Epic Card Game is my favorite game, and you can find the most recent Epic articles on this page. For an organized list of all of the previous Epic content (with brief descriptions) click here.
Planning on doing a lot of brewing, figured I might as stream it if anyone is interested. So, this Saturday (6/22) starting at 8am CDT (13:00 UTC) I will be streaming at twitch.tv/tomsepicgaming.
Due to playing my aggro-combo Human tokens list into 1st seed at the Epic Origins 10k (knocked out in first round of top 8 by eventual winner Hampus Eriksson), my eyes have been opened to the possibility of non-midrange Epic decks. I plan on
Going over the entire card pool and reevaluating it based on my new understanding both from prepping for and playing at Origins
Building lists for at least an Evil Aggro-Combo Zombie Deck and multiple flavors of aggressive Sage decks
Answering any questions (which could theoretically take me down long tangents about things I may or may not have covered before)
I plan on keeping the stream going for as long as my inspiration lasts (to an absolute maximum of 10pm CDT with breaks for food, although probably won’t last anywhere near that long)
If you plan on watching and have any questions/topics you’ll want to discuss, let me know in the comments below if you want me to start thinking about them. Or, feel free to save them if you’d prefer for me to think them through out loud.
I might upload some edited highlights to youtube afterwards at youtube.com/channel/UCPl_lZxUz8-KcpaWfj8KEcQ. (I’m also planning on writing a multi-article series about my Origins Prep, discussing my three stages of that process: Failure, Replication, Revelation)
Ian Taylor, the Douglas Adams-esque writer of Spindle, Mt:G judge, original WWG lore/rules/organized play dude, and handsome Australian man, is Kickstarting Widget Ridge until April 27th. It’s already funded, I’ve backed it, and if you’ve found your way here, I think you’ll want to too.
Coal-Powered Battle Corset on Wheels
Widget Ridge is a two-player deck building game where you build completely reasonable and totally non-magical constructs, with Star/Hero Realms inspirations. (It will also support 1 – 4 players.) I have not played it yet myself, but a friend of mine has said it is a great game and he’s the type of person who absolutely wouldn’t if it wasn’t, so it is.
What has me so absolutely, ridiculously hyped though is all of the flavor and lore Ian has built up and presented around the game. He’s building a world I’m impatiently eager to explore, starting with the actual cards. Here’s a few more: Static-Powered, Racing Trebuchet, With a Parachute.
A while ago I was trying to think of the craziest construct I could make with the cards I had seen so far. The idea of a Coal-Powered, Battle Corset, On Wheels…, well, if you listened to the audio at the start of the article, you know how that makes me feel. I look forward to playing the game and creating even crazier constructs. In the mean time though…
ALL OF THE LORE
Widget Ridge is absurdly amazing, and I mean that literally. It is absurd, and it is amazing. We have our overly self-assured Victorian British engineers thrust into a world of magic which they obviously and immediately understand better than the locals. From here, they develop as you might expect, into a multi-engineering-church hierarchically-dominated society with ridiculous, physics-violating inventions, introductory versions of which are provided to children on their 6th birthday.
In this backdrop we are presented with characters such as Maximilian Ward, “the best kind of idiot. The kind that wants to learn,” and his three legs in “The Ghost that Stole Lightning.” As well as his sister, the Lady Luna Ward, in “The Fire in Which We Learn” where she emphatically courts the lover she’s never met, by utilizing her exceptional aim.
To play off of these characters we have: the prodigious engineering survivor Amelia Pettengill with trust in her instincts and her beloved widget Scraps, Knight-Captain Martine Covington-White the City Chief Defender and non-engineering, competitive practicalist, and Alistair Gaines the enthusiastic experimenter with a bravery derived in equal parts from talent, experience, and luck. With all of these elements, not only does Ian make me laugh (repeatedly and continually), but he also manages to tell grounded, honest stories of the diverse human experience. As I’m writing that, I know it sounds pretty cliched and stupid, but read all the way through “The Fire in Which We Learn” and tell me I’m wrong. Regardless, the energy/inspiration it gives me to do my own ridiculous things is real. I love being inspired to do ridiculous things, and…
there’s the story of the Coal-Powered Battle Corset on Wheels that gained sentience after consuming Spark-laced coal. Which then went on to terrorize the denizens of Widget Ridge; bursting into workshops, devouring all of the coal, injuring innocent bystanders while everyone, particularly the injured witnesses, refuse to acknowledge the Battle Corset’s existence because a sentient Coal-Powered Battle Corset on Wheels is impossible. This, of course, leads the sentient Battle Corset into a depression spiral as they agonize over why they were given life and their purpose in it, until they finally open a low-tech ceramics studio (because they have always been intrigued by a broken pottery wheel fraudulently trebucheted in a piano launching contest); where the Battle Corset, now going by BC, has acquired some level of adoration by their pupils, even though the pupils continue to actively refute BC’s existence in The Coal-Powered Battle Corset on Wheels.
Playmat of the Jank
When I originally saw the small version of this on the kickstarter page, I was not particularly impressed (especially when compared to the awesomeness that is the Rampaging Mechanical Bison playmat). However, while impatiently trolling through the Widget Ridge website late at night, looking for more lore to satiate my hype from watching everything on the kickstarter page, I came across the Art of Widget Ridge page from which Ian links to interviews with two of Widget Ridge’s artists. In the one with Matt Burton, he mentioned designing this playmat with the goal of creating two different perspectives of the scene, so the player and their opponent would get something different. Thinking this was neat, I quick copied the image, threw it in paint, and flipped it.
