Game Reviews, Strategy Articles, and More

Epic Focus: Origins

Epic Box

Origins is coming up with 4 Epic Card Game tournaments, one every day June 16, 2016 – June 19, 2016; I plan on competing in all of them. (I missed pre-registration though.)

So, until Origins, I am going to be focusing all of my posts on Epic, which means no board game reviews for the next 2 weeks. I am also going to try and play as much Epic as possible.

Since an App/Online version of Epic does not yet exist, I have been playing on Tabletop Simulator and Cockatrice. For an explanation of Cockatrice, you can check out Epic Insights’ post here. I try to stay in the discord channel so I can be reached. My steam name is RiotOfficer with a Sea Titan avatar, feel free to reach out if you would like to play. (Once an app/online version exists, assuming one will, I will be transferring over to that fully, and I will plan to stream at that point too.)

If you do play me, you will almost certainly play against one of my potential tournament decks. Not all of them have been posted yet.

In addition, I plan on posting at least some updates after each day at Origins. I hope to collect deck lists/limited pools, pictures of my opponents, and results from the tournaments (with their permission of course).

Finally, each day I plan on posting a picture of myself before heading out, so feel free to come up and say hi. As consistent readers know, I can and do discuss gaming generally and Epic specifically at great lengths.

Let me know if there are any requests Origins related.

Constructed Epic: Army of the Apocalypse

Epic Box

Foreword

This deck was another attempt at a solid Evil deck.

First Shot Deck List

Army Of The Apocalypse

Evil (34)

Slow (9)
3x Angel of Death
1x Drinker of Blood
2x Necromancer Lord
2x Succubus
1x The Gudgeon

Fast (16)
3x Army of the Apocalypse
3x Drain Essence
1x Final Task
3x Medusa
1x Necrovirus
2x Plague
3x Zombie Apocalypse

0-Cost (9)
1x Corpse Taker
3x Guilt Demon
1x Heinous Feast
2x Plentiful Dead
2x Wither

Good (0)

Sage (22)

Slow (11)
1x Blue Dragon
3x Djinn of the Sands
3x Juggernaut
1x Time Walker
3x Winter Fairy

Fast (5)
3x Crystal Golem
2x Lying in Wait

0-Cost (6)
3x Amnesia
3x Arcane Research

Wild (4)

Slow (0)

Fast (3)
3x Surprise Attack

0-Cost (1)
1x Flash Fire

First Shot Explanation

This deck is currently just a mash together of a couple ideas. It needs to be refined, but I’m still deciding in which direction to refine it.

The two generically incredibly powerful cards in Evil are Angel of Death and Medusa. Both leave a body behind and function as highly effective removal. These are the cards I started designing around.

Another strong aspect of Evil is off-turn removal in general (Medusa, Necrovirus, Bitten, Drain Essence, etc.). However, Evil is weak in draw. To play to this strength and negate the weakness, I thought I would include strong slow card draw champions (Winter Fairy, The Gudgeon, Djinn of the Sands, etc.) to draw to my removal.

From that point, I thought it would be powerful to recur the slow card draw champions with Necromancer Lord (another ridiculously powerful Evil card). This led me to want Crystal Golem so Necromancer Lord could effectively be Expend: Draw 2 cards, if needed. The Crystal Golem (and Winter Fairy) then worked nicely with Army of the Apocalypse for draw. Djinn of the Sands and Juggernaut also work with Army of the Apocalypse as inherently blitzing champions.

Amnesia, Guilt Demon, and Heinous Feast are basically essential for Army of the Apocalypse decks. Zombie Apocalypse is also better with discard hate.

Drinker of Blood either Surprise Attacked in followed by Zombie Apocalypse then Wither/Flash Fire or with Army of the Apocalypse is nice.

So, these are the directions I’m experimenting with currently. It’s possible that I could change the slow champion number or mess around with the removal a bit. It will be interesting to see whether Army of the Apocalypse is more effective as a tempo/card draw play or as a big, all-in, blitz for the win play.

Specter Ops Review

Specter Ops Box

Foreword

Specter Ops is a team game with hidden movement, deduction, and player powers.

Hidden Movement

Goal

One player is the Agent. Their goal is to stealthily complete objectives and escape.

Everyone else is a Hunter. Their goal is to stop the Agent.

(In a 5-player game, one Hunter is a Traitor secretly helping the Agent.)

Specter Ops In Progress

Game Overview

The Agent spends the game secretly moving around the board completing 3 of 4 objectives and then escaping. The Hunters must track the Agent and reduce her health to 0 or delay her for 40 turns.

Both the Agent and the Hunters are represented by miniatures on the game board. The Hunters visibly move their miniatures, but the Agent does not. Instead, the Agent writes down her moves and only uses her miniature to denote where she was last seen.

At the start of the game, the Hunters select characters with special Agent-hunting abilities. Then, the Agent selects her own character and 3 pieces of equipment to help evade the Hunters.

