Gen Con 2017 Dark Draft Qualification (Part 1)

Foreword

I managed to successfully defend my Gen Con limited title on Saturday, August 19th, 2017 for a spot at Epic Worlds 2017. (I was one of two people who qualified in limited events at Gen Con 2016.) This is also the first time I remembered to take pictures of both my opponents’ and my dark draft pools in top 4. So, this 2-part article contains an analysis of key things I remember during my top 4 Dark Drafts. This article will be specific to these matches, but I have a detailed, slightly outdated article that goes over my general Dark Draft philosophy as well.  (I do also have my Random 60 pictures for a later article, and I will of course write an article about my Wolf deck that got me into top 8 in constructed.)

Semi-Finals

My semi-finals match was against Brad Minnigh who knocked me out in the limited semi-finals at Origins 2017. These were our decks:

My Deck

(Kong and Pyrosaur are the cards obscured by the glare.)

His Deck

My Interesting Picks

While I do not remember all of my picks, a few stand out as major decision points.

Kong over Amnesia

I am one of the most vocal people about the need to pick the first mass-discard pile banish card you come across. Doing so allows you to draft with the knowledge that your opponent can’t win by decking out (essentially). In addition, this allows you to draft as many powerful defense-only cards (like Ceasefire) as you want, since you don’t need to worry about an opponent drawing out to win if you can’t apply enough pressure to kill them first. There are very few situations where I break this rule.

The main reason I broke my rule in this match was my knowledge of my opponent. He has never had a game decided by decking out, ever. (I have had many, in Limited formats). Therefore, I know my opponent’s playstyle favors aggressive play.

Kong is incredibly powerful in an aggressive limited deck because it allows that player to remove an opposing threat while presenting their own big threat. Further, it is resistant to some of the best off-turn removal cards in the game: Erase (letting them play it a second time is painful) and Drain Essence/Hurricane/Chomp!. Due to this, the opponent frequently has to either use weak off-turn removal (Inner Demon/Banishment), a highly valuable off-turn board clear (Zombie Apocalypse/Martial Law), or wait until their turn to remove it (Palace Guard/Divine Judgement). In all of these situations, the aggressive player was able to remove a champion and either maintain a small advantage, force out a valuable card, or force the opponent to use their gold first on the next turn. Even further, if Kong isn’t removed it can be Raged/Lashed which can allow for that one big hit to get through enabling a burn-out kill.

Finally, unlike in Core-Only, full dark-draft through Uprising means there are 3 other mass-discard pile banish cards I could draft, and at this point (pack 2 or 3), I still had some chance to get one of those 3.

Aggressive Focus (Not Picking Ceasefire)

Due to not picking Amnesia early in the draft, I was forced to shift my picks more aggressive than I usually prefer. I know for certain that I passed on Ceasefire (possibly as a pick 2/3) because I couldn’t afford a card that can never be used aggressively (although it can let you overextend with an all-out attack and leave you a safety net). Similarly, I believe I passed on a few board clears for “lower tier” cards.

Winged Death over a Strong 0-Cost Card

This was a very tough pick for me. I do not remember exactly what I passed to take this, but I remember it was a powerful 0-cost card (Siren’s Song?). The reason I drafted this over a 0 was I wanted to protect my Kong and Mythic Monster. I was worried that I could lose 2 of my hard to remove champions and just get blown out of a game. In addition, I’m a big fan of this card generally.

Grave Demon over Word of Summoning

This was my last pack. By this point, I knew I had an aggressive enough deck that I probably didn’t need to worry about my opponent decking out for the win. Therefore, I wanted to take Word of Summoning because it is a strong 0 that lets you apply pressure off-turn without spending your gold. However, I chose Grave Demon out of personal preference.

Knowing my personal playstyle, I knew that I would be much more comfortable playing a deck with a mass-discard pile banish card than a deck without one. Having Grave Demon means I can always take the slow/defensive play. Without Grave Demon, I constantly need to worry about whether I am playing aggressive enough to win. This can drive me into riskier plays such as: spending my gold first on a turn possibly on a blitz champion with no relevant Tribute/Loyalty ability (instead of passing with gold up), playing another champion when I’m already ahead on the board and my opponent’s gold is down (instead of drawing cards), or using “or draw 2” cards for their effect (instead of drawing) when I’m low on cards in hand.

