Core Expected Cards

Foreword

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

Cards I Expect to See or Play

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

Most Expected Cards

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

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

Other Expected Cards

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

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

Alignment-Specific Expected Cards

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

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

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

My Most Common Cards

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

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

Other Cards I Really Like

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

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

Notable Mechanisms/Archetypes

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

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

Control (Board Clears)

1 for 1 Targeted Removal

Burn

Discard Effects

Health Gain

Human Tokens

Discard Pile Removal

0-Cost Cards

Expend -> Remove Champions

Blitz Champions

Tribute -> Draw a Card Champions

Deadly Raid/All-In/Finishers/Cheese

Conclusion

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

Tom’S Epic Constructed Process

Foreword

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

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

Deck Idea

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

Gather Cards

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

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

Distributions

All of my decks want 10 effects in certain amounts:

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

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

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

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

The most reliable types of cards for this distribution are:

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

 

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

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

 

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

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

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

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

20 0-cost cards (the max)

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

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

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

20- On My Turn Cards

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

 

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

33+ Primary Alignment Cards

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

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

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

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

3-9+ On-Turn Gold-Punishers

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

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

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

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

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

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

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

3-9+ Off-turn Gold-Punishers

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

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

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

1+ Mass Discard Pile Banishes

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

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

Meta Acknowledgment Cards

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

3 Drain Essences (Or Comparable Health Gain)

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

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

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

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

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

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

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

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

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

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

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

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

Muse/Thought Plucker’s Weaknesses

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

Muse’s Weaknesses

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

Thought Plucker’s Weaknesses

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

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

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

 

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

Kark Meta

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

Anti-Sea Titan/Bounce Plan

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

Sea Titan’s Weaknesses

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

 

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

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

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

Distributions Wrap Up

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

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

Playtest and Tweak

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

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

I love me my balanced decks in unbalanced shells.

Upcoming Articles

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

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

Loyalty X Winner: Greylag

Greylag, 1st Place: 15 VP

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

Greylag’s Week 1 Anwers

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

Greylag’s Week 2 Answers

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

Nathan Overbay, 2nd Place: 11 RP

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

Nathan Overbay’s Week 1 Answers

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

Thomas Dixon, 3rd Place: 8 RP

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

Thomas Dixon’s Week 1 Answers

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

Benjamin Hebert, 4th Place: 2 RP

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

Benjamin Hebert’s Week 1 Answers

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

Conclusion

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

16 Tyrants Cards (2/10/17)

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 Tyrants Cards

raxxas_displeasure

Raxxa’s Displeasure Rating
Always Desirable +

Most of the time this breaks all champions on your turn, pretty nice. However, if you are able to pick up a significant amount of demon cards (Raxxa’s Curse, Reaper, Spawning Demon, Raxxa Demon Tyrant, Demon Breach, Guilt Demon, Infernal Gatekeeper, Medusa, Succubus, Thrasher Demon, Trihorror-ish, Word of Summoning, Grave Demon, Raxxa’s Enforcer, Rift Summoner, Winged Death), this can be an on-turn, one-sided board clear which is incredible. It also still works with unbreakable on your turn cards like Dark Knight. If you are drafting a demon deck, or an Evil deck in general, this is a highly desirable card.

If you believe your opponent is drafting a demon/Evil deck, counter-picking this is seriously worth considering. If they get it, it could blow you out. If you get it, you can’t rely on it as a board clear, but you can always just draw 2 with it.

reap_or_sow

Reap or Sow Rating
Situationally Desirable

I love board clears, but trading the “or draw 2” option for “put 4 zombie tokens into play” makes this significantly worse.

While board clear effects are powerful, I generally use the “or draw 2” option more frequently, unless it is a one-sided board clear like Raxxa’s Displeasure. Therefore, trading the “or draw 2” option for a non-blitz Wolf’s Call (with zombies) hurts a lot.

If I’m going wide with a lot of tokens, I might take this. Or, if I don’t have any board clears late in the draft I will take this. Not a big fan though.

reaper

Reaper Rating
Always Desirable

Great card.

9 defense on a champion that can theoretically break (almost) any champion each turn is unparalleled, especially since you are guaranteed to get the tribute -> break effect. This card has to be removed with a gold, it survives all unassisted 0-cost removal (at worst it gets bounced), and it survives most damage based removal.

Since it does leave behind demons, it effectively can’t stop a chump block. (However, if it is in play, you can trigger it with a 1-cost Evil card to break a potential ambushed in airborne blocker though). In addition, those demons can actually be a threat to you, especially if your opponent was already going wide. Further, you can’t clear those demons with Raxxa’s Displeasure. Still, I’d rather start by dealing with Kong/Thundarus/Draka and then deal with the demon later.

Another use for Reaper is to upgrade your tokens into demons. You play this and then the next time your activate it your opponent has no champions in play? Target one of your expended zombies and trade it for a prepared demon.

spawning_demon

Spawning Demon Rating
Situationally Desirable

I am a fan of this card. My favorite way to use it is to play it off-turn, when my opponent’s gold is down, and then follow it up with an Evil 1-cost draw 2. Draw 2, pay 1 health, and get 2 demon tokens, awesome. Also, if your opponent doesn’t remove it, you threaten to keep gaining demons.

If I’m not going Evil or even just don’t have sufficient 1-cost Evil draw 2s, I don’t want to draft this. Fun with Medusa too though.

Important note: Spawning Demon is not buffed by Raxxa, Demon Tyrant, but the demon tokens it spawns are buffed.

quell

Quell Rating
Situationally Desirable

I go back and forth on this card a lot, and I’m still not certain where I stand on it.

The first group of times I played with Quell, I was able to cause massive blowouts with both of its options, even in decks not built around it.

  • I only had 0-cost champions while my opponent only had 1-cost champions:
    So, it was a one-sided, on-turn board clear.
  • I only had 1-cost champions while my opponent had a bunch of tokens and other 0-cost champions:
    So, it was a one-sided, off-turn board clear and drew a card.
  • I’ve also used it as a banishing board clear while I had unbanishable champions like The People’s Champion in play.

Other people have used it quite nicely against me as well. In other words, it has had promising play results.

However, I’ve had multiple situations where I didn’t want to play it because I had both 1-cost champions and 0-cost champions I didn’t want to banish in play. In those situations, the lack of an “or draw 2” option made this largely a dead card. I could’ve drew 1 with it, but I’d have lost my Muse, Little Devil, Dark Knight, or other 0-cost champions in the process. In addition, it can’t answer an opponent’s mixed board completely.