How to Play

Setup

Specter Ops Setup

Objectives

There are 4 objectives, and the exact location of each is randomly determined at the start of the game. The 4 potential objective-location groups are shown on the Agent’s movement sheet. For each group, roll a die. Circle the corresponding location on the Agent’s movement sheet and place a mission token (blue side up) on the board at that space.

Specter Ops Objective

Vehicle/Hunters

The Vehicle starts on space K17, and all of the Hunters start inside it. To represent the Vehicle on the game board, there is a Vehicle token. To represent the Hunters in the Vehicle, there is a Vehicle card.

SpecterOpsVehicle

Additional 4 or 5 Player Setup Rules

Line of Sight

During the Game, the only way the Agent can be seen is if she is in Line of Sight to a Hunter miniature. To be in Line of Sight, the Agent and Hunter must be in the same row or column, and there can’t be a structure in between them.

For example, if the Agent is on spot Q5 and a Hunter is on the spot Q10, the Hunter has Line of Sight and the Agent is visible. If the Hunter was on spot Q12, the Hunter would not have Line of Sight and the Agent would not be visible.

Specter Ops LOS

If the Hunter is in a road, the hunter can see both rows or columns in that road.

Specter Ops Road Vision

Agent

The Agent takes her turn, and then the Hunters take their turn.

Movement

At the start of each turn, the Agent may move up to 4 spaces. Diagonal movement is allowed. Moving through a Hunter is not allowed. Since the Agent doesn’t physically move a piece on the board, she must write where she ends her move on her movement sheet (Q5 for example). After moving, the Agent announces that she has moved.

SpecterOpsQ5

Moving 2 or less can be beneficial because it nullifies the Hunters’ Motion Sensor, explained in the Hunter section.

If, before moving, she starts orthogonally or diagonally adjacent to an objective, she may complete that objective by flipping it over to its red side.

SpecterOpsCompletedObjective

If, while moving, she passes through a space that a Hunter has Line of Sight to, she must place the Last Seen marker and her miniature in that space.

SpecterOpsLastSeen

If, after moving, she is in Line of Sight of a Hunter miniature, she must place her miniature on that spot.

Specter Ops Visible

Finally, if after moving she has completed 3 objectives and is on one of the exit points, she wins.

Specter Ops Exit

Character and Equipment

At the start of the game, after the Hunters choose their characters, the Agent chooses her character. Each character has a special ability.

Specter Ops Character

The Agent also gets to choose 3 Equipment cards. There are four generic Equipment cards (Adrenal Surge, Flash Bang, Smoke Grenade, and Stealth Field) with two copies of each. In addition, each character has a character specific Equipment card that they may choose. Each Equipment card may only be used once in a game, except for some of the character specific ones that may be used twice.

Specter Ops Equipment

Equipment may either be used before or after moving, but only 1 Equipment card may be used in a single turn. Each Equipment card explains how to use it. Most of the Equipment cards must either be revealed or rotated to show when they are used. When any Equipment card is used, the Agent must write its initials on her movement sheet.

SpecterOpsInitials

In a 4 or 5 player game, the Agent chooses 5 equipment cards and has 2 extra health.

Hunters

At the start of each Hunter turn, the Hunters must decide their activation order.

A Hunter may either move, use a character ability, or activate the Motion Sensor (if in the vehicle and if it hasn’t moved this turn). Then, the Hunter may attack the Agent, if the Hunter is not in the vehicle and the Agent is in Line of Sight. Once the first Hunter’s activation is finished, the second Hunter’s activation begins, etc.

Movement/Vehicle

Most Hunters may move up to 4 spaces in a turn, if not in the Vehicle. The Vehicle may move up to 10 spaces in a turn, but it must remain in the double column/row roads. Entering or exiting the Vehicle ends a Hunter’s movement.

Specter Ops Roads

To move the Vehicle, a Hunter must start the turn in the Vehicle. The Vehicle’s movement may be split between multiple Hunters’ activations. If one Hunter moves the vehicle 6 spaces, a second Hunter could move the vehicle up to 4 more spaces. A Hunter may exit the vehicle after using it.

Instead of moving, a Hunter may either use a Character ability or the Motion Sensor. For example, instead of moving, The Prophet may use the post-cognition Character ability to make the Agent announce where she was two turns ago.

If a Hunter starts the turn in the Vehicle, that Hunter may use the Motion Sensor. The Motion Sensor may not be used if the Vehicle already moved that turn, and the Vehicle may not be moved if the Motion Sensor was already activated that turn.

When the Motion Sensor is used, if the Agent moved 2 or less spaces on her turn, she says “no motion detected.” If the Agent moved more than 2 spaces on her turn, she must say where she is in relation to the vehicle.

For example, if the Vehicle is on N9 and the Agent is on G9, the Agent must say West. If the Agent was on G10, Southwest.

Specter Ops Motion Sensor

After Moving

After moving, the Agent will either be in Line of Sight or she won’t.

If the Agent isn’t in Line of Sight, she must say “clear.”

If the Agent is in Line of Sight, she must place her miniature on her current location. Then, if the Hunter isn’t in the Vehicle, that Hunter may attack the Agent.