And oh my god yes, absolutely yes, this, perfect, this is me, oh yeah, I need to have this, yes. Yes.
I love how this looks “upside down,” and the implication of it “right side up.” When viewed “upside down” it seems like the quintessential personification of Jank. I’m putting together all of these crazy parts that absolutely should not work together but are, to an extent, all though they might not hold for quite long enough, perfect.
My original thought was that I would just get this and play with it upside down, so I can see this amazing jank view and remind myself of what I’m doing, while presenting to my opponent the “right side up” view that makes it look like I have everything reasonably under control and everything is going reasonably to plan. Then I thought about it and realized, assuming I use this in Epic (which I absolutely will be doing), most of my opponents are at least tangentially aware of me and my jank ways. Therefore, if I played with it “right side up,” they could see the visual reminder of my jankness, and they might give too much respect to my ability to include anything, like a couple of Rampaging Wurms in a demon deck. (I’ve absolutely done that with those being my only 1-cost Wild cards with no way to give them breakthrough. It… worked great.) But then I thought no, I do want them to see the reasonableness, to hide my actual, inevitable jank. Eventually, however, I came to a decision. I’ll just constantly rotate it throughout the match depending on the state of the game and or my mind. Solved.
In other words, if you are a fellow jank player, I’d recommend backing Widget Ridge even if just to at minimum get this perfect playmat as an add-on to the $1 tier.
Conclusion
I am more hyped for Widget Ridge than anything else right now. If you share my enthusiasm and would also like to get in on this now, possibly to get access to the kickstarter exclusives/stretch goals, you can back it until April 27th at www.kickstarter.com/projects/furioustreegames/widget-ridge. There is more information on the gameplay there as well. Ideally (and selfishly), I’d love to unlock a few more stretch goals. (Ian’s mentioned one that isn’t on the site yet that I absolutely want to happen.)
Further, “fraudulently trebucheted” is one of the best phrases I have ever written, so I am seriously considering making shirts. Below is an incredibly rough outline of what I was thinking with public domain art (the trebuchet should have a piano loaded up), a stolen Widget Ridge logo, poor color scheme and underwhelming word art. If I were to move forward with this (and clean it up significantly) are there any equally ridiculous people who might be interested?
Finally, I’ll answer the questions I’m sure you’re all asking.
No: that is not the first time I have recorded myself laughing Yes: I did record multiple takes for this one, which I have not deleted.
If you have any other questions (unlikely because I’m fairly confident I just answered them all) feel free to ask below.
**Update: Back the new Widget Ridge Kickstarter and expect some more Widget Ridge related content before the campaign ends on Sun, November 22 2020 11:00 PM CST**
Bad in constructed because it’s too small to race Wild, it has no evasion against Evil tokens, and it doesn’t provide any additional value (even though it does survive on-turn board clears). It is the only Ambush Ritual of Scarra enabler, but that’s not unfair enough to justify inclusion.
In limited, it’s a reasonable on-turn or off-turn gold-punisher. It breaks almost anything it blocks or is blocked by and survives attacking into anything. And, like all reasonably-sized ambush champions, it can be strong against attacking 0-cost blitz champions (especially since I’ve started to “disrespect” the turn one play and attack with a blitzing 0-cost champion while both players’ golds are up).
Turn-One 0-cost Blitz Champion is Over-Utilized
This tactic’s obvious strength lies in the fact that it allows you, the current player, to apply pressure without spending your gold. In most cases, your opponent, not wanting to spend their gold either, just takes the damage for free. In this most basic scenario it is amazing, but it relies on your opponent both knowing and respecting the danger of spending their gold first (in addition to not having a 0-cost answer).
If your opponent does spend their gold to deal with your 0-cost blitzing champion, for instance by playing Runek, Dark Duelist in an attempt to block, what then? Well, if you hadn’t thought that far ahead, you might just be trading a card to get your opponent’s gold down, while also getting yourself behind on the board. In this case, you both end up at 4 cards in hand, but your opponent has a flipped champion in play. I’ve been catching opponents in this state repeatedly. Further, I’m rarely punished for attempting it.
The real potential of the turn-one 0-cost blitzer is only unlocked when you can actually support it, by punishing your opponent for having the audacity to spend their gold first on your turn.
Fast Removal
Opponent ambushes in a 1-cost champion to block your 0-cost blitzer? Remove it before it can block. This usually enables your 0-cost champion to go unblocked, deal its damage, and survive until the next turn. The best card for this is Banishment because it also replaces itself, keeping you at 4 cards in hand (dipping down to 3 is a dangerous low).
This support is ineffective against cards like Medusa or Hunting Pack, fast 1-cost removal that leave one or more bodies.
Finishing Blow+
If you can’t remove the 1-cost ambush champion before the block, finishing off the blocker and gaining another strong effect can be just as strong, if not stronger. Buffs such as Smash and Burn or Winds of Change are nice to draw cards and protect your 0-cost champion. Restablishing champions (such as Kong) can avenge your 0-cost champion and retake control of the board. Cards like Blue Dragon are especially powerful here because they can potentially finish off the champion that blocked, leave you a threat in play, and replace themselves in hand. The best version of this type of support is Pelios, Storm Lord.
While bad in constructed because it does nothing incredibly well (no evasion/breakthrough, not enough tribute-damage to break most things by itself, and draw one isn’t enough to make up for the other two issues), in limited if already in Wild it’s actually quite solid because it does a lot of things reasonably well.