For all of these reasons, and the fact that it is a decent sized ambush champion, I picked Grave Demon. At this point in the draft, Word of Summoning might have been the “correct” choice for many, but not for me.

Other First Picks

Hunting Pack was my Pack 1 Pick 1. I am also fairly confident that I first picked Raxxa’s Curse and Angel of the Gate. I do not remember my 4 other first picks, but they were very possibly: Little Devil, Consume, Flash Fire, and Hasty Retreat. In other words, 0-cost cards.

I know my opponent first picked Erratic Research and Palace Guard, but I don’t remember the rest.

My Thoughts/Concerns Post-Draft

My greatest concern post-draft was the fact that I only had 13 reliable draw/recycle cards instead of my desired 15+ (not counting Quell or Cave Troll). Due to this, I made a mental note to prioritize using “or draw 2s” (like Bitten) to draw cards. Other than that, I felt like the deck was strong.

Match Interesting Moments

These were very intense games where we both spent a lot of time analyzing our moves, since the top 8 matches (in this case top 4) are untimed.

Running out of Draw (Bitten)

As expected, in one of the games I hit an early string of non-card-draw cards and my handsize dwindled to 3 cards. My opponent was also low on cards, but I was up 1 champion in play. On my turn I drew into Bitten.

My first instinct was that I could use Bitten as cover for my champion. In other words, I could attack, and if my opponent played an ambush champion to block, I could Bitten it, get a zombie, and probably get my attack through. However, knowing that I didn’t have a ton of card draw in my deck, I decided to pass holding my gold. There were a few reasons for this:

  1. Using Bitten as removal instead of card draw was not an option
    • Assuming my opponent spends their gold on their turn, I would want to spend my gold as well, so I don’t fall behind. This would reduce me to 2 cards in hand.
    • If I don’t draw card-draw on my turn, I have to survive my turn’s gold usage and my opponent’s turn gold usage with just those 3 cards. Most likely this brings me to 1 card in hand at the end of my opponent’s turn. Then, if I don’t draw card-draw that turn, I basically lose the game by being forced down to 0 cards in hand.
  2. Since I can’t use Bitten as removal, attacking with my champion is dangerous
    • If my opponent plays an ambush champion that can block and break my champion in combat, they get to establish a champion and remove my champion for free.
    • I personally do not like taking these risks when I don’t have to, so attacking with my gold up was not an option.
  3. If I use Bitten to draw 2 now, I give my opponent a free-gold to recover
    • They could ambush in a champion that I can’t remove that turn, allowing them to attack me on their turn.
    • They could also freely draw 2 to refill their handsize.
  4. Therefore, since I don’t want to play my other cards, passing is my best play
    • If they spend their gold, I draw 2.
    • If they don’t spend their gold on my turn, I have Bitten which I can use, if they spend their gold on their turn.
    • If they don’t spend their gold on either turn, I get to return to last turn’s advantageous board state with both players at +1 cards in hand.
      • Since my deck is lacking in card draw, this is ideal for me because I maintain my board advantage while negating my disadvantage (lack of card draw) without exposing myself to an opponent’s gold usage.
      • Further, I have Grave Demon so I can afford to let as many turns pass with no plays made as I need.

In the end, I believe my opponent passed on my turn and spent their gold on their turn, allowing me to spend mine to draw 2. My next 2 cards were non-card draw cards, so I would have almost certainly lost the game if I had used Bitten for removal.

Running my Opponent out of Draw

In a different situation, I was ahead on board, my opponent was low on cards in hand, and I had at least 5 cards in hand. Instead of holding back to build my card advantage further, I pushed my opponent to prevent him from being able to draw, keeping him vulnerable.

In game 2, this was the board state: I had a Winged Death and Grave Demon in play. My opponent had Brachiosaurus and Ogre Mercenary in play. I had 5+ cards in hand. My opponent had about 3 with no discard pile. I attacked with Winged Death, no blocks were declared. Before damage, I Consumed the Ogre Mercenary.