If the Agent and Hunter are on the same space, the Hunter automatically deals 1 point of damage to the Agent. Otherwise, count how many spaces away the Agent is from the Hunter (including the Agent’s current space). Then roll a die.

If the roll is a 1, the attack automatically misses.

If the roll is a 6, roll an extra die and add the rolls together. Every extra die that rolls a 6 grants another extra die.

If the total die roll is equal to or greater than the number of spaces, deal 1 point of damage to the Agent.

Specter Ops Attack

If the Agent is reduced to 0 health, the Hunters win the game.

Stunned Hunter

If the Agent stuns a Hunter with a Character ability or Equipment card, that Hunter may only move 2 spaces on their next turn, cannot use Character abilities, and cannot attack the Agent. To show a Hunter has been stunned, put a Stun Marker on the Hunter card; remove it at the end of the turn.

Specter Ops Stun

A Hunter may not be stunned while in the Vehicle.

5 Player Traitor

Conclusion

I love this game. I enjoy playing the Agent and the Hunter(s). Hidden movement is cool. As the Agent, trying to outsmart your opponents through feints, bluffs, and counter-bluffs is awesome. As the Hunter(s), locating, cornering, and attacking the Agent is incredibly satisfying. The addition of the Equipment and Character abilities also adds a lot to the game.

For example, with the Smoke Bomb you can make a 3 by 3 area within 4 spaces obstruct vision. So, you could throw it out at a road to block LoS when you run past that road. You could also throw it down and then move into it; you can only be hit if your opponent is on top of you in that scenario. (If you are The Cobra, you stun any Hunter on top of you.) Or, you could bluff; throw it out to block LoS in one direction, and then go in a completely different direction. That last one is my favorite, but I do like the idea of double Smoke Bomb Cobra.

Specter Ops Cobra Smoke Grenade

Unfortunately though, I have only met 1 other person who enjoys it as well. (After 3 games one of my other players no longer likes the game.) This game is certainly not for everyone, and there are 2 main reasons why it might turn a player off.

Some people feel overwhelmed and have a lot of trouble deciding what to do initially, particularly for Hunter players. Since, at the start of the game, you have 0 information about which Agent character is being played, what their equipment is, or where they went. This has really turned off multiple players. A few pieces of advice to avoid this for hunters are:

  • Use the roads for vision. Place your miniatures in such a way that the Agent will be forced to run past at least one of them. This is excellent for initially establishing where the Agent went.
  • Pick Prophet for your first game. Prophet’s post cognition ability makes it impossible for the Agent to completely juke (outmaneuver to stay hidden) the Hunters.
  • Don’t be afraid to not move on your turn if you are in a good position.

The second problem some people have with the game is they find it boring. As the Agent it isn’t really boring because you have to constantly plan your moves. As the Hunters, if the Agent is consistently moving 2 spaces a turn or spends turns waiting, it can get boring if you just wait for them to show themselves. This has never been an issue for me because I am highly competitive, and I have no problem waiting if I think it is a good move. But, I understand that this can be a boring, low action situation for people who just want to be engaged and have a good time.

I have not had a chance to play with the Traitor, but it does intrigue me. I have only played 2 and 3 player games so far, but I like the game so much that I already want to recommend it. For people that don’t like deduction games, I would avoid it, but for competitive players that love trying to outsmart their opponents, I highly recommend it.

Kingsburg Review

Kingsburg Box

Foreword

Kingsburg is a 2-5 player worker placement game that uses dice as its workers. This mechanic allows for plentiful options without overloading the players.

Worker Placement

Goal

The goal of the game is to build buildings, score points, and fend off yearly attacks.

Kingsburg In Progress

Game Overview

The game is divided into five years. Each year has three Productive Seasons where players roll dice, influence advisors, and build a building (the meat of the game). These are separated by minor, kingly interventions, and at the end of the year, there is an attack that can potentially lose players points.

How to Play

Each year is divided into 8 phases:

  1. Aid from the King
  2. Spring Productive Season
  3. The King’s Reward
  4. Summer Productive Season
  5. The King’s Envoy
  6. Autumn Productive Season
  7. Recruit Soldiers
  8. Winter – The Battle

Kingsburg Calender Track

Productive Season

The bulk of the game takes place in the three Productive Seasons (Spring, Summer, and Autumn). In these Productive Seasons, players roll their dice, influence advisors, and optionally build a building.

Roll the Dice

All players roll their three dice. The player with the highest combined total will be last to influence an advisor in this season. To represent this, place that player’s colored disk at the bottom of the Turn Order Chart. The player with the next highest combined total is placed second to last. Repeat until everyone’s disk has been placed.

KingsburgTurnOrderChart

Influence Advisors

The advisors range from 1 to 18. Players use their dice to select (influence) these advisors. Each advisor grants the selecting player resources. The higher the number of the advisor, the more resources it grants.

KingsburgAdvisors

The first player on the Turn Order Chart selects first. They can use one, two, or all three of their dice to select an advisor with a matching number.

For example, if they rolled a 3, 5, and 6. They could use all of their dice to select the 14-advisor. They could use two dice to select the 8, 9, or 11-advisor. Or, they could use one die to select the 3, 5, or 6-advisor.