Currently, I think it is desirable to draft if you are going wide with tokens and 0-cost champions. Otherwise, I want to just force myself to draft it more to see how it shakes out for me now.

rabble_rouser

Rabble Rouser Rating
Situationally Desirable

This is a card that must be removed or it will produce greater than exponential amounts of human tokens (since you get a free one before each doubling). If unremoved, some of these human tokens can slowly push damage through while others chump block. In addition, they can mass up for an Insurgency, Revolt, etc.

Unfortunately for this card, it has 5 defense so it breaks to a lot, including damage based board clears like Draka’s Fire that sweep up the tokens along with it. If you have multiple ways to go wide quickly, adding another one can strain your opponent’s ability to board clear you, which can be quite strong.

revolt

Revolt Rating
Situationally Desirable ++

This is by far the most important and best card for human token decks.

A 0-cost event that gives +2 offense to all Good champions can turn any human token assault into a major threat, whether those human tokens started the turn in play or you just played Insurgency/Secret Legion. It’s an all-star.

Unless you are desperate, you should not use the “or draw 2” option in a human token deck because the main effect is too valuable. Unfortunately for human token decks, the “or draw 2” option does make this incredibly easy to counter draft. Even just a 3/1 ambush chump blocker can be useful, in a desperation type of way.

Memory Spirit, Reusable Knowledge, and Citadel Raven are worth extra consideration in a human token deck with this card. Revolt is that strong.

royal_escort

Royal Escort Rating
Situationally Acceptable

5/9 Ambush means it’s never terrible. It also gives a guaranteed 3 health gain, but, since its ally trigger is Good, it probably won’t gain too much more. Making all of your other champions untargetable can be quite nice though with specific champions, particularly low-defense ones: Guilt Demon, Dark Assassin/High King/Murderous Necromancer/Reaper/Elara the Lycomaner, Necromancer Lord/Angel of Mercy, Avenging Angel/Gold Dragon, Muse/Spore Beast, Thought Plucker, Winged Death/Citadel Raven/Pyrosaur, and The Gudgeon is another fun one.

One thing to be careful about is that you can’t target your champions either. No Brave Squires, Rages, etc. for you (unless you Vanishing/bounce your Royal Escort first of course).

lesson_learned

Lesson Learned Rating
Usually Desirable

This card is as strong as your best event. If I’ve drafted Ancient Chant (to draw 4), Drain Essence, Flame Strike, and/or Erase, I would be happy to draft this. If I haven’t, or it is early in the draft, I don’t want to take this with the hope that I will. Admittedly, the odds of not getting at least a few worthwhile events is fairly low though.

At the very least, Sage draw 2.

Click here for an explanation of why Lesson Learned -> Ancient Chant draws 4 cards/how cards technically resolve in Epic.

mist_guide_herald

Mist Guide Herald Rating
Situationally Acceptable ++

This card will usually be acceptable, but in a deck with fewer champions, or only a few strong establishing champions, I wouldn’t want this. If you hit a strong establishing champion when you play this, and you used Mist Guide Herald as an establishing champion, it is better than just playing that establishing champion.

In most other situations, it is worse than just playing a champion you legitimately want to play in that situation. I play this as an establishing champion but I only turn up gold-punishers, gaining a 3/2 airborne body is not enough to offset the poor timing of the gold-punishers. Or, I am trying to dig to one specific champion, and I don’t get it, playing/drafting something else would probably have been better. Worst case scenario is you play this and reveal no champions. On-turn gold for a 3/2 airborne champion tribute -> show my opponent 5 cards in my deck, terrible.

I’d much rather have a more reliable card in most situations, but I’ll take it if there aren’t any better cards in the pack.

Mist Guide Herald does combo great with Final Task/Necromancer Lord/Resurrection and Dark Offering though. (I especially love it with Dark Offering.)

shadow_imp

Shadow Imp Rating
Situationally Desirable

Strong in a deck with a lot of 1-cost Sage cards. Works great as a free 2 damage unblockable attacker each turn. At 3 defense it survives multiple 0-cost removal cards like Wolf’s Bite and Flash Fire. In addition, it gets to hide in your hand at the end of your turn (assuming you play a 1-cost Sage card); this lets it dodge opponent’s on-turn board clears.

It also works as a free chump blocker. Your opponent attacks, you play this, assuming it isn’t removed, you block with it, then assuming it isn’t removed again, you play a 1-cost Sage card to return it to hand unscathed. The blocked champion remains blocked.

One bad thing about this card is that it can force you to use your gold before your opponent, especially when used to block. While you can block a champion that started the turn in play, if you use Shadow Imp’s free block trick, you open yourself up to an on-turn gold-punisher. At least you can always just replay and chump with Shadow Imp if needed.

temporal_enforcer

Temporal Enforcer Rating
Situationally Desirable

I haven’t been as impressed by this card as I was expecting, but I did have very high expectations. Bounce is especially strong in limited formats, the ally ability can both remove opponent’s tokens and protect your 0-cost champions, ambush is always great, and 6 unblockable offense is no joke.

However, the 4 defense is still not great. That being said, this card has performed pretty well for me on multiple occasions, particularly against demon decks. I think my primary reservation about this card is the fact that it is a 1-cost bounce card that doesn’t have a strong defensive effect with it, unlike Sea Titan and Erase. It is more of an aggressive tempo card, but 4 defense on an aggressive, 1-cost, tempo card worries me.

feeding_frenzy

Feeding Frenzy Rating
Situationally Desirable

I haven’t played this card much in draft, but it has been incredible in my World’s Pyrosaur constructed deck.

Best case scenario with this card is to use it after attacking with Draka, Dragon Tyrant or Pyrosaur as a 0-cost break anything. It can also work nicely with Fire Shaman, Fire Spirit, Flash Fire, Wolf’s Bite, Lightning Storm, Rain of Fire, Smash and Burn, etc. In theory, it can even be strong in a token deck. Attack with a token, they block it, you finish off their champion with this (hasn’t happened for me yet though).

Without any of these specific scenarios, it becomes a lot less reliable and a lot less effective. Using 2 non-recycle cards to break 1 champion isn’t ideal (Fireball into this), nor is getting your 1-cost champion broken in combat in order to finish off the champion that blocked it. Not being able to use the effect on your opponent’s turn keeps this card from being too crazy.

If I have a few of the cards mentioned above, I would prioritize this highly, if not, it’s at least an “or draw 2.”

fire_spirit

Fire Spirit Rating
Usually Desirable

Tribute -> draw a card is one of my favorite abilities. 9 or less defense is also significantly less important in limited formats than it is in constructed (Max 1 Drain Essence).

