This is a continuation of my ratings of all cards for Dark Draft.
3 Defense vs 4 Defense: It is significantly harder to deal with a 4 defense champion than it is to deal with a 3 defense champion. If it is 1-cost champion, the only 0-cost cards that break it immediately without needing it to attack are Lightning Strike and Unquenchable Thirst (assuming you have 3 other Evil cards you are willing to banish). If it attacks, Hands from Below and Spike Trap can also potentially handle it. For 0-cost champions, Raxxa’s Curse can also be used, while Siren’s Song can be used on your turn only.
Besides that, Forcemage Apprentice needs a 1-cost Sage card to prepare it and is only reliable the first turn you play it. Pyrosaur and War Machine can only be used on your turn (unless Surprise Attack). Fire Spirit needs to already be in play. Draka’s Fire, Rain of Fire, Strafing Dragon, and Pyromancer are the other answers (aside from cards like Kong, Drain Essence, etc.).
In other words, if a champion has at least 4 health, it is significantly more likely to require a 1-cost card to remove it than a champion with 3 health. (Another reason Lightning Strike is great.)
Second 16 Uprising Cards
Little Devil Rating
Always First Pickable
I absolutely love this card. 0-cost airborne blitz champion with 4 defense is one of the absolute best cards to play on your turn, before gold has been spent, when neither player has any champions in play. First play of first turn for instance.
As I mentioned at the top of this article, there are very few 0-cost cards that can deal with this immediately on your turn/when it attacks: Lightning Strike, Raxxa’s Curse, and Spike Trap. (Unquenchable Thirst later in the game). Therefore, you are very likely to either get 4 damage through to your opponent or force them to use their gold first on your turn. Both of which are pretty great for a 0-cost card.
In addition, after the first turn you attack with it, it stays at its 4 defense so significantly fewer cards can break it unlike Dark Knight or even Juggernaut. I’ve had games where Little Devil alone has dealt 8 or 12 damage before it was finally removed. Incredible card.
No Escape Rating
Situationally Desirable +
This card is great if you don’t have a lot of slow champions, and it is even better if you have high value 0-cost champions like Little Devil. On-turn removal is a great way to punish an opponent for spending their gold first on your turn for an ambush champion, and the extra effect is quite powerful.
Off-turn, this card becomes significantly weaker because of that powerful extra effect. Your opponent can even return to hand the champion you just broke. Unlike Erase doing practically the same thing, you get no bonus like draw 2 for returning it to your opponent’s hand. This is a desperation play only.
Unlike Banishment though, which is a very similar card, this does have a draw 2 option. In the heavy 0-cost favoring meta, this card is even higher value than normal.
Plague Zombies Rating
If you can make a lot of zombies, this can be nice. Play it before you attack and each zombie does 2 damage whether or not it is blocked (assuming no tricks like Blind Faith, Ceasefire, or Ice Drake). Playing it after your opponent plays Zombie Apocalypse would be fun.
It can be a nice way to close out games though, especially if you have cards like Flash Fire or Wither. Play this and then immediately play Flash Fire to deal damage before your opponent regains the initiative.
Rules Reminder: When assigning damage to champions attacking or defending in a group, a player may deal all of their champions’ damage to 1 champion in the group. For example, I attack with Rampaging Wurm. My opponent plays Plague Zombies and blocks with all 3 zombies. I can choose to deal all 14 damage to 1 zombie, so I don’t break the others and only take 2 damage.
If you want to do breakthrough damage to an opponent (say you attacked with Burrowing Wurm instead), you would need to assign enough damage to break all defending champions in order to breakthrough with the rest.
Raxxa’s Enforcer Rating
The effects of this card are quite powerful. Tribute -> break most of your opponent’s 0-cost champions and then keep a -3 offense debuff in play. In addition breaking/finishing off a reasonable amount of champions, especially on your turn, it turns off Thought Plucker, makes Guilt Demon attack for 0, and knocks other champions off of their critical offense levels (like 6 offense for airborne champions). It is also a demon so it survives Raxxa’s Displeasure.
All of this is great, but it only has 5 defense which is a very critical break point. Still, I’ve been happy with it the few times I’ve drafted it. My recommendation is make a point to draft it because it is very hard to see just how powerful it can be otherwise.
