Core Sky Force

Foreword

I am updating this article as I may use it in my upcoming Bo7 Showmatch against World Champion John Tatain on Saturday, 5/20/17 at 2:00pm CDT (UTC -5).

Other decks in this core only digital alpha series include: Core Incremental Targeted Removal, Core Evil Tokens, Core Sage Army, Core Wild Champion Overload, Core Epic Humans, Core Resurrection Evil, and Core Rampaging Evil. They are all built following my Epic Constructed Process.

(Tom’S Core Aggressive Burn List, Tom’S Core Discard Deck, Core Feint, Core Coming Through!, and Core Big Butt Burn do not yet have articles devoted to them.)

Current Deck List

As I update the deck list, I’ll update this picture and written list (currently prototype deck list).

Evil (9)

Slow ()

Fast (6)
3x Apocalypse
3x Plague

0-Cost (3)
3x Guilt Demon

Good (18)

Slow (6)
3x Avenging Angel
3x Gold Dragon

Fast (6)
3x Angel of Light
3x Ceasefire

0-Cost (6)
3x Brave Squire
3x Watchful Gargoyle

Sage (33)

Slow (9)
3x Blue Dragon
3x Djinn of the Sands
3x Winter Fairy

Fast (13)
3x Erase
3x Ice Drake
3x Memory Spirit
3x Transform
1x Time Bender

0-Cost (11)
3x Forcemage Apprentice
3x Hasty Retreat
3x Muse
2x Spike Trap

Wild ()

Slow ()

Fast ()

0-Cost ()

Prototype Explanation

Conclusion

This is one of my favorite decks, and I stumbled across it just by experimenting with cards I had yet to use in Core-Only. I love experimenting with cards I don’t often use for this very reason.

5 Core-Only, Alpha Deck Poll (+ Data)

I had some extra time on my hands… I’m up to 10 core-only alpha decks now.

The new decks include (in the order I made them):

  • Tom’S Core Discard deck
  • Core Sky Force
  • Tom’S Core Aggressive Burn list
  • Core Token Control
  • Core Feint

Previous 5 decks (in the order I made them):

I am probably not going to write articles for all of these new decks (at least not immediately). So, I decided to let everyone vote on which deck they want to see. I will write an article on whichever deck receives the most votes by the time the Kickstarter backers get access to the alpha. Below I outline the genesis idea of each deck.

Votes can be cast at Straw Poll here. Trying to convince people to vote for a specific deck in the comments below is encouraged.

Tom’S Core Discard deck

Core Sky Force

Tom’S Core Aggressive Burn list

Core Token Control

Core Feint

Card Choice Data

I started out curious which cards I didn’t use (which partially informed the decks I made next). Then, I wanted to see which cards I used the most. I figured I might as well just compile everything out of curiosity.

Below are all of the cards I used across all 10 core-only decks for the alpha. They are formatted as Card Name: Copies Included (Decks with at least 1 copy). For example, Erase: 8 (3). I included 8 copies of Erase across 3 decks.

Core Token Control

Forward

In a recent article, I created a poll to determine which of my core only decks for the digital alpha I would discuss next, this deck won that poll.

This article follows the progression of my core-set-only Core Token Control deck. I start by explaining how I created the experimental, untested deck (in preparation for the core only alpha for Epic Card Game Digital). Then, I plan on updating this article with an analysis of how the deck performs, in addition to explaining any changes I make to it (assuming it performs well enough to update).

Other decks in this Epic Card Game Digital series include: Core Incremental Targeted Removal, Core Evil Tokens, Core Sage Army, Core Wild Champion Overload, and Core Epic Humans. They are all built following my Epic Constructed Process.

(Core Sky Force, Tom’S Core Aggressive Burn List, Tom’S Core Discard Deck, and Core Feint do not yet have an article devoted to them.)

Next Deck Article

In anticipation of the Alpha hopefully coming out today, I have gone ahead and posted the decklists and taken pictures of the other 4 core-only decks I have made. Whichever deck generates the most discussion (based on comments below) will be the one I write an article for next.

Current Deck List

As I update the deck list, I’ll update this picture and written list (currently prototype deck list).

