Saturday Dark Draft Stream Snipe Raw Footage

Just finished uploading the raw footage from yesterday’s Dark Draft Stream Snipe sessions to youtube: part 1, part 2

I was able to get 15 drafts/games in against 13 different opponents. Throughout I provided explanations and commentary on my picks and plays. Let me know if this is something you want to see more of specifically.

Dark Draft Saturday

Dark Draft Evolution

Now that I have had plenty of chance to draft against new opponents in the Epic Digital core only alpha, my dark draft strategy has shifted. The gist of the shift involves a much higher evaluation of 0-cost cards and health gain (health gain specific to core only). Dark Knight is also near the absolute top of my picks, and Amnesia has been passed up a few times in favor of other cards. (So far I’ve decked out for a win once and lost to my opponent decking out once.)

Dark Draft Saturday (4/8/17)

Instead of writing up a new article (yet), I’ve decided to stream 8 hours of drafting on Saturday. 8am-12pm CST (1pm-5pm UTC) and 4pm-8pm CST (9pm-1am UTC).

During these times I will be live at twitch.tv/tomsepicgaming. I will be accepting Dark Draft challenges from viewers. In addition, I encourage new players to challenge me and continue watching/listening as we play (stream snipe) as I explain my thought process behind my picks and plays. I’ll also answer questions mid/post game and provide any other constructive feedback that comes to mind. While I’ll be playing to win, my goal will be to help grow everyone’s understanding of the game, or at least share my understanding of the game.

Streaming Epic 3/23 at 1pm CST

I’ve been having a lot of fun playing in the Epic digital alpha. Currently I’m undefeated (in games where my computer didn’t lose power resulting in a timeout) at 8 of 8. Keep the Thought Pluckers coming, I’m ready for them.

I plan on streaming (twitch.tv/tomsepicgaming) tomorrow, Thursday, 3/23 at 1pm CST stopping around or before 9pm CST.

Let me know in the comments below what you would like to see. Also, I’ll be looking for games, so feel free to challenge (TomEpicGamin) or leave your username in the comments, and I might challenge you.

Of my 12 core-set only decks, the 5 I currently have built are Core Epic Humans, Core Sky Force, Core Evil Tokens, Core Wild Champion Overload, and Core Token Control. If you would like to challenge one of those specific decks, let me know.

Twitter: @TomSEpicGaming
Discord: discord.gg/QTJjTER
Twitch: tomsepicgaming

Two New Core Only Decks

I created an 11th deck a couple days ago, and then I realized I had 3 decks for each alignment except for Wild. Finished the first pass on the final Wild Core deck, and I think I’ll stop at these 12 decks, at least until Monday when I get access.

Core Big Butt Burn

Core Coming Through!

Dark Draft Card Ratings Edited

It took a while, but I have finally gone through and edited the entirety of my ratings and analysis for each card in Epic Card Game (Core, Tyrants, and Uprising): www.tomsepicgaming.com/epic-card-game-dark-draft-card-ratings/

Let me know what you think. Do you disagree with me on any of my ratings? Did you realize something about a card that surprised you? Did you manage to read it all the way through without having your eyes bleed?

Epic Card Game Page Updated

I’ve been wanting to update my Epic Card Game Page for a long time. Today, I finally did it. I would greatly appreciate any honest feedback anyone has for that page as it is the first thing many Epic players see on reaching this site, and I want it to be both welcoming to new players and practically useful for everyone.

I would also like to take this time to thank all of my frequent readers for continuing to check out what I post. It is an excellent feeling knowing people want to read what I write and enjoy doing so.

Epic Digital Final 24 Hours

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

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

Reviewed/Previewed Games Page

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

Kingsburg

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

Epic Card Game

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

 

First 16 Uprising Card Reviews

This is a continuation of my ratings of all cards for Dark Draft.

A link to my full tier list may be found here. My reasoning for each card can be found here.

Important Concept

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

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

First 16 Uprising Cards

Consume Rating
Always Desirable

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

Corpse Monger Rating
Usually Desirable

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

Demonic Rising Rating
Situationally Desirable

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

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

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

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

Grave Demon Rating
Always First Pick

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

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

Angel of the Gate Rating
Always Desirable

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

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

Avenger of Covenant
Always Acceptable

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

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

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

Bodyguard Rating
Situationally Desirable

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

The biggest problems are:

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

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

Brand, Rebel Fighter Rating
Situationlly Acceptable

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

Citadel Raven Rating
Situationally Desirable

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

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

Citadel Scholar Rating
Always Acceptable +

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

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

Erratic Research Rating
Always First Pick

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

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

Fairy Trickster Rating
Always Acceptable

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

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

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

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

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

Den Mother Rating
Always Desirable

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

Entangling Vines Rating
Always Acceptable +

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

I’ve had success with this card.

Fires of Rebellion Rating
Always First Pickable

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

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

Flame Spike Rating
Always First Pickable –

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

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