As previously alluded to, the best use scenario for this card is to play it after your opponent spent their gold for the turn to finish off a weakened champion. It can also be used as just a straight up establishing champion (effectively a better, Wild-only Mythic Monster), and/or it can pick off a Muse/deal damage to the enemy player directly. Overall, it’s just above average in a lot of different potential roles. One downside though is that if you do use it turn one to finish off an ambush champion that your 0-cost champion ran into, you end up revealing half of your 4 card hand
Aggressive On-Turn Gold Punisher
My favorite support for the turn-one, 0-cost blitzer is undoubtedly the on-turn gold-punisher, but only ones that can draw a card. While 14 damage from a Rampaging Wurm is ridiculous, I’d much rather use a White Knight and lose out on 5 of that damage to maintain a 4+ card handsize. Either way my champion will probably be removed fairly quickly and an extra card is frequently more impactful than 5 health. (The extra card gives you more options and enables you to go longer before needing to play a draw 2.)
On-turn gold-punishers are my favorite type of cards, and we just got arguably the best one in the game, which is also perfect in this situation:
It’s an evasive, blitz champion, that can draw cards, and hits the most important stat-breakpoints. Dark Eyes is the epitome of an on-turn gold-punisher: if your opponent has a gold available, almost all removal can deal with it, but if they don’t, playing it advances your board state, reduces your opponent’s health, and draws to replace itself/advance you towards decking out. In other words, it advances you in all aspects of the game.
The fact that it draws a card whenever it hits your opponent is critical for a few reasons. Against control decks, you absolutely need to deal enough damage to kill them. The main difficulty, however, is being able to supply a consistent stream of threats/damage to outpace both their answers and their healing, both of which are usually more efficient than any of your sources of damage. If you try to just force them down with non-replenishing threats and/or burn, you will eventually run out of cards, which forces you to spend time drawing, in turn enabling your control-opponent to stabilize, which almost inevitably leads to them winning. With Dark Eyes against an opponent who spent their gold, it either hits, which is amazing, or it essentially forces them to discard a 0-cost card to negate the attack. Either way, Dark Eyes will still be there to threaten them next turn.
Due to this, there is the possibility that Dark Eyes could draw more than 1 card for 1 gold. This is particularly strong if you are drawing 0-cost effects that help Dark Eyes continue to get damage through, Wither or Rage for example. Think of it this way though, it’s a Flame Strike, that drew a card and threatens to do both again next turn. If 1 card and 1 gold can deal 16 damage and draw 2 cards, you should win. Finally, having the card draw tied to damaging the opponent (and the blitz not tied to loyalty) makes it incredible with Army of the Apocalypse.
The reason this card might actually see constructed play, however, is because WWG gave it an aggressive statline. 7 defense means there is no 0-cost card that can remove this by itself (aside from Hasty Retreat/Vanishing). Further, 7 defense also means that it can’t be incidentally removed by Smash and Burn the turn after it has its initial effect. Your opponent must spend a gold specifically to remove this. Even further, in combination with its 8 offense, it’s a monster in the air. Since the standard strong airborne statline is 6/8, Dark Eyes is positioned to beat a significant portion of playable airborne champions, and it even takes out Rescue Griffin.
This card has consistently been amazing for me. I used it repeatedly in limited to great effect, and I’ve even had some early success with it in constructed (significantly more testing required though).
Conclusion
Overall, I’ve seen a lot of people playing 0-cost blitz champions with no worthwhile follow up, and I’ve been punishing them for it. If your best follow up to a contested 0-cost champion is an “or draw 2,” it’s probably better to just hold that champion for later. However, this has gotten to the point where you can potentially bluff highly experienced players. If I know, that my opponent knows, that I know that I shouldn’t play a 0-cost blitz champion without support on turn-one, I can do it anyway and they might not risk spending their gold.
It’s taken me a while, but I’m finally getting around to writing up my thoughts about the final two Pantheon packs, since my first reaction video on Twitch timed out and I’ve had some time to think about and/or test these cards. I also decided to break these out into smaller chunks (because I realized I could go into more depth/go on longer rants this way and you’d be more likely to read them as opposed to if I put them all together) to make them more accessible.
In addition, Origins 2019 has announced that there will be a 10k Epic tournament this year:
#Origins2019 show co-sponsors, @wwizardgames, will be giving away some serious cash prizes! Players will compete to win their share of $20,000 at the @StarRealmsOrigins $10K Championships and the @EpiccardgameOrigins $10K Championship! Join us, June 12-16 at the @cbusconventionspic.twitter.com/w1vofTjRlg
WWG has not yet provided any further information such as what/which formats, etc.
Card Ratings
Carrion Demon Rating
Limited: Always Desirable Constructed: Tier 5
Great in limited for all of the reasons you would expect: 0-cost blitz champion, 4 defense, and mass discard pile banish. Currently unplayable in constructed because it’s a 0-cost champion (Raxxa’s Curse), it has no immediate effect, it has no evasion, and the deck that cares about its discard pile the most (The Flock’s Gift/Tatian’s deck) has blockers that don’t mind trading with it. The “Break any champion damaged by this card” allows this to “trade up” with 1-cost champions and activates Ritual of Scarra synergy, but neither of those enable it to compete for the finite constructed 0-cost slots.
