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Dark Draft Article Preview #1 (Top Picks)

Epic Box

Foreword

I am in the process of writing a large article explaining all of my thoughts on Dark Draft at the moment. Since I expect it will take a while to finish, I will be consistently putting out previews to keep me on track. Below I talk about my top 13 picks when dark drafting.

Preview

Almost entirely independent of what I am drafting I want in approximate order:

  • Amnesia, Heinous Feast
  • Lightning Storm
  • Sea Titan, Drain Essence, Kong
  • Wave of Transformation, Zombie Apocalypse, Muse
  • Flame Strike, Lighting Strike, Raxxa’s Curse, Wolf’s Bite
  • Chomp!

(Not including Chomp!, that comes out to 4 Sage, 4 Evil, 5 Wild, 0 Good)

Gen Con Thursday Qualifying Limited

Epic BoxForeword

This is the list I used to go 3-0-2 with 2 intentional draws. I did not lose a game with this list.

Card Pool

Gen Con Thursday Unmarked

First Pass

If you don’t like your first card pool, you are able to mulligan. If you do, you get a new list of 56 cards with between 12 and 16 cards in each faction. If you don’t like your second pool, you are stuck with it.

When I first go over my list, I look for
strong faction-independent cards (solid arrow:FactionIndependentArrow),
strong faction-dependent cards (dashed arrow: FactionDependentArrow),
strategy-dependent cards like Revolt (line:StrategyDependentLine),
effectively unplayable cards (line through: StrikeThrough),
generally unplayable cards (dashed line through: GenerallyUnplayable)
All cards without a mark are viable, but not incredible.

(**Edit** As long as WWG can tell what your deck contents are and you put your name on your sheet, they do not care if you mark up your sheet.)

Gen Con Thursday First Pass

Wild

kongKong, Lightning Storm, Lightning Strike, Smash and Burn, Chomp!, Hurricane, Raging T-Rex, and Lurking Giant make this a very solid Wild pool (even with only 14 Wild cards). Ankylosaurus and Cave Troll are also pretty strong in a Wild heavy deck. Fire Shaman can be as well, but I don’t value it too highly.

raging_t_rexFor the most part though, my strongest Wild cards don’t need a heavy Wild investment (aside from T-Rex). Even Smash and Burn can be reliably used with minimal 1-cost Wild cards.

Sage

psionic_assaultPsionic Assault + Thought Plucker is super nasty. Juggernaut is an insanely powerful card that almost always performs amazingly for me. (Fumble, Angelic Protector, and Blind Faith work nicely against it though.) Hasty Retreat, Muse, and Sea Titan are also incredible, while Ice Drake and Ancient Chant can be strong too.

juggernautI used to think Djinn of the Sands was one of the worst cards in Epic. Now, I think it is incredible. An 8/8 airborne blitz that can also draw 1 or more cards is pretty strong, unless you are behind.

Ice Drake, Juggernaut, Psionic Assault, Shadow Imp, and Keeper of Secrets make me want to go heavy Sage. I also love Sage and think it is very strong in general.

Evil

raxxas_curseMy Evil pool has a few standout incredible cards, but it doesn’t have the depth for a major commitment.

Drain Essence and Raxxa’s Curse are superb. Dark Knight, Apocalypse, Plague, Necrovirus, and Bitten are also fairly strong by themselves.

corpse_takerArmy of the Apocalypse seems unlikely to be great for me, and I am probably not going wide enough to warrant Demon Breach.

Since I have access to both Kong and Sea Titan, Corpse Taker is super relevant. Not to mention Juggernaut, Thought Plucker, and Djinn.

Good

revoltI came into this draft wanting to build a Good-faction deck very, very badly. Good is rarely played, and it is thought to be weak, so I wanted to win with it. (I also think that it is fairly weak in limited/draft formats.) Seeing 17 Good cards I got excited.

Human tokens seem like the most viable path for Good in limited and I had access to: Courageous Soul, Insurgency, Rabble Rouser, Secret Legion, Standard Bearer, The People’s Champion, and Urgent Messengers.

angel_of_mercyAngel of Mercy and Royal Escort also reward a Good investment. Avenging Angel, Angelic Protector, Gold Dragon, Inheritance of the Meek, and Watchful Gargoyle are also all viable cards by themselves.

