Production is taking a while to complete for this video, but I am nearing the end (a few more weeks to go). At that time, I’ll also be making some more announcements and looking for feedback about what you all want to see next. (I have a decently long list already.)
Author: Tom Sorenson
Still Here! (Time-Intensive Video In Progress)
Hey, it’s been awhile since my last post, and I just wanted to reassure everyone that more content is on the way. I’ve been working on my top tier constructed video for awhile, and I just keep deciding to push it further and further because it just wasn’t good enough yet. (Started recording it with only an outline, but the language wasn’t tight enough, it was too repetitive, and I kept leaving out points I wanted to touch on, [similar to how I felt about my first video on my Priest of Gold Dragon deck] so I started working on a script.)
While starting Monday I’ll have less hours I can commit to it, the script is really tightening up which is giving me the energy to get my momentum rolling again. Looking forward to getting it out, but it probably won’t be done before the end of next week, if not later, hence this post.
When finished, I’ll post about it in the usual places, but if you want to make sure you see every post (including ones like these that I don’t cross post), you can subscribe for updates by email. (It only sends emails when I publish something new.)
Pantheon’s 10 Best Card Images (Exclusive Bonus)
Foreword
Epic is a phenomenal two-player dueling game; I’ve spent excessive amounts of time writing about it because I love the mechanics/depth of play, it has the best limited formats I’ve experienced, and I can actually afford to obtain the cards to compete competitively for money. All that being said, it also has great art (something I can’t remember consciously caring about before).
Pantheon specifically, blew me away. When I was opening my packs at Worlds I just kept gushing about how much I liked individual cards over and over again. On a whole the set is great, but I reached out to WWG to see if I could get the full resolution art for 10 of my subjective favorites (in addition to the clear objectively best one, Cast Out, at the top of the page). Every image can be clicked for its full resolution.
#10
My favorite part of this piece is the use of past champions’ art to clearly illustrate the mechanical effect of the card.
#9
The detail on the titular champion in this piece stands out, and the underlying city in it works well too.
#8
Okay, so I’m biased on this one since it’s one of my favorite cards mechanically from the set, but the vanguard charge into the horde with the backup visibly framed by the champion works great.
#7
The mass gathering extending beyond the card boundaries, the detailed markings, and the ritual being cast create a haunting and intriguing scene.
#6
While I liked the original art on the promo version of this card, the new artwork is even better.
#5
I know people who actively dislike this piece, but I just think the art’s story works beautifully to depict the cards mechanics.
#4
The artwork exceeds the expectation of the card’s name.
#3
OH $#&T!!
#2
I initially thought this was my favorite card art in the set before I looked through them all again for this. The pose, the spear, the clouds.
#1
I would pay to read an Ian Taylor short story about this scene. Epic.
Afterword
These are my 10 (technically 11) favorite pieces from Epic Pantheon. Let me know your favorites either from this set or Epic as a whole. (Yes Cast Out is based on me.) Also not all of the Pantheon art is spectacular **cough**ScrapGolem**cough**.
In the meantime, I have started filming my Epic Constructed Tiered Card Ratings. I am also contemplating starting a massive scale project to work on concurrently. If I go through with it, it’ll probably take weeks to months but would be awesome (hopefully).
Scarred Cultist Walker
Foreword
Now that my Constructed Card Ratings are up (except for the card by card analysis videos), I’m more determined than ever to use/break low rated cards. Erwin here we come.
Decklist
Evil (30) [+3 Erwin]
Slow (11)
3x Angel of Death
2x Necromancer Lord
2x Steed of Zaltessa
2x The Gudgeon
2x Winged Death
Fast (9)
3x Drain Essence
3x Final Task
3x Medusa
0-Cost (10)
2x Corpsemonger
3x Guilt Demon
2x Little Devil
3x Scarred Cultist
Good (0)
Sage (24)
Slow (4)
1x Mist Guide Herald
3x Time Walker
Fast (12)
3x Ancient Chant
3x Erase
2x Fairy Trickster
3x Reset
1x Teleport
0-Cost (8)
3x Erwin, Architect of War
3x Forcemage Apprentice
2x Muse
Wild (6)
Slow ()
Fast (4)
1x Fiery Demise
3x Surprise Attack
0-Cost (1)
2x Hunting Pterosaur
Discussion
The potentially underrated cards that formed the core of what I wanted to do were Erwin, Time Walker, and Scarred Cultist. (Cultist got an incognito tier bump partially because of this). Erwin could theoretically let me hit loyalty in two different alignments which is interesting. Cultist seems like it could be quite powerful, but I wasn’t able to find a deck for it. Time Walker works with both, and it’s the card that keeps making me want to build a 30/30 Evil/Sage 0-cost champion deck. So, that’s where I started.
I’ve built 0-cost blitzer decks in the past (bounce-based and Banishment/No Escape-based), and the biggest hurdle is always Raxxa’s Curse. If I play Little Devil, attack, and it gets Cursed, I fall so far behind. Therefore, instead of focusing on blitzing 0’s for my bounce deck, I wanted to focus on value 0’s, namely Scarred Cultist, Hunting Pterosaur, and Forcemage Apprentice. All of these give immediate value when they enter play, are worthwhile threats if not removed, and are great to get back to hand. If one of these gets Cursed after I’ve already retrieved a card or broken a Muse/Plucker, I’m okay with that.
Next, I worked out which Loyalty 2 champions I wanted to pursue, since Erwin needs a justification for inclusion (beyond playing it before Time Walker/Reset for a free recycle). Obviously I needed to be able to hit Evil loyalty for Cultist, I always want Medusa if possible, Angel of Death is amazing, and Necromancer Lord has some nice tricks in this deck (Final Task, Time Walker, Scarred Cultist). For Sage though, the only particularly interesting one was Time Walker. Therefore, since it is impossible to get 33 of 60 cards in both alignments, I decided to focus on Evil (since I want to hit Evil Loyalty early and often) and drop my Sage count to 24, making room for the Hunting Pterosaurs.
While I seriously dislike including Loyalty 2 cards in factions with less than 33 cards of that alignment or 55% (see my Epic Constructed Process article), in theory, this deck has some tricks to subvert that soft-restriction. First, I only have 3 cards that need loyalty outside of my main faction. Second, these are cards I believe I’ll generally want to wait until a bit later in the game to use. Third, Erwin, once drawn, will spend most of the rest of the game in my hand, meaning I only need 1 more card to activate Walker. Fourth, Ancient Chant Recall off-turn can potentially provide that second Loyalty card, so can Scarred Cultist (although I cut most of my other 1-cost Sage champions…). I’ll be curious to see how well this works. I don’t want to play it safe and go down to 2 Walkers because it is one of the strongest cards in the deck. On the plus side, if I do draw all 3 Walkers, at least I’ll have loyalty for them.
So, the goal of this deck is to win by chipping down the opponent with 0-cost champions while outvaluing them by repeatedly playing incredibly powerful loyalty 2 champions. While less of a focus as in the past, playing a 0-cost champion and attacking or passing is a strong option for this deck. Where similar decks falter, however, is that they don’t have strong on-turn gold punishers to follow up. This is particularly true because Evil has historically had little to no worthwhile on-turn gold punishers. Steed of Zaltessa changes that. If your opponent spends their gold first on your turn, you get to hit them for 11 and leave a 7 defense airborne champion in play, incredible. (I think I want space for 3.) The fact that Evil now has a powerful on-turn gold punisher is a huge deal, and it is one of the reasons why a 6/5 version of Corpse Taker (Cultist) can actually be a powerful card, more on this in the constructed ratings videos. Winged Death is also a strong board-control gold-punisher.
Fairy Trickster is the final interesting piece of this build. Ideally, I’ll ambush it in off-turn, expend it to target my deck, and flip any of my 0-cost champions, effectively drawing and playing that card, not bad. I’ve used it in the past in similar decks, and it’s been okay, but I’m curious about experimenting with it in this deck. One interesting note is that if you use this off-turn and/or during combat and you turn up a slow champion, you can actually play that champion (effectively as if it had ambush). Surprise Attack on a body could be interesting, particularly with Winged Death, Necromancer Lord, Time Walker, Mist Guide Herald, and Winged Death. We’ll see.