In addition, the ally trigger of Fire Spirit is pretty great. It can incidentally take out most 0-cost champions and some 1-cost champions just by being triggered. This + Rain of Fire, Smash and Burn, Feeding Frenzy, Pyrosaur, Draka’s Fire, etc. can let you semi-incidentally take out 1-cost champions too.

This card significantly overperforms my expectations.

great_horned_lizard

Great Horned Lizard Rating
Situationally Acceptable

It’s both an on-turn and off-turn gold-punisher, but I am not a huge fan of it in either of those roles.

Reverting to 8 defense after being played makes it susceptible to more removal than I like, and 7 offense isn’t amazing even with breakthrough. 10/11 is a strong off-turn blocker and 10/11 breakthrough, blitz is no slouch on-turn either, but it doesn’t give as much to me as other on-turn gold-punishers.

For example, Rampaging Wurm hits harder and leaves a 14/14 in play. Avenging Angel and Gold Dragon are airborne, gain me some health, and largely need to be removed. Draka, Dragon Tyrant is a 9/9 airborne champion that sweeps away a lot of 0-cost champions every turn it attacks. Djinn of the Sands can draw if I don’t need the airborne 8/8 blitzer. Knight of Elara and White Knight draw me a card. I would happily take any of these over Great Horned Lizard, even though Great Horned Lizard is the only one with breakthrough.

Tribute -> +3/+3 to dinosaurs could be nice, especially with Ankylosaurus and Triceratops, especially since this can be played mid-combat as a combat trick, and it has worked great for multiple people I know. But, the AoE dinosaur buff has never made a difference in any game I have played.

lightning_strike

Lightning Strike Rating
Always First Pickable

One of the best 0-cost cards in the game.

5 damage breaks:
All tokens (removing chump blockers), Little Devil, Raxxa’s Enforcer, Winged Death, Corpsemonger, Rift Summoner, Spawning Demon, The Gudgeon, Zealous Necromancer, Angel of Death, Corpse Taker, Dark Assassin, Dark Knight off-turn, Dark Leader, Drinker of Blood off-turn, Guilt Demon, Necromancer Lord, Soul Hunter, Succubus, Thrasher Demon, Vampire Lord off-turn,

Bodyguard, Village Protector unprotected, Brand Rebel Fighter, Noble Martyr, Paros Rebel Leader, Rabble Rouser, Angel of Mercy, Courageous Soul, Faithful Pegasus, High King, Priest of Kalnor, Priestess of Angeline, Standard Bearer, Watchful Gargoyle, White Dragon,

Citadel Raven, Fairy TricksterCitadel Scholar even with a draw 2, Elara the Lycomaner, Knight of Shadows, Mist Guide Herald, Shadow Imp, Temporal Enforcer, Forcemage Apprentice, Juggernaut off-turn, Keeper of Secrets, Memory Spirit, Muse, Ogre Mercenary, Thought Plucker, Time Bender, Warrior Golem, Winter Fairy, Blue Dragon,

Pyrosaur, Spore Beast, Bellowing Minotaur next turn, Cave Troll, Hunting Raptors, Wurm Hatchling if played without ally trigger, and Fire Shaman

It can also draw 2 instead.

Epic Puzzle: Loyalty X (Week 2)

The first week of the Epic Loyalty X puzzle has concluded with Greylag as the winner with all 11 VP! Greylag will get first choice of the Epic Deck Box or any promo card.

Week 1 Results

1) Greylag-59, Nathan Overvay-59, Thomas Dixon-58, Benjamin Hebert-58 [all Velden]

2) 56 Greylag [Scarros], Thomas Dixon-55 [Zannos], Nathan Overbay-55 [Scarros]

3) 56 Greylag [Zannos], Nathan Overbay-23 [Zannos], Thomas Dixon-17 [Scarros]

4) 53 Greylag, Nathan Overbay-16, Thomas Dixon-14 [all Kark]

5) 224 Greylag, Nathan Overbay-153, Thomas Dixon-144, Benjamin Hebert-58

Scores and Links to Solutions

Greylag: 11 VP
Nathan Overbay: 0 VP, 11 RP
Thomas Dixon: 0 VP, 8 RP
Benjamin Hebert: 0 VP, 2 RP

Nathan Overbay, Thomas Dixon, and Benjamin Hebert are currently all receiving at least a promo, unless they are overtaken in week 2.

Week 2 Puzzle Extension

In order to encourage more participation to claim the remaining 6 promo cards, I am adding an additional, related challenge.

How many cards can you reveal for each Loyalty X champion in a single turn (with restrictions)?
a) Zannos, Corpse Lord
b) Chamberlain Kark
c) Velden, Frost Titan
d) Scarros, Hound of Draka

  • Each solution takes place over a single turn (just your turn, not including an opponent’s turn)
    • Start with a 5 card hand
    • Start with at most 9 cards in your discard pile
    • Start with no champions in play
    • Start with a legal deck containing no more than 3 copies of any card
  • Each physical card may only be played or put into play once (no infinite looping of Frantic Digging, Teleport, etc.). In other words, you may only play a card/put a card into play a maximum of 3 times, once using each physical copy of it in your deck
  • Every card is legal
  • Each card can only be used in one of the 4 solutions (1 Ancient Chant in Kark? You can’t run any in the other 3 solutions. 3 Inspiration in Zannos? You can’t run any in the other 3 solutions)
  • Your opponent can do nothing
    • They have no cards in hand
    • They have no cards in discard pile
    • Anytime they may do something, they choose not to
    • No cards appearing in any of your solutions may appear in their deck (probably won’t matter)
  • Both you and your opponent have infinite health
  • Week 2 solutions are entirely separate from week 1 solutions. For example, if you used Ancient Chant in week 1, you may use it again in week 2.

Week 2 Rewards

1 VP will be awarded for the winning solution for each champion. Unlike week 1, the highest Zannos solution will win a VP, the highest Kark solution will win a VP, the highest Velden solution will win a VP, and the highest Scarros solution will win a VP. RP will also be awarded for each Week 2 Puzzle Extension question.

VP can also be earned by improving Week 1 solutions.

When submitting an answer be sure to denote whether it is for week 1 or week 2.

On 2/11/17 at precisely 8pm GMT, submissions will be closed. (At my discretion, I may allow small, apparent typos/mistakes to be corrected, as long as the integrity of the solution is apparent.)

Solution Submission Form

The best way to submit a solution is to put your worked out answer(s) in a Google Doc. Then, send me a link to the google doc that I can either edit or comment on in the field below.