Second Wind I did not value at all in previous drafts/limited formats, but other people love it so I was willing to reconsider.

Overall

amnesiaI decided not to mulligan this card pool because I thought I might have enough strong Good to make it worthwhile. If not, I also had insanely strong cards in my other factions. Unfortunately, I had neither Amnesia nor Heinous Feast so I would almost certainly lose in a decking race against any deck that had either.

Second Pass

In the second pass, I weed out all of the cards that almost certainly won’t be in the deck, and I pick the cards that almost certainly will be in the deck.

  • Full strike-through for not in deck
  • Dashed strike-through for almost certainly not in deck
  • Star for in deck
  • Dashed star for almost certainly in deck
  • Arrow for probably in deck
  • Unmarked for possibly in deck
  • Cards with Squares around them work in the Human Token Strategy

Gen Con Thursday Second Pass

insurgencyI spent a long time trying to convince myself to run human tokens, but there just wasn’t enough. Not having Revolt is incredibly problematic because it is probably the best card for the strategy, near the same importance as Insurgency. The People’s Champion also wasn’t great because I didn’t have many 1-cost cards I wanted to use to trigger the ally triggers. The ones I had were too situational, aside from Royal Escort and Angelic Protector, but even those weren’t consistent enough.

noble_unicornI might have gone Good if I had access to High King, Noble Unicorn, Palace Guard, Markus Watch Captain, Paros Rebel Leader, and/or Quell (aside from Revolt).

So, I decided to go with a Sage-centric deck with splashes in the other factions.

Distribution Passes

Since I had 35 cards with either arrows or better after my second pass, I primarily worked on cutting my deck down to 30 from there. Struck-through cards after the second pass were set aside with dotted-struck-through cards on top. Cards without an arrow were kept visible during this process in case I changed my mind and decided to include one or more later, but I do not include them initially in the lists below.

To decide which cards to cut, I analyze my distribution of draw effects, slow effects, removal effects, 0-cost effects, burn effects, and blitz effects.

Italicized cards are cards I have decided I will definitely run. Cards that were italicized in a previous section are put at the top of each sub-section (Solid Star cards for example). At the end of each section I explain my reasoning for the newly italicized cards.

Struck-through cards are removed cards. Cards that were struck-through in a previous section are put at the bottom of each sub-section. At the end of each section I explain my reasoning for the newly struck-through cards.

Draw/Recall

Adequate card draw is one of the most important aspects of a solid Epic deck. In limited, I ideally want about half my deck to have draw/recall capabilities. It is a lot less detrimental to rely on “-or- draw 2” cards in limited, as opposed to constructed.

1-Cost Champions that Draw a Card (2 guaranteed, 2 possible, 4 total)
Juggernaut, Thought Plucker
Blue Dragon
Djinn of the Sands

1-Cost Draw 2 and… Cards (1 guaranteed, 2 possible, 3 total)
Urgent Messengers
Smash and Burn
Ancient Chant

-Or- Draw 2 Cards (3 guaranteed, 6 possible, 9 total)
Lightning Strike, Hasty Retreat, Raxxa’s Curse
Hurricane
Transform
Apocalypse
Bitten
Plague
Inheritance of the Meek

Recycle (0 guaranteed, 2 possible, 2 total)
Keeper of Secrets
Second Wind

Recall (2 guaranteed, 0 possible, 2 total)
Lightning Storm, Psionic Assault

Miscellaneous (1 guaranteed, 2 possible, 3 total)
Muse
Shadow Imp
Corpse Taker

No Draw/Recall (3 guaranteed, 9 possible, 12 total)
Kong, Sea Titan, Drain Essence

Chomp!
Lurking Giant
Ice Drake
Time Walker
Turn
Dark Knight
Necrovirus
Avenging Angel
Gold Dragon

At this point I am only potentially running 12 cards that don’t draw/replenish in some way. Therefore, no cuts or guarantees from this distribution pass.

Slow vs Fast Effects

Fast effects are insanely important for Epic. In general, I want my decks to stay around or below 1/3 slow cards.