Evil (6)

Slow (6)
2x Drinker of Blood
2x Inner Demon

Fast ()

0-Cost (2)
2x Guilt Demon

Good (33)

Slow (12)
3x Avenging Angel
3x Banishment
3x High King
3x The People’s Champion

Fast (10)
3x Inheritance of the Meek
2x Inner Peace
3x Noble Unicorn
2x Secret Legion

0-Cost (11)
3x Courageous Soul
3x Priestess of Angeline
2x Watchful Gargoyle
3x White Dragon

Sage (12)

Slow ()

Fast (8)
2x Ancient Chant
3x Thought Plucker
3x Wave of Transformation

0-Cost (4)
1x Amnesia
3x Forcemage Apprentice

Wild (9)

Slow (3)
3x Pack Alpha

Fast (3)
3x Wolf’s Call

0-Cost (3)
2x Fireball
1x Flash Fire

Prototype Explanation

Conclusion

As with the rest of the decks, I’ll be interested to see where this one goes.

Core Epic Humans (Good)

Forward

This article follows the progression of my core-set-only Core Epic Humans deck. I start by explaining how I created the experimental, untested deck (in preparation for the core only alpha for Epic Card Game Digital). Then, I plan on updating this article with an analysis of how the deck performs, in addition to explaining any changes I make to it (assuming it performs well enough to update).

Other decks in this Epic Card Game Digital series include: Core Incremental Targeted Removal, Core Evil Tokens, Core Sage Army, and Core Wild Champion Overload. They are all built following my Epic Constructed Process.

This bonus deck is the most interesting one in the series, and I’ve been looking forward to writing about this one the most.

(Extra 5 decks: Core Token Control, Core Sky Force, Core Feint, Tom’S Core Discard Deck, and Tom’S Core Aggressive Burn List)

Current Deck List

As I update the deck list, I’ll update this picture and written list (currently + Board Clears deck list).


*Picture not updated to reflect the -1 Angel of Mercy +1 Divine Judgement change

Evil (12)

Slow ()

Fast (8)
3x Apocalypse
3x Final Task
2x Plague

0-Cost (4)
1x Guilt Demon
3x Wither

Good (36)

Slow (9)
3x Lord of the Arena
3x Palace Guard
3x White Knight

Fast (15)
3x Angel of Light
2x* Angel of Mercy
3x Angelic Protector
1x* Divine Judgement
3x Noble Unicorn
3x Resurrection

0-Cost (12)
3x Brave Squire
3x Faithful Pegasus
3x Priest of Kalnor
3x White Dragon

Sage ()

Slow ()

Fast ()

0-Cost ()

Wild (12)

Slow (3)
3x Kong

Fast (5)
2x Pyromancer
3x Surprise Attack

0-Cost (4)
2x Flash Fire
2x Lash

Prototype Explanation

Eventful Champions Changes

+ Board Clears Changes

-1 Angel of Mercy +1 Divine Judgement

After succumbing to the all 3 Angel of Mercy early draw, I’ve decided to be a bit less greedy. Therefore, I’m taking out 1 Angel of Mercy and replacing it with 1 Divine Judgement. Angel of Mercy is very strong, but it can be awful if you draw too many of them early, especially when playing against decks that have a lot of banish effects.

Conclusion

I really look forward to seeing how this deck plays. Feel free to discuss/ask any questions throughout the decks development. Always happy to provide answers (usually very long, detailed answers).

+ Board Clears

The deck has been performing well, and it is fun to play. Hopefully the additional board clears will make it even more resilient.

Core Wild Champion Overload (Anti-Sea Titan/Control Shifted)

Forward

This article follows the progression of my core-set-only Core Sage Wild Champion Overload deck. I start by explaining how I created the experimental, untested deck (in preparation for the core only alpha for Epic Card Game Digital). Then, I plan on updating this article with an analysis of how the deck performs, in addition to explaining any changes I make to it (assuming it performs well enough to update).

Other decks in this Epic Card Game Digital series include: Core Incremental Targeted Removal, Core Evil Tokens, Core Sage Army, and Core Epic Humans. They are all built following my Epic Constructed Process.

(Extra 5 decks: Core Token Control, Core Sky Force, Core Feint, Tom’S Core Discard Deck, and Tom’S Core Aggressive Burn List)

Current Deck List

As I update the deck list, I’ll update this picture and written list (currently prototype deck list).