Current Concerns
Right now, I’m a bit lighter on card draw than I like to be, especially since I’m being overly generous and counting Fairy Trickster as card draw. Theoretically, the AoE bounces from Time Walker and Reset could keep me stocked with cards, but I won’t know until testing. Due to this lack of card draw concern, I shifted a bit away from Mist Guide Herald, which can in theory be pretty strong when it hits Time Walker. Due to the decreased MGH count, Final Task becomes worse, as does Teleport.
If I continue with this deck, I would probably end up cutting the Tricksters, MGH, Teleport, and decreasing the Final Task count. The 2-2 Little Devil Corpsemonger ratio might shift too. Hopefully the final two as of yet unspoiled Pantheon packs will give the final cards needed for these slots.
Epic: Constructed Tiered Card Ratings
Foreword
Below are the 264 currently-legal cards for Epic constructed divided into 9 tiers (Core, Tyrants, Uprising, and 4 of 6 Pantheon packs [not yet available for retail]). In constructed, the power level of each card is heavily influenced by the other cards that are being played, the “meta.” For example, if everyone is playing untargetable champions, non-targeted removal (Scara’s Will and Winged Death) are effectively better while targeted removal (Erase and Drain Essence) are effectively worthless.
Therefore, since I want this first rating to be relevant for as long as possible, I have tried to keep it as meta-agnostic as reasonable. Instead of rating the cards based on their power level at this exact moment, I have grouped them by relative power level that can fluctuate based on the meta. From these tier groupings, I plan on making around 9 videos (about 1 per tier) to explain the cards’ strengths and weaknesses and my rationale for their placements [edit: first video is up going over all of the top tier cards, future videos will be broken up into small packages of similar cards]. The videos also go over community terminology and key Epic concepts. I recommend focusing on tiers 1-5 when building decks. (I might also write a meta-based ranking to accompany this article that I can update as the meta shifts.)
If you disagree or want clarification on any of the cards’ positions below, let me know in the comments. I’ll plan on spending a bit more time talking about those cards in my videos. Also, I know this clashes with most players’ views on at least a few cards, so tell me why I’m wrong!
Since limited formats (like Dark Draft) are entirely different animals, I have a separate Dark Draft Card Ratings as well.
Videos
Below are the videos I have produced so far broken up by tier.
Top Tier
Top Tier Constructed Cards (I’ve set it to start on Muse, my rant.)
This video goes over a significant amount of the terminology and key Epic concepts. For the rest of these videos, I’ll assume that knowledge:
- Slow/Fast champions
- Card Advantage
- Board
- Bad Attack
- Buffs
- Chump Blocked
- Cycle
- Tempo (Swing)
- Meta
- Gold Punisher (On-turn/Off-turn)
- Board Clear
- Face
- Burn
- (will come back to the rest)
Ratings Formatting
The below formatting is as follow
Tier Name (# of cards in tier / # of cards total legal cards)
Brief description of tier
Alignment (# of cards in alignment in tier / # of legal cards of that alignment total) [# of cards in the alignment for this and all previous tiers]
Individual cards are searchable with ctrl + f / cmd + f. Clicking on a card name will currently open the card’s linked image in a new tab. Once the videos are up I’ll, ideally, switch the link to the timestamped video where I discuss it (this has begun).
Banned Cards (3/264)
These cards were banned from constructed largely because of their interaction with Chamberlain Kark Combo/Control decks.
Good (2/66)
Sage (1/66)
Tier 1: Meta Shaping (28/261) [31]
These cards are absurdly powerful and/or have heavily influenced the meta at some point.
Evil (12/66)
Angel of Death, Demonic Rising, Drain Essence, Drinker of Blood, Medusa, Necromancer Lord, Raxxa’s Curse, Rift Summoner, Scara’s Gift, Scara’s Will, Soul Hunter, Zannos Corpse Lord
Good (4/64) [4]
Angel of Light, Chamberlain Kark, Noble Unicorn, Silver Wing Savior
Sage (9/65) [9]
Amnesia, Ancient Chant, Erase, Lesson Learned, Mist Guide Herald, Muse, Sea Titan, Thought Plucker, Wave of Transformation
Wild (7/66)
Brachiosaurus, Draka Dragon Tyrant, Kong, Raging T-Rex, Smash and Burn, Strafing Dragon, Surprise Attack
Tier 2: Powerful Support (31/261) [62]
These are cards that play important roles in powerful decks and/or cards not quite strong enough to make tier 1.
Evil (4/66) [16]
Dark One’s Fury, Dirge of Scara, Eager Necromancer, Guilt Demon, Street Swindler, Zombie Apocalypse
Good (12/64) [16]
Bodyguard, Brave Squire, Cast Out, Divine Judgement, Inheritance of the Meek, Inner Peace, Insurgency, Martial Law, Priest of Kalnor, Second Wind, Silver Wing Guardian, Silver Wing Lancer
Sage (5/65) [14]
Disappearing Act, Forcemage Apprentice, Force Lance, Frantic Digging, Hasty Retreat, Ice Drake
Wild (10/66) [17]
Draka’s Enforcer, Feeding Frenzy, Flame Spike, Hunting Pack, Hunting Wyvern, Kalani Woodreader, Lightning Strike, Rage, Scarros Hound of Draka, Spore Beast, Whirlwind, Wolf’s Bite
Tier 3: Powerful Filler (45/261) [107]
These are powerful cards that fill very specific roles for very specific decks.
Evil (16/66) [32]
Apocalypse, Army of the Apocalypse, Consume, Final Task, Forbidden Research, Hands from Below,Ā Murderous Necromancer, Plague, Plentiful Dead, Raxxa Demon Tyrant, Reaper, Steed of Zaltessa, The Gudgeon, Unquenchable Thirst, Wake the Dead, Winged Death, Wither
Good (11/64) [27]
Brand Rebel Fighter, Faithful Pegasus, Gold Dragon, Justice Prevails, Markus Watch Captain, Rescue Griffin, Resurrection, Revolt, Secret Legion, Urgent Messengers, Watchful Gargoyle
Sage (12/65) [26]
Crystal Golem, Garbage Golem, Helion the Dominator, Juggernaut, Keeper of Secrets, Knight of Shadows, Shadow Imp, Siren’s Song, Soul Storm, Steel Titan, Vanishing, Velden Frost Titan, War Machine, Warrior Golem
Wild (10/66) [27]
Brak Fist of Lashnok, Fiery Demise, Fires of Rebellion, Flames of Furios, Flash Fire, Go Wild, Greater Lightning Wurm,Ā Herald of Lashnok, Hunting Pterosaur, Hurricane
Tier 4: Tech Cards (44/261) [150]
These cards fill even narrower roles based on the meta and/or are linchpins in specialized decks.
Evil (9/66) [41]
Corpsemonger, Endbringer Ritualist, Heinous Feast, Little Devil, Necrovirus, Plague Zombies, Raxxa’s Displeasure,Ā Scarred Cultist, Scarred Priestess, Spawning Demon, The Risen
Good (9/64) [36]
Absolve, Ambush Party, Angeline’s Will, Angel of the Gate, Arm, Courageous Soul, Imperial Cavalry, Master Zo, New Dawn, Noble Martyr, Paros Rebel Leader, War Priest, White Dragon
Sage (13/65) [39]
Aerial Assassin, Arcane Research, Citadel Raven, Deadly Raid, Djinn of the Sands, Elara the Lycomancer, Ethereal Dragon, Evict, Knight of Elara, Memory Spirit, Reset, Reusable Knowledge, Spike Trap, Steel Golem, Time Walker
Wild (12/66) [39]
Ascendant Pyromancer, Cave Troll, Draka’s Fire, Fire Shaman, Fire Spirit, Flame Strike, Flood of Fire, Forked Jolt, Hunting Raptors, Lash, Lashnok’s Will, Pyromancer, Pyrosaur, Savage Uprising, Stampeding Einiosaur
Tier 5: Reasonably Powerful (36/261) [187]
These are okay cards on their own. They might make it into competitive decks or find homes in highly synergistic decks.
Evil (7/66) [48]
Anguish Demon, Dark Knight, From Beyond, Grave Demon, Herald of Scara, Necromancer Apprentice, No Escape, Raxxa’s Enforcer, Word of Summoning, Zealous Necromancer
Good (10/64) [46]
Avenger of Covenant, Avenging Angel, Banishment, Dragonling, Helena’s Chosen, High King, Knight of the Dawn, Lord of the Arena, Palace Guard, Quell, White Knight
Sage (9/65) [48]
Erratic Research, Force Field, Frost Giant, Gareth’s Juggernaut, Gareth’s Will, Master Forcemage, Psionic Assault, Temporal Enforcer, Temporal Shift
Wild (7/66) [46]
Den Mother, Entangling Vines, Forest Dweller, Keira Wolf Caller, Rybas Canopy Sniper, Triceratops, Wolf’s Call, Wurm Hatchling
Tier 6: Might Play (22/261) [209]
These are the weakest cards I can feasibly see myself playing in a competitive deck.