Fast (8 guaranteed, 0 struck-through, 13 possible, 21 total)
Lightning Storm, Lightning Strike, Hasty Retreat, Muse, Psionic Assault, Thought Plucker, Drain Essence, Raxxa’s Curse, Urgent Messengers,
Chomp!
Hurricane
Lurking Giant
Smash and Burn
Ancient Chant
Ice Drake
Shadow Imp
Transform
Bitten
Necrovirus
Inheritance of the Meek
Second Wind

Your Turn Fast (0 guaranteed, 0 struck-through, 4 possible, 4 total)
Turn
Apocalypse

Dark Knight
Plague

Slow (3 guaranteed, 0 struck-through, 7 possible, 10 total)
Kong, Juggernaut, Sea Titan
Blue Dragon
Djinn of the Sands
Keeper of Secrets
Time Walker
Corpse Taker
Avenging Angel
Gold Dragon

Once again I am at my threshold for this distribution pass so no cuts yet.

Removal Effects

I don’t have an approximate removal-effects-number that I use. I generally just try to pack as much removal into my decks as possible.

Targeted Slow Removal (2 guaranteed, 0 possible, 2 total)
Kong, Sea Titan

Targeted Fast Removal (5 guaranteed, 2 struck-through, 0 possible, 7 total)
Hasty Retreat, Drain Essence
Chomp!
Transform
Turn

Bitten
Necrovirus

Small Removal (5 guaranteed, 0 possible, 5 total)
Lightning Storm, Lightning Strike, Raxxa’s Curse
Smash and Burn
Blue Dragon

Board Clears (5 guaranteed, 0 possible, 5 total)
Hurricane
Time Walker

Apocalypse
Plague
Inheritance of the Meek

Miscellaneous (0 guaranteed, 2 possible, 2 total)
Ice Drake
Corpse Taker

Non-Removal (5 guaranteed, 0 struck-through, 9 possible, 14 total)
Juggernaut, Muse, Psionic Assault, Thought Plucker, Urgent Messengers
Lurking Giant
Ancient Chant
Djinn of the Sands
Keeper of Secrets
Shadow Imp
Dark Knight
Avenging Angel
Gold Dragon
Second Wind

Okay, here we go. I added 9 cards to the guaranteed list and more importantly cut 2 cards (Bitten and Necrovirus). 22 guaranteed, 2 struck-through, 11 possible, 35 total, 3 more cuts needed.

plagueAs of this point, I had no board clears. I like board clears, so I added them all. I also really like fast targeted removal. I decided to go with Chomp!, Transform, and Turn over Bitten and Necrovirus. Transform and Turn are nice because they help with my Sage loyalty and ally triggers. In addition, I only have one Evil 1-cost card so Necrovirus is less likely to trigger at all, let alone when I want it to.

transformI generally prefer Transform over Bitten because I am more likely to use a fast removal event on my opponent’s turn anyway, and transform is almost always better than break. While Turn can’t be used permanently on my opponent’s turn, it is crazy powerful on my turn with either mode.

chompChomp!. I like Chomp! quite a bit. Chomp! is off-turn removal that can break most champions, and it gives no added benefit either. Sure, a lot of the time if you Chomp! a Triceratops or T-Rex it is a net loss for you regarding card advantage alone, but removing a 1-cost champion in play and spending your gold effectively on your opponent’s turn are both more important, frequently. If I have 6 or 7 cards in hand, I am happy to use one of them to remove a threat that drew two cards or put a demon into play. I still have plenty of cards in hand, and I go to my turn able to play an establishing champion as opposed to a reestablishing champion (reestablishing champions being considerably less common). Or, if I was already ahead on the board, this play keeps me ahead and forces my opponent to respond to me before I spend my gold on my turn.

smash_and_burnIn addition, Chomp! is great at punishing opponents for greedy/desperation plays of blitz champions (Avenging Angel, Djinn of the Sands, Draka Dragon Tyrant, etc.) while I still have my gold up.

Finally, Chomp! functions as another reliable Wild ally trigger. With Chomp! and Hurricane (in addition to Kong and Lightning Storm) I am comfortable including Smash and Burn.