Evil (9)

Slow ()

Fast (6)
3x Drain Essence
3x Zombie Apocalypse

0-Cost (3)
3x Guilt Demon

Good ()

Slow ()

Fast ()

0-Cost ()

Sage (6)

Slow (1)
1x Djinn of the Sands

Fast (3)
3x Memory Spirit

0-Cost (2)
2x Amnesia

Wild (45)

Slow (18)
3x Jungle Queen
3x Kong
3x Raging T-Rex
3x Rampaging Wurm
3x Sea Hydra
3x Triceratops

Fast (12)
3x Flame Strike
3x Hunting Raptors
3x Strafing Dragon
3x Surprise Attack

0-Cost (15)
3x Cave Troll
3x Fireball
3x Flash Fire
3x Rage
3x Wurm Hatchling

Prototype Explanation

Conclusion

Pending testing and modifications. I had significantly less to say about this deck, so if you are curious about any of the decisions I did not talk about, feel free to ask in the comments below.

Core Sage Army

Forward

This article follows the progression of my core-set-only Core Sage Army deck. I start by explaining how I created the experimental, untested deck (in preparation for the core only alpha for Epic Card Game Digital). Then, I plan on updating this article with an analysis of how the deck performs, in addition to explaining any changes I make to it (assuming it performs well enough to update).

Other decks in this Epic Card Game Digital series include: Core Incremental Targeted Removal, Core Evil Tokens, Core Wild Champion Overload, and Core Epic Humans. They are all built following my Epic Constructed Process.

(Extra 5 decks: Core Token Control, Core Sky Force, Core Feint, Tom’S Core Discard Deck, and Tom’S Core Aggressive Burn List)

Current Deck List

As I update the deck list, I’ll update this picture and written list (currently Board Clear Adjustment deck list).

Evil (27)

Slow (3)
3x Army of the Apocalypse

Fast (15)
3x Apocalypse
3x Drain Essence
3x Plague
3x Vampire Lord
3x Zombie Apocalypse

0-Cost (9)
3x Dark Knight
3x Guilt Demon
3x Wither

Good ()

Slow ()

Fast ()

0-Cost ()

Sage (33)

Slow (14)
3x Djinn of the Sands
3x Juggernaut
3x Sea Titan
2x Steel Golem
3x Time Walker

Fast (8)
2x Ancient Chant
3x Crystal Golem
3x Erase

0-Cost (11)
3x Amnesia
3x Forcemage Apprentice
2x Hasty Retreat
3x Warrior Golem

Wild ()

Slow ()

Fast ()

0-Cost ()

Prototype Explanation

Board Clear Adjustment

Conclusion

One adjustment already made and waiting on playtesting in the Alpha for further adjustments.

Core Evil Tokens

Forward

This article follows the progression of my core-set-only Core Evil Tokens deck. I start by explaining how I created the experimental, untested deck (in preparation for the core only alpha for Epic Card Game Digital). Then, I plan on updating this article with an analysis of how the deck performs, in addition to explaining any changes I make to it (assuming it performs well enough to update).

Other decks in this Epic Card Game Digital series include: Core Incremental Targeted Removal, Core Sage Army, Core Wild Champion Overload, and Core Epic Humans. They are all built following my Epic Constructed Process.

(Extra 5 decks: Core Token Control, Core Sky Force, Core Feint, Tom’S Core Discard Deck, and Tom’S Core Aggressive Burn List)

Current Deck List

As I update the deck list, I’ll update this picture and written list (currently prototype deck list).

Evil (36)

Slow (12)
3x Demon Breach
3x Infernal Gatekeeper
3x Murderous Necromancer
3x Necromancer Lord

Fast (12)
3x Bitten
3x Drain Essence
3x Final Task
3x Medusa

0-Cost (12)
3x Guilt Demon
3x Plentiful Dead
3x Wither
3x Word of Summoning

Good (9)

Slow ()

Fast (6)
3x Inheritance of the Meek
3x Secret Legion

0-Cost (3)
3x Courageous Soul

Sage (9)

Slow ()

Fast (6)
3x Ancient Chant
3x Wave of Transformation

0-Cost (3)
1x Amnesia
2x Forcemage Apprentice

Wild (6)

Slow (3)
3x Pack Alpha

Fast (1)
1x Mighty Blow

0-Cost (2)
2x Fireball

Prototype Explanation

Conclusion

I literally laugh out loud when I get to this section for these deck articles, since they are far from concluded.