Epic Puzzle: Loyalty X

Foreword

This article is my second puzzle contest with prize support (previous puzzle, original test puzzle). The goal is to discover the greatest possible Loyalty X reveals for each Loyalty X champion (Zannos Corpse Lord, Chamberlain Kark, Velden Frost Titan, and Scarros Hound of Draka). Each solution may use 2 turns, requires a different 60 card deck, and can’t use its gold on the same cards.

The leader at the end of the first week will receive an Epic Deck Box. The leader at the end of the second week will receive their choice of 4 Epic/WWG playmats. In addition, the top 9 participants (not including the winner(s) of the deck box and/or playmat) will receive a Kickstarter exclusive Elder God/Elder Goddess card, a Kickstarter exclusive Demigoddess/Demigod card, or an alt art promo card.

At the end of the first week, I may add another part to the puzzle depending on answers received.

Challenge

Over 2 turns (an opponent’s turn and your turn in either order), what is the greatest number of cards that can be revealed when you play:
1) Zannos, Corpse Lord
2) Chamberlain Kark
3) Velden, Frost Titan
4) Zannos, Corpse Lord
5) What is the combined total cards revealed in all 4 answers?

Conditions

  1. Each solution must have a different, 2-player-constructed-legal, exactly 60 card deck, only 3 copies of each 1-cost card may be used in all 4 decks combined, each 0-cost card may only be included in 1 deck, and most promos are legal. Inspiration is not legal for this contest
    • Decks must contain exactly 60 cards, with no more than three copies of each card.
    • For each 0-cost card of an alignment, the deck must contain at least two 1-cost cards of the same alignment. (For example, a deck with seven 0-cost Sage cards must have at least fourteen 1-cost Sage cards.) Therefore, a maximum of 20 0-cost cards may be included.
    • Across all 4 decks, only 3 of each card may be used. For example,
      • 1 deck could have all 3 Erases while the other 3 decks have none
      • 3 decks could have 1 Erase while the 4th deck has none
      • 1 deck could have 2 Erases, a second deck deck could have 1, and the other decks could have none
    • Each 1-cost card may only be played in one of the 4 answers. For example, if I played Lesson Learned in my Velden answer, I could not play Lesson Learned in my Zannos, Kark, or Scarros answers. Also, if I play Erase in my Velden answer, I could not play Lesson Learned targeting Erase in my Zannos, Kark, or Scarros answers because that would involve playing Erase in 2+ answers.
    • Each 0-cost card may only be included in a single deck. For example, if you include 1, 2, or 3 Word of Summonings in a deck, you may not include any copies of it in any other deck.
    • If you only specifically use X cards in your 60 card deck, you can just list those X cards and say “60-X irrelevant 1-cost cards.” For example, 3 Angel of Death, 3 Apocalypse, 2 Corpsetaker and 52 irrelevant 1-cost cards.
    • Inspiration is not legal for this contest, but all other Kickstarter and Year 1 Promos are legal for this puzzle (Dark Prince, Hill Giant, Hunting Pterosaur, Kalnor’s Blessing, Knight of Dawn, Necromancer Apprentice, New Dawn, Ritual Sacrifice, Scrap Golem, Searing Blast, Spite, Aftershock, Time Master, Warrior Angel, Owl Familiar, Cleansing Light, Forbidden Research, Elder Greatwurm, Teleport, Keira Wolf Caller). See below for pictures.
  2. The turn you start on (either your turn or your opponent’s turn) you may have
    • Any number of cards from your legal deck in your discard pile
    • 7 cards from your legal deck in your hand
    • No champions in play
    • If you start on your opponent’s turn, since you do not discard at the end of your opponent’s turn, you should start the next turn (“your turn”) with more than 7 cards in hand
  3. Draw a card at the start of your turn
  4. Your opponent can do nothing
    • They have no cards in their discard pile
    • No cards in hand
    • No champions in play
    • Any time they may do something, they choose not to
  5. Both you and your opponent have infinite health

Rules for Entering

  • To Enter, post a comment below with just the name of each Loyalty X champion, the number of cards revealed for each, and overall cards revealed count (example below). Then, send me the solutions through the contact field at the bottom of this post. Include the decklist for each solution. I will respond to the comment within 48 hours to verify if it is valid. If it is not valid, I will respond to the email address provided to explain why it is invalid. (If not already in some form of Google Doc/Sheets or other sharable online document, I will also add it to an unique Google Doc to make it easier to track future, improved answers.)
    1. When posting a new submission, create a new comment, do not reply to your original comment.
    2. Feel free to post general questions, cheer on participants, etc.
  • The contest starts now at 8pm GMT on 1/28/17
  • A week after the contest starts, at 8pm GMT on 2/4/17, the highest verified solution will win an Epic Deck Box. I will also reply to each participants’ highest submission in the comments with their solutions at that time.
  • New submissions (with just the Loyalty X champions, number of cards revealed for each, and overall cards revealed count) may still be posted until 2/11/17 at 8pm GMT (sending me the solution through the contact field/updating Google Doc and telling me). On 2/11/17 at precisely 8pm GMT, submissions will be closed. (At my discretion, I may allow small, apparent typos/mistakes to be corrected, as long as the integrity of the solution is apparent.)
  • After I finish reviewing any last minute entries, the participant with the current highest verified solution will win their choice of playmat. The top 9 participants to win neither the deck box nor playmat will then be given their choice of prize in order. (This will probably take some time to fully resolve.)
  • Playmat and deckbox will be shipped at the conclusion of the contest (in case 1 person wins both).

Scoring

Instead of assigning points based on who has the highest score for each Loyalty X card by name, I will be assigning points based on each player’s 1st highest answer, 2nd highest answer, 3rd highest answer, 4th highest answer, and total revealed card.

Implications

If you lead in at least 1 category at the end of at least 1 week, you are guaranteed a prize (because you are guaranteed a Victory Point as explained above).

In addition, if you can’t think of a way to get the top score, but you can think of a way to get your worst score better than everyone else, you win a prize.

Prizes

Primary Prize (Playmat)

The first person to submit the overall winning answer receives their choice of playmat pictured below.

**Unfortunately there is very slight creasing in both of the Kickstarter playmats (more visible in the Angel of Death playmat picture). These are pictures of the actual playmats that will be sent out.**

To my unofficial/unaffiliated, nonbinding, unconfirmed knowledge:

  • Kickstarter playmats can only be purchased through WWG kickstarters (maybe conventions?). I believe only 500 of each were made?
  • White Wizard Games Fair 2016 could only be purchased at that game fair?
  • Sea Hydra playmat has been available as a top 8 prize at tournaments, possibly purchasable at conventions too?