0-Cost Effects

I haven’t decided on an approximate number of 0-cost cards for limited yet, at least 3 and probably no more than 13. 0-cost cards shouldn’t be over-included, especially if you do not have much card draw, but they can also be the small edge that wins you a game. So, it’s hard to gauge. 0-cost “or draw 2” cards can effectively count as non-zeros, as long as you remember and don’t neglect drawing.

0-Cost (9 guaranteed, 0 struck-through, 2 possible, 9 total)
Lightning Strike, Hasty Retreat, Muse, Raxxa’s Curse
Keeper of Secrets
Shadow Imp
Corpse Taker
Dark Knight

Second Wind

1-Cost (18 guaranteed, 2 struck-through, 6 possible, 26 total)

keeper_of_secretsI had room for all of the 0-cost cards I was considering, and I have been wanting to include them so I did.

Keeper of Secrets is recycle on a body that I can easily trigger with my massive amount of Sage. In addition, it is the only discard removal I have (not including Corpse Taker).

shadow_impShadow Imp is strong as 2 unblockable damage for multiple turns that I can return to hand to protect after attacking. It also can function as a free chump block every turn. I use both of these functions, and they are nice.

 

dark_knightCorpse Taker can get back Kong and Sea Titan. That alone makes it worthwhile.

Dark Knight is great to play on your turn before you spend your gold. It is unlikely that your opponent will have a 0-cost answer, so they either have to take 5 damage or burn their gold before you do. Either scenario is excellent for you. In addition, I do also have Time Walker and Sea Titan to return it to hand after attacking if desired.

second_windI did not value Second Wind basically at all at Origins. A few people were shocked by this and let me know. So, I decided to run it with this list. It is pretty great. Damage is very difficult to push through in Epic. Therefore, 5 free health can be pretty huge, especially if your opponent wants to burn you out (how many games have been lost to Flame Strike?). In addition, even though recycling slows down your potential draw-out victory by one card, I am now of the opinion that the 5 health is more likely to help you survive long enough to actually be able to draw-out at all.

Burn Effects

Burn is a category that I have been undervaluing in Epic. Since damage is so difficult to get through, direct damage is great at finishing off a player.

Burn (3 guaranteed, 0 struck-through, 0 possible, 3 total)
Lightning Storm, Plague
Blue Dragon

Miscellaneous (0 guaranteed, 0 possible, 0 total)

Non-Burn (25 guaranteed, 2 struck-through, 5 possible, 32 total)

blue_dragonThis deck has minimal burn. Plague and Blue Dragon are stretching it. Blue Dragon is worth it for the extra burn, small removal, draw, and it is Sage.

Blitz Champions

1-cost Blitz champions are incredibly strong because they can punish an opponent for using her gold on your turn before you do. I like to have at least a couple.

1-Cost Blitz (3 guaranteed, 1 struck-through, 0 possible, 4 total)
Juggernaut
Djinn of the Sands
Avenging Angel

Gold Dragon

Non 1-Cost Non-Blitz (24 guaranteed, 2 struck-through, 6 possible 32 total)
Lurking Giant
Ancient Chant

djinn_of_the_sandsDjinn consistently impresses me. My favorite use is as essentially a Flame Strike to the face with an 8/8 airborne expended body attached. If you can pull your opponent’s gold out on your turn before you play this, it is highly likely Djinn will connect (unless Fumble, Watchful Gargoyle, etc.).

avenging_angel

Avenging Angel is great in the same situation. It is 2 less damage, but it also gives you 6 health and forces your opponent to deal with it if they want to attack. In addition, it does have 6 defense so it can only be broken by a 1-cost card (sorry Lightning Strike) or multiple cards. Since I only want to use this after my opponent spent their gold, the “can’t be attacked while this is expended” is more valuable than the 2 extra defense on Gold Dragon. I also don’t have other Good champions that can benefit from Gold Dragon‘s righteous sharing.

lurking_giantThe final two cards that got pushed out by the blitz champions were Lurking Giant and Ancient Chant. Lurking Giant is a great card, but I already had plenty of fast cards I could play on my opponent’s turn. I also had Kong and Sea Titan as massive bodies.

ancient_chant

Ancient Chant is a great card, but my deck was already packed with draw/recall effects. If I needed to draw, I could draw. If I had Ancient Chant and needed to do something besides draw, Ancient Chant couldn’t help me there.