Chamberlain Kark Rating
This card is significantly better in constructed because you can very precisely build your deck around it. Without the ability to bring multiple copies of Ceasefire or a bunch of other key cards, the odds of reaching 60 health are reduced significantly. Without his alt-win condition, I have very minimal desire to spend my gold on my turn, to put a 9/12 into play, to gain a bit of health at the cost of showing my opponent cards in my hand.
However, if you do go heavy into Good and have cards like Gold Dragon, it is possible to hit that threshold. I believe it is unlikely though, and I have little desire to try, at least not at a tournament.
Gladius, the Defender
A 1-cost champion in Good that doesn’t do anything immediately when played and doesn’t have blitz, ugh. Do not want.
However, just like Thundarus, if your opponent doesn’t have the plethora of answers to punish this, it can be strong. Both unbanishable and over 9 defense does make it more resilient to Good and Wild based removal (except Chomp!). In addition, 4/1 human tokens are actually fairly threatening, and the fact that he can put 12 offense into play each turn is kind of scary. In a deck that has access to human tokens already, banish-based board clears, and potentially Surprise Attack, this could be a nasty card. Even just playing it on your turn after your opponent spends their gold is somewhat reasonable, since not removing it can be quite bad for your opponent.
Justice Prevails Rating
I initially underestimated this card. I thought that I didn’t want to spend my gold to buff my 0-cost champions because my opponent can punish me so hard for doing that in a variety of ways. However, the fact that it draws a card, gives +3 defense, and gives righteous is actually quite a potent combination.
First, if you play this before your opponent spends their gold and they respond with an off-turn board clear like Zombie Apocalypse, you drew a card so you are still up from the exchange.
Third, if even just 1 or 2 0-cost champions/tokens deal damage (regardless of whether it is to your opponent or their blocking champions) you gain a minimum of 4 to 8 health. If 3 or 4 champions hit, that is an incredibly significant amount of health. The fact that it also buffs cards like Rescue Griffin and Little Devil is a major perk.
If nothing else, it can also always just draw 2.
Martial Law Rating
Banishing board clears are very powerful. Banishing board clears that can be used on an opponent’s turn are significantly more powerful. (4 human tokens is also a very small price.) Board clears that can’t draw 2 can be dead cards in your hand for an entire match if you stay ahead consistently. Thankfully, it is unlikely anyone can stay ahead consistently for an entire match.
Putting 5 humans into play probably won’t be what you want to do in most games, but it can help you push the last points of damage through to an opponent. It can also be used to chump block if you don’t want to board clear, but I generally don’t want to spend a gold just to chump block even if 4/5ths of the effect of the gold remains. If you have ways to buff the tokens, like Revolt, it can be much more desirable, but you pick this card for the board clear.
Force Field Rating
Always Acceptable –
Draw 2? Sure it’s at least always acceptable.
The other 2 options though…not a fan. Using this card costs you a gold and a card (although you might draw 1), and it doesn’t put you further ahead nor your opponent further behind. It can save your life vs a surprise Insurgency token attack and it completely negates tokens + Justice Prevails, but it can only work if they initiate the assault while your gold is up. There are already so many reasons not to initiate an assault when you opponent’s gold is up, so having this isn’t much more of an incentive not to.
If you have a lot of on-turn board clears, I could see this card having some value, but I personally don’t see me drafting it (or including it in constructed) unless I need more draw 2 cards.
Frantic Digging Rating
Everyone who has played Epic has experienced those moments when you have too many slow champions in hand, don’t have the loyalty you need, or you just want to dig to your Flame Strike. Frantic Digging helps you get out of those situations.
When you play this, assuming you have at least 1 card in your discard pile you are willing to recycle, you end up with a net gain of zero. The same number of cards will be in your hand, discard pile, and deck; however, you were able to trade 2 cards in your hand for 2 new cards (one of the traded cards being this). If nothing else, you replaced a situational card that was worthless at the time, or you got rid of one of the worst cards in your deck without needing to play it.
Best case scenario, you are able to gain value from the card you just discarded:
- Discard an Ancient Chant and recycle it, now you just drew 3 cards.
- Discard a Soul Hunter, have it in your discard pile at the start of your turn.
- Discard an ally recall card like Cave Troll, and then immediately play a corresponding 1 cost card like Rampaging Wurm, you just net 1 card in hand from your 0-cost card.
