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.

Epic: Kark – Why It Doesn’t Scare Me

Epic Box

First Impressions

chamberlain_kark

When I first saw Kark, I was happy. I had no intention of playing it, but I thought it would help to address the never-ending nature of some prominent control decks. Also, I was hoping it would become popular because I thought my style of decks would crush it.

Precursor Meta

To understand where Kark fits into the Epic meta, I’m going to first explain the two major decks that came before it: Sage/Wild tempo discard (my previous thoughts on it) and Derek Arnold’s 4-color control (my previous thoughts on it).

Sage/Wild Tempo Discard

The Sage/Wild tempo discard deck and its variants have thought_pluckerconsistently been the most popular decks in constructed Epic. Thought Plucker, Knight of ShadowsMuse, Sea Titan, Kong, Flame Strike, etc. These decks generally try to play the most high-value champions and supplement them with discard and/or burn. Some decks focus very heavily on Wild generally and burn specifically.

Derek Arnold’s Control Deck

Derek Arnold’s deck (his write up can be found on his blog lesson_learnedhere) effectively broke the format at the first major constructed qualifier at Origins. I got to watch it and be amazed as it played opposite to all of my assumptions of Epic at the time. It was able to survive the Sage/Wild tempo discard decks by constantly wiping their board, outdrawing their forced discard, and gaining enough health with Inner Peace to blank their burn. This was also the first deck to exploit the Lesson Learned -> Ancient Chant combo to draw 4 cards, and it had Drinker of Blood combo in it too.

inner_peaceThis deck was dominant, but it was slow. He made top 8 with a record of 3-0-2 winning the first game of the first 3 matches and drawing the rest. In other words, he made it to top 8 by winning only 3 games. Once in the untimed rounds of top 8, he grinded out all of his opponents to win his spot. With this deck, the control deck was introduced to competitive Epic. Variants of it would continue to earn spots at worlds: Tom Dixon’s control deck (mislabeled in Foundry) that heavily targeted the Sage/Wild meta and other decks that focused on Drinker Combo. I believe there was a deck at one of the World’s LCQs that even qualified without “winning” a single game. It just went to time every round and had more health than its opponents to win the tiebreaker.

The major problem with the control focused decks was that, with the inclusion of mass-discard banish and recurring health gain, games could theoretically never end, especially in the mirror matchup where both players were playing control. Life totals easily surpassed 60 health and games could and did go on for hours. With the introduction of Chamberlain Kark, this deck gained a way to end the game after reaching a high enough health threshold. In other words, Kark did not create the stall + health gain deck, it just gave it a win condition and shifted it more heavily into Good and health gain.

Honorable Mentions

Aside from these 2 core decks, a Sage/Evil deck focusing on blitzing zeroes saw success and my Combative Humans deck appeared in at least a couple top 8/top 4s.

Analysis

From what I gathered by attending Origins/Gen Con and by listening to other members in the community, Sage/Wild variants were the go-to strong decks for people relatively new to Epic. They were/are straight forward and effective.

Control was the next logical answer to this. These decks out-valued the Sage/Wild decks. In addition to outright nullifying the deck’s tempo and burn, these decks also leaned on discard-hate cards: Soul Hunter and ally -> recall cards like Inner Peace or Plentiful Dead. So, while Sage/Wild decks floundered, control decks could kill them over time with incremental advantage and incidental tokens.

These decks were incredibly difficult for most decks to defeat, but I had stumbled upon a potential answer with my Combative Humans deck. Instead of relying on high-impact champions, discard, and burn, this deck relied on a lot of mid-range champions with tribute -> draw a card in addition to blitz. Unlike the Sage/Wild decks that had to choose between applying pressure with champions and drawing, this deck did both at the same time.

Due to this, my deck forced the control deck to keep playing answers to my never-ending flood of threats. In this way, I ran them out of cards because I gave them no windows to safely draw, unlike their matches against Sage/Wild. If they board cleared me on their turn, I dropped Angel of Mercy, Noble Unicorn, or Angel of Light and forced them to deal with a new threat on my turn. Then, if they board cleared on my turn, I played a blitz threat like Lord of the Arena (possibly with Faithful Pegasus) or Avenging Angel, forced damage through, and left another threat they needed to answer in play. In this way, I was able to force the control deck to use their gold first, punish them when they did, and out resource them. Since my meta was fairly heavily control based, I constantly developed this deck idea. (The first iteration got crushed by a Sage/Wild deck largely because it had no way to effectively answer Muse.)