Once the first player selects an advisor, the second player selects an advisor, etc. until all players, in order, select an advisor. After everyone has selected an advisor, players can potentially select a second advisor, in turn order. Any dice that weren’t used on the first selection, can be used for this second selection. For anyone with a die remaining after the second selection, there is a third/final selection. So, a player could either get one high numbered advisor or multiple low numbered advisors. The only caveat is that no advisor can be selected more than once in a season.

Build Buildings

After influencing advisors to gain resources, each player may use those resources to build a building.

Kingsburg Province Sheet

To build a building, you must turn in resources matching the cost in the circle on your Province Sheet. To show that you built a building, place one of your Building Tokens over the cost. You then immediately gain the victory points to the right of the flag (advance your token on the Scoring Track around the board). In addition, you gain the effect in the text for the rest of the game.

For example, if you spend two gold to build the Statue, you immediately gain three victory points, and for the rest of the game, anytime you roll the same number on all of your Productive Season dice, you may reroll one of those dice.

At the start of the game, you may only build a building in the leftmost I column. In order to build a building in the II, III, or IV column you must build each building in that row in the preceding columns first. For example, if you want to build the Embassy, you would first have to build the Barricade, then the Crane, then the Town Hall. Once those are built, you may build the Embassy.

The Rest of the Year

Everything else that happens in the year revolves around the Productive Seasons.

1) Aid from the King

The player with the least built buildings gains a white die for the next Spring Productive Season. This die is rolled in the Spring Productive Season with the rest of your dice. You can use that white die with at least one of your other dice to select an advisor. (The bonus white die does count for determining turn order in the Productive Season.)

If two or more players are tied for the least amount of buildings, the tied player with the least goods (gold, wood, or stone) gains the white die. If still tied, all tied players gain one good of the their choice.

In the first year of the game, since all players will be tied in buildings and goods, all players gain one good.

2) Spring Productive Season

**See Productive Season above**

3) The King’s Reward

The player with the most built buildings gains a victory point. If there is a tie, all tied players gain a victory point.

4) Summer Productive Season

**See Productive Season above**

5) The King’s Envoy

The player with the least built buildings gains the King’s Envoy. In case of a tie, the tied player with the least goods gains the King’s Envoy. If still tied, no one gains the King’s Envoy.

KingsburgKingsEnvoy

The King’s Envoy can be used in a Productive Season to either:

A) Select an advisor a second time in a Productive Season

or

B) Build a second building in a Productive Season

For selecting an advisor a second time, the advisor can either be already selected by a different player or by yourself. Place the King’s Envoy marker next to your dice to show that you are using it.

For building a second building, you must follow the column rule (build from left to right) and have the resources to build both buildings.

When you use the King’s Envoy, return it to its starting spot. If the King’s Envoy is not used by phase 5 of the next turn, the King’s Envoy is reassigned.

6) Autumn Productive Season

**See Productive Season above**

7) Recruit Soldiers

Phase 7 directly relates to phase 8. I recommend reading phase 8 first.

In turn order defined by the Autumn Productive Season, players may recruit soldiers by turning in two goods (gold, wood, stone) per soldier. Players may recruit as many soldiers as they can afford. The goods could be the same or different.

Soldiers do reset to zero at the end of each year.

8) Winter – The Battle

Before the end of each year, one of five random enemies attacks. Each player is attacked by the same enemy.

KingsburgEnemies

Each player has a combat value and each enemy has a strength. If a player’s combat value exceeds the enemy’s strength, that player gets a reward. If a player’s combat value is less than the enemy’s strength, that player is penalized. If a player’s combat value ties the enemy’s strength, nothing happens.

A player’s combat value is determined by their soldiers, buildings, and the king’s reinforcements. Each soldier you have on the Soldier Chart adds 1 combat value. Buildings like Guard Tower, Fortress, and Farms add or subtract combat value. For the king’s reinforcement, one player rolls a die and every player adds that number to their combat value.

For example, Blue has two soldiers on the Soldier Chart for +2.
Blue has Guard Tower (+1), Blacksmith (+1), Palisade (+1), and Farms (-1) for a net +2.
For king’s reinforcements, a 3 is rolled for +3.
In this situation, Blue has a combat value of 7.

KingsburgCombatValue

In addition, the player that beats the enemy by the most, gets a bonus victory point. In case of tie, all tied players get the victory point. If no player beats the enemy, no one gets the victory point.

End of Year

At the end of the year, advance the Year Track by one and place the season token back at Aid from the King. At the end of year 5, the game is over.

Winning the Game

The player with the most points at the end of the game is the winner. In case of a tie, the tied player with the most goods remaining wins. If still tied, the tied player with the most built buildings wins.

Conclusions

I enjoy Kingsburg because it provides me with a lot of strategic choice while still being fun for the family. I like being able to plan out exactly which buildings I am going to get in which order. Then, based on that, I like figuring out the best way to optimize my dice rolls in the Productive Seasons, taking into account what resources I need and what advisors my opponents might go after. Watching my strategy unfold as planned can be incredibly satisfying.