Final Decklist

Gen Con Thursday Final

Arcane Research

arcane_researchI did consider playing Arcane Research because it is a powerful card, but, as you can see, I chose not to. For the most part, there are very few cards I felt the need to tutor for (Magic: The Gathering term meaning search your deck, while this isn’t exactly the same, it is similar), Drain Essence and Lightning Storm are pretty much it. Aside from that, I was very happy with the layout of my deck.

heinous_feastSecond, I had neither Amnesia nor Heinous Feast, so if I did a large Arcane Research, I pretty much guarantee a loss in a draw-out race. Third, I can always just play it by itself for 1 so it just replaces itself making my deck effectively 29 cards, but I am very pleased with every card in my deck, and I would rather not provide free information. Therefore, for this deck, I saw minimal benefit derived from including it. If I had Flame Strike and/or Amnesia/Heinous Feast, I would be much more willing to include it.

Strategy

This deck is a fairly standard Get Ahead, Stay Ahead deck. Like almost all Epic decks (especially in Limited/Draft formats) it wants to go second.

Match Overview

sea_titanThis deck had a draw-out win in at least 2 of the 3 matches on Thursday. Having access to a lot of draw, the massive tempo champions Sea Titan and Kong (plus Corpse Taker), and a lot of board clears is quite nice for this type of win. Luckily I didn’t run into either Amnesia or Heinous Feast for those wins.

thought_pluckerOne of the games I won with Psionic Assault and Thought Plucker devastating my opponent’s hand, as they tend to do. I think that was also the game where I opened with Dark Knight attack, followed by Sea Titan to bounce it to my hand. Thankfully I chose not to replay the Dark Knight because I got hit by my opponent’s Psionic Assault that turn. Being able to discard the Dark Knight to go to 2 cards in hand was a lot better than if I had to discard down to 1 card.

museRaxxa’s Curse broke a lot of Muses over the 3 matches, and it largely secured the early game of at least one of them.

Djinn of the Sands managed to get in for a lot damage after my opponents spent their gold. It was also a reliable threat in the deck-out races because it can’t be ignored. The potential to draw 3 cards with only one card is quite significant.

flame_strikeI am also willing to admit that I undervalued Second Wind. Not only is the 5 health by itself valuable, but when you combine it with the Drain Essence, 14 health becomes a really big deal. Not only does this protect you from burn effects like Flame Strike, but it also allows you to be more aggressive. When you have a 15+ health advantage on your opponent, you can afford to allow an attack or two through, if it allows you to get ahead elsewhere.

reaperFor example, I played a casual constructed game at Gen Con with Combative Humans where my opponent was able to get double Reaper into play. Needless to say, all of my threats got turned into demons for multiple turns as I tried to draw my answers. At the same time, my opponent also had demon tokens in play, and he attacked with them expecting to trade for my demon tokens. Instead, I chose to take around 12 damage in demon attacks over multiple turns, since I gained health from an Angel of Light or two. This kept my growing army of around 6 demon tokens alive.

quellAfter a couple turns, I drew into my Quell. I played it on my turn removing all of my opponent’s 1-cost blockers leaving him with a Corpse Taker and 1 prepared demon token. My demon tokens were then able to attack and win me the game that turn. If I would have traded my demon tokens, I would have had more health at this point, but I wouldn’t have been able to win at that moment. In general, it is frequently better to play to win as opposed to play to not lose. I used a similar concept to this to win game 2 of my third match, and to win game 3 of the finals.

ice_drakeIn game 2 of match 3 in rounds I was able to establish a Sea Titan early. On the following turns, I cleared a path for my Sea Titan to hit twice at the cost of significant resources in my hand (Lightning Strike, Ice Drake, etc.). So, after a few turns my opponent was knocked within range of a Lightning Storm, Recall, Lightning Storm kill, but he had also managed to secure a board advantage and card advantage.