Basically, I’m seeing these on neither WWG’s store page, nor Legion Supplies WWG page. A quick search on ebay turned up these sales:

Secondary Prize (Deck Box)

The first person to submit the winning answer in the first week receives an Epic Deck Box. **Card sleeves not included**

Link to Legion Supplies product page

Tertiary Prizes (Kickstarter Exclusives or Promos)

The 9 participants with the top scores, who win neither the deck box nor the playmat, will receive a promo pictured below. The eligible participant with the best answer gets first choice on down to the 9th play finisher (not including the winner of each week).

  • The top 2 finishers may choose between an Elder God/Elder Goddess card, a Demigod/Demigoddess card, or a promo
  • The 3rd and 4th place finishers may choose a Demigod/Demigoddess card or a promo
  • The 5th-9th finishers may choose a promo
  • Exactly 2 Elder God/Elder Goddess cards, 2 Demigoddess/Demigod cards, and 5 promos will be awarded
    • Therefore, if a higher reward tier participant does not choose an Elder God/Elder Goddess, a lower reward tier participant will.
    • Similarly, if a higher reward tier participant chooses a lower reward tier item, that choice will count towards the prize distribution. For example, if 1st and 2nd place both choose a Demigoddess/Demigod, the 3rd and 4th place finishers may only choose from Elder God/Elder Goddess and promos.
    • If anyone from top 1-9 decline the reward, I will give the chance to the next eligible participant (if any)

The sleeved promo card will be sent via a standard envelope. I take no responsibility if they are damaged in transit.

Basic Example

 

While I tried to preemptively answer any question that might come up, I know the combined intellect of the community can think of questions I didn’t answer. Therefore, if you have any questions, or want me to explain anything better, let me know in the comments.

1/28/17 Epic Puzzle Announcement

Announcement

This article is to announce my second puzzle contest with prize support (previous puzzle, original test puzzle). The puzzle will be posted at 8pm GMT on 1/28/17. I will post a puzzle with multiple parts.

Whoever has the greatest amount of points by the end of the first week (2/4/17 at 8pm GMT), will win an Epic Deck Box. Whoever has the greatest amount of points at the end of the second week (2/11/17 at 8pm GMT) will receive their choice of 4 Epic/WWG playmats. In addition, the top 9 participants (not including the winner(s) of the deck box or playmat) will receive an alt art promo card, a Kickstarter exclusive Elder God/Elder Goddess card, or a Kickstarter exclusive Demigoddess/Demigod card.

At the end of the first week, I may add another part to the puzzle depending on answers received.

Non-Puzzle-Specific Rules

Below are the non-puzzle-specific rules for this specific contest. If anything is unclear please leave a comment asking for clarification, preferably before 1/28/17.

Conditions:

  1. The solution is based off of a player using a constructed Epic deck, with a few exceptions outlined below.
  2. Your deck must be a 2-player-constructed-legal, exactly 60 card deck although most promos are legal. Inspiration is not legal for this contest
    • Decks must contain exactly 60 cards, with no more than three copies of each card.
    • For each 0-cost card of an alignment, the deck must contain at least two 1-cost cards of the same alignment. (For example, a deck with seven 0-cost sage cards must have at least fourteen 1-cost sage cards.) Therefore, a maximum of 20 0-cost cards may be included.
    • If you only specifically use X cards in your 60 card deck, you can just list those X cards and say “60-X irrelevant 1-cost cards.” For example, 3 Angel of Death, 3 Apocalypse, 2 Corpsetaker and 52 irrelevant 1-cost cards.
    • Inspiration is not legal for this contest, but all other Kickstarter and Year 1 Promos are legal for this puzzle (Dark Prince, Hill Giant, Hunting Pterosaur, Kalnor’s Blessing, Knight of Dawn, Necromancer Apprentice, New Dawn, Ritual Sacrifice, Scrap Golem, Searing Blast, Spite, Aftershock, Time Master, Warrior Angel, Owl Familiar, Cleansing Light, Forbidden Research, Elder Greatwurm, Teleport, **Edit** Forgot to add Keira Wolf Caller**). See below for pictures.
  3. You may begin your first turn with:
    • Any number of cards from your legal deck in your discard pile
    • Up to 7 cards from your legal deck in your hand
    • No champions in play
  4. Draw a card at the start of your turn
  5. Your opponent can do nothing
    • They have no cards in their discard pile
    • No cards in hand
    • No champions in play
    • Any time they may do something, they choose not to
  6. Both you and your opponent have infinite health

Rules for Entering

  • To Enter, post a comment below with just the *answer*, not the solution. Then, send me the solution through the contact field at the bottom of the puzzle contest post. I will respond to the comment within 48 hours to verify if it is valid. If it is not valid, I will respond to the email address provided to explain why it is invalid. (If not already in some form of Google Doc/Sheets or other sharable online document, I will also add it to an unique Google Doc to make it easier to track future, improved answers.)
    1. When posting a new submission, create a new comment, do not reply to your original comment.
    2. Feel free to post general questions, cheer on participants, etc.
  • The contest starts at 8pm GMT on 1/28/17
  • A week after the contest starts, at 8pm GMT on 2/4/17, the highest verified solution will win an Epic Deck Box. I will also reply to each participants’ highest submission in the comments with their solutions at that time.
  • New submissions (with just the *answer*, not the solution) may still be posted until 2/11/17 at 8pm GMT (sending me the solution through the contact field/updating Google Doc and telling me). On 2/11/17 at precisely 8pm GMT, submissions will be closed. After I finish reviewing any last minute entries, the participant with the current highest verified solution will win their choice of playmat. The top 9 participants to win neither the deck box nor playmat will then be given their choice of prize in order. (This will probably take some time to fully resolve.)
  • Playmat, deckbox, and cards will be shipped at the conclusion of the contest (in case 1 person wins both playmat and deckbox to reduce shipping costs).

Prizes

Primary Prize (Playmat)

The person with the most points at the end of the 2-week period will receive their choice of playmat pictured below. (Points are awarded to the first person to submit an answer if two participants submit the same result.)