Limited
Carrion Demon is better than the guaranteed mass-discard pile banish cards in more aggressive/”get ahead, stay ahead” decks, but it is worse in more control/deck-out focused decks. This is because control decks are frequently “threat-light” meaning that your opponent is more likely to have a better answer saved up for this card when you eventually play it. Therefore, it is less likely it will actually be able to hit your opponent, and as a control deck, you basically need a mass-discard pile banish effect, especially if you are trying to win by decking out. In non-control decks, it is primarily another immediate 0-cost threat in your onslaught, meaning your opponent is less likely to have a strong answer to it, and if they are forced to throw a 1-cost champion in front of it to protect their health and discard pile, trading your 0 for their 1-cost champion is a major tempo advantage.
Constructed
In an environment with plentiful chump blockers, Raxxa’s Curse, and fast enough decks to ignore your 3 attack minion (and their own discard pile), this just isn’t impactful enough. It does have the Demon tag for Raxxa’s Displeasure synergy and what not, but if it can’t connect with the opponent, it’s just a worse Little Devil or stronger-starting but non-growing Thrasher Demon.
Rant
I spent a lot of time thinking about and trying to write this rant about how Carrion Demon illustrated the midrange-tech 0-cost problem, related to the lack of constructed-playable 1-cost discard pile removal, and the non-viability of Sage-based decks due in part to the meta-shift towards punishing discard effects (Plucker). But I couldn’t figure out how to do it adequately.
The gist of it was that if you wanted to consistently attack an opponent’s discard pile, against Scara’s Gift or Nashville’s heavy-recycle combo-Kark-like-decks, you needed to commit at bare minimum six 0-cost slots (Guilt Demon, Keeper of Secrets, Amnesia/Heinous Feast); this in turn prevents you from including otherwise synergistic 0-cost cards, which locks this line of attack off for most decks. Erratic Research and Grave Demon are technically 1-cost cards that can attack your opponent’s discard pile, but they seem just too weak to be worth much: they are one-time effects (so they’re pretty ineffective against decks that consistently burn through their discard pile and keep it at only a few cards at a time) and a draw 2 or an 8/8, evasion-less champion, isn’t worthwhile for most decks.
However, I kept running through potential scenarios that potentially invalidated these thoughts. For example, hard control decks could theoretically run Erratic Research since they need to use draw 2s throughout the game (but hard control is currently ill-positioned against the crazy draw potential of Wild/Sage midrange). An aggressive Raxxa’s Displeasure/Dark One’s Fury/Rift Summoner deck, on the other hand, might be able to run Grave Demon (assuming it can actually break through Scara’s Gift decks before running out of resources). However, even if neither of these are true, I’m not even sure if it would be desirable for every deck to have reliable options to attack discard piles, especially since Amnesia is still reasonably popular anyway.
So, I don’t know…
To address this potential problem, I have been fantasizing about a midrange/aggressive, 1-cost Sage champion with a Sage-specific, repeatable, targeted discard-pile banish effect. Such as
“Ally->banish 2 cards in a discard pile”
“Whenever a (Sage) champion you control deals damage to a player, banish a card from that player’s discard pile,” accompanied by a Loyalty effect that deals damage multiple times
A Carrion Demon effect attached to a 1-cost Sage champion with either unblockable + loyalty 2 -> blitz or ambush + loyalty 2 -> unblockable (probably at 4 or 5 toughness).
Dark Prince
Limited: Frequently Desirable Constructed: Tier 7
It’s an 8/7 airborne blitz demon. Solid gold punisher, matches up great against 6/8 airborne champions, and you can effectively ignore the expend text, because it’s bad. However, without the demon tag, this would be Tier 9 for constructed because there are better blitzing airborne champions.
This only counts your evil champions (yo Dark Leader or more practically Zannos)
It does make your evil champions do the damage, so if you have a “break any champion damaged by this card” champion in play (Carrion Demon), this is effectively a 0-cost “break target champion” (even off-turn)
Therefore, if you have any of those cards in draft, this card is nuts (especially since it’s also an “or draw 2”). Even without those, it is solid in an Evil deck.
However, all of the champions with “break any champion damaged by this card” are weak in constructed. It can still be decent in aggressive, wide Evil token decks because it can let you focus your 1-cost cards on offense (Plague Zombies), but in chip-damage-based control decks it is generally either a worse Consume against small champions or a win-more card when ahead.
Red Mist
Draft: Always Acceptable Constructed: Tier 6
The dream: play Ice Drake on your opponent’s turn then play this on your turn. The reality: 1-cost Evil draw 2.
I may have used the non-draw effect on this once, and it was a pain to set up, just to break one or two champions. The fact that you generally can’t even attack before playing this, to give your opponent a chance to spend their gold first on your turn (since this would expend one of your champions), holds this back even more.
Brad Minnigh recently revealed the full spoiler of the final two pantheon packs Riksis vs Tarken and Shady vs Valentia on his Amazing Spider-Tank blog. While it has been difficult, I have restrained from viewing the spoilers as of yet (aside from the earlyspoilers). I have done this because I want to stream my first impressions (and potential long tangents) live on Twitch on Sunday, June 24. This will also allow anyone to ask questions about any of the cards, or my tangents, as we go. (I also plan to eventually edit this footage down into one or more videos.)
These times are a bit flexible, so if desired, I can adjust them a bit. I have no idea how long each session will last. I expect I will spend significantly more time talking about some cards than others. Let me know if you have any questions or recommendations.
A few highlights (since it is pretty long):
Card I most wanted to rant about, Muse.
Card I least wanted to talk about, Chamberlain Kark.
Card I most wanted to talk about, Silver Wing Savior.
Card I spent the most time on, Drain Essence.