I have also played Kingsburg with minimal planning. In these games, I just start off with a general idea, and I leave myself open to potentially disrupt my opponents in the Productive Seasons. Whether or not I do disrupt my opponents, building buildings on a whim can be quite satisfying as well.

With regard to the dice as workers mechanic, I am a fan. This mechanic randomizes which of the 18 advisors you can potentially choose from each Productive Season; this keeps the game interesting because you have to decide the best potential combination of these random elements. I much prefer dice randomizing my options than determining success or failure. While consistently getting high rolls can be beneficial, a player won’t straight out lose for not rolling the highest consistently.

The thing I dislike the most about this game is that certain enemies can destroy your best building. If you don’t defeat specific enemies, generally the lower strength enemies of the year, you can lose your rightmost building. I really dislike this in theory because it allows for massive feast or famine strategies. You can completely ignore combat value bonuses, and if the King’s reinforcements are consistently high, you are in a better position than the person that defended themselves. If the King’s reinforcements are not high, you fall dramatically behind your opponents that prepared their defenses. In addition, no one likes losing things. Thankfully, this has not actually been much of an issue in the games I have played. The odds of losing a building are very low, but we basically all protect ourselves form them anyway. So even though this idea worries me, I still enjoy and recommend the game.

If you do like the game, I highly recommend checking out the first expansion, To Forge a Realm. The expansion adds more buildings and randomizes which ones you might start with each game. This alone significantly increased my enjoyment of a game I already liked. There is also a reworked combat variant that replaces king’s reinforcements that I look forward to trying. The added player specific powers also seem like they could add a lot.

Overall, I enjoy the game, recommend trying it, and if you like it, I highly recommend the expansion.

Constructed Epic: Combative Humans

Epic Box

Foreword

I was inspired when writing my Epic: Interesting Combat Cards article to make this deck.

First Shot Deck List

Combative Humans

Evil (0)

Good (51)

Slow (12)
2x Lord of the Arena
3x Palace Guard
1x The People’s Champion
3x White Knight
3x Markus, Watch Captain

Fast (23)
3x Angel of Light
3x Angel of Mercy
3x Ceasefire
3x Feint
3x Forced Exile
3x Noble Unicorn
3x Quell
2x Resurrection

0-Cost (16)
3x Blind Faith
3x Brave Squire
2x Faithful Pegasus
3x Paros, Rebel Leader
2x Priestess of Angeline
3x White Dragon

Sage (0)

Wild (9)

Slow (3)
3x Triceratops

Fast (3)
3x Surprise Attack

0-Cost (3)
3x Rage

First Shot Explanation

I made this deck because I wanted to use Feint, Lord of the Arena, and Faithful Pegasus. Since I had Faithful Pegasus, I included Markus, White Knight, Palace Guard, and The People’s Champion, all of which are big humans.

Angel of Mercy and Noble Unicorn are just generally amazing so I added them. Resurrection is similarly great.

Ceasefire is excellent, and I wanted more card draw to go with Feint. I thought about including Urgent Messengers in place of some of the Ceasefires and/or Feints, since Urgent Messengers always guarantees two human tokens with the two cards, but I decided to stick with Ceasefires and Feints because the potential is greater. Feints in particular I fully assume I will frequently use outside of combat to just draw 2 cards. In the situations where I can use it in combat, it is considerably stronger than just gaining two tokens. Unfortunately, the only expend champion I can abuse with Feint when defending is White Knight. The rest of the expend champions like Rabble Rouser didn’t fit how I wanted to build the deck.

Forced Exile is included because I needed fast targeted removal in Good. I plan on using this primarily on my opponent’s turn, so I didn’t want to draw my opponent a card with Banishment. I didn’t take Vital Mission because I wanted this deck to be more aggressive. 2 human tokens for my opponent seemed to be the least of the drawbacks. In addition, Forced Exile does have the draw 2 option that the other two lack. (Since I removed a Faithful Pegasus, I no longer need these to be Good, so I might replace them with Transforms or Bittens.)

For zeros, White Dragon and Blind Faith are just incredible cards. Brave Squire and Rage allow my big humans to fight basically all of the other champions and win. Rage is included considerably more for the +4/+4, but the breakthrough is a big added bonus.

I like Priestess of Angeline in a heavy Good deck because it recycles and gains health. Paros, Rebel Leader is an incredibly strong zero for this deck. In my testing, that 1 offense boost has actually been quite helpful, not to mention the human tokens it spawns.

One of the strongest cards in this deck is Quell. Basically every deck should have at least some board clear, and Quell works wonders for this deck. I have a very strong 0-cost champion presence and a strong 1-cost presence. So, depending on the board state, I can potentially 1-sided board clear my opponent, while leaving myself largely untouched. The fact that it can also stop Insurgency attacks is a major added perk.

I did not include High King because I wanted my champions to be threatening on the attack. Royal Escort wasn’t included, even though it is a human with decent stats, because I want to play my Brave Squires and Rages on my champions.