Evil (6/66) [54]
Corpse Taker, Dark Offering, Dark One’s Apprentice, Deathbringer, Infest, Krieg Dark One’s Chosen, Reap or Sow, Run Riot, Thrasher Demon
Good (5/64) [51]
Angeline’s Favor, Angel of Mercy, Priestess of Angeline, Royal Escort, Silver Dragon
Sage (7/65) [55]
Alchemist Assassin, Fairy Entrancer, Mystic Researcher, Scrap Golem, Stand Alone, Teleport,Ā Winter Fairy
Wild (5/66) [51]
Fireball, Howl, Lightning Storm, Mighty Blow, Mythic Monster, Rain of Fire
Tier 7: Might Experiment (26/261) [235]
These cards are the bottom of the barrel of cards I would theoretically play.
Evil (5/66) [59]
Demon Breach, Devour, Inner Demon, Succubus
Good (8/64) [59]
Angelic Protector, Feint, Hand of Angeline, Herald of Angeline, Imperial Commander, Standard Bearer, The People’s Champion, Thundarus, Village Protector
Sage (7/65) [62]
Blue Dragon, Citadel Scholar, Erwin Architect of War, Fairy Trickster, Helion’s Fury, Lying in Wait, Turn
Wild (9/66) [60]
Ankylosarus,Ā Battle Cry, Bruger the Pathfinder, Burrowing Wurm, Forest Giant, Great Horned Lizard, Jungle Queen, Lurking Giant, Pack Alpha, Winds of Change
Tier 8: Effectively Unplayable (20/261) [255]
I can’t see myself ever playing these cards in constructed at this point.
Evil (4/66) [63]
Bitten, Dark Assassin, Drifting Terror, Saren Night Stalker, Vampire Lord
Good (4/64) [63]
Bounty Hunter, Forced Exile, Gladius the Defender,Ā Rabble Rouser, Vital Mission
Sage (3/65) [65]
Chronicler, Ogre Mercenary, Time Bender, Transform
Wild (3/66) [63]
Canopy Ranger, Chomp!, Rampaging Wurm, Sea Hydra
Tier 9: Nothing to See Here (9/261) [264]
You can basically forget these cards exist for constructed.
Evil (3/66) [66]
Dark Leader, Infernal Gatekeeper, Trihorror
Good (1/64) [64]
Sage (0/65) [65]
Wild (3/66) [66]
Bellowing Minotaur, Forked Lightning, Rampaging Cyclops, Wolf Companion
Disclaimer
I am a better limited player than a constructed player. I tried to factor out my personal biases for these rankings as much as possible, but doing so completely is impossible and ultimately undesirable.
**Update 10/21/20: I am a much better constructed player now**
Change Log
Maligus vs Furios Draft Ratings
Foreword
Part 3 of my Pantheon review for Dark Draft. For my non-Pantheon reviews check out the full article. Gareth vs Lashnok ratings , Scara vs Angeline ratings , Zaltessa vs Helena ratings
So excited that I finally get to write about Krieg, my favorite card of the set (followed by Silver Wing Savior, Scarred Priestess, Cast Out, and Scara’s Will).
Maligus vs Furios
Fiery Demise Rating
Always Desirable
“Draw 2 ands” are amazing, particularly off-turn ones. Eventually you’ll need to spend a gold to draw 2, and if you can remove a Thought Plucker, Muse, Winged Death, etc. with that draw 2, amazing. If nothing else, it’s a free 3 damage to your opponent.
Greater Lightning Wurm Rating
Situationally Desirable +
6 damage is enough to break a lot of important champions, such as Noble Unicorn, Avenging Angel, Strafing Dragon, and Murderous Necromancer. Attaching that to a 10 defense minion (which is out of range of Drain Essence, Hurricane, and Savage Uprising) is solid, even more so since that 12 breakthrough offense makes that big leftover booty a real threat.
And of course, the 6 damage can always hit your opponent, which is quite powerful if they’re at 6 health, if they have no health gain, or if they are relying on bounce effects for removal (Erase, Sea Titan, etc.). To reiterate though, when I draft this, I will almost always want to use it to remove an opponent’s champion because reestablishing champions are gods in limited. Would not draft a 12/10 Burrowing Wurm outside of Wild though.
Kalani, Woodreader Rating
Always First Pickable
0-cost 5/5 blitz, sold.
5 offense means this can kill your opponent in 6 attacks, and 5 defense means that the only 0s that can meaningfully remove it are Spike Trap, Lightning Strike, and Raxxa’s Curse. (Actually, Brand Rebel Fighter, Dark Knight, and Brave Squire can break it in combat too.)
All of that makes this an Always First Pickable card by itself, but preventing your opponent from gaining health also has value. If your opponent can’t remove this (you’re probably winning anyways but), they can’t effectively use Second Wind, Righteous is turned off, and Inner Peace becomes a dead card.
This can also help setup a burnout kill. Normally, spending your gold on your turn to get your opponent in range of an off-turn burn effect (like Flame Strike), is a risky move, even if their gold is down. This is because they can always go to their turn and immediately spend their gold to gain health before you get initiative to play your burn effect. However, if you play Kalani on your turn, after your opponent’s spends their gold, and don’t attack, they need exactly Raxxa’s Curse, Lightning Strike, Vanishing, or Siren’s Song otherwise all of their 1-cost health gain is worthless. (If they don’t have a 1-cost answer to Kalani, all of their 0-cost health gain is worthless too.)
Rules Interaction: If you play Drain Essence targeting an opponent’s Kalani, you will gain 9 health. This is because Kalani immediately breaks after taking 9 damage, and it is therefore not in play when Drain Essence tries to gain you 9 health. This also applies to blocking and breaking Kalani with a righteous champion, since Righteous is a triggered effect, it waits to resolve until after champions break to combat damage.
Herald of Angeline Rating
Rarely Playable
Worst Herald (so far). In addition to generically not liking the Herald effect in Dark Draft, Herald of Angeline is in the worst Dark Draft alignment, Good. Therefore, in order to get enough cards for me to feel comfortable successfully drawing a card off this Herald, I need to draft about 19 other Good cards, not going to happen. (On the plus side, since Good is so weak in Dark Draft, you’re more likely to get Good cards passed to you enabling you to get closer to my arbitrary 19.) Then, once you have your 20 Good card Dark Draft deck, this card asks you to play a 1-cost, slow, 5 defense champion without blitz; I really dislike 5 or less defense 1-cost champions because of 0-cost cards like Lightning Strike and Spike Trap.
Further, even if you draw a card from Herald and even if it isn’t removed before it can attack, it still breaks for nothing but 7 health gain against powerful 6/8 airborne champions like Ice Drake and Ethereal Dragon. It also only trades with most other 1-cost airborne champions. Although, when put that way, draw a card, gain 7 health, and break an airborne champion like Angel of the Gate, that doesn’t sound too bad. If it manages to live through that first attack it might gain 14+ health. However, that is a lot of easily preventable if’s.
Angeline’s Will Rating
Situationally Acceptable +
As mentioned, I don’t value the “Will” effect highly in Dark Draft, and the fact that this doesn’t even have an “Or Draw 2” option really plummets my evaluation of the card. While 10 health gain could be strong against an opponent who heavily drafts burn, and I do highly value Inner Peace, spending a gold and a card just to gain 10 health feels weak.
Further, unlike Scara’s Will, the removal effect doesn’t deal with untargetable champions (which are hard to deal with already), it can’t remove an ambush champion before it blocks, and it requires the champion to be expended to even be used. It does banish though, which is almost always better than break. Also, Good has better on-turn gold-punishers than Evil, for example Silver Wing Savior (which could get this back), Silver Wing Lancer, and Gold Dragon. Hmmmm, that actually seems fairly strong, if I’ve already drafted 2+ on-turn, 1-cost, Good, gold-punishers, I’ll value this higher going forward. Otherwise, no thank you. (As a side note, Two Time World Champion John Tatian does like this card “quite a lot.”)