**Edit** The winner of the mat may opt for a card instead, if desired. If they do, the mat would be available first for the week 1 winner, then down the line of 1-9 place finishers. If the 1st week winner doesn’t want the deck box, the overall winner may receive the deck box if desired. **Edit**

**Unfortunately there is very slight creasing in both of the Kickstarter playmats (more visible in the Angel of Death playmat picture). These are pictures of the actual playmats that will be sent out.**

To my unofficial/unaffiliated, nonbinding, unconfirmed knowledge:

  • Kickstarter playmats can only be purchased through WWG kickstarters (maybe conventions?). I believe only 500 of each were made?
  • White Wizard Games Fair 2016 could only be purchased at that game fair?
  • Sea Hydra playmat has been available as a top 8 prize at tournaments, possibly purchasable at conventions too?

Basically, I’m seeing these on neither WWG’s store page, nor Legion Supplies WWG page. A quick search on ebay turned up these sales:

Secondary Prize (Deck Box)

The person with the most points at the end of the first week will receive an Epic Deck Box. **Card sleeves not included** (Points are awarded to the first person to submit an answer if two participants submit the same result.)

**Edit** The winner of the deck box may opt for a card instead, if desired. If they do, the deck box would be available first for the overall winner (if they do not want the playmat), then down the line of 1-9 place finishers. **Edit**

Link to Legion Supplies product page

Tertiary Prizes (Kickstarter Exclusives or Promos)

The 9 participants with the top scores at the end of the 2-week period, who win neither the deck box nor the playmat, will receive a promo pictured below. The eligible participant with the best answer gets first choice on down to the 9th place finisher (not including the winner of each week).

  • The top 2 finishers may choose between an Elder God/Elder Goddess card, a Demigoddess/Demigod card, or a promo
  • The 3rd and 4th place finishers may choose a Demigoddess/Demigod card or a promo
  • The 5th-9th place finishers may choose a promo
  • Exactly 2 Elder God/Elder Goddess cards, 2 Demigoddess/Demigod cards, and 5 promos will be awarded
    • Therefore, if a higher reward tier participant does not choose an Elder God/Elder Goddess, a lower reward tier participant will.
    • Similarly, if a higher reward tier participant chooses a lower reward tier item, that choice will count towards the prize distribution. For example, if 1st and 2nd place both choose a Demigoddess/Demigod card, the 3rd and 4th place finishers may only choose from Elder God/Elder Goddess and promos.
    • If anyone from top 1-9 decline the reward, I will give the chance to the next eligible participant (if any remain)

The sleeved promo card will be sent via a standard envelope. I take no responsibility if they are damaged in transit.

Epic: How Cards Technically Resolve

Foreword

I was writing all of this out to explain the Lesson Learned targeting Ancient Chant interaction for my rating/explanation of all cards in Dark Draft. Frequent readers won’t be surprised to hear that I went I bit overboard. Since it got a bit longer than I was expecting and I didn’t like the formatting, I decided to make it a stand alone article.

Everything that follows is precisely how cards resolve in Epic. In the vast majority of situations, you do not need to know/understand this to play Epic.

Triggers

Trigger Formatting
Triggering Condition → Trigger

When the Triggering Condition is met, the Trigger is added to a heap of Triggers waiting to resolve. As soon as the current game action finishes resolving, the heap of Triggers resolves. For example,

  1. I spend 1 gold to play White Knight from hand while I have Noble Unicorn in play.
  2. Noble Unicorn’s “Ally → Draw a card” trigger is added to a heap.
  3. White Knight enters play.
  4. Tribute → Draw a card” and “Loyalty 2 → Blitz” get added to the same heap as Noble Unicorn’s trigger.
  5. The heap containing “Ally → Draw a card,”Tribute → Draw a card,” and “Loyalty 2 → Blitz” resolves.
  6. I choose to resolve “Tribute → Draw a card” first.
  7. I draw a card: Ceasefire.
  8. Then I choose to resolve “Ally → Draw a card” next.
  9. I draw a card: Gold Dragon.
  10. Then I resolve “Loyalty 2 → Blitz” last.
  11. I reveal the Ceasefire and Gold Dragon I just drew to give White Knight blitz.

    Examples of a few triggers
  • Tribute → Draw a card.
  • Ally → Deal 4 damage to target champion. (ally-trigger)
  • When this card leaves your discard pile → Draw a card.
  • When you recall this card → Lose 1 health.

Playing a Card Overview + Triggers

When you play a card, any triggers that happen when that card is played, ally-triggers for instance, are added to a heap. All of these triggers resolve in the order of the controller’s choice, after the card finishes resolving.

While resolving a heap of triggers, if any additional triggers happen, these new triggers are added to a new heap. This new heap is resolved after the current heap finishes resolving. For multiple example of this, check out my Recycle Interactions article.

If both players have triggers that would resolve at the same time, either the current player or the player with the initiative resolves all of their triggers first, followed by the other player resolving all of their triggers.
(WWG was still deciding between the current player or the player with the initiative last I checked. [rare edge case])

Playing a Champion

For champions, after relevant triggers are added to the heap, you simply put the champion into play. Then, you put any of the champion’s triggers (loyalty or tribute) into the heap as well. Finally, resolve triggers in that heap in whatever order you would like.

Playing an Event

For events, after relevant triggers are added to the heap, the card enters the Supplemental Zone and fully resolves the entirety of its text. If more triggers happen during the resolution of the event, add them to the heap waiting to resolve. Once the entirety of the event’s text is resolved, the event leaves the Supplemental Zone and enters the discard pile. Finally, resolve triggers in the heap waiting to resolve in whatever order you would like.

Lesson Learned Targeting Ancient Chant

So, when Lesson Learned is played, it enters the Supplemental Zone.

  1. Resolving its text instructs the player to play an event from their discard pile without paying its cost. Ancient Chant is chosen and will resolve completely before the rest of Lesson Learned finishes resolving.
  2. Ancient Chant is therefore removed from the discard pile, causing Ancient Chant‘s “When this card leaves your discard pile → Draw a card” trigger to be added to a new heap, and Ancient Chant enters the Supplemental Zone to resolve
  3. Ancient Chant draws 2 cards (2 cards drawn)
  4. Since Ancient Chant is finished resolving, it leaves the Supplemental Zone and enters the discard pile
  5. Lesson Learned then finishes resolving, banishing Ancient Chant first, causing a second Ancient Chant “When this card leaves your discard pile → Draw a card” trigger to be added to the current heap waiting to resolve
  6. Then Lesson Learned banishes itself, so it can’t go to the discard pile after resolving
  7. Now that Lesson Learned is finished resolving, and no other triggers happened, the heap it created resolves. Since only one player has triggers in that heap, that player resolves their 2 triggers in an order of their choice
    Trigger 1: Ancient Chant‘s “When this card leaves your discard pile → Draw a card.”
    Trigger 2: Ancient Chant‘s “When this card leaves your discard pile → Draw a card.”
  8. The player chooses to resolve trigger 2 first, drawing a card (3 cards drawn), then trigger 1 second, drawing a card (4 cards drawn)

Continued with Greater Complexity

In the above example, if the Lesson Learned player had a Psionic Assault in their discard pile, expended Blue Dragon in play, and expended Keeper of Secrets in play, all of their ally triggers would be added to the heap at step 1.