So…was the 5?! month wait worth it?
I’ll also be posting something by the end of this week with my plans for the future of my Epic content, including seeking input on what you all want to see. Feel free to let me know what you want to see before then too.
I received this Pantheon card yesterday to do a spoil/review of it in anticipation of the ability to acquire the final two Pantheon packs at Origins this year, and it fried my circuits if you will.
It’s a funky, off-turn full-tempo-clear, with a positive/negative value backend.
General Implications
This is the first off-turn board clear that removes almost all competitive-viable champions and leaves nothing in play on resolution (unlike Wave of Transformation, Martial Law, etc.)
If played off-turn, your opponent gains +2 cards in hand, from your gold (unless they only have token champions in play)
If played on-turn, you get a clear board and gain +1 card in hand (assuming you have a non-token champion in play)
The – or – option is a slightly better version of the 0-cost card Second Wind
Control Implications
Off-turn board clear that doesn’t leave an opening for punishes from cards like Demonic Rising or the new card Rise of the Many, amazing
Give your opponent back their best champion in play with a bonus +1 card, absolutely horrendous
On-turn, Divine Judgement/Martial Law is generally better because your opponent gains nothing and you likely don’t have much of value in play anyway, mediocre
Lol (drawing 2 will almost always be better because you can get to your stronger non-card drawing cards)
To expand on the second implication, control decks generally try to run their opponent out of threats while they slowly kill them. Therefore, giving your opponent back a threat and replenishing their hand is the complete antithesis of control. This is particularly true if you are forced to do this while their gold is up when they have a blitz champion in play. Strafing Dragon is a beating; Silver Wing Savior is potentially worse.
Overall, I see this card being passed up by hard-control decks because the value given to the opponent is too high a cost for the excellent tempo removal, and the weaker -or- option isn’t doing it any favors. (1 card will almost always be better than 5 health for control.)
Combo Implications
Same as control, amazing
Unlike control, since you are just trying to survive until you can outright win, this is not that bad
The off-turn effect is so much stronger for combo, largely irrelevant
Draw 2 is better for finding your combo pieces, but for specifically combo Kark decks, +5 health is certainly relevant, as is the ability to potentially keep you alive for one more turn, acceptable
Combo decks win by assembling their combo pieces with an acceptable board state and not dying. Everything else is inevitably irrelevant. While giving your opponent more cards can make surviving more difficult, a highly-effective short-term solution is probably worthwhile, particularly if you can get your opponent’s gold down first.
Further, being able to return utility 0’s like Watchful Gargoyle or Muse before you wipe the board seems quite nice. Ambush the Gargoyle in front of an attacker, draw out your opponent’s Rage, then use this: -1 Rage, free recycle, remove at least one gold’s worth of tempo from your opponent, value.
Also, this can potentially be a strong answer to the Demon decks that gave Kark trouble. If all of their threats are powerful ambush champions without aggressive blitz effects, this prevents those threats from actually being able to attack, even though your opponent can keep replaying them. (Zannos would still be a problem though.)
Royal Intervention seems great for Combo.
Aggro Implications
This might be worth considering as an answer to an early all–in by your opponent that also gives you back direct damage with a Strafing Dragon, Fire Shaman, or Little Devil, possible tech choice?
If your opponent goes to 0, it doesn’t matter how many cards they have, and it only draws 1 actual card towards potential health gain, reasonable
Aggro go face on-turn, bad
No, against all decks except other aggressive decks, your health is essentially irrelevant. If it gets to the point where a non-aggressive deck can beat you, you’ve almost certainly already lost
Royal Intervention might see some tech play in aggro, but probably wouldn’t be more than a one or two-of.
Midrange
Potentially reasonable, if your opponent overcommits and spends their gold first on a turn
Since you are trying to apply consistent pressure to run your opponent out of answers, any card you draw them is a problem
Draw your self an extra card while also resetting a board that gets out of hand and return your most relevant champion to hand, powerful
If you are at 7+ cards in hand consistently and are against a deck where the board clear isn’t going to be relevant, +5 health could be worth more than a card, particularly if you would have had to discard it anyway, begrudgingly acceptable?
Midrange wants to play this on-turn, for the most part, and midrange decks can use niche board clears like this that they can exploit. Unfortunately, banish makes it harder to protect more of your champions, but there are some clever things that can be done with this card. It can also infinite loop with Silver Wing Savior. I look forward to experimenting with it.
Conclusion
I love the design of this card, not thrilled with the -or- effect though. On a side note, I will not be at Origins this year, but, if I can maintain my pace from last weekend, I’ll potentially be able to get the video that I’ve spent the last couple months working on finished.
Pantheon specifically, blew me away. When I was opening my packs at Worlds I just kept gushing about how much I liked individual cards over and over again. On a whole the set is great, but I reached out to WWG to see if I could get the full resolution art for 10 of my subjective favorites (in addition to the clear objectively best one, Cast Out, at the top of the page). Every image can be clicked for its full resolution.
#10
My favorite part of this piece is the use of past champions’ art to clearly illustrate the mechanical effect of the card.
Poor Faithful Pegasus can’t catch a break. Even though Steed’s Loyalty 2 ability can’t target champions, this is still an effective piece at demonstrating the incredibly threatening nature of this Satanic Murder Horse. (Let me know in the comments who all remembers this reference.)
#8
Okay, so I’m biased on this one since it’s one of my favorite cards mechanically from the set, but the vanguard charge into the horde with the backup visibly framed by the champion works great.