I also avoided the big token cards like Insurgency, Secret Legion, and Courageous Soul because I wanted to focus on the big human champions. After more testing, I’ll see if this decision is wise, but I have been liking it so far.

Wanting 3 Rages forced me to take 6 1-cost wild cards, and I went with Triceratops and Surprise Attack. Triceratops was chosen because I wanted another big threatening body that drew me a card. Surprise Attack is generically amazing.

My first change to my original list was adding in the the Angel of Lights. I got absolutely destroyed by a deck running blitzing Wild airborne champions, and I had no great way to stop them. Angel of Light gets boosted to 9 offense with either Brave Squire or Rage which lets it break all other non-Thundarus airborne champions. In addition, the 10 health gain is great for fighting burn and letting me play more aggressively.

Overall, Quell, White Dragon, Angel of Mercy, and Markus have been the stars of this deck. I very much look forward to testing this deck further.

Epic: Interesting Combat Cards

Epic Box

Foreword

In this article I go over some of the most interesting, combat-specific cards/effects. I break down the effects based on the primary card in the interaction.

Feint

feint

Feint obviously has to be one of the cards I talk about because it only deals with combat, aside from drawing cards.

Chump Block/Attack

The simplest interaction with Feint is to chump block or chump attack without losing your champion. You block with a champion and then play this when you gain the initiative. Your blocker is removed from combat and prepared while the attacker remains “blocked.”

You attack with a champion. They block with a champion, flipping it. You play this so your attacker is removed from combat and becomes prepared. Then, after all of the remaining combat phases occur, you can attack again with that champion and your opponent’s flipped champion can’t block it.

This card becomes more interesting in either of those situations if you can draw out resources from your opponent. While attacking, your opponent might ambush in a blocker. Play Feint after blockers are declared and attack again, bypassing the ambushed in champion. Or, if your opponent unexpectedly buffs a defending champion, play this to get out of that unfavorable situation while still wasting a card of your opponent’s, and then you still get to attack again. (This also works if your opponent buffs their attacker.) Finally, if your opponent group blocks, you can use this to essentially flip multiple defending champions while also drawing 2 cards.

When This Card Attacks

draka_dragon_tyrant

Feint can also let you trigger “when this card attacks” triggers twice in one turn. Say you have Draka, Dragon Tyrant already in play. Attack with Draka, deal 3 damage to all defending champions. Play Feint. Attack with Draka again and deal 3 more damage to all defending champions. This also works with Courageous Soul for a double +2 offense boost, and to a lesser extent, Guilt Demon and Thrasher Demon. I’ll come back to Faithful Pegasus.

One very important aspect to note: when you play Feint, it removes champions under your control from combat, but it does not end combat. So, when you attack with Draka and then play Feint, your opponent will still get an opportunity to play cards before blockers are declared, and technically after blockers are declared as well. Due to this, you could Draka, Feint, pass. Then your opponent could play Ceasefire or Bitten etc. before you can declare the second attack.

**Edit** If all champions that were declared as attackers or blockers are removed from combat, the combat immediately ends. So, in the above crossed out text, if you attack with Draka and then immediately Feint, your opponent would not get a chance to play anything before you could attack with Draka again. **Edit**

If WWG ever creates a card with a “when this card blocks” ability, you could potentially get that to trigger twice, but your opponent would have to attack you again for you to be able to get the second trigger.

Raging T-Rex

raging_t_rex

Raging T-Rex must attack each turn if able, but if you attack with Raging T-Rex and then play Feint, that condition has been met for the turn. So, it doesn’t have to attack again.

Prepare Expending Blockers

high_king

If you have prepared, non-deploying expend champion(s) (Dark Assassin, Dark Leader, Murderous Necromancer, Necromancer Lord, Succubus, High King, White Knight, Djinn of the Sands, Forcemage Apprentice, Keeper of Secrets, Time Bender, Hunting Raptors, Pack Alpha, Elara The Lycomancer, Helion the Dominator, and/or Rabble Rouser), Feint can let you trigger them twice in one turn.

If you are brave enough not to expend your expend champions right when you play them (usually better to expend immediately) and your opponent attacks you on their turn, you can declare all of your expend champions as blockers. Then, assuming they survive until you get the initiative, you could expend all of your blocking champions for their effects. (Since they were already declared as blockers, they remain blocking even if expended.) After that, you play Feint which removes all of them from combat and prepares them, so you could use all of their expend abilities again, immediately. (This only works with non-deploying or blitz expend champions.)

Double removal or a lot of human tokens could be pretty strong.

Faithful Pegasus

faithful_pegasus

Faithful Pegasus lets you group attack with it and another human. That human gains airborne this turn. (The human would not gain blitz, so it can’t be declared as an attacker if it is deploying or expended.)

Even if the Faithful Pegasus is removed, the human that gained airborne this turn does not lose it until the end of the turn.

The most interesting interaction with this card is Feint. If you attack with this and a Time Walker (granting Time Walker, a human, airborne), and then play Feint, both champions will be removed from combat. You could then have Time Walker attack alone with the airborne it gained from Faithful Pegasus. After that, you could attack with Faithful Pegasus and a different human, giving that second human airborne too.