- My personal Favorite is when you play Angel of Mercy and your opponent banishes your discard pile. You play this to put your best 1-cost Good card from your hand into your discard pile so you can get it into play for free. (Granted you net lose a card in hand, but as long as your opponent doesn’t have more fast discard removal, you’ll be fine.)
Knight of Elara Rating
Frequently Desirable +
I’m a fan of Tribute/Loyalty draw a card champions. I’m also a fan of blitz champions. Sage, yup, that too. Oh look, all 3, I like.
With those 3 things alone, I would value this card reasonably highly, just look at White Knight who isn’t even Sage. The when blocked ability is just gravy. My opponent just Surprise Attacked in Sea Titan on my turn while my gold is up. Heh Heh Heh Heh, Heh Heh Heh Heh Heh! 10 damage or transform your Sea Titan into a wolf and break it (after I drew a card), yes.
Board clears are great, off-turn board clears are better, draw 2 is great as a secondary option.
Returning champions to hand in dark draft is great because it is unlikely that your opponent will have as powerful of Tribute/Loyalty triggers as they currently do in constructed. If they have a lot of 0-cost champions though, this becomes much worse as they can just replay them. Conversely, if you have a lot of 0-cost champions (especially ones with blitz, Little Devil anyone?), this becomes a lot better. It can essentially let you play all of your 0-cost blitz champions and attack. Return them all to hand while also returning your opponent’s champions to hand and drawing you a card, and then play them and attack with them all again. Good stuff.
If you are playing against an opponent who prioritizes a lot of 0-cost champions, this could be worth counter-picking too, even if you only plan on using it to draw two cards.
Hunting Pack Rating
Off-turn removal that leaves 3 wolves behind and doesn’t need a faction commitment? Yes, I’ll take it. In dark draft there are plenty of 6 or less defense champions walking/flying around. Removing one on my opponent’s turn and getting 3 wolves that can immediately attack on my turn is a pretty great use of a gold.
Also, it gets boosted by Den Mother, Wolf’s Bite, Wave of Transformation, Pack Alpha, and Elara the Lycomancer. (Technically Wolf’s Call and Wolf Companion too, but don’t draft those just to combo with this. The rest are fine on their own.)
Go Wild Rating
I want to like this card because I was a fan of 0-cost buffs (Brave Squire and Rage) in my original version of Combative Humans, but I just don’t that much. +4/+4 is a fairly important swing that can make this a pretty nice combat trick, and recycling removes the risk of using a buff just to have the champion it was used on removed before damage. But, there are so many other cards I would rather have instead of this.
I would much rather have a card that can be powerful without needing a very specific situation arising, which is a bit strange because I plan on writing an article about why you should include some cards only for very specific/specialized situations. Overall, I’m just not currently impressed, but I plan on drafting it more to see if I’m right.
Mythic Monster Rating
This card got a lot of hate when it was revealed for being a worse Triceratops. Even if that is true, which it isn’t in at least a few situations, a worse Triceratops is still an incredibly valuable card in dark draft. A massive body and tribute draw a card, yeah I’ll happily first pick that out of a pack.
No champion (except Burrowing Wurm) beats this in a fight, and (aside from Burrowing Wurm) only Thundarus, Rampaging Wurm, Kong, and Sea Titan can survive a fight with it. In other words, every time this thing attacks, your opponent will likely either need to remove it, chump block it, or double block it. In basically all of those cases, since you drew a card when you played it, you are getting value.
1-cost 3-defense-champions in dark draft are risky, since they can be removed by 0-cost cards which can be a massive tempo loss. For that reason, I generally would not want to draft this (although I love it in constructed). At minimum, assuming you can trigger loyalty, it deals 4 damage to all of your opponent’s champions and 4 damage to their face when played. That alone can be worth a gold in some situations.
If it isn’t immediately removed, all 4 or less champions that started the turn in play have already been broken so therefore can’t block it (most 0-cost cards and all legal tokens). And, any 10 or less defense champions that started the turn in play can only trade with it if they block. If Pyrosaur gets through to your opponent’s face instead, it just dealt 10 damage, solid. Then next turn, if it gets to attack again, it will at minimum deal 2 damage to your opponent and clear out all their non-demon tokens.
If I’m going Wild already and there aren’t any better choices, I would take Pyrosaur, and a reasonable situation would probably present itself to play it. If I’m not already going Wild, this wouldn’t be the card that convinces me to.