While the artwork doesn’t directly depict the card’s mechanics, it is a fairly good representation of the Silver Wing Savior -> Resurrection loop charging headfirst into Evil’s unending removal.
#7
The mass gathering extending beyond the card boundaries, the detailed markings, and the ritual being cast create a haunting and intriguing scene.
I also like how the unarmored cultist seems dangerous enough to be a 6/5 0-cost champion, stronger than Knight of the Dawn and approaching Ankylosaurus range. I believe it.
#6
While I liked the original art on the promo version of this card, the new artwork is even better.
Einiosaurus just breaking through nine human tokens as if they weren’t even there. One soldier realizes the futility as the dinosaur doesn’t even bother to look at them.
#4
The artwork exceeds the expectation of the card’s name.
If I saw a dragon silently phase through a mountain to attack me, I’d probably react like middle soldier. Front soldier doesn’t even have a clue they’re about to die. Dragon just looks sick too.
While I initially thought this would work better for an unblockable champion, the idea of a dragon that is literally untargetable as it kills you is pretty terrifying. It also fits well with how the card plays; the threat of this as a surprise blocker turned attacker is real.
#2
I initially thought this was my favorite card art in the set before I looked through them all again for this. The pose, the spear, the clouds.
Wow. The hails of arrows. The trebuchets. The purple magical discharge. That massive punch windup. It’ll take an Apocalypse to stop that titan smash.
Afterword
These are my 10 (technically 11) favorite pieces from Epic Pantheon. Let me know your favorites either from this set or Epic as a whole. (Yes Cast Out is based on me.) Also not all of the Pantheon art is spectacular **cough**ScrapGolem**cough**.
In the meantime, I have started filming my Epic Constructed Tiered Card Ratings. I am also contemplating starting a massive scale project to work on concurrently. If I go through with it, it’ll probably take weeks to months but would be awesome (hopefully).
Now that my Constructed Card Ratings are up (except for the card by card analysis videos), I’m more determined than ever to use/break low rated cards. Erwin here we come.
The potentially underrated cards that formed the core of what I wanted to do were Erwin, Time Walker, and Scarred Cultist. (Cultist got an incognito tier bump partially because of this). Erwin could theoretically let me hit loyalty in two different alignments which is interesting. Cultist seems like it could be quite powerful, but I wasn’t able to find a deck for it. Time Walker works with both, and it’s the card that keeps making me want to build a 30/30 Evil/Sage 0-cost champion deck. So, that’s where I started.
I’ve built 0-cost blitzer decks in the past (bounce-based and Banishment/No Escape-based), and the biggest hurdle is always Raxxa’s Curse. If I play Little Devil, attack, and it gets Cursed, I fall so far behind. Therefore, instead of focusing on blitzing 0’s for my bounce deck, I wanted to focus on value 0’s, namely Scarred Cultist, Hunting Pterosaur, and Forcemage Apprentice. All of these give immediate value when they enter play, are worthwhile threats if not removed, and are great to get back to hand. If one of these gets Cursed after I’ve already retrieved a card or broken a Muse/Plucker, I’m okay with that.
Next, I worked out which Loyalty 2 champions I wanted to pursue, since Erwin needs a justification for inclusion (beyond playing it before Time Walker/Reset for a free recycle). Obviously I needed to be able to hit Evil loyalty for Cultist, I always want Medusa if possible, Angel of Death is amazing, and Necromancer Lord has some nice tricks in this deck (Final Task, Time Walker, Scarred Cultist). For Sage though, the only particularly interesting one was Time Walker. Therefore, since it is impossible to get 33 of 60 cards in both alignments, I decided to focus on Evil (since I want to hit Evil Loyalty early and often) and drop my Sage count to 24, making room for the Hunting Pterosaurs.
While I seriously dislike including Loyalty 2 cards in factions with less than 33 cards of that alignment or 55% (see my Epic Constructed Process article), in theory, this deck has some tricks to subvert that soft-restriction. First, I only have 3 cards that need loyalty outside of my main faction. Second, these are cards I believe I’ll generally want to wait until a bit later in the game to use. Third, Erwin, once drawn, will spend most of the rest of the game in my hand, meaning I only need 1 more card to activate Walker. Fourth, Ancient Chant Recall off-turn can potentially provide that second Loyalty card, so can Scarred Cultist (although I cut most of my other 1-cost Sage champions…). I’ll be curious to see how well this works. I don’t want to play it safe and go down to 2 Walkers because it is one of the strongest cards in the deck. On the plus side, if I do draw all 3 Walkers, at least I’ll have loyalty for them.
So, the goal of this deck is to win by chipping down the opponent with 0-cost champions while outvaluing them by repeatedly playing incredibly powerful loyalty 2 champions. While less of a focus as in the past, playing a 0-cost champion and attacking or passing is a strong option for this deck. Where similar decks falter, however, is that they don’t have strong on-turn gold punishers to follow up. This is particularly true because Evil has historically had little to no worthwhile on-turn gold punishers. Steed of Zaltessa changes that. If your opponent spends their gold first on your turn, you get to hit them for 11 and leave a 7 defense airborne champion in play, incredible. (I think I want space for 3.) The fact that Evil now has a powerful on-turn gold punisher is a huge deal, and it is one of the reasons why a 6/5 version of Corpse Taker (Cultist) can actually be a powerful card, more on this in the constructed ratings videos. Winged Death is also a strong board-control gold-punisher.