lightning_stormSince I had the Lightning Storm in hand, I played it on his turn to put him on a two-turn clock. After I played it, he realized I would kill him in two turns if nothing changed, but he said something along the lines of “I have Drain Essence so we can keep playing” (he had played it the first game where I had managed to draw-out first at the start of my turn when he only had 1 card left in deck). Going into my next turn, I spent a long time deciding what to do. I could recall my Lightning Storm, but if he had Drain Essence in hand, he would put himself comfortably out of range while I did nothing to disrupt his board and card advantages. I had a few other lines of attack to try and get my Sea Titan through, but they were all risky and potentially counterable. So, I decided to recall my Lightning Storm, leave my Sea Titan as a potential block and see if my opponent had Drain Essence in hand.

drain_essenceHe did not. He did, however, have a draw 2 card to dig for it. At the start of his next turn, he burned a Blind Faith to recycle. Then he burned a Spike Trap. Finally, he spent his gold to draw 2. He turned over the next card, Drain Essence, and conceded. Because I took the chance and recalled Lightning Storm, I put myself into a position to outright win unless my opponent had one specific answer. Since he didn’t, I won. If I would have played around the Drain Essence, I probably wouldn’t have won on the recalled Lightning Storm turn, and I would have given my opponent enough time to draw into his Drain Essence. In either situation, if my opponent plays Drain Essence that game, my chance of winning decreases sharply. By forcing my opponent to have Drain Essence immediately, I was able to win that game and ID (Intentional Draw) into top 8.

Dark Drafts

I am going to be going into these dark drafts in detail in my major dark draft article(s) coming soon.

Quarterfinals (2-0)

GenConQualifyQuarterFinals

Semifinals (2-1)

GenConQualifySemiFinals

Finals (2-1)

GenConQualifyFinals

Conclusion

I built a strong deck from a strong pool in limited, and it allowed me to make it to top 8. I believe I out drafted my opponent in the quarter and semi finals, but I believe I was out drafted in the finals.

After 3 close games in the finals, I barely managed to come out on top and qualify for worlds. You can bet that I will go into significant detail on game 3 of the finals. If you watched it, you understand why.

Dark Draft Article Coming Soon

Epic Box

I am currently working on updating my ratings for cards from my original rating here. Instead of releasing 1 faction a week like before, I am combining it all into one big organized article. In addition, I will be discussing my opinions on general deck composition for Dark Draft as well as specific strategies to watch out for/counter-draft. This will take quite awhile.

While I work on this article, I plan on putting out 1 other shorter article per week: an analysis of my World’s Qualifying Limited deck, Card Game Tournament Etiquette, Combative Humans updated list, analysis of the Constructed decks from Gen Con (at least Tom Dixon’s deck [can by found on the Facebook Epic Card Game Fan Page] until the others are posted), etc.

If there is anything specific anyone would like me to talk about/write an article on, let me know in the comments below. (I haven’t forgotten about my combat articles, but Origins and Gen Con have delayed them for now.)

Gen Con Short Recap

Got to play so much Epic after I qualified that I forgot to take pictures (thanks again Adam and fellow WWG volunteers/staff for keeping my camera safe for me). This event has added even more articles I want to write onto my Epic backlog already, and I do plan on redoing my rankings soon. Not only do I want to update some cards (Djinn of the Sands, Second Wind, Dark Assassin, Lightning Strike, etc.), but I also plan on revamping how I evaluate cards all together.

Congratulations to all of the players who qualified, and good luck to all that didn’t and will be at future qualifiers. Once again, interacting with the Epic community has been excellent, and it feels great when readers of the blog come up to chat. As you all know, I can and do go on for quite awhile when it comes to Epic.

To any new readers, welcome. I’m going to be updating the Epic page to make it more accessible for newer players. In general, my best article on Epic is probably Epic: Limited – Get Ahead, Stay Ahead.

Gen Con 2016 Friday

I can’t seem to find where I put my camera (probably in my car since I didn’t have it at Gen Con today), so I didn’t get any pictures today. The constructed Epic was pretty interesting, the most interesting deck won. I’ll break down the decks sometime after Sunday.