Knight of the Dawn Rating
Always First Pickable
Another 0-cost blitz champion. Can banish a demon when played too, so it is a nice answer to your opponent Raxxa’s Cursing your first 0-cost blitz champion. It’s also a human so it can ride Faithful Pegasus.
Scara’s Gift Rating
Situationally Acceptable +
This card is a beast in constructed, as The Flock demonstrated by putting John Tatian and James Moreland into top 8 with it. If you can repeatedly trigger this, it can gain a ridiculous amount of incidental health and do a ridiculous amount of incidental damage, which is great if you are using a bunch of Evil 1-cost cards to control the board.
However, in Dark Draft I generally don’t draft that many 1-cost cards that could trigger this. Even though I go Evil frequently, that is usually off the back of multiple powerful 0-cost cards and just a couple key 1-cost cards. (As a reminder, spending a gold on a 0-cost card’s Draw 2 ability does not trigger ally abilities.) So, when you take into consideration the fact that I probably won’t cast this more than a few times a game, and the fact that it doesn’t impact the board at all, I am not convinced that this is a consistently worthwhile Dark Draft card.
Krieg, Dark One’s Chosen Rating
Situationally Acceptable
I didn’t think much of this card when I saw it, but then I realized how it’s ally trigger interacts. Now it is my favorite card of the set (even if it isn’t consistently that strong). Setting aside the ally trigger for now, an 8/8 that produces two 2/2 zombie tokens isn’t all that impressive, but at least it’s a human for Pegasus and Cast Out. Not a great start though.
However, the Ally ability is sick. In Epic, any effects triggered by another effect “triggered effects” (denoted by a trigger and an arrow such as Ally -> , Tribute -> , Loyalty 2 -> , and When this attacks -> ) are put into a heap until that “triggering effect” is finished resolving. Then, you choose the order in which those heaped triggers resolve.
Example 1 (Event)
Say I have Krieg in play and Necrovirus in my discard pile. If I play Apocalypse, both Krieg’s triggered Ally ability and Necrovirus‘ triggered Ally ability are put into a heap, then I fully resolve Apocalypse and break all champions. Now that Apocalypse has fully resolved, I choose to resolve Necrovirus‘ triggered Ally ability first to put 3 zombie tokens into play. Then, I resolve Krieg’s triggered Ally ability, put 1 zombie token into play and give all of my zombie tokens +1/+1 and blitz. This leaves me with 4 3/3 blitzing zombies after I cleared the board, good stuff.
Example 2 (Champion)
Say I have Krieg in play. If I play Zannos Corpse Lord, both Krieg’s triggered Ally ability and Zannos‘ triggered Loyalty X ability are put into a heap. I choose to resolve Zannos‘ triggered Loyalty X ability first, reveal 5 cards, drain my opponent for 5 health, and make 5 zombie tokens. Then I resolve Krieg’s triggered Ally ability, put 1 zombie token into play and give all of my zombie tokens +1/+1 and blitz. This leaves me with 6 3/3 blitzing zombies, in addition to Krieg’s 8/8 body and Zannos‘ 9/9 body. I like it, I like it a lot.
If you have a Krieg in play and you play a second Krieg, you would end up with 3 3/3 blitzing zombies.
I love this interaction because it is cool, and it rewards a deep understanding of how cards actually resolve in Epic. It also works quite nicely with Forbidden Research (make the zombie first then break the zombie to recall) and Scarred Priestess (use the made zombie as fodder to break an opponent’s champion every time you play a 1-cost Evil card). The problem though, is getting Krieg into play.
As we mentioned, playing Krieg for an 8/8 and two 2/2s isn’t that strong, but at least it isn’t horrible. Further, to get great use out of it’s triggered ally ability we need cards that aren’t great in Dark Draft: Scarred Priestess, Zannos Corpse Lord, Necrovirus etc. (Necrovirus is actually the best of the 3 in limited, and Murderous Necromancer is actually quite strong.) Therefore, the odds of both this being strong in your deck and finding a time to play it are low, and I’d usually much rather draft an always acceptable card in its spot. I will try long and hard to break it in constructed though, but it won’t be easy.
Dark One’s Fury Rating
Frequently Desirable
I value Draws 2s. I frequently draft Evil. One-sided board clears are amazing. Even if your opponent is going Evil and you aren’t, counter drafting this to keep it out of their hands is still strong, especially since it’s always at least a draw 2.
Erwin, Architect of War Rating
Always Acceptable +
I’ve hit loyalty in 3 different alignments in one game because of this card. When focusing on 0-cost cards and “best cards in pack” over drafting “In Alignment,” this can be quite nice to help hit loyalty effects in your secondary, possibly tertiary, and even just primary alignment that you naturally fell into. For the most part, you just want to keep this in your hand to help hit loyalty for much of the game. But, if you need to find a new card, you can always just play it and recycle. 5 defense is not irrelevant either, since it survives a demon attack each turn.
Solid card, I’d pick actively strong cards over it, but I’m always up for drafting it if there’s nothing else crazy in the pack.
Ethereal Dragon Rating
Always Desirable
Ambush, Airborne champions are powerful. 8 defense makes it hard to kill in the air, and it even survives Flames of Furios. 6 offense is a real threat. Untargetable is incredible, and it lets you ambush this in while your opponent’s gold is up to use as a hard to punish blocker. Big fan.
Scrap Golem Rating
Situationally ????
(Scrap Tokens are token versions of this without Recall or Loyalty 2 -> blitz)
I was in love with this card when I first saw it as a promo (because my favorite card in Magic is Chronozoa), but now that I have it, it just doesn’t seem strong enough (even though they buffed it by giving it a recall ability).
Obviously, without loyalty this card is awful because it’s just a slow 6/6. With loyalty, it’s two slow 6/6s, meh? However, if at least one of them survives both the turn you play it and your opponent’s turn (which is reasonably likely because two 6/6 bodies aren’t easy to remove without a board clear), you can produce even moar 6/6 bodies! Then, theoretically, as long as any of these 6/6s survive until your next turn, you can continue to pump out 6/6s for just that one initial gold. Ignoring the fact that this also gets shut down by Amnesia effects or just running out of cards in your discard pile, is this even worth it? If yes, is it still worth it when you do consider those restrictions? I honestly don’t know yet.
(As a quick side note, since the Scrap Tokens are Tokens, they can be banished by Markus Watch Captain and Silver Dragon.)
Overall
This pack has a lot of interesting cards, and it does come with a few particularly strong 0s. Kalani is probably the strongest card in the pack for Dark Draft (Scara’s Gift is the strongest for constructed), but Knight of the Dawn and Ethereal Dragon are up there too. Krieg is going to be one of my new pet cards (like Knight of Elara) that I constantly try (and probably fail) to build decks around. Looking forward to it.
Zaltessa vs Helena
Foreword
Part 3 of my Pantheon review for Dark Draft. For my non-Pantheon reviews check out the full article. Gareth vs Lashnok ratings , Scara vs Angeline ratings
Zaltessa vs Helena
Ambush Party Rating
Always Acceptable –
If you are going tokens, particularly human tokens, this card can be quite strong. Not only does it threaten 9 damage by itself and draw a card (the addition of a card draw is a huge deal), but it can also combo with other champions you have in play. Like Secret Legion, it gives all humans blitz meaning you can play Courageous Soul first, then play this to give it blitz and attack for 21. (Scarred Cultist appreciates this card too). This card is everything the human token deck wants (except unbreakable tokens).
Off-turn though, this is generally a worse Urgent Messengers. It sacrifices 1 card for 1 token and a frequently irrelevant +2 offense buff. However, it can allow you to trigger the expend abilities of Murderous Necromancer and Gladius the Defender early.
Outside of a human token deck, 9 blitzing damage with a card draw is a reasonable gold punisher, although it is weak to Flash Fire/Wither, and 3 chump blockers off turn with a card draw isn’t terrible either. While a significant portion of the time I’d rather have the extra card from a draw 2, if your opponent can’t answer the tokens, you can get multiple blocks or multiple attacks through.
Cast Out Rating
Always First Pickable
Yes, that is me in the art. No, that is not John Tatian. And yes, this card is actually incredibly powerful.