Fairy Trickster is the final interesting piece of this build. Ideally, I’ll ambush it in off-turn, expend it to target my deck, and flip any of my 0-cost champions, effectively drawing and playing that card, not bad. I’ve used it in the past in similar decks, and it’s been okay, but I’m curious about experimenting with it in this deck. One interesting note is that if you use this off-turn and/or during combat and you turn up a slow champion, you can actually play that champion (effectively as if it had ambush). Surprise Attack on a body could be interesting, particularly with Winged Death, Necromancer Lord, Time Walker, Mist Guide Herald, and Winged Death. We’ll see.
Current Concerns
Right now, I’m a bit lighter on card draw than I like to be, especially since I’m being overly generous and counting Fairy Trickster as card draw. Theoretically, the AoE bounces from Time Walker and Reset could keep me stocked with cards, but I won’t know until testing. Due to this lack of card draw concern, I shifted a bit away from Mist Guide Herald, which can in theory be pretty strong when it hits Time Walker. Due to the decreased MGH count, Final Task becomes worse, as does Teleport.
If I continue with this deck, I would probably end up cutting the Tricksters, MGH, Teleport, and decreasing the Final Task count. The 2-2 Little DevilCorpsemonger ratio might shift too. Hopefully the final two as of yet unspoiled Pantheon packs will give the final cards needed for these slots.
Below are the 264 currently-legal cards for Epic constructed divided into 9 tiers (Core, Tyrants, Uprising, and 4 of 6 Pantheon packs [not yet available for retail]). In constructed, the power level of each card is heavily influenced by the other cards that are being played, the “meta.” For example, if everyone is playing untargetable champions, non-targeted removal (Scara’s Will and Winged Death) are effectively better while targeted removal (Erase and Drain Essence) are effectively worthless.
Therefore, since I want this first rating to be relevant for as long as possible, I have tried to keep it as meta-agnostic as reasonable. Instead of rating the cards based on their power level at this exact moment, I have grouped them by relative power level that can fluctuate based on the meta. From these tier groupings, I plan on making around 9 videos (about 1 per tier) to explain the cards’ strengths and weaknesses and my rationale for their placements [edit: first video is up going over all of the top tier cards, future videos will be broken up into small packages of similar cards]. The videos also go over community terminology and key Epic concepts. I recommend focusing on tiers 1-5 when building decks. (I might also write a meta-based ranking to accompany this article that I can update as the meta shifts.)
If you disagree or want clarification on any of the cards’ positions below, let me know in the comments. I’ll plan on spending a bit more time talking about those cards in my videos. Also, I know this clashes with most players’ views on at least a few cards, so tell me why I’m wrong!
Tier Name (# of cards in tier / # of cards total legal cards)
Brief description of tier
Alignment (# of cards in alignment in tier / # of legal cards of that alignment total) [# of cards in the alignment for this and all previous tiers]
Individual cards are searchable with ctrl + f / cmd + f. Clicking on a card name will currently open the card’s linked image in a new tab. Once the videos are up I’ll, ideally, switch the link to the timestamped video where I discuss it (this has begun).
I am a better limited player than a constructed player. I tried to factor out my personal biases for these rankings as much as possible, but doing so completely is impossible and ultimately undesirable.
**Update 10/21/20: I am a much better constructed player now**
These changes are based off of my experiences with constructed on the app up through Uprising and Duels (no Pantheon). I avoided demoting cards except for egregious cases. I also avoided changing most Pantheon cards.
Promoted Cards
Angel of Death: up from Tier 2 to Tier 1 (One of the best defensive cards in the game, that 6/5 airborne body is such a frustrating blocker and a reasonable threat too)
Angel of the Gate: up from Tier 5 to Tier 4 (Excellent tech card in my anti-Wild Untargetable deck)
Bruger, the Pathfinder: up from Tier 8 to Tier 7 (As more wolves get added to Wild the potential for this rises)
Burrowing Wurm: up from Tier 9 to Tier 7 (Lost to it in a Mist Guide Herald, Surprise Attack deck, new Surprise Attack 0-cost coming in next sets)
Corpse Taker: up from Tier 7 to Tier 6 (Maybe it fits into a Time Walker deck or something similar, great art though)
Courageous Soul: up from Tier 5 to Tier 4 (Lynchpin in Human Tokens which is a real deck now)
Crystal Golem: up from Tier 4 to Tier 3 (Staple for Mist Guide Herald decks and pretty reasonable as a draw 2 and on its own, Army of the Apocalypse potential as well)
Demonic Rising: up from Tier 3 to Tier 1 (One of the most powerful cards in the game, gives token decks an absurd finisher and defensive option)
Draka, Dragon Tyrant: up from Tier 2 to Tier 1 (9/9 airborne evasive gold-punisher that sweeps 3 defense champions such as tokens, all of those things are consistently highly valuable, it will practically never be a bad card and it’s an absolute backbreaker in some matchups)
Entangling Vines: up from Tier 8 to Tier 5 (Was pretty devestating in a Wild deck against me, the meta has to look a very specific way for it to be reliably powerful though)
Fireball: up from Tier 8 to Tier 6 (With tokens becoming more and more powerful, having another off-turn clear for non-demon tokens seems possibly valuable)
Force Field: up from Tier 8 to Tier 5 (Seemed amazing in theory crafting an airborne deck for no-core constructed)