Tempus Fugit

About me:
My name is Thomas Dixon, though my user name will be Samoht Noxid on the app. I’ve been playing card games since the early 90’s, heavily concentrating on Magic: the Gathering. I’ve spent times with many other systems, but competitively I haven’t strayed much from M:tG until recently. It all started for me a few years ago walking the halls of GenCon where I stumbled across Darwin demo’ing Star Realms. Downloading the App and playing on my off turn through Round 1 let me pick up the game quickly and I ended up winning the tournament, but more importantly learning a lot about White Wizard Games. When EPIC was announced I was excited for an LCG model. I grabbed myself a set and really got to work when they announced the $100,000 World Championship. I organized a bunch of old M:tG ringers and we formed Pluck U. Of the four members to play in qualifiers, we had a 100% success rate of converting to invites (even though it took Sullivan winning the LAST last chance qualifier). I am one of the few players already qualified for 2017’s World Championship by virtue of my win at the First Chance Qualifier event held on Monday while the top 8 was going on. I focus heavily on Constructed, and in that Control as an archetype. One of my favorite aspects of EPIC’s rule structure is the various ways in which the timing of effects take place.

In so many different ways, EPIC is a binary game. It’s not just because of the 1’s and 0’s, but also in how things happen. When one person can cast spells or use abilities, the other can not. It is elegant in design in that this negates many timing issues that present themselves with other games. Yet it doesn’t decrease the complexity level, it just shifts the decision tree points a bit further up the path. Often when describing the timing rules, I reference Captain Jack Sparrow’s speech to Will Turner, “The only rules that really matter are these: what a (person) can do and what a (person) can’t do.” Due to the binary nature of the games interactions, traditional evaluations of card mechanics or interactions from other games fly out the window. Damage based removal is significantly better while pump spells get dramatically worse. A damage spell will always kill the target, where as a pump spell can no longer be used to save a champion that would die to damage. While you can no longer respond to a pump spell with burn equal to the base stats of a champion, you can still use any other number of methods to deal with the attacker like bouncing, direct breaking, direct banishing, or removing from combat. Counterspells don’t even exist at all! It’s a whole new world that you really have to explore to extrapolate maximum value of your cards.

Beyond the timing complexities of playing cards, there is an element of timing that instead focuses on when do you want to be playing your cards. If you understand the game to be a war, and each turn a battle, then the player that uses their gold first in any given turn almost always loses that battle. They have ceded control over the gold resource for the turn and thus lost the ability to heavily impact the game any further while allowing their opponent to make the highest level of impact with their gold while the proverbial defenses are down. Tom has written much content on how to spend your gold effectively from behind or ahead on board, and he captures the essence of the struggle quite well in doing so in his Getting Ahead and Staying Ahead article.

I find the most common mistake of newer players is looking for the most powerful 1 gold cards and then fleshing out their 0 cost cards with cantrips. This is severely problematic in any game that you fall behind in, because your hand quickly fills with 1 gold bombs throttling you to 1 card per turn. I typically start my decks the other way around. I want the most impactful 0’s on the board, and mold my 1’s to keep my hand from running empty or recover from unmanageable board states. By doing this, I can easily pressure my opponent to spend their gold on my 0’s or fall behind.

Further, there is another restriction on when you can play your champions. Most champions in EPIC may only be played on your turn. However, Ambush champions can be played any time you could play an Event. This makes any champion with Ambush very valuable. When constructing your deck, in any of the various formats, making sure you maintain strong off turn plays is critical and Ambush champions go a long way in doing that. Further, they are great ways to punish your opponent for spending their gold on their turn before you. Doing this enables you to likely have your Ambush champion ready to attack and threaten them into using their gold first on your turn too! Certain champions, like Thought Plucker in particular, have punishing effects for allowing them to deal damage to an opponent. Other champions, like Vampire Lord or Angel of Mercy have great on turn abilities that are exploited exceptionally well by waiting until your opponent’s gold is down on their turn and utilizing their Ambush capability.