The ability to banish a champion, namely Muse as depicted in the art, (or Thought Plucker/Mist Guide Herald/Necromancer Lord [preventing Final Task], Bodyguard [preventing it from being recalled], Dark Knight [getting around unbreakable], Warrior Golem [preventing the recycle], Spore Beast, Courageous Soul, Fire Shaman, Guilt Demon, etc.) without any other help is insane. Getting 2 humans while doing that also makes this a threat/gives you chump blockers.
Where this gets even crazier though is when you have other human champions in play, not just human tokens (Citadel Scholar, Scarred Cultist, Master Zo, etc.). With just one extra human in play, this can banish champions like Juggernaut, Pyrosaur, Shadow Imp, Cave Troll,Ā Winged Death, and Winter Fairy. Play Insurgency first and then you can banish a 6 defense champion. (I believe Hampus Eriksson banished my Gold Dragon with this card in constructed.)
Ignoring all of that, this is also one of only three 0-cost Good cards with an or draw 2 option (Revolt and Angeline’s Favor being the other 2). Like Raxxa’s Curse, this is an incredibly high pick for me, regardless of what else I’ve drafted.
Helena’s Chosen Rating
Situationally Desirable
I am a fan of Tribute -> Draw a card. In addition, putting that on a champion that needs to be removed otherwise it will generate two 3/1 tokens every turn is quite a real threat. However, the loyalty ability is tied to Good which remains the worst overall Dark Draft faction, since it relies so much on specific synergies which are hard to come by in limited. In addition, the 5 defense means 0-cost cards can remove it, like Lightning Strike (but not Spike Trap since this usually won’t attack).
Generally, if I’m already in Good, I’ll take this, otherwise I’ll pick it over 1-cost cards that don’t have ambush, draw a card, blitz, or untargetable.
Alchemist Assassin Rating
Frequently Desirable –
0-cost blitz champions are strong. Play this while your gold is up and attack. If they spend their gold, you spend yours. Otherwise you probably get 3 unblockable damage through and pass. The 1 defense makes it so everything breaks it, which makes it worse than some other 0-cost blitzers, but unblockable is a big bonus.
This can also be strong with unbreakable effects such as Brave Squire, Force Lance, or Mighty Blow. If your opponent’s gold is down, and you have an unbreakable effect, or possibly just a defense buff like Go Wild, the gold ability can be relevant. Otherwise, I wouldn’t use it unless you’ve seen every card in your opponent’s deck, and you know they won’t have a way to remove this after you pump it; Spending a gold to pump this just for it to get removed by Lash, Wolf’s Bite, or Cast Out would be a huge loss and could easily cost you the game.
Gareth’s Will Rating
Always Acceptable +
As I explained in my first Pantheon review, I don’t value the Will effect highly in Dark Draft. I also delved into this card’s potential, with a comparison of it to Vanishing, in myĀ visual spoiler for it.
Overall, the only-on-your-turn (fast-combat) bounce effect isn’t quite worth a gold, particularly when compared to Erase, Temporal Shift, or even Helion’s Fury (not to mention Sea Titan and Velden). However, Sage does have great on-turn gold punishers that this can bait your opponent into playing into, such as Velden, Steel Golem, War Machine, etc.
In general, I’d rather draft something that is always strong even if I don’t have another worthwhile Sage 1-cost effect in hand, but if I’m in Sage or there aren’t any better draw 2s in the pack, I’ll draft this.
Mystic Researcher Rating
Situationally Diserable
This just seems like a worse, Sage-Loyalty dependent Winter Fairy. If in Sage, it draws 2 cards immediately, then threatens to draw an extra card each turn. Hmmmm, getting a guaranteed 2 cards does make this better against removal effects, particularly bounce and banish, but it doesn’t threaten 4 airborne damage each turn.
In general, this card is pretty awful to play when behind because it doesn’t do anything to impact the board by itself; however, with a lot of 0-cost cards in your deck, since this is Dark Draft, it could draw you into some reasonable plays…It is quite strong to play when your opponent’s gold is down when you are either at parity or ahead though.
I need to experiment more with this card, but only when I’m in Sage. (A slow 3/2 champion that draws 1 card and doesn’t threaten to do anything else until your next turn is terrible.)
Bruger, the Pathfinder Rating
Always Acceptable –
Ambush, unblockable, 6 defense, reasonable off-turn gold-punisher. If you can play this when your opponent’s gold is down on their turn, they need to spend a gold, Smash and Burn, or multiple cards to remove it (since it survives Spike Trap, Lightning Strike, etc.). In addition, the turn you play it, it is an 8/9 body, so it can block some non-airborne champions favorably. Aside from that, I don’t see the tribute/when this damages an opponent effect being too relevant, unless you have the highly valuable card Hunting Pack and/or Den Mother.
I’d generally rather have my 1-cost cards affect the board and/or draw me cards, but off-turn gold-punishers are important too.
Herald of Lashnok Rating
Situationally Acceptable
Best Herald (so far), but I’m still not a huge fan of them in Dark Draft. If you have a high density of Wild cards (I’d personally want around 19 others for this card), this can be an establishing/gold-punishing on-turn blitzer, similar to Juggernaut. Without a buff, this runs the risk of hitting an ambushed Lurking Giant (or even Bruger) if used as an establishing blitzer though. Otherwise, it forces your opponent to have an immediate answer or take up to 8 breakthrough damage (since you wouldn’t play and attack with this if your opponent already had a way to effectively block it in play). Also, unlike Juggernaut, it isn’t easily breakable off-turn with its 6 defense.
Still though, I don’t see myself being happy about drafting a herald in Dark Draft often. (Great in Pluck You’s constructed deck at Worlds though.)
Hunting Pterosaur Rating
Always First Pickable
0-cost ambush, airborne champion that can break Muse, Thought Plucker, etc. Amazing. I’ve even just thrown it in front of Little Devil multiple times and been fairly happy.
Dirge of Scara Rating
Always Acceptable +
In Dark Draft you generally need to spend a gold to draw 2 multiple times. With this, you eventually get a demon too. I’ll take a free demon with an effect I wanted anyway. It can also be recalled to get another draw 2 to hand, in addition to the demon.
Similar to Ancient Chant, if you play Lesson Learned targeting this card, the “when this card leaves your discard pile” trigger will happen twice, so you’ll draw 2 cards and get 2 demons.
Necromancer Apprentice Rating
Frequently Desirable
0-cost cards are important, and this card has been surprisingly effective for me. Getting a free chump blocker every turn, while whittling away my opponent’s discard pile, has given me the time to get back into games I might have lost otherwise.
Steed of Zaltessa Rating
Situationally Desirable
6/7 airborne blitz is a strong on-turn gold-punisher stat line. At 7 defense it generally requires a gold to remove, and 6 airborne offense is a real threat. If in Evil, an extra 5 damage can be pretty devastating too, especially since 11 damage can be quite unexpected from an Evil deck. The ability to turn off health gain doesn’t seem that great, but if you do end up playing this while the opponent’s gold is up, at least they can’t gain health in response, requiring them to block/remove this or take 6 more damage. Also, if they bounce it, you can replay it for 5 more damage later. It’s even a demon for Raxxa’s Displeasure.
Overall
This is the pack to get if you want to play human tokens. Cast Out is insane and the best card in the pack. For Dark Draft, Hunting Pterosaur is a close second. The weakest card is Bruger, the Pathfinder.
Aside from human token constructed decks, Dirge of Scara will be a staple in Evil non-aggro decks as it is one of Evil’s few draw 2+ cards. I’m even experimenting with a sub 30 draw-effects constructed deck due to this and Forbidden Research. Herald of Lashnok is another solid threat/establishing champion for the Wild arsenal. Gareth’s Will is an incredibly intriguing card because it allows interesting Master Forcemage shenanigans, but I haven’t found a Sage deck for it yet that can compete with either the Wild or Evil Worlds decks.
Only 1 final pack to review. I plan to get it up before I head out on Friday.
Scara vs Angeline Draft Ratings
Foreword
Part 2 of my Pantheon review for Dark Draft. For my non-Pantheon reviews check out the full article. Gareth vs Lashnok ratings
“Herald” Cards (Pantheon Specific)
Pantheon introduces a cycle of Herald cards: Herald of Scara, Herald ofĀ Angeline, Herald of Lashnok, and probably a Herald ofĀ Gareth in the final two unspoiled packs. They are 1-cost champions with a Tribute effect that lets you reveal the top 3 cards of your deck and chose a card of the same alignment to add to your hand. (Banish the other revealed cards.)