Lord of the Arena

lord_of_the_arena

Lord of the Arena has a bunch of really cool effects, mostly concerned with combat. When you first play it, it is a 13/9 blitz, unbreakable, must be blocked if able champion. So, you can use it for 13 unbreakable blitz offense, or as removal. If you opponent only has 1 prepared champion, that champion (or one that gets ambushed in before blockers) must block it.

On your opponent’s turn, if you get the chance to play a 1-cost Good card before it is removed, it gains unbreakable for that turn. Then on your next turn, it can attack again and force another block. It’s also really nice that you can see how they block before you trigger Lord of the Arena‘s ally ability (if you don’t want to preemptively make it unbreakable that is). If its 5/9 body is big enough to get the job done, you don’t need to play a 1-cost Good card. If it isn’t, you can play a fast 1-cost Good card before damage.

Attacking with Lord of the Arena first also forces your opponent to block it, so you can follow up with a Rampaging Wurm afterwards if your opponent is out of blockers.

feint

This card also works with Feint, since if your opponent has 2 champions and they block with the one you didn’t want to block, you can Feint and force them to block with the second one (since the first blocker remains flipped).

faithful_pegasus

Since Lord of the Arena is a human, it also works with Faithful Pegasus for an airborne, 13/9, blitz, unbreakable, must be blocked by an airborne champion if able champion. In that scenario, the blocking champion would probably direct all of its damage to break the Pegasus, since the Lord of the Arena is unbreakable.

angel_of_mercy

If you returned this to play with an Angel of Mercy or an already in play Necromancer Lord, you would get the tribute trigger, and then you could play a 1-cost Good card to get the ally trigger too. This would leave you with a 21/9 unbreakable blitz champion.

Turn/Helion, the Dominator

turn

The simplest and frequently the best use of Turn is to permanently gain control of an opponent’s champion (especially if they ambush one in on your turn during combat). Since this doesn’t have much to do with combat, I’m largely ignoring that part for this article. This leaves us with the ability to steal a champion for a turn, prepare it, and let it attack (if it is your turn).

time_walker

Temporarily stealing a champion on your turn and letting it attack can sometimes be stronger than stealing a champion permanently. This is especially true if your opponent has spent their gold for the turn, even more so if you are playing against a control deck. Attacking with a big body champion can get a lot of damage in that your opponent might be unable to stop. Say your opponent Surprise Attacks in Time Walker. You steal it for the turn and attack for 10 damage. If you take the Time Walker permanently instead, your opponent can wait until their turn to deal with it, potentially playing a Sea Titan returning their Time Walker to their hand.

necromancer_lord

Temporarily stealing a champion on your turn can also allow you to use a powerful expend ability like High King, Necromancer Lord, etc.

One interesting quirk with Loyalty 2 -> Blitz effects is that the champion never loses blitz (unless a Blind Faith strips it). So, if your opponent played Necromancer Lord with Loyalty 2 -> blitz and didn’t expend it, you could permanently gain control of Necromancer Lord and still expend it on the turn you Turned it.

gold_dragon

Even with these uses, stealing permanently is so powerful, that the first option is usually only used on your opponent’s turn. The most common use of Turn on your opponent’s turn is to stop an attack. They play and attack with Gold Dragon, you Turn it, gaining control of it, preventing the attack from dealing damage to you/giving your opponent health through righteous, and you gain a blocker that your opponent won’t want to remove (since they will get it back at the end of the turn). If that is all you use it for, it’s okay, but not great.

draka_dragon_tyrant

The more champions in play and the more champions attacking at once, the greater Turn‘s  potential. Say your opponent attacks with 2 Draka, Dragon Tyrants at once. All of your champions will take 6 damage, but then you could Turn 1 of the Drakas, and, assuming your opponent doesn’t play anything, you can declare your stolen Draka as a blocker to the other Draka. This will cause both Drakas to break, netting you removal of 2 1-cost champions for 1 1-cost card. Even if your opponent only attacks with 1 Draka in this situation, you could still steal the non-attacking Draka and declare it as a blocker.

dark_assassin

Another excellent option is a combination of block and expend. Say your opponent has a Dark Assassin that they expended to break one of your champions, then they attack with Pyromancer. You could turn the Dark Assassin, declare it as a blocker, and then expend it to break one of their other 1-cost champions. In this unlikely situation, you would remove 3 1-cost champions with just 1 1-cost card. Even just stealing Elara to chump block a Steel Golem and then transform herself giving you the wolf token is strong.

rabble_rouser

Another great thing about Turn, is that you can target your own champions. You want to Rabble Rouser again? Turn. You want to attack with your Lashed Kong again? Turn. Another use of Necromancer Lord, etc. You could even attack with Dark Assassin and then if they ambush in Lurking Giant, play Turn on your Dark Assassin, expend to break the Lurking Giant, and then let your attack finish.

elder_greatwurm

Finally, one really fun one. Elder Greatwurm cannot gain blitz from Turn because of its “this card can’t gain powers or abilities” ability. But, if your opponent has Elder Greatwurm in play, you can play Blind Faith and strip Elder Greatwurm‘s can’t gain abilities ability. Then, you can play Turn on the Elder Greatwurm, give it blitz, attack, and play Lash on it.