To tide the Epic folks over, here is my newest decklist. It is crazy, but it performed well against another qualified player (I still need to fine tune it):

Evil (15)

Slow (3)
3x The Gudgeon

Fast (7)
1x Apocalypse
2x Army of the Apocalypse
1x Plague
3x Vampire Lord

0-Cost (5)
1x Hands from Below
2x Raxxa’s Curse
2x Wither

Good (12)

Slow (2)
2x Avenging Angel

Fast (6)
3x Angelic Protector
3x Banishment

0-Cost (4)
3x Blind Faith
1x Second Wind

Sage (24)

Slow (6)
3x Djinn of the Sands
3x Winter Fairy

Fast (10)
3x Crystal Golem
2x Helion, the Dominator
3x Memory Spirit
2x Temporal Enforcer

0-Cost (8)
2x Amnesia
1x Arcane Research
1x Hasty Retreat
2x Fumble
1x Shadow Imp
1x Vanishing

Wild (9)

Slow (0)

Fast (6)
3x Draka’s Fire
3x Surprise Attack

0-Cost (3)
3x Lightning Strike

Epic: Constructed – Origins 2016 (Part 2)

Epic Box

Foreword

In this second part of my 2-part article on the constructed decks at Origins 2016, I discuss the 3 remaining top 8/top 4 decks from Friday and Sunday.

Combative Humans

Good is strong – Tom’S Epic Gaming

Tom Combative Humans Origins

Results

2nd Place

I took this deck to the finals on Sunday.

Goal

Get Ahead, Stay Ahead

Play Style

This deck is the constructed version of my Get Ahead, Stay Ahead play style.

4 Color Control

Derek Arnold

Derek 4 Color Control

Results

1st Place

Derek won the first Epic Constructed tournament with this deck. His record in rounds was 2-0-3. The 2 wins were 1-0 and the final draw was intentional. This was the most interesting deck at Origins.

Goals

Win through Attrition (Drinker)

Play Style

Draw cards, play 2 for 1 reestablishing champions, heal, and use off-turn board clears for safety.

Time Walker

Gabe Costa-Gioni

Gabe Time Walker

Results

Top 8

This deck was played in top 8 on Friday.

I neither played against nor watched this deck played, so I’m effectively guessing how it was meant to be played.

Goals

Kill with 0’s, Disrupt with 1’s

Play Style

Open with 0’s as offense. Follow up with 1’s as defense. Utilize cards like Time Walker or Temporal Enforcer to return your 0’s to hand to keep them safe while not dealing damage.

Conclusion

These three decks are radically different from the Burn decks that made up the rest of the constructed decks. Not only are they primarily Evil or primarily Good, but the play styles, particularly for 4 Color Control, are different as well.

Once again, if you feel I misrepresented your deck, feel free to let me know in the comments below.

I look forward to seeing what shows up at Gen Con next week. I will be there once again providing updates on my blog. In the mean time, I can usually be found in the Epic Card Game Discord Channel here. Feel free to drop in and ask me questions directly or respond in the comments below.

Duelyst Preview

Duelyst Main ScreenDuelyst is a digital free-to-play collectible-card-game with a grid. You are a general on that grid, and you summon minions, play spells, and equip artifacts to defeat your opponent; in addition, you can replace one card from your hand each turn. This is a fast-paced card game that looks good, is fun to play, doesn’t abuse F2P too hard, and I willingly bought a purely cosmetic item for it.

Duelsyt In Progress

Duelyst Deck Screen

Epic: Constructed – Origins 2016 (Burn)

Epic Box

Foreword

In the first part of this 2-part article on the constructed decks at Origins 2016, I focus on providing an overview of the Burn based decks. There were a lot of them.

Burn

Closing out games with burn cards (damage that can target a player directly like Flame Strike) was very common both days of constructed. Some decks brought more burn cards than others, but Flame Strike and Lesson Learned were in 6 of the 9 top 8/top 4 decks. Of the decks that tried to finish out the game with burn, there were 2 general types: Control Burn and Aggressive Burn.

Control Burn

Chris Weidinger’s version

Chris Weidinger Control Burn

Results

Top 8, 2nd Place, 1st Place

Control Burn was the most common type of deck at Origins. On Friday, at least 5 people ran similar decks with a top 8 finish (Hayden Brass) and a 2nd place finish (Chris Weidinger). On Sunday, this deck won the tournament (Hampus Eriksson).

I played against this deck twice in rounds on Friday and once in the finals on Sunday. I also watched it in the finals on Friday.