Just like the Will cards, these are weak for my draft strategy because I frequently don’t have much more than 10 to 12 cards of my dominant alignment. Therefore, my likelihood of revealing 3 non-alignment matching cards is greater than I am willing to accept. I’d much rather draft either a more reliable alignment-independent card or an alignment-dependent card that I can be sure will activate when I choose to play it.
That being said, if you have recycled through your entire deck and have been keeping track of the order of your banished cards, these can be great to get you to the card you need that you know is coming (assuming it is in your Herald’s alignment). It could even just burn you past 3 cards you didn’t want to draw. Also, if you are in the draft-as-much-of-1-alignment-as-possible camp, these cards becomes much better because you are more likely to get at least 1 alignment-matching card; you might even be able to choose between 2 alignment-matching cards.
Scara vs Angeline
Angeline’s Favor Rating
Always Acceptable
Draw 2, always acceptable. 0-cost, I’m listening. Jump with a +2/+2 attached, hmm. Best case scenario, you use this to give a Kong airborne and hit your opponent for 15 damage, past whatever non-airborne blockers they might have in play. 0-cost deal 15, seems strong. It also bypasses a potential ambush, non-airborne chump blocker, since you can use it in combat, before blockers are declared.
However, for a 0-cost card that can get damage through, I’d generally rather have breakthrough (Rage/Lash), chump blocker removal (Wither/Raxxa’s Curse/etc), or potential big removal (Vanishing/Feeding Frenzy). In all of these scenarios, not only do I still potentially get damage through (although possibly less damage), but I also remove the chump blocker so it can’t stop me next turn either. Granted, if you just kill your opponent with that one attack, removing a potential chump blocker doesn’t matter.
In addition, I’d draft 0-cost champions over this or high-value champions like Kong, but if I need card draw (and I usually do), this is a perfectly acceptable card that could potentially win me the game.
Also, nearly forgot to mention that this can be used to surprise block an opponent’s attacking airborne champion. “Well hello there Avenging Angel.” #StealingFromTheAmazingSpiderTankGamingBlog
Silver Wing Guardian Rating
Usually Desirable
Ambush champions in Dark Draft are great. Airborne champions in Dark Draft are great. Health gain in Dark Draft is pretty strong. Put all that together and you have a solid card, especially since it doesn’t rely on Loyalty or Ally effects.
This is particularly strong with combat tricks, namely Brave Squire. Ambush this in on your opponent’s turn during an attack, gain 4 health, Brave Squire it and block with it (if opponent’s gold is up, Brave Squire before passing initiative, otherwise Brave Squire after blocking), break the opponent’s attacking champion, gain 11 more health, and have a 6/6 airborne righteous champion to attack with on your next turn. (Tom Dixon figured this one out and it was incredibly strong in constructed.)
The reason this isn’t always desirable or better is because it isn’t as absurdly powerful/game-swinging as other cards, it can’t draw cards, and it breaks to Smash and Burn Ally trigger.
Silver Wing Lancer Rating
Usually Desirable
Effectively the best on-turn punisher to play after your opponent spends their gold on your turn. Without a gold, the only way your opponent can prevent 10 damage to their face is Hasty Retreat, Spore Beast, Blind Faith, Fumble, or a combination of cards such as combat tricks. After it his your opponent, at 8 defense, your opponent will be forced to use a gold (or multiple effects/Vanishing) to remove it, and since it is unbanishable, cards like Divine Judgement can’t sweep it up. It’s hard to appreciate just how strong this card is until you play with or against it.
Force Lance Rating
Frequently Desirable
This is the best enabling card for playing your gold first on your turn.
Most of the time, playing a 1-cost blitz champion and attacking with it while your opponent’s gold is up is a bad idea; your opponent can remove your champion with cards like Medusa, Drain Essence, Erase, Chomp!, etc. and you gain almost no value from them. However, if you Force Lance that champion before passing initiative when you attack, your opponent’s possible answers drop dramatically. Further, since you recycled when you played this, even if your opponent has that Erase, you don’t get completely screwed.
This can also be used on an ambush champion you played last turn, before either player spends their gold, if you think your opponent wants to Medusa it. As a reminder, this only gives unbreakable on your turn, not your opponent’s.
Steel Titan Rating Rating
First Pickable –
This card, if unanswered, can win you the game in two attacks (because 13 offense, effectively unblockable), and it is pretty hard to answer (because untargetable). If your opponent doesn’t have a board clear, Scara’s Will, Winged Death, Lying in Wait, or Mythic Monster/Kong, you basically win. Assuming you can play this without dying since it doesn’t do much the turn it is played, aside from being a big untargetable blocker.
While there are still cards I would pick over this, I would only do so if I either A) already have ways to remove this or B) it’s early enough in the draft that I can pick ways to remove it. This card terrifies me, and I’ve already seen it almost single-handedly win multiple games. One benefit of first picking this card is that your opponent won’t know to prioritize answers for it.
Pretty strong with Surprise Attack (and Final Task) too.
Teleport Rating Rating
Situationally Acceptable
I’m not a huge fan of this card, now that the card draw is conditional on expending the target champion. (This also means that if you Teleport a token, the token disappears before you can expend it, so you can’t draw a card. Also true if you play this with no legal targets.)
Best case scenario is that you use this on your turn on a Kong or Brak, get the Tribute effect and then attack with that champion a second time… Now that I think about it though, using this on your Kong off-turn to break a champion and draw a card (by expending Kong) seems pretty strong… Anyways though, my main problem with this card is that it requires you to already have a strong champion already in play to have a strong effect.
Using it defensively to stop an attacking champion feels weak since it triggers that champions tribute/loyalty effect again for your opponent. It can save you if desperate (even against a Force Lanced Silver Wing Lancer), but I would much rather have a card that is strong when behind, can always draw me cards, or can punish an opponent after they spend their gold when I have nothing else in play.
Herald of Scara Rating
Situationally Acceptable
I don’t like the Herald cards in draft as I explain above. Therefore, if you ignore the tribute ability, this is a slow 9/7 airborne champion, which I would not draft.
On the bright side though, at 7 defense, your opponent needs to use a gold to remove it, and it can survive in combat against better airborne champions like Ice Drake, Ethereal Dragon, Gold Dragon, Strafing Dragon, etc. It is also a demon, so it lives through Raxxa’s Displeasure (and Dark One’s Fury), which, as a 9/7 airborne champion, is not to be underestimated. Therefore, if you have either of those board clears (which will continue to be less likely as the card pool grows) or you have 15 to 20 other Evil cards, this is a perfectly reasonable 2nd/3rd pick. Otherwise, I’d avoid it.
Scara’s Will Rating
Always Desireable
Best Will. I would draft this card even if it didn’t give me an extra Evil gold the turn I play it.
A Fast, only-on-your-turn removal card that can hit Sea Titan/Steel Titan is incredibly valuable, especially since it’s a removal option that doesn’t involve breaking/banishing all your champions too. In addition, it can draw 2. The fact that I can play this and, at minimum, bluff that I could play another 1-cost Evil card makes this absurd. If playing against this, I would recommend practically always spending your gold if they pass while their Evil-locked gold is up though, especially since there aren’t a ton of amazing Evil on-turn gold-punishers.
Scarred Cultist Rating
Frequently Desirable
0-cost champions are inherently desirable, and a 6/5 stat line is no joke. If you are in Evil, this becomes amazing. A threatening 0-cost champion that can return your best 1-cost champion is fantastic. It can even jump onto a Faithful Pegasus (on offense or defense), and it can make Cast Out stronger (since it is a human).
Flames of Furios Rating
Situationally Desirable
I don’t know how to rate this card yet. It’s a draw 2 so its never bad. In addition, it can break practically all 0-cost champions, which is great if your opponent plays multiple. Further, any 8+ defense champions you have in play survive this, and it can be played off-turn as a one-sided board clear. Finally, in Dark Draft your opponent will almost certainly have at least 1 reasonable 7 or less defense champion.
Overall, I think it is worth spending a significant amount of time analyzing how powerful this card would be in any given draft in which you see this. If either player is going tokens, this is amazing. Or, as mentioned, if your opponent has strong 7- defense champions and/or you have strong 8+ defense champion, this could be powerful.