This forced my opponent into a situation where he would lose his Brachiosaurus, if he did nothing, which would open a path for Grave Demon to attack too. In order to keep his gold available to answer a potential gold-punisher (he knew he passed me Rampaging Wurm in the draft), he opted to play Wolf’s Bite without recycling so he could break his wolf to Winged Death‘s trigger, leaving his Brachiosaurus able to block my Grave Demon.

Once he passed initiative back to me, I used Hunting Pack to break his wolf token. Why?

  1. Because my opponent was low on cards, it was possible he had no strong play in response to this. Also, since this was after blockers were declared, I didn’t need to worry about an ambush, airborne champion blocking my Winged Death. Best case scenario, he couldn’t even spend his gold.
  2. If he had no way to further disrupt my Winged Death, which I got the impression he did not based on previous turns and body language, Winged Death breaking Brachiosaurus would be backbreaking and essentially win me the game right there.
  3. Even if he played an off-turn board clear, this would reduce him to 1 card in hand, which would be hard to come back from. I also had an ambush champion to reestablish on his turn, if needed.

He ended up playing Wave of Transformation giving him 1 wolf to my 5. (On a side note, Hurricane would have blown me out there. I do not remember if he had already played it at that point in the game.)

Stand Out Cards

Winged Death, Little Devil, and Fire Shaman were particularly effective in this match. Grave Demon was useful, but there was no point where I needed a mass discard pile banish to prevent my opponent from decking out.

Of the cards my opponent played, Turn seemed to be the least impactful.

Conclusion

My knowledge of my opponent’s playstyle and my own allowed me to draft a specifically powerful deck. Then, my understanding of the primary weakness of that deck allowed me to play in such a way to mitigate that weakness. Finally, small edge plays were able to gain me just enough additional advantage to push my wins through. In my next article I’ll go over my finals match against Nathan Overbay.

Epic Progression (1): How to Play

Foreword

Epic is a non-collectible, expandable card game where players mobilize Champions to attack their opponent(s) while providing support with devastating Events. To play these cards, you and your opponent(s) get 1 gold per turn. Every card either costs that 1 gold or is free. Due to this, every card is immediately playable and no card becomes worthless later. Timing your cards to the game state, as opposed to the game turn, is paramount.

In this article series, I will guide you through as much of the unfathomable depth this game has to offer as I have discovered. For now, lets start with learning to play.

First Game Setup/Objective

  • Deal each player 30 random cards (their deck)
  • Each player draws 5 cards from their deck
  • Each player starts at 30 health
  • Randomly determine who goes first

Players primarily lose health due to champion attacks. If you are reduced to 0 health, you lose. If all of your opponents are reduced to 0 health, you win.

If you would draw a card and your deck is empty, you win.

(Health can be tracked with Dice, Pen and Paper, the Epic ScoreKeeper app, or any other way you prefer.)

Turn Structure Overview

A turn consists of resolving start of turn triggers once, and then any number of Battle, Slow, and End phases in any order. Below is the basic 2-player turn flow.

Slow vs Fast

While cards are divided into Champions and Events, the more important distinction here is Slow and Fast. Any card with dots at the top is Fast. If it doesn’t have dots at the top it is Slow. (All Events are Fast. Champions with the Ambush keyword are Fast. Champions without the Ambush keyword are Slow.)

(Other Fast plays include: activating an ability by paying a cost [such as expend powers] discussed later.)

Slow champions may only be played in a Slow Phase.

Explanation Plan

From here, I am going to start by explaining the basics: how/when you may play cards, how/when you may attack with champions. Once you have that information, I am going to double back to explain the start of turn effects, then the End Phase. Finally, I’ll explain all of the keywords that break these rules, as well as other terminology/notation.

Playing Cards

In 2-player games, at the start of your turn and at the start of your opponent’s turn, you reset to 1 gold. Unspent Gold does not accumulate.

In 3+ player games, you reset to 1 gold at the start of your turn and reset to 1 gold at the end of your turn. Unspent Gold does not accumulate.

To play a card, you must be:

  • Able to pay for it
    • Cards with a 1 in the upper right corner cost your 1 gold for the turn
    • Cards with a 0 in the upper right corner are free
  • Allowed to play it
    • Slow champions may only be played on your turn in a Slow Phase
    • Fast cards may only be played
      • On your turn in a Battle or Slow Phase
      • On your opponent’s turn in a Battle or End Phase
      • When you have initiative (initiative is passed back and forth when one player is finished “making fast plays.” More on this in Combat Section below.)