Hands from Below: up from Tier 6 to Tier 3 (Powerful token filler that also removes Thought Plucker and the currently popular Knight of Shadows while supporting Demonic Rising)
Ice Drake: up from Tier 3 to Tier 2 (Almost a Tier 1, amazing pay-off for playing Sage, great defensively against board-centric decks, especially tokens, and great offensively to negate potential blockers, returning it to your own hand for multiple plays is great too, Tier 2 because there are too many situations where I feel forced to just play it as a 6/8 airborne)
Inner Peace: up from Tier 5 to Tier 2 (Very strong card in Kark decks and control decks in general)
Mist Guide Herald: up from Tier 2 to Tier 1 (This card makes most 1-cost champion based decks better, it lets you find your most nescessary cards for the matchup, and/or more establishing cards while also providing an airborne chump blocker [it can attack too] If running this, I recommend at minimum 20 other 1-cost champions [with Crystal Golem and Street Swindler being excellent filler], but I’ve been trying for ~25 recently)
Necrovirus: up from Tier 5 to Tier 4 (This is another “over-draw” card similar to Soul Hunter but for token decks with Evil, also reasonable as off-turn removal against no-core airborne decks)
Noble Martyr: up from Tier 6 to Tier 4 (This is another “over-draw” card similar to Soul Hunter but for token decks with Good)
Scarros, Hound of Draka: up from Tier 3 to Tier 2 (Excellent finisher, board-clearer, bounce-resistant threat for heavy Wild decks)
Second Wind: up from Tier 5 to Tier 2 (Excellent anti-aggro tech card that I put into a ton of decks currently, also absurd in Kark)
Secret Legion: up from Tier 5 to Tier 3 (Excellent card I would never leave out of human tokens and can fit into some Good decks with incidental humans)
Shadow Imp: up from Tier 4 to Tier 3 (Excellent in aggressive to midrange Sage-heavy decks, assuming it isn’t your only 3 or less defense champions/0-cost champions)
Spore Beast: up from Tier 3 to Tier 2 (Absurdly powerful against decks that rely on 1-cost champions to attack or block breakthrough champions [fairly garbage against decks that don’t], another card that effectively forces decks to run small removal [Muse/Thought Plucker/Spore Beast answers])
Standard Bearer: up from Tier 8 to Tier 7 (Okay card in human token lists)
Steel Golem: up from Tier 5 to Tier 4 (Excellent tech card in my anti-Wild Untargetable deck)
The Gudgeon: up from Tier 4 to Tier 3 (Just a solid “draw 2 and” champion, reasonably in generic Evil or Mist Guide Herald decks)
The Risen: up from Tier 8 to Tier 7 (Introduction of Eager Necromancer and other aggressive 0-cost Evil token cards)
Thundarus: up from Tier 8 to Tier 7 (1 ofs of this have been cropping up in competitive decks here and there as bounce [Erase] has been falling out of favor)
Warrior Golem: up from Tier 5 to Tier 3 (I’ve been impressed by it in aggressive-midrange Sage decks as a bit more added pressure that frequently recycles)
Watchful Gargoyle: up from Tier 4 to Tier 3 (Effectively a Fumble in a lot of situations, sometimes better, but it can be reacted to, critical to Kark)
Wolf’s Call: up from Tier 9 to Tier 5 (An okay part of my human tokens list I brought to Origins 2019 and other token decks, partner with Hunting Pack)
Word of Summoning: up from Tier 7 to Tier 5 (We’re reaching critical mass for aggressive Evil token decks and this can fit into that deck)
Cards I Felt Needed Justification for No Change
Noble Unicorn/Silver Wing Savior: No Change (I still want to believe [Pantheon does give Savior a lot of excellent toys, shhhhh though])
Zombie Apocalypse: No Change (While an incredibly powerful card, it doesn’t seem meta-shaping nor broadly applicable in my experience, not as powerful as Demonic Rising but that is a tough comparison, control decks are frequently light on champions and mass discard pile banishment remains popular, by the time in a game where you’ve survived an opponent’s opening rush and their mass discard pile removal, you’ve generally already won, it is another off-turn board clear which absolutely matters, but I don’t think it is necessarily that much better than the others, especially since it doesn’t banish the cleared champions like Wave or Martial Law)
Demoted Cards
Angel of Mercy: down from Tier 4 to Tier 6 (Due to its stats being too bad and its effect being too slow, just too easy to counter its gold expenditure [frequently for 0] before gaining value)
Dark Assassin: down from Tier 7 to Tier 8 (I can’t imagine this ever having a home in competitive constructed)
Gold Dragon: down from Tier 2 to Tier 3 (It hurts my heart, but 1-cost champion-based Good just consistently hasn’t been strong enough, maybe this goes back up later, but it relies too much on maintaining a board of Good champions which is impractical)
Herald of Scara: down from Tier 6 to Tier 7 (It seems unlikely this will ever have a home in competitive constructed, but maybe)
Palace Guard: down from Tier 2 to Tier 5 (Body too small to be relevant in a lot of situations, no evasion, and the slow 1-cost slot is too valuable, in a world of Kark, Brachiosaurus, and tokens this just doesn’t cut it)
Teleport: down from Tier 4 to Tier 6 (Defensively – Tribute and Loyalty 2 champions are too popular to get great value, Offensively seems like too much of a “win-more” card when ahead)
The Risen: up from Tier 5 to Tier 4
I was very impressed by the card in my deck for the November constructed monthly. It is now a solid tech card (at least).
Herald of Scara: up from Tier 7 to Tier 5
I was pretty impressed by the card in my deck for the November constructed monthly. A 9/7 airborne champion that selectively draws a card in heavy Evil decks and can trade with Draka is not bad at all.