Keira, Wolf Caller Rating
Always Acceptable
Ambush 10/10 worth of stats, with blitz, not bad. In addition, it can’t be fully removed by a 0-cost card, namely Flash Fire/Wither or Hasty Retreat/Vanishing/Fumble/Lightning Strike. The dream will always be to use this after your opponent plays Wave of Transformation on your turn while your gold is up, but unlike Wolf’s Call, it is significantly harder to casually answer, and the +1/+1 buff means your opponent can’t trade wolves 1 for 1. (Lightning Strike would at least prevent any additional wolves from attacking that turn though.)
Stampeding Einiosaurus Rating
Frequently Desirable
The effective replacement for Rampaging Wurm. This is a fantastic on-turn gold-punisher because it hits for a lot of damage, and it can’t be effectively chump blocked. In addition, the permanent 11 defense means this can’t be broken by Drain Essence, without help, on your opponent’s next turn (which is a nice bonus over Great Horned Lizard, Gold Dragon, etc.).
There is one situation where this is worse than Rampaging Wurm though, if you play this while your opponent’s gold is up and they have Chomp! in hand…Dang you Tatian! (for reference)
Overall
Every card in this pack is exciting for Dark Draft. Silver Wing Guardian, Silver Wing Lancer, Keira Wolf Caller, and Einiosaurus are all solid gold-punishers. Steel Titan is a worthwhile slow champion which forcibly alters drafting when seen. Herald of Scara could theoretically be powerful, and it will be fun in the game where it works (or frustrating in the game where you drafted it anyway). Scarred Cultist is a solid 0-cost card. Angeline’s Favor, Force Lance, and Teleport can create interesting combat situations. Scara’s Will is sick removal, and Flames of Furios would feel great against a token deck. Of the 2 packs I’ve reviewed so far, if you were only to buy 1 for Dark Draft, I’d buy this one.
The weakest card for my Dark Draft style (even though Evil is currently my most drafted alignment) is definitely Herald of Scara. The most powerful card is probably Steel Titan, followed closely by Scara’s Will.
For constructed, Silver Wing Lancer, Silver Wing Guardian, and Force Lance were all in the deck I played at Worlds. Flames of Furios and Scara’s Will made it into other constructed decks of mine. Keira probably replaces Pack Alpha in Elara’s Hunting Pack. Finally, if Scara’s Will doesn’t become too prevalent, Steel Titan is a real card in constructed too.
First Priest of Gold Dragon Video
My first video about the deck I almost ran at Worlds this year is now up. It is a midrange Good deck titled Priest of Gold Dragon.
This first video gives a general overview of the deck and describes its powerful synergies. In the next video about it, I plan on going over how to play this deck in various matchups (particularly Wild Aggro and Evil Control), how the deck has evolved since its creation (a couple weeks before Pantheon was announced), and I’ll answer any additional questions that get asked about it in the meantime.
I love this deck.
Gareth vs Lashnok pack Draft Ratings
Foreword
Seeing as how I don’t plan on starting to record videos for my article on my almost-Worlds 2017 deck “Priest of Gold Dragon” until Saturday, and due to the fact that WWG uploaded all of the Pantheon images that were legal at worlds, it seems like a good time to start reviewing the cards for my dark draft card rating article (that needs its ratings updated, again). Also, I figured it makes sense to go over them pack by pack.
“Will” Cards (Pantheon Specific)
Pantheon introduces a cycle of Will cards: Scara’s Will, Angeline’s Will, Gareth’s Will, and Lashnok’s Will. They are 1-cost cards with an option to get an effect and then gain a second gold which can only be used on an effect of the same alignment as the Will. (Play Gareth’s Will for the effect, get a second Gold that can only be spent on a Sage effect that turn.) You cannot gain more than one bonus gold per turn with Will cards.
In general, I’ve found the bonus alignment-locked gold to be underwhelming in draft. This is largely due to the draft philosophy I share with multiple other players: take the best cards in the pack with a focus on 0-cost champions and card draw over in-alignment cards for Loyalty/Ally. Due to this, I generally end up with only a bit over 10 cards in my primary alignment and multiple of those are 0-cost cards that I couldn’t spend a bonus gold on anyways.
Therefore, if I play a Will card, I’ll usually be locking myself into exactly one possible 1-cost play for that bonus gold. If I pass and my opponent passes, that is great for me, but if my opponent spends their gold on a powerful effect after I play the Will, I lose the opportunity to use other off-alignment 1-cost effects to react. I’d generally much rather have either a stronger effect for a gold then the watered down Will effects or just another actual 0.
All of this being said, there are incredibly powerful Dark Draft players, such as Lead Developer Darwin Kastle, who focus on drafting in-alignment cards to make their Loyalty 2/Ally champions more reliably-powerful. In decks with more 1-cost effects in the same alignment, the Wills become much stronger. They can also be quite powerful in constructed.
Gareth vs Lashnok
Fairy Entrancer Rating
Situationally Desirable
I think I like this card, but I haven’t been able to experiment with it much. In theory, it immediately steals an opponent’s champion and attacks for 2. If unremoved, it can threaten to do this again in two more turns. Due to the prevalence and power of bounce effects (Sea Titan, Erase, etc), permanent gain control effects are inherently risky (since your opponent can bounce the champion you stole back to their [the owner’s] hand), but the fact that this also leaves a body in play that they have to answer might make this worthwhile. At minimum, you force them to have a bounce effect and hopefully spend a card, if able, to answer the Entrancer.
Also, the dream will always be to have this survive for a turn, play Winds of Change on it next turn, and then immediately steal two more of your opponent’s champions. (Not exactly practical in draft, but could be fun in multiplayer/multi-gold god play.)
Gareth’s Juggernaut
Situationally Desirable
If you are in Sage, another 0-cost 5/5 blitzer is always solid. In draft, the Ally ability is underwhelming because the greatest strength of 0-cost blitzers is that you don’t have to commit your gold to apply pressure. At minimum, if your opponent commits their gold to try to put a blocker in front of this to break it, you can spend a Sage gold to make it unbreakable before damage, meh.
Also, important to note, if you use Stand Alone while this in play, it won’t gain unbreakable until after Stand Alone finishes resolving, so if you don’t choose it, it will break.
Master Forcemage Rating
Always Acceptable +
This card intrigues me. With no other synergy, it’s a 4/7 ambush champion that can break Muse and Thought Plucker immediately when played, so it’s pretty solid. If you have other 1-cost Sage cards, you can break up to four 2-defense champions on your turn, deal up to 4 damage to 2 champions, deal up to 4 damage to the enemy player, or anything in between. All of these seem quite nice.
However, what really intrigues me is attacking (or blocking) multiple times in a turn with this champion, using the ally trigger to prepare it after it expends (or flips). I really want to declare an attack without passing, play Deadly Raid to prepare this and make it unblockable, then play Force Lance to recycle and make this unbreakable. Now it is an 8/7 unbreakable, unblockable, prepared champion attacking for 8 that can attack for another 8 after this combat resolves. (It could even use its expend ability during combat if needed, at the cost of being able to attack a second time. Gareth’s Will can enable it to attack 3 times in one turn, and it’s a Human, so it can ride Faithful Pegasus.)
On defense, I want to block with Master Forcemage and then Brave Squire it, making it a 9/7 unbreakable. Then, after combat smile as wide as I can at my opponent while they agonize over whether or not to attack with their Herald of Lashnok while I’m at 7 health (even better if I don’t actually have a way to prepare the Master Forcemage in hand). Hmmm… that would be glorious… Get to say, go ahead, attack, I probably don’t have a 1-cost Sage card to prepare Master Forcemage.
Forbidden Research Rating
Always Acceptable –
A draw 2 is always reasonable, but if you aren’t in Evil and/or don’t have ways to produce disposable champions (Plentiful Dead, Soul Hunter, Murderous Necromancer, etc.) this won’t do much else. While I love this card in constructed because Evil has needed reliable card draw, most other draw 2s will be better in draft because they can potentially do something else.
On a side note, this was modified from the Kickstarter Promo of the same name. The promo version let you break a champion you controlled any time you had initiative to recall this. That was much stronger, particularly with effects like Helion.
Also, you can’t combo this with unbreakable champions like Dark Knight, since you can only recall this if a champion you control actually breaks to the Ally effect.
Run Riot Rating
Always Acceptable
A draw 2 that can also be on-turn removal with a perk is never bad. When compared to Bitten though, losing the ability to break a champion off-turn and trading the zombie from playing it on your turn for +3/+3 to Evil champions you might not have in play seems undesirable. Bitten can be played with any other cards and be solid. Run Riot’s perk only really seems to apply to decks with Evil tokens.