For further narrative purposes, also assume the opponent is at 10 health with Guilt Demon and Thundarus in play, you (the Lesson Learned player) have 3 health with Flame Strike in your deck, only Time Bender and Knight of Shadows in hand, and only Psionic Assault and Memory Spirit in your discard pile.

Aside from adding the triggers at step 1, everything else stays the same until step 8. Below are the new steps:

  1. The heap now contains 5 triggers
    Trigger 1: Ancient Chant‘s “When this card leaves your discard pile → Draw a card.”
    Trigger 2: Ancient Chant‘s “When this card leaves your discard pile → Draw a card.”
    Trigger 3: Psionic Assault‘s ally → Recall
    Trigger 4: Blue Dragon‘s ally → Deal 2 damage to a target
    Trigger 5: Keeper of Secrets‘ ally → Recycle
  2. Currently, you are dead on board to either your opponent’s Guilt Demon or Thundarus. Thankfully, you can use your Blue Dragon trigger to break the Guilt Demon, and you can recall your Psionic Assault to give you loyalty to bounce your opponent’s Thundarus on their turn. On the other hand, if you draw your Flame Strike, you could target your opponent with your Blue Dragon trigger making Flame Strike lethal. Therefore, before resolving your Blue Dragon trigger, you decide to resolve your Ancient Chant triggers.
  3. Resolving Trigger 1, you draw a White Knight, does not help your situation at all
  4. Resolving Trigger 2, you draw a Helion’s Fury, since you now have 2 Sage cards in hand (Knight of Shadows and Helion’s Fury) to trigger Time Bender‘s Loyalty 2 → blitz ability, you do not need to return Psionic Assault to hand
  5. Going for lethal, you decide to resolve Trigger 5 next, recycling your Memory Spirit and your no longer needed Psionic Assault. Luckily, you draw your Flame Strike
  6. Next you resolve Trigger 4, dealing 2 damage to your opponent, bringing them into Flame Strike range
  7. Finally, you resolve Trigger 3, although since Psionic Assault is no longer in your discard pile (and has become a new game object after the zone change), it is not returned to your hand

Conclusion

As I said, for the vast majority of games, knowing precisely how cards resolve isn’t important. Most of the time, triggers just happen immediately after they trigger, and usually only 1 or 2 triggers happen at the same time.

16 Tyrants Cards (1/18/17)

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.

Important Concept

Mass Discard Pile Banish: A mass discard pile banish card is the single most important card in Dark Draft and other limited formats. Its importance is so great, my top tier consists of exclusively these cards (Amnesia, Erratic Research, Grave Demon, and Heinous Feast).

As long as you have at least 1 mass discard pile banish card and recycle it as soon as possible after playing it, you should have an almost 0% chance of losing to your opponent drawing through their entire deck.

16 Tyrants Cards

heinous_feast

Heinous Feast Rating
Always First Pick –

Mass discard pile banish is the most important aspect in Dark Draft and other limited formats.

0-cost, fast discard pile banish is nice, but I’d rather the mass discard pile banish card either recycle, give me an 8/8 ambush body, or draw 2 cards than gain some health.

necrovirus

Necrovirus Rating
Frequently Desirable

Off-turn targeted removal that doesn’t put your opponent any further ahead than you is excellent. The fact that it also gives you a chump blocker for that turn is a big deal too. 3 Zombies with your next 1-Cost Evil spell is also relevant.

Unfortunately, if used on your turn, it leaves behind a chump blocker for your opponent. It also can’t draw 2 if you don’t need the removal.

raxxa_demon_tyrant

Raxxa, Demon Tyrant Rating
Always Desirable

18/18 worth of stats spread over 3 bodies without loyalty is great. The fact that if Raxxa gets bounced you can get 2 more 6/6 demons is also great. Raxxa can even buff your other demons in play, even if Raxxa is your only 1-cost Evil card in deck. (If Raxxa is removed the demons automatically revert to 4/4s.)

The loyalty effect is also excellent. 2 damage is nice for breaking all non-demon tokens, Muse, and other troublesome low defense champions. Off-turn Zombie Apocalypse/Wave of Transformation is already incredibly strong. Follow it up with Raxxa with loyalty on your turn to completely wipe their board and establish multiple threats.

Great without loyalty, potentially amazing with loyalty.

raxxas_curse

Raxxa’s Curse Rating
Always First Pickable

Draft Frequency: 9

Draft Power: 8

Raxxa’s Curse is a faction-independent powerhouse. Breaking any 0-cost champion and giving you a demon token is a strong swing in your favor. (I have put myself significantly ahead in at least one draft where I Raxxa’s Cursed a Muse that my opponent was relying on early.)

Since every faction has strong 0-cost minions (Guilt Demon/Spawning Demon, White Dragon/Paros Rebel Leader, Keeper of Secrets/Shadow Imp, Fire Shaman/Ankylosaurus) this will usually have a target to hit. In addition, even using it on a token is valuable.

Aside from breaking Muses, my favorite use of this card is to break an ambushed in 0-cost blocker. If I can draw my opponent’s gold out before mine, play a Rampaging Wurm, and break my opponent’s zombie from Plentiful Dead before blocks, I am happy.

If nothing else, you can always draw 2 with it.

insurgency

Insurgency Rating
Situationally Desirable +

By itself, this is weak. Attack for 8 over 4 unbreakable bodies is more reliable than Wolf’s Call, but no card wants to be compared to Wolf’s Call. 4 off-turn unbreakable blockers can save your life, but not a great use of a gold.

Where this card really shines is with other human token cards generally and AoE buffs specifically. Insurgency and then Revolt gives you 4 unbreakable, blitz 4/1 human tokens and 1 blitz 3/1 human token. Unless your opponent can AoE banish, Ceasefire, Ice Drake, Force Field, Surprise Attack -> Time Walker/Frost Giant/Velden Frost Titan, Blind Faith, or make a lot of blocks, they could take 19 damage from 2 cards (assuming you had no other human tokens in play).

This is one of the most important cards for a human token deck, and one of the strongest 2 card combinations in the game.

markus_watch_captain

Markus, Watch Captain Rating
Situationally Desirable +

Thought Pluckering me? How about I put a 10/10 into play instead of discarding, seems nice.