This power is even contained in one of the most popular Events in the game, Surprise Attack. Initially touted as one of the best cards by many early adopters of EPIC, Surprise Attack has been a main stay in competitive events. After much experimentation, I have found Surprise Attack to be significantly weaker than I had initially evaluated it to be. At first I thought it was one of strongest cards in Constructed like everyone else. My problem became that I was trying to play the strongest non-Ambush champions with it in order to make its use the most potent. Sadly they felt like they were stuck in my hand when I didn’t have Surprise Attack while Surprise Attack often felt stuck or wasted without them. Keeping enough impact champions without Ambush in my deck to get the payoff made me come way down on Surprise Attack as a card. With Tyrants and Uprising bringing a plethora of powerful Ambush Champions and establishing Events, Surprise Attack has fallen out of most of my constructed decks. Heck even on my turn I’m looking to cast Blitz champions, not slow ones in most of my Wild decks. Any deceleration of threat tempo allows many of the control (mostly Kark) based decks the opportunity to turn the corner and establish themselves in the game.

The biggest gap between the high level players is gold management and understanding its impact on timing issues. If you tune into my stream on twitch, https://www.twitch.tv/dazedyoubro I will be playing some decks that exemplify the value of Ambush and timing.

Final 8 Tyrants Cards (2/23/17)

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

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

Final 8 Tyrants Cards

the_gudgeon

The Gudgeon Rating
Always Acceptable

Card draw is essential in limited formats. Getting a 2/1 unblockable champion that protects you from most burn (Flamestrike not Draka’s Fire), most discard pile banish (Amnesia/Grave Demon/Keeper of Secrets not Guilt Demon), and some discard effects (Psionic Assault/Thought Plucker-tribute not Knight of Shadows or Thought Plucker-deal damage trigger) is a nice bonus.

Generally, it is also much safer to draw 2 cards on your turn than your opponent’s. Unfortunately for The Gudgeon though, it competes with the other slow champions/on-your-turn effects like Kong, White Knight, Army of the Apocalypse, Divine Judgement, etc.

The best part of The Gudgeon is its interaction with Soul Hunter and Plague Zombies (to a lesser extent Fairy Trickster, Ice Drake/Frost Giant, and Scarros). For example, say you have The Gudgeon in play and your opponent has Soul Hunter in play. You Lightning Strike their Soul Hunter. What happens?

Yup, since you are untargetable, and your opponent must target a player to be affected by Soul Hunter‘s non-optional effect, they must target themself. Pretty nice. Soul Hunter and Plague Zombies are particularly nasty because it is less likely that the official take back rule will apply. If an opponent plays Plague Zombies (while you have The Gudgeon in play), attacks with a zombie, and then passes initiative, if you break all their zombies, it is too late for them to take back playing Plague Zombies, so your opponent must take the Plague Zombie damage to their face.

 

Cards that do not target a player are not stopped by The Gudgeon. This includes Blind Faith, Raxxa Demon Tyrant, board clears like Apocalypse, etc.

zealous_necromancer

Zealous Necromancer Rating
Situationally Acceptable

Ambush + tribute -> draw a card is nice, but 4 defense with only 3 offense is not.

That being said, if your opponent can’t remove Zealous Necromancer or board clear you, this card can take control of a game. Gaining a zombie after each and every non-zombie champion breaks, including your opponent’s champions and both players non-zombie tokens, means that you can have a hard to exhaust horde of chump blockers if nothing else.

This is particularly nasty against decks with human tokens because you can block their human token with a zombie, break the human token in combat, and then gain a new prepared zombie token to block the next attacking human token. In addition, if your opponent chump blocks your champions with any non-zombie champion, you still get a zombie.

Zealous Necromancer has won games both for and against me, but I still don’t like drafting/playing it much. If I’m going tokens or I expect my opponent to be going tokens (or if the rest of the pack is bad), I’ll draft this.

second_wind

Second Wind Rating
Always Desirable

5 health with recycle can frequently be just enough to keep you out of burn range for an extra turn or two. This is especially strong because a lot of burn wins can revolve around using 2 1-cost burn cards in a row, one at the end of your turn after you’ve spent your gold, and a second at the start of their turn before you can spend a gold. Not only can Second Wind save you here, but it punishes your opponent for wasting an entire turn not affecting the board with their gold.

Second Wind’s recycle is also indirectly stronger after Uprising because, with the addition of Erratic Research and Grave Demon (plus a seemingly faster game pace), it is much less likely to win by drawing through your deck. I particularly like this card with Memory Spirit.