Chamberlain Kark Decks

Chamberlain Kark decks are built around the idea of reaching close to 60 health to play Kark and immediately win. In order to do this, not only do they have to gain health, but they also have to prevent themselves from taking damage.

One version of this deck is the Turbo Kark deck or ‘Burn’ Kark deck. This deck focuses on racing to 60 as fast as possible and winning in a couple turns. It is less  concerned with generating value.

The more popular version is Kark Control or Kark Prison as Finalist Will Morgen describes it in his Worlds Tournament Report. This version focuses on shutting down any aggression, board clearing for significant value, and gaining health steadily throughout.

Results

John Tatian won the tournament and $25,000 with his version, Gabriel Costa-Giomi and Jason Smith both made it to top 8 with their version, and Tom Dixon won the first 2017 Worlds Constructed Qualifier with his version.

Clearly, Kark is a strong card.

World’s Kark Lists Card Crossover

Beating Kark

In my testing, I ran across 3 or 4 test Kark lists run by different players, and I either beat them or came close enough in game one to feel confident in the matchup. Admittedly, my testing was not thorough, and I neither played against the lists nor the players running it at Worlds, but I felt like my decks of preference matched up well against what Kark was trying to do. It all ties back to my Epic: Limited – Get Ahead, Stay Ahead playstyle and my genesis decks: Combative Humans and 4-Color Army.

Kark decks lose to consistent, unrelenting pressure, just like the control decks before it. The most important aspects to applying this pressure, in my preferred style of decks, are Ambush Champions, Blitz Champions, and Maintaining a consistently adequate Handsize. (Incidental damage, discard pile hate, and possibly forced discard could be helpful too.)

Every time a Kark deck is forced to board clear, they lose a card in hand and don’t gain health. Their removal is primarily board clears. So, if you can get a threatening champion into play that they can’t neutralize by chump blocking with Bodyguard/Brand/Rescue Griffin/Blind Faith, Fumbling, or Hasty Retreating, they either take damage or need to use their gold. If they take damage, they are farther away from winning with Kark, and you are closer to killing them; you can also pass with your gold up. If they use their gold on your turn, you respond by playing a blitz threat that can hopefully push damage through anyway (airborne blitz champions and/or blitz champions with breakthrough or direct damage are ideal because they are a lot harder to fully neutralize). Then, if they use their gold on their turn, you play an ambush champion to keep the pressure on. Once you get ahead of them by forcing them to spend their gold first, if you can keep establishing immediate threats (ambush/blitz), it can be hard for them to dig their way out.

Ceasefire is one of Kark‘s most important cards. It draws 2, prevents you from punishing them for spending their gold first on your turn, and turns off a multi attack turn. In addition, it can bait players into over-extending. Generally, if you have overwhelming force in play that your Kark opponent can’t deal with, it is usually better to just draw cards after getting Ceasefired. Since your opponent is already in a position where they can’t win unless they answer your threats, adding more non-immediately threatening threats achieves little, especially if they get caught up in a board clear. Drawing 2 lets you maintain your aggression longer.

Bodyguard is another important card for Kark decks because it can completely lock out certain decks. Instead of drawing out resources with every attack you make, Bodyguard can keep you locked out on the ground without decreasing your opponent’s hand size or depleting their gold. If you rely on non-airborne/non-breakthrough champions, Bodyguard is a high priority target for discard pile banish.

