x Inner Peace
1x Angel of the Gate
1x Banishment

1x Blind Faith
1x Rescue Griffin

1x Silver Dragon?
1x Urgent Messengers?
x Gold Dragon?
1x Inheritance of the Meek?
x Noble Unicorn?
x Palace Guard?

Sage (2)
2x Erratic Research

Wild (2?)
1x Entangling Vines
1x Mighty Blow?

Cut
1x Winter Fairy
1x Dark Assassin

When drafting, I saw a Medusa about 3rd pick in the first pack. After my results testing, I took it, went Evil, and didn’t look back. Oh man, I was so happy the rest of the draft.

For amazing Evil cards I picked up (for sure): Zannos, Raxxa, Murderous Necromancer, 2 Medusa, Plentiful Dead, Little Devil, Dark Knight, and 2 Dark Assassins (even had to cut 1).

For generically powerful cards (for sure): Blind Faith, 2 Erratic Research, Angel of the Gate, and Rescue Griffin.

This also let me effectively use: 2 White Knights and a last pick Inner Peace.

I remember being a bit worried about my number of off-turn threats (hence keeping Entangling Vines), and I was a bit worried about my card draw. I loved my powerful Evil cards and 0-cost champions though.

Match 1

So, while I was drafting, I had the unfortunate pleasure of knowing who my first round opponent was going to be. Great player, nice guy. I had faced him in 3 or 4 matches in the past, and I had lost every game to him, convincingly so. He was also the only person to beat me in a match on the first day of the Origins Limited event, and he did it to me twice (once in rounds and once in top 4). Needless to say, I was not ecstatic about facing him round 1.

0-Cost Blitzers

Little Devil, Dark Knight, Guilt Demon(?) were absolute beasts. These games were textbook cases of Get Ahead – Stay Ahead, where these little guys were my main establishing champions. I would play one, attack, get a bit of damage through, and then pass. If he played a champion on my turn, I’d use my gold to break it. If he drew, I’d either draw myself or hit him with my White Knights while also drawing. Aside from that, my tokens from Murderous Necromancer, Plentiful Dead, Raxxa, and Spawning Demon(?), where able to reestablish and keep the pressure on after wipes. I was able to stay ahead for largely the entirety of both games.

Blind Faith

I’ve gone back and forth on Blind Faith. From saying it is one of the best cards in constructed to not valuing it too highly in draft. When I saw it in the Cube, I thought about it for a bit, and then decided I wanted to be the only one in the draft to have it. It was incredible. In both games of my first match it allowed absolute blowout plays. Game 2 it was part of my own personal play of the tournament.

I have an expended White Knight and Murderous Necromancer in play. My opponent has Steel Golem in play. On his turn, he plays Trihorror. On my turn, I immediately Blind Faith, use White Knight to break Trihorror (denying him 3 demons), and use Murderous Necromancer to break Steel Golem (no longer untargetable). Then I passed. He board cleared. I played and attacked with my second White Knight. It was brutal. In addition, his deck had Stand Alone in it. If I couldn’t have made that play, and if he had Stand Alone in hand, I would have been wrecked.

Blind Faith, great card. Helped me beat one of the strongest players I know. (He also ended the tournament with a better record than me.)

Match 2

Remember when I said you could draft an absolutely sick burn deck, yeah that happened. My opponent had all 3 Fires of Rebellion in addition to even more burn, such as Strafing Dragon. Thankfully, I had my 36th draft pick, Inner Peace, and I drew it.

In both games, he Fires of Rebellioned my face when my gold was up and I was about 1 or 2 more burn cards away from death. In both cases, I was able to answer by Inner Peacing and returning it to hand with my next gold. By then, I was already far enough ahead that I was able to win.

Importance of Card Reveals

In game 2, I had seen that my opponent had a Zombie Apocalypse in hand (either by revealing it for loyalty or accidentally dropping it, don’t remember which). At one point on my turn, my opponent’s gold was down, I was at around 15 health, I had multiple champions in play, and I had both Inner Peace and Erratic Research in hand (and some other cards).

My first instinct was to use this opportunity to Inner Peace. I was far ahead on the board, but I could lose to back-to-back burn if I were to use my gold before my opponent on a future turn of mine. (He Fires of Rebellions while my gold is down on my turn, and then immediately Fires of Rebellion + Flash Fires me on his turn before I can play anything.) So, by Inner Peacing now, I remove that possible path to victory for my opponent.