Without recycle this would be so much worse.

urgent_messengers

Urgent Messengers Rating
Always Desirable

Off-turn draw 2 with a perk (usually 2 chump blockers). Great.

temporal_shift

Temporal Shift Rating
Always Acceptable

A weaker Erase, usually. As fast bounce removal that maintains both players’ handsize, this can be a nice tempo play, and can theoretically be stronger than Erase in discard-based control decks. However, draw 2 is usually better than forcing your opponent to choose 1 card from their hand to banish.

An alternate use of this card is to target an opponent’s token. Not only do you remove the token from play, but your opponent still has to banish a card from their hand. While this is a nice trick and a reasonable card, I would still rather have Erase.

vanishing

Vanishing Rating
Always Desirable

This can be brutal.

Use this to return an ambushed in Lurking Giant to hand, remove an ambushed in token chump blocker, return a slow champion like Thundarus to hand, or even return your own Rampaging Wurm (that started the turn in play) for a second attack. All of these uses are excellent.

Even when used to return an opponent’s champion to hand (net -1 card in hand for you and +1 card in hand for your opponent), the board advantage this can give you is huge. It’s also Sage and can draw 2.

smash_and_burn

Smash and Burn Rating
Always Desirable

One of my favorite cards.

9 times out of 10, I use this purely to draw 2 cards largely ignoring the +5/+5 buff. Then, a few turns later, I trigger it to break one of a plethora of 6 or less defense champions including Avenging Angel, Strafing Dragon, Thought Plucker, etc. This alone makes this one of the best “draw 2 and” cards in the game. Even if you only have 3 other Wild 1-cost cards in your deck, you’ll still probably get the trigger, or at least force the use of a discard pile banish card after you’ve already resolved the draw 2 effect.

+5/+5 can be nice too. I have used it to buff a champion to win a combat on multiple occasions, but I almost always do it only after my opponent spends their gold. It would be pretty awful to use this to buff a champion just to have your opponent Erase or otherwise remove it before it can do damage.

wolfs_bite

Wolf’s Bite Rating
Always First Pickable

One of my most included cards in constructed, and it’s pretty great in limited formats too.

This breaks Muse and recycles and gives you a wolf.

There are few cards that can trade with a Muse and put you ahead, for that reason alone, this card is amazing. It can also be used to enable Feeding Frenzy, finish off a damaged champion, create an emergency chump blocker, or even convince an opponent to make a game losing block.

I love this card.

Conclusion

And with that, I have finally re-rated all of the cards up through Uprising.

I still want to go through and clean up the now 46,032 word beast of an article with all of the ratings though (Epic Card Game: Dark Draft Card Ratings). I’ll make another post to let everyone know when it is complete…at least until the next expansion releases…followed by the inevitable re-rating of at least that expansion…

Core Incremental Targeted Removal

Forward

This article follows the progression of my core-set-only Incremental Targeted Removal deck. I start by explaining how I created the experimental, untested deck (in preparation for the core only alpha for Epic Card Game Digital). Then, I plan on updating this article with an analysis of how the deck performs, in addition to explaining any changes I make to it (assuming it performs well enough to update).

Other decks in this Epic Card Game Digital series include: Core Evil TokensCore Sage Army, Core Wild Champion Overload, and Core Epic Humans. They are all built following my Epic Constructed Process.

(Extra 5 decks: Core Token Control, Core Sky Force, Core Feint, Tom’S Core Discard Deck, and Tom’S Core Aggressive Burn List)

Current Deck List

As I update the deck list, I’ll update this picture and written list (currently prototype deck list).

Evil (9)

Slow (3)
3x Inner Demon

Fast (3)
3x Drain Essence

0-Cost (3)
3x Guilt Demon

Good (27)

Slow (9)
3x Avenging Angel
3x Banishment
3x High King

Fast (9)
3x Angel of Light
3x Angel of Mercy
3x Noble Unicorn

0-Cost (9)
3x Priestess of Angeline
3x Watchful Gargoyle
3x White Dragon

Sage (18)

Slow (3)
3x Blue Dragon

Fast (9)
3x Ancient Chant
3x Lying in Wait
3x Memory Spirit

0-Cost (6)
1x Amnesia
3x Forcemage Apprentice
2x Ogre Mercenary

Wild (6)

Slow (2)
2x Rampaging Wurm

Fast (2)
2x Lightning Storm

0-Cost (2)
2x Fireball

Prototype Explanation

Conclusion

Yeah, we’ve got a ways to go before this.