Events, when played, resolve all of their text and are then put into their owner’s discard pile. Then, any other card effects resolve.

Champions, when played, enter play. Then, any of their effects and any other card effects resolve in an order of your choice.

All Epic keywords are explained below. The ones that matter when playing cards are Ally, Loyalty, and Tribute (Banish, Break, Recycle, Untargetable, Unbreakable, and Unbanishable tangentially).

Attacking with Champions

On your turn, you can use your champions in play to attack your opponent in an attempt to reduce your opponent’s health to 0. Below I discuss how a champion’s State and Position determines whether or not it may attack and/or block. Then I break down everything that happens in a Battle Phase.

State (Deploying vs Non-Deploying)

When a champion enters play it gains deploying. A deploying champion may not attack, but it may block. At the start of your turn, all of your champions in play lose deploying.

Position (Prepared vs Expended vs Flipped)

A champion can only ever be in one of three positions: Prepared, Expended, or Flipped. At the start of your turn, all of your champions are Prepared (returned to the Prepared position).

Prepared

When a champion enters play it is prepared. Prepared champions may block. Prepared champions that aren’t deploying may attack or use expend powers. (Expend powers discussed later.)

Expended

When a champion attacks (or uses an expend power), it becomes expended (rotated 90/270 degrees). Expended champions may not attack, block, nor use expend powers.

Flipped

When a champion blocks, it becomes flipped (rotated 180 degrees). Flipped champions may not attack nor block. Flipped, non-deploying, champions may use expend powers.

Attack-Relevant Champion Anatomy

A Battle Phase

On your turn, you may initiate as many Battle Phases as you have prepared, non-deploying champions. A Battle Phase consists of

Declaring Attackers

You may either attack with one (prepared, non-deploying) champion alone or with any number of (prepared, non-deploying) champions together. Expend all declared attacking champions. (“When a champion attacks” triggers resolve now. Triggers discussed later.)

Fast Plays (Post Declare Attacks)

Once attackers have been declared, each player gets a chance to make Fast plays. The attacking player may make any number of Fast plays first. When they choose to make no more Fast plays, they pass initiative to the next player.

If that player does not want to make any Fast plays, they may progress to the next step, Declare Blockers. If that player makes at least one Fast play, once they finish making as many plays as they want, that player must pass initiative to the next player who repeats this step.

Once one player passes without making a Fast play, after everyone has had a chance to make a Fast play, progress to Declare Blockers. (In a multiplayer game, everyone must consecutively pass without making a play to move onto the next step.)

Declare Blockers

Your opponent may block an attack directed against them with one or more of their prepared champions (may be deploying). Flip all declared blocking champions. (“When a champion blocks” triggers resolve now. Triggers discussed later.)

Fast Plays (Post Declare Blockers)

Once blockers have been declared, each player gets a chance to make Fast plays. Unlike in the Post Declare Attackers phase, the defending player may make any number of Fast plays first. When they choose to make no more Fast plays, they pass initiative to the next player.

If that player does not want to make any Fast plays, they may progress to the next step, Assign Damage. If they make at least one Fast play, they must pass initiative to the next player who repeats this step.

Once one player passes without making a Fast play, after everyone has had a chance to make a Fast play, progress to Assign Damage. (In a multiplayer game, everyone must consecutively pass without making a play to move onto the next step.)

Assign Damage

  1. If an attack is unblocked, the attacking champions deal damage equal to their offense to the opposing player’s health.
    |
  2. If the attack is/was blocked by at least one champion,
  • The attacking champions assign all of their offense to the defending champions’ defense (divided however the attacking player chooses)
  • The defending champions assign all of their offense to the attacking champions’ defense (divided however the defending player chooses)
  • All damage resolves simultaneously
    • If a champion takes damage equal to or greater than its defense, it is Broken and put into its owner’s discard pile
  • No damage is dealt to the defending player
    • Even if all of the assigned blockers are removed before offense is assigned
    • The number of attacking and defending champions is irrelevant

All Epic keywords are explained below. The ones that matter during a battle are Airborne, Blitz, Breakthrough, Righteous, Unblockable, and Unbreakable (Break tangentially).