That being said, someone did point out that +3/+3 on even just two tokens is actually fairly threatening. It can deal the equivalent of a Lightning Storm to the face, if unblocked. So, maybe I’m underestimating the Evil champion buff. Interestingly enough it seems that you don’t need to break a champion to get the +3/+3 buff; therefore, it can always function as an underpowered, on-turn Justice Prevails if needed. I’d still draft Bitten over this most of the time though.
Scarred Priestess Rating
Situationally Desirable –
There is only one word to describe this card, but the closest I can get while remaining family-friendly is hardcore.
This is a champion that can break an enemy champion immediately when played, then break a champion off-turn, then break 2 (theoretically 3) champions on your next turn. It can also multi-attack/block like Master Forcemage, but it hits for 9 each swing (27 in one turn if it attacks 3 times with Scara’s Will). It can also block (flipping it), then expend to break a champion while combat is resolving, then get prepared by a 1-cost Evil card so it can block and expend again.
In addition, at 7 health it not only dodges all solitary 0-cost removal (except Vanishing), but it also dodges Smash and Burn! This, combined with its multi-removal ability, is theoretically absurd. However, it has been underwhelming for me in draft.
In draft, not only do you need to be in Evil to hit its loyalty, but it’s also slow (no ambush), and requires you to break one of your champions every time you want to break an opponent’s champion. While this can be fine if you have cards like Soul Hunter (in play) or Plentiful Dead, the odds of you assembling all of that in Dark Draft is small. I played it multiple times and just ran out of fodder and was forced to break 1-cost champions because I needed to break something of my opponent’s; that wasn’t great. While I once again love this card in constructed, it is too unwieldy to draft regularly in limited.
As a side note, it can break itself to its own ability to get that one final removal off. My inner Vorthos (player archetype that loves card flavor) adores this card so much.
Brak, Fist of Lashnok Rating
Situationally Desirable ++
This card is powerful because it’s a massive threat that can kill a player in two essentially unblockable attacks, it draws a card so you get guaranteed value even if it is immediately removed, and it dodges break effects the turn it is played, which is great for Getting Ahead so you can Stay Ahead. Essentially it is a stronger Triceratops, if you’ve committed to Wild.
Brad Minnigh has also pointed out that this card is pretty strong with Final Task (draw a card, attack for 14 unblockable unbreakable blitz damage from a champion that won’t break at the end of the turn to Final Task). You can see his pre-Worlds reviews on his blog: The Amazing Spider-Tank Gaming Blog.
Lashnok’s Will Rating
Always Acceptable
Lashnok’s Will is the only “Will” card that can be used on your opponent’s turn. Aside from that, I’m not a big fan. I don’t want to spend a gold to give a champion +5/+5 for the turn, and I explain at the top of the article why the bonus alignment-locked gold is unappealing to me in draft. At least it’s a draw 2.
Rybas, Canopy Sniper Rating
Situationally Desirable +
The obvious comparison to make to Rybas is Fire Shaman because they are both 0-cost Wild champions that can deal 3 damage to a minion or player. Fire Shaman can deal 3 damage (or more with Lashnok’s Will/Brachiosaurus) every turn, while Rybas can deal 3 damage every other turn. However, Rybas doesn’t require a 1-cost Wild card to be played in order to deal its damage. Therefore, you can play Rybas without committing a gold or after you’ve already committed your gold for the turn. It can also attack for 5 damage if you aren’t afraid of 2 damage effects or if you have Force Lance/Brave Squire protection.
Due to the flexibility of not requiring gold to be spent, I would draft this over Fire Shaman almost always, but only if I was in Wild. (I also wouldn’t draft Fire Shaman if I wasn’t in Wild, and I frequently don’t even draft Fire Shaman if I am.)
The other card that is more similar to this is Forcemage Apprentice. Like Rybas, theĀ Apprentice can deal its damage without needing a gold expenditure, but Sage gold expenditure allows the Apprentice to deal 4 damage to a target, 2 damage to 2 targets, or even 2 damage off-turn. The Apprentice also doesn’t need any other Sage cards to get that first 2 damage off. For those reasons, I would basically always draft the Apprentice over Rybas. However, Rybas’ 3 damage does allow it to easily answer 3-defense cards like Keeper of Secrets, Winged Death, or Pyrosaur, so Forcemage Apprentice isn’t always better.
Hand of Angeline Rating
Always Acceptable –
It’s an airborne 0-cost card so it’s not terrible. However, it requires you to play 1-cost Good cards to Recycle, and Good is the weakest faction in Dark Draft. For that reason, you might not get a single Recycle with it let alone the multiple Recycles it teases. I would much rather draft Watchful Gargoyle, especially since Hand of Angeline doesn’t have Ambush.
New Dawn Rating
Frequently Desirable
Combining this with cards like Sea Titan, Kong, Winged Death, Brak Fist of Lashnok, Mist Guide Herald, Den Mother, Steel Golem, etc is incredibly powerful. Banish the board and put a champion into play that immediately gives you value, threatens your opponent directly, and/or threatens to answer your opponent’s potential champion, nice.
(If you play this and both players pick cards with Loyalty/Tribute effects, both players’ effects will resolve [yours first] even if your effect removes your opponent’s champion from play immediately. For example, you put in Palace Guard, your opponent puts in Kong: You Banish Kong first, then Kong deals 13 damage to your Palace Guard. If you put in Kong and they put in Brak, your Kong would deal 13 damage to Brak, immediately breaking it, then they could draw a card even though the broken Brak can’t gain unbreakable.)
Where this card is weak though is the fact that you reveal what champion you are going to put into play first. With that information, your opponent has the possibility to counter what you are going to do. For example, you pick Sea Titan and your opponent chooses Winged Death or Steel Titan. As another example, you pick Kong and your opponent picks Burrowing Wurm; they could also choose to put nothing into play, force your Kong to do 13 damage to itself, play Lash to finish it off, and then ambush in a champion while your gold is down. Essentially, letting your opponent “Surprise Attack” in a slow champion while your gold is down might not work out great for you. In draft though, your opponent is probably less likely to be able to punish you hard for playing this, especially if you know most of the cards in their deck.
Silver Wing Savior
Frequently Desirable +
This card is sick. It is one of the main reasons I built a Pantheon Epic Humans constructed deck.
Best case scenario, this is a 7/7 airborne blitzer that essentially draws a card. Therefore, we can compare it with cards like Herald of Lashnok, Knight of Elara, Juggernaut, White Knight, and Succubus. The first four of those cards are pretty solid in Dark Draft, and this is arguably better than all of them. Airborne makes this significantly more likely to hit your opponent, and 7 defense makes this unremovable by Smash and Burn or any single 0-cost effect (aside from Hasty Retreat/Vanishing). Therefore, purely as a gold-punisher when your opponent spends their gold first on your turn, it is unrivaled. (The others do have different scenarios where they are better though.)
With regard to its tribute effect, it’s obviously worthless if you have no Good cards in your discard pile, but a textless 7/7 airborne blitzer is still respectable. However, if you can return a Good card, that is always powerful. This is particularly true because, if there is a Good card in your discard pile, that usually means it was strong enough for you to actually want to play it earlier in the game; therefore, it is probably strong enough for you to want to play it again that game. If it worked once, it’ll probably work again. Further, if you have multiple Good cards in your discard pile, you can choose the one that best fits what you need now or in the future. The only downside is that your opponent gets to see the card you get back.
Just a couple great cards to return to hand: Brave Squire, Noble Unicorn, a Good draw 2 (Cast Out), Knight of the Dawn, or Priest of Kalnor (then immediately play Priest of Kalnor on this, gain 4 health, get a 1/4 body, and make a 7/7 airborne blitz unbreakable untargetable champion). There is another strong combination with this card, but I’ll save that for my Priest of Gold Dragon article.
Overall
Fairy Entrancer, Master Forcemage, and New Dawn are exciting cards for Dark Draft because they can lead to interesting plays without being too overpowered. Forbidden Research, Scarred Priestess, and Silver Wing Savior are dripping with interesting constructed potential, and I’ve already built two decks around them (an Evil Krieg deck with the first two and my Priest of Gold Dragon deck with the Savior). I’d say the weakest card is Hand of Angeline, but it at least teases an interesting effect and is playable. Silver Wing Savior has the most raw, consistent power (and not just because I’m biased towards aggressive Good champions).