That’s right WWG remainder text, I just gave it both blitz and breakthrough.

helion_the_dominator

Helion, the Dominator can do some of the same things. It does not prepare the targeted champion though.

Sea Hydra and Angelic Protector

sea_hydraangelic_protector

If you have Sea Hydra in play and you get attacked by a big champion (Steel Golem for example), you can block with your Sea Hydra and then play Angelic Protector before damage. Sea Hydra still takes 13 damage, but it doesn’t break because it is unbreakable. At the end of the turn, it will gain 13 +1/+1 counters. This can also be done with Brave Squire.

Thrasher Demon really appreciates unbreakable as well.

Army of the Apocalypse

army_of_the_apocalypse

Army of the Apocalypse can do a lot of crazy things: a lot of blitzers, Drinker of Blood combos, etc. Specifically related to combat already in progress, I really like it with dragons.

Attack with White Dragon. If your opponent doesn’t block, play Army of the Apocalypse to return 3 Thundaruses and a Gold Dragon to play. Your unblocked 20/20 righteous will then hit. If your opponent still isn’t dead, you can swing with your 21/23 airborne, blitz, righteous Gold Dragon.

More?

As I come up with more, I’ll be sure to add them here. Let me know if I missed any that you would like me to add.

Constructed Epic: Evil Board Clears

Epic Box

Foreword

This is a highly-experimental deck focused around Evil board clears.

First Shot Deck List

EvilBoardClears

Evil (41)

Slow (16)
3x Angel of Death
1x Drinker of Blood
3x Murderous Necromancer
3x Necromancer Lord
1x Raxxa, Demon Tyrant
3x Reaper
2x Soul Hunter

Fast (15)
2x Apocalypse
3x Final Task
3x Medusa
3x Plague
3x Raxxa’s Displeasure
1x Zombie Apocalypse

0-Cost (10)
2x Guilt Demon
1x Heinous Feast
2x Plentiful Dead
2x Spawning Demon
1x Unquenchable Thirst
2x Wither

Good (6)

Slow (0)

Fast (4)
3x Ceasefire
1x Inner Peace

0-Cost (2)
2x Blind Faith

Sage (9)

Slow (0)

Fast (6)
3x Ancient Chant
3x Lesson Learned

0-Cost (3)
3x Arcane Research

Wild (4)

Slow (0)

Fast (3)
3x Surprise Attack

0-Cost (1)
1x Flash Fire

First Shot Explanation

I have been playing against a lot of Brachiosaurus decks recently, which is part of the reason why I wanted to make a board clear heavy deck. (I also wanted another Evil based deck.)

To compliment the board clears, I added the Reapers, Murderous Necromancers, Medusas, and Necromancer Lords. All of these are incredibly powerful champions that are either removal or need to be removed. Medusa can be played off-turn, and all the rest will control the game if left alive. I did not include Dark Assassin because it is too easy to remove with a single 0-cost card.

Soul Hunter is included almost exclusively to be played when one of my Reapers is already in play. In that situation, I can use Reaper‘s ally ability to target Soul Hunter. This breaks the Soul Hunter dealing 5 damage to my opponent, puts a demon token into play for me, and put the Soul Hunter in the discard pile to come back on my turn. Reaper will also trigger its ally effect whenever you use a 1-cost Evil event to draw 2 cards. This does not work with 0-cost Evil events due to the nature of ally triggers.

The Ancient Chants and Lesson Learneds are included primarily for the 4 card draw combo, explained at Epic Insights. Lesson Learned also has a lot of other strong events to copy such as Surprise Attack, Final Task, Ceasefire, or any of the board clears.

Surprise Attack and Final Task can provide me with more fast removal. One of the best targets for this is an Angel of Death for an off-turn board clear.

3 Arcane Researches are included for a variety of reasons outlined by Derik M in an earlier comment.

Unquenchable Thirst can clash a bit with Arcane Research. I am not sure if I want both, or I might just adjust the quantities of each.

Plentiful Deads are included primarily for fast chump blockers.

Since this is a control deck and I have the Arcane Researches, I might add in some more singletons like Lightning Storm and Lash.

I avoided some strong non-Evil cards like Brave Squire and additional Flash Fires because I wanted to keep my ratio of 1-cost Evil cards high. It would be nice to cut the Sage and Good 1-cost cards altogether, but the 0-cost cards I gain from them are quite nice. If I were to cut them, it would help my Reapers, Spawning Demons, and Plentiful Deads. It would also be more incentive to add Infernal Gatekeepers.

The main reason I labeled this highly experimental, aside from heavy board clears, is the card draw situation. Most of the slow or 0-cost cards included do not draw cards. In addition, the board clears don’t draw cards when I use them for their “if it is your turn” effect. Due to this, I included the Ancient Chant/Lesson Learned combo and the Cease Fires. I might have gone a bit overboard though, since this deck only has 9 zeros that don’t replace themselves or come back to hand.