Ancient Chant is another critical card for your opponent. If they can get it in their discard pile by either playing or discarding it to max hand size, they are able to recycle it with a 0-cost card to draw, or even worse, draw 4 by targeting it with their Lesson Learned. A lot of pressure can be alleviated by a 1 gold draw 4, so the best way to deal with this card is prevent them from having an opportunity to play it. If you keep enough pressure on them, you can hopefully prevent their hand size from reaching 8 at the end of their turn so they can’t discard it. You can also force them to choose between playing it to draw 2 and either taking damage or leaving you a free opportunity to establish an ambush champion on their turn. If you are running forced discard (Thought Plucker), this card is particularly nasty against you. Or, if your opponent has Frantic Digging, they can bypass the need to ever actually play it to get it into their discard pile. However, if it does hit their discard pile, you want to banish it before they can Lesson Learned or recycle it (particularly before they can 0-cost recycle it into 7+ reveal Kark to win the game).

Recycling and other discard pile recursion like Soul Hunter and Lesson Learned are also important to some Kark decks. John and Gabriel/Jason’s decks in particular relied heavily on recycling to maintain handsize, dig to Kark, and neutralize attacks at the same time. As can be seen in the finals between John Tatian and Will Morgen, if you can prevent recycling, you significantly weaken Second Wind, Fumble, Watchful Gargoyle, etc. However, this is much easier said then done because Kark plays a lot of events that fill their discard pile.

Noble Unicorn is another strong card in Kark because it allows for multiple draws if not immediately answered. Angel of Light and Drain Essence are also strong cards because they disrupt Kark‘s opponents and gain a significant amount of life. Inner Peace is actually a fairly weak card in this specific matchup because it neither relieves them of any of your pressure nor draws them closer to Kark. It can be strong to get that final burst of health to win though.

Reasonable Decks Against Kark

I’ve done well against various test versions of Kark decks with all of these decks below.

Going into Worlds, I believed that my Pyrosaur deck had the best matchups with the rest of the field, hence why I ran it. The rest of the decks, while potentially strong against Kark, did not match up great with other decks I tested against.

pyrosaurworlds

Link to My World’s Pyrosaur Deck article

Uprising Demons

Brute Force

Angels Humans

Conclusion

Admittedly, Kark is stronger than I initially expected, but I’m still not overly scared by it. If you disagree with my analysis of Kark and how to beat it, feel free to let me know in the comments below. Or, if you try one of these decks against Kark and get trounced, let me know as well: Pyrosaur and Uprising Demons will probably do the best for you, but don’t expect short games.

In addition, I continue to build decks that exploit undervalued cards that might show promise. I have my own version of discard + discard pile-hate that shows promise, and I am liking my Blue Dragon/Hunting Pack deck although it still needs work.

Worlds Pictures [EPIC APP]

Epic Box

Results

Got back from Worlds on Tuesday after finishing with a 4-3 record for 22nd place and $1,000. (2-0 Cube Draft, 0-2 Dark Draft, 2-1 Constructed)

I had a great time at the convention. While I did worse in Dark Draft than I was expecting, I did better in constructed. I also had plenty of people to talk and play Epic with constantly. Overall I had a great time, and I look forward to continuing to interact with the community and competing in Worlds next year.

Epic App

White Wizard Games has officially announced that they have an Epic Card Game app in Alpha testing as we speak. They plan on having a Kickstarter soon, but it probably won’t be up until early 2017.

While I didn’t get a chance to play it, I have heard great things from those who did. It sounds like it has a fairly intuitive interface. I can also say it looks quite pretty from the small amount I saw. Once it comes out, hopefully it will draw in many more players. I do plan on streaming once it is out as well.

Future Content

Starting next week, I plan on getting back into producing Epic content. Below are some of the topics I plan on discussing in no particular order:

  • My Epic Worlds Deck: Pyrosaur (I love this deck)
  • My thoughts on Cube Draft: Evil is strong
  • 0-cost cards in Dark Draft/Cube: Draft a lot
  • Kark
  • Uprising
  • Puzzle Contests (I have more playmats for prizes)
  • Collaborative content with other Worlds players

Pictures

Garrett MacArthur

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Below are 4 pictures of my practice Epic Cube drafts.

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Forgot to get name, but will update as soon as I have it.

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Gabriel Costa-Giomi

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Abdul Majid

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Bill Anderson

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James Kandziolka

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Anthony Lowry

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Derek Arnold

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I did not write down his name, but he had the most interesting deck I played against at Worlds. It was a Kark deck with tokens (Noble Martyr) and Justice Prevails. I plan on making my own version of that because it intrigued me.

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