Goals

Stall and Kill with Burn

 

Tempo Win

Play Style

This deck either wins by extending the game to win with burn (against decks without health gain) and/or by getting ahead and staying ahead.

Defensive/Reactive (Favored)

If your opponent has neither health gain nor enough burn to outright win the game, you will eventually win just by preventing your opponent from winning. Due to this, you are able to largely sit back and force your opponent to make the first move.

Tempo (Back Up)

If your opponent has health gain or enough burn to kill you outright, you need to get aggressive. Beat them before they can stabilize or beat you.

Aggressive Burn

The next 4 decks are all variations on an aggressive Burn deck. Each deck has interesting differences, but they all have similar play styles.

AggressiveBurnCrossover

Results

2 Top 8 and 4 Top 4

I either played against or saw all of these decks. More detail below.

Goals

Play Threats, Attack/Distract, Finish with Burn

Play Style

Each of these decks win by playing threats early as offense and distraction. Most of the threats are aggressive with either blitz and/or tribute/loyalty 2 burn. Since the opponent is forced to deal with these threats, the opponent might not be able to field their own threats and/or draw cards.

Once these decks have enough burn to finish off an opponent (due to weakening them with their threats or drawing enough burn), the board is ignored, and the direct damage starts.

Aggro Burn

Auggie

Auggie Aggro Burn

Results

3 Top 4

Auggie placed top 4 with this on Friday and Saturday. Ben Wienburg also played this on Saturday for a top 4 finish.

On Sunday, I played against Ben in rounds and Auggie in the semi-finals.

Goals

Same as above, but with the most aggressive and burn based threats.

Play Style

Get damage through any way possible. Win by killing before you die.

Breakthrough Burn

Kyle Coons

Kyle Coons Breakthrough Burn

Results

Top 8

Kyle placed top 8 on Friday with this deck.

I played against him and possibly this deck on Sunday in rounds. I watched part of a game on Friday.

Goals

Soften with breakthrough damage, disrupt, and finish with burn.

Play Style

Get one big hit through (probably with breakthrough) and then finish with burn. While attempting this, disrupt with Sage.

Dinosaur Burn

Dinosaurs!” – Nathaniel Mansfield

Nathaniel Mansfield Dinosaur Burn

Results

Top 4

Nathaniel Mansfield took top 4 with this deck on Friday.

I watched this deck in the semi-finals.

Goals

Play dinosaurs. Win.

Play Style

Establish big, damage-removal-resistant champions. Once one hits, finish with burn. Against control, focus on gathering champions before beginning the onslaught.

Health Gain Burn

Corey Henderson

Corey Henderson Health Gain Burn

Results

Top 8

Corey Henderson took top 4 with this deck on Friday.

I watched this deck in the quarter finals.

Goals

Gain enough health so you kill with burn before dying.

Play Style

Aggressively burn your opponent down while gaining health simultaneously.

Conclusion

Burn was incredibly popular at Origins 2016. It also did quite well. However, it seems to have a very poor match up against control, Derek Arnold’s Lesson Learned Deck for instance.

In part 2 of this article, I will provide an overview of Derek Arnold’s 4-Color Control deck, Gabe Costa-Gioni’s Time Walker deck, and my Combative Humans deck. I will also discuss individual play examples specifically from matches between 2 top 8 decks.

If you feel I misrepresented your deck above, feel free to correct me in the comments below.

Epic Puzzle First Week Ending

Epic Box

Reminder

Tomorrow 7/24/16 is the last day to submit answers for the first week of the challenge found here. 11:59pm CDT is the deadline for a chance at the 1 point per winning solution. After that, all of the solutions will be posted and improvements (and new solutions) may be submitted for a chance at half a point per best solution.

**Correction**

I had actually said 7pm CDT 7/25/16 was the deadline in the original post.

Current Verified Scores (7/23/16 11:10pm CDT)

1) Most Champions on Turn One

Derek, 24

2) Most Offense in Play on Turn One

Derek, 141

3) Most Defense in Play on Turn One

Erwin Bonsma, 96

Current Verified Scores (7/25/16 10:00pm CDT)

1) Most Champions on Turn One

Greylag, 38

2) Most Offense in Play on Turn One

Greylag, 148

3) Most Defense in Play on Turn One

Derek, 137