Start of Turn

At the start of each turn, do all of the following steps once.

Attempt to End Turn (End Phase)

Once you no longer want to declare any Battle or Slow phases, you can attempt to end your turn (End Phase). Each opponent gets a chance to play something, and if at least one play is made, you can declare more Battle/Slow phases.

New Terminology/Notation

I’ve hidden all of the definitions behind a “click-to-reveal” section to artificially decrease the size of this article, while still making the terms searchable. (Didn’t want the article to be too intimidating when first opened, and if you’ve made it this far it’s only a bit more.)

Conclusion

Now you know everything required to play a game of Epic. Once you have played at least a game or two, if you would like some basic strategy advice check out part 2 of my Epic Progression series: Epic Progression (2): Basic Strategy Advice.

If you are a veteran card game player and would like to skip to Epic’s heart, Epic Progression (3): Epic Limited, Get Ahead – Stay Ahead awaits.

Deck Archetype: Combo

Foreword

This is part 3 of my 3 part series on Epic Deck Archetypes. Due to issues with my internet connection at my new place, I have placeholder card links instead of some images. *Fixed*

Combo

If you combine cards a, b, c, and d with specific game state x, you essentially win.

The “purest” form of combo works by surviving until it assembles multiple key cards and crafts an acceptable Game State to use them. (Game State refers to exactly what is happening at a specific time: such as champions in play, cards in discard piles, players’ current health, etc). Then, the combo deck uses those key cards with the crafted Game State to immediately win, usually by reducing an opponent directly from their full starting health (30) to 0.

For example, you survive until you draw Zombie Apocalypse, Drinker of Blood, and Wither. In addition, you wait until both discard piles have a combined champion count of at least 15. Then, on your opponent’s turn you play Zombie Apocalypse, putting 15 zombie tokens into play. On your turn, you play Drinker of Blood followed immediately by Wither. This breaks all 15 zombies, creates 15 Drinker of Blood triggers, deals 30 damage to your opponent, and wins you the game.

While flashy One-Turn-Kills (OTKs) are the hallmark of combo decks, any deck that combines 3+ cards for one incredibly powerful effect can be considered to have a combo aspect. Combo decks are generally built around supporting/enabling one (or more) of those combination(s). Due to this, combo decks vary widely in how they are constructed and when/how they try to win.

 

Deck Archetype: Midrange

Foreword

This is part 2 of my 3 part series on Epic Deck Archetypes.

Midrange

If you consistently apply pressure, while preventing your opponent from winning, you will eventually win.

Epic Midrange decks focus on aggressively controlling the board (champions in play), in order to create and exploit unopposed gold-opportunities (turns where your opponent spends their gold first), to establish and maintain immediate/recurring sources of champion-based damage.

To achieve this, midrange decks tend to favor cards that have 3 of 5 primary functions: 6+ toughness champion, fast (event/ambush champion), draw a card, blitz, and/or removal (secondary functions: make tokens, deal direct damage, gain health, discard pile removal, airborne). Midrange decks win when they exploit X gold-opportunities (X depends on opponent’s deck); this involves surviving against aggro or maintaining handsize with board pressure against control.

 

Next Article

Combo archetype discussed in the next article.

Deck Archetypes

Foreword

Decks in card games generally fall into a few broad archetypes: Aggro, Midrange, Control, and Combo. In this article I explain the intricacies of these archetypes specific to Epic.

For historical context, I have included links to similar articles for 10 different card games – Magic: the Gathering, Hearthstone, Eternal, The Elder Scrolls: Legends, Shadowverse, Game of Thrones, Star Wars: Destiny, Solforge, Duelyst, and Android Netrunner.

Magic is the originating game. Hearthstone is the new juggernaut. Eternal has a particularly well-written article. If anyone has a link to a similar article to an unrepresented game, like Spoils, let me know, and I’ll add it.

 Overview

“Aggro” decks are aggressive, try to win early, and focus on converting their gold to damage.

“Control” decks are defensive, try to win late, and focus on making their cards and gold worth more than their opponent’s.