However, I also realize I am in a a dominant position on the board, and the only way my opponent can stabilize is to use a board clear against me. Since I know he has Zombie Apocalypse, I decide to forgo the opportunity to heal and instead banish his discard pile and draw 2 with Erratic Research. Sure enough, on his next turn he plays his Zombie Apocalypse, but instead of him having around 4-7 zombies to my 5 or so, he passes his turn with 10/10 worth of stats-disadvantage, while my gold is up. In other words, I was able to get him behind, and keep him behind.

If I hadn’t considered the card I knew was in his hand, I wouldn’t have been able to as effectively maintain my advantage.

Post Worlds Cube Draft Thoughts

Evil

Evil in Cube Draft is incredibly powerful, and I love it.

Not only are Evil cards highly inherently-synergistic with some of the most powerful Loyalty 2 and ally abilities in the game, but they are also attached to cards that are pretty awful without the loyalty/ally triggers: Necromancer Lord, Angel of Death, Medusa, Zannos Corpse Lord, Murderous Necromancer, Dark Assassin, Spawning Demon, and Plentiful Dead. Add on to that the non-loyalty/ally synergistic cards like Raxxa Demon Tyrant, Raxxa’s Displeasure, Demon Breach, Reaper, and Rift Summoner. Then, add all of the generically powerful cards: Corpse Taker, Plague, Raxxa’s Curse, Grave Demon, Little Devil, Consume, Heinous Feast, Apocalypse, Dark Knight, Drain Essence, Guilt Demon, Wither, and Zombie Apocalypse. Now you have a large pool of cards to draw from to build a powerful deck. Also, since so many of the powerful Evil cards are common, you can much more easily hit that critical mass that is so necessary.

Forcing an Alignment?

Should you always force Evil though? No, no you should not. If everyone or even 3+ people chase Evil, it’s possible none of them will hit the critical mass of Evil cards to be truly worth it. In addition, it opens other alignments, like Wild, to be easy-pickings for other players.

As you draft, you need to pay attention to the power of cards you see passed to you and at what stage in the pack you see them. If you see a Raging T-Rex 4th pick or later, there are decent odds the players on your right haven’t committed to Wild. 6th pick Medusa, enjoy your Evil, etc.

Until you reach a point you feel comfortable committing to an alignment, I recommend prioritizing key, generically-powerful cards. Once you see a signal that an alignment might be open (or you draft a really powerful loyalty/ally card of an alignment), you can start prioritizing alignment cards over duplicates of key cards. For example, already have a Grave Demon when your going Wild, take that Spore Beast over the Erratic Research.

However, it can occasionally be correct to shift your focus in a draft. If you start picking up Evil cards and then get passed (and pick) strong Wild cards on picks 8, 9, and 10, it might be forth pursuing the Wild more heavily than the Evil.

0-Cost Cards

Aside from Chamberlain Kark, the big, overlooked story of Worlds was the importance and high-valuation of 0-cost cards, specifically 0-cost champions. Even Darwin Kastle, Epic co-creator, discussed on stream how he hadn’t been valuing 0-cost cards as highly as some of the competitors, and how he thought he had possibly been proven wrong to have done so. For many players, 10 0-cost cards was the absolute minimum with up to 18 or so (in a 30 card deck) being better. I also lost, pretty convincingly, to a player in the second round of Dark Drafts who valued 0-cost cards higher than me (even though we drafted a similar number). He made it to top 8. I did not. (I’ll specifically discuss the high-valuation of 0-cost cards in a future article.)

Due to this high valuation, 0-cost cards were frequently very hard to come by in Cube Drafts. Many players would focus on taking those first, and for myself who didn’t/doesn’t value 0-cost cards quite as highly, if you didn’t prioritize taking some early and throughout, you wouldn’t get that many. For example, in multiple test drafts, I found myself going into pack three with only around 3 0-cost cards. Personally, I want around 10, so in the final packs I was forced to draft 0-cost cards over almost everything else. Due to this, I was able to claw myself back into a reasonable range, but the caliber of my 0-cost cards wasn’t always as strong as some of the other players.

In the actual tournament cube draft, the players at my draft table did not seem to value 0-cost cards as highly as I had been experiencing in testing though. This let me get an 8th or so pick Little Devil, and it was a major contributor in both my matches. I was also able to get Rescue Griffin a lot later in the draft than I was expecting too. (It has been performing great for me ever since I was talked into how strong it is.)

Overall, even if you are not the player who wants to draft 18 0-cost cards (and you and I might be wrong not to be those people), make sure you prioritize at least key 0-cost cards. If you don’t, others will.