Oh yeah, and I actually drafted some other Good alignment cards, so I’ll reveal these 2 to draw a card to replace him.

You have 3 Demons in play too, not any more you don’t. At least you still get your ambushed in 1/1 unblockable champion.

10 defense is great.
Put it into play if discarded is great. Banish up to 3 tokens, particularly demons is great. Loyalty 2 -> draw a card is excellent (except that it is Good Loyalty 2). If you can trigger at least one of its abilities this is a strong card. If you get all 3 (you almost certainly won’t), it is incredible. In any other alignment, this would be really difficult to pass up, since Loyalty 2 -> draw a card is my favorite part.

It’s also a human so it can go airborne with Faithful Pegasus.

noble_martyr

Noble Martyr Rating
Situationally Acceptable

4 defense on a ground based champion that doesn’t deal 4 damage when it is played and attacks (Pyrosaur call-out), is really weak. It dies to so many champions and multiple 0-cost cards. If it survives, it can at least sneak 7 damage through (weak for an on-turn gold-punisher).

However, Unbanishable on a card with a discard pile ally trigger is a nice combination. Unless they transform it or bounce it (or banish it from your discard pile), you’ll be able to trigger the loyalty ability for 5 humans. Do this at the end of your opponent’s turn, then Insurgency on your turn and you have 9 unbreakable, blitz 2/1 champions for 18 damage. Or you can just trigger it for chump blockers.

paros_rebel_leader

Paros, Rebel Leader Rating
Situationally Desirable

Great card for Good-focused decks or human token decks. +1 offense for humans is a big deal. Human tokens now trade with non-demon tokens and bigger humans sneak a bit of extra damage through too.

In addition, being able to continually put out chump blockers either forces your opponent not to attack, or lets you attack with your champions more freely. Also, 4 defense is a nice breakpoint.

fumble

Fumble Rating
Always Desirable

Love this card.

0-cost card that shuts down most attacks completely while recycling. Also, unlike Watchful Gargoyle, it can’t be countered by an opponent’s 0-cost card (although champions can be buffed over the -10 offense). Fumble is the card that makes me feel safe.

It is also Sage and can draw 2 if needed.

helion_the_dominator

Helion, the Dominator Rating
Frequently Desirable +

8/8 ambush means it can’t be bad. It is also Sage with a loyalty 2 ability, interesting. Steal a champion for a turn and give it blitz, yeah, I like that. So many great applications for it.

One of the best case scenarios: opponent attacks with a champion (Infernal Gatekeeper for instance). You play this to steal another one of their champions (White Knight). Assuming they don’t remove their White Knight you now control, you declare it as a blocker. Before both champions break each other, you rub it in by expending White Knight to break one of their demon tokens. Pretty valuable use of a gold; break 2 champions (and a demon token) and put an 8/8 into play, off-turn.

This can also steal an ambushed in champion before it can be declared as a blocker. Once you finish your initial attack, you can then attack with your opponent’s champion.

If needed, it can also just steal an attacking champion for the turn, completely negating the attack.

Fortunately, this does not prepare a stolen champion.

Before I forget, Helion even has the ability to expend to deal 2 damage to up to 2 targets. It can push some damage to face while breaking Muse at the same time. You can even ambush Helion in and then target him with his own loyalty 2 ability to give him blitz for the turn (this can also make him an 8/8 on-turn gold-punisher instead of an off-turn gold-punisher). Great card.

When playing against a deck with Helion, it is important to attack with your most evasive champions first. If you have an unblockable champion, airborne champion, and a neither unblockable, nor airborne champion, attack with them in that order. By doing this, you prevent the possibility of your opponent stealing one of your champions and using it to block another one of your champions.

helions_fury

Helion’s Fury Rating
Always Acceptable –

I’ve never really been impressed by Helion’s Fury. It is only on-turn removal which isn’t great. In addition, it isn’t terribly common to want to bounce 2 champions on your turn instead of 1. At least it can remove a token when played. Drawing a card is nice though. It could also potentially be involved in an interesting combat situation, saving one of your attackers/blockers in a group attack/block while removing one of theirs in a group attack/block.

Essentially though, it is a Sage draw 2.

knight_of_shadows

Knight of Shadows Rating
Always Desirable

I like tribute -> draw a card, forcing my opponent to discard in limited formats is also usually great. 9 offense + unblockable is a strong combination as well. At 4 defense though, it gets removed by a decent amount of cards including Hands from Below and Spike Trap.

While I will frequently take this card happily, I do prefer my slow champions to have either an even more devastating effect or more defense.

brachiosaurus

Brachiosaurus Rating
Situationally Desirable

The best way to use this is to play it while your opponent’s gold is up and pass. They will either:

  • use their gold

allowing you to play an on-turn gold-punisher, removal on their ambush champion (Kong for instance), or draw cards

  • pass out of fear of an on-turn gold-punisher/removal

essentially making this an 8/12 breakthrough dinosaur with tribute -> target opponent loses their gold. I’d play that card.

If you spend your gold immediately after playing Brachiosaurus, your opponent will have full gold information. If you played a second champion, they could just board clear you, which would make Brachiosaurus just 2 for 1 yourself. However, this can double trigger Wild ally triggers like Fire Spirit or Fire Shaman, which can be quite powerful.

draka_dragon_tyrant

Draka, Dragon Tyrant Rating
Situationally Desirable +

9/9 airborne, blitz (with Wild Loyalty) is great. An excellent, hard to block, heavy hitting, on-turn gold-punisher. It also clears out non-demon tokens, in addition to a lot of 0-cost champions like Muse.

Works great with Feeding Frenzy.

drakas_enforcer

Draka’s Enforcer Rating
Frequently Desirable +

One of the best off-turn gold-punishers. 7/7 airborne can even break a lot of airborne champions in combat and survive. Loyalty 2 -> draw a card is always appreciated.

drakas_fire

Draka’s Fire Rating
Frequently Desirable

Deal 5 damage to all opposing champions and draw a card has been surprisingly powerful more often than I was expecting. It is a great way to clear out tokens (incidental or otherwise), it sweeps up most other 0-cost champions too, and it can finish off damaged champions as well. All without affecting your champions in play. This + Lightning Strike has worked wonders for me.

5 damage to everything has won me games. It can also stop non-Insurgency surprise token assaults.

In general, this card does better than I expect it to. (I did drop it from Usually Desirable to Frequently Desirable on 1/18/17 though. I don’t think I would usually want it, and I probably just didn’t think about it when I created the Frequently Desirable column.)