“Midrange” decks are persistent, try to win in the mid game, and focus on applying consistent pressure.

“Combo” decks are ticking-time-bombs, try to win when precise conditions are met, and focus on exploiting explosive synergy between cards.

These archetypes are high level descriptions, and many decks fall somewhere between two or more.

Aggro

If you reduce your opponent to 0 health, you win.

Aggro decks attempt to take the quickest and most direct path to victory, reduce your opponent to 0 by any means possible, regardless of what else happens. To achieve this, aggro decks tend to favor hard to answer blitz champions or cards that do direct damage. The quicker an aggro deck can kill an opponent, the less time the opponent has to build up to kill the aggro deck or draw efficient answers like Drain Essence.

Burn is a subset of aggro decks that try to win primarily through direct damage, such as Flame Strike.

Control

If you safely run your opponent out of resources, you will inevitably win.

Control Decks in Epic focus on doing everything possible to not lose until they eventually win. To achieve this, control decks tend to favor removal with extra effects, off-turn board clears, low-board-impact high-card-advantage cards, and health gain. The longer the game goes, the more opportunities control decks have to slip attacks through or build to their potential alternate win-condition, such as Kark.

In general, control relies on cards that can gain multiple gold/cards worth of value.

Midrange

If you consistently apply pressure, while preventing your opponent from winning, you will eventually win.

Epic Midrange decks focus on aggressively controlling the board (champions in play), in order to create and exploit unopposed gold-opportunities (turns where your opponent spends their gold first), to establish and maintain immediate/recurring sources of champion-based damage.

To achieve this, midrange decks tend to favor cards that have 3 of 5 primary functions: 6+ toughness champion, fast (event/ambush champion), draw a card, blitz, and/or removal (secondary functions: make tokens, deal direct damage, gain health, discard pile removal, airborne). Midrange decks win when they exploit X gold-opportunities (X depends on opponent’s deck); this involves surviving against aggro or maintaining handsize with board pressure against control.

Combo

If you combine cards a, b, c, and d with specific game state x, you essentially win.

The “purest” form of combo works by surviving until it assembles multiple key cards and crafts an acceptable Game State to use them. (Game State refers to exactly what is happening at a specific time: such as champions in play, cards in discard piles, players’ current health, etc). Then, the combo deck uses those key cards with the crafted Game State to immediately win, usually by reducing an opponent directly from their full starting health (30) to 0.

For example, you survive until you draw Zombie Apocalypse, Drinker of Blood, and Wither. In addition, you wait until both discard piles have a combined champion count of at least 15. Then, on your opponent’s turn you play Zombie Apocalypse, putting 15 zombie tokens into play. On your turn, you play Drinker of Blood followed immediately by Wither. This breaks all 15 zombies, creates 15 Drinker of Blood triggers, deals 30 damage to your opponent, and wins you the game.

While flashy One-Turn-Kills (OTKs) are the hallmark of combo decks, any deck that combines 3+ cards for one incredibly powerful effect can be considered to have a combo aspect. Combo decks are generally built around supporting/enabling one (or more) of those combination(s). Due to this, combo decks vary widely in how they are constructed and when/how they try to win.

 

Conclusion

Understanding the basics of deck archetypes (how specific decks try to win and why they use specific cards) helps both when building your own decks and deducing what other cards your opponent might have in theirs. That being said, almost no deck is a “pure” representation of a single archetype. Some aggro decks lean midrange and vice versa; all combo decks have a secondary archetype attached, etc. This is merely a guide. Build what you want, and expect to see some crazy stuff.

First Self-Edited Videos

I’ve finally started to edit some of my Epic Digital Alpha videos. Since I am new to video editing, I would love any feedback to help improve future videos.

My first edited video:

My second edited video (Posted for the first time in this article):

If you do watch the videos, I would greatly appreciate any feedback (constructive/positive/negative), but you can also click below for a few specific questions. Feel free to answer as many or as few as you would like.

 

Whether or not you choose to provide feedback, thank you for taking the time to come to my blog and view my content. Also, if there is anything else you want more of, let me know.

July 4 Dark Draft VoDs

Today I played my first game of the Epic Team Masters. As a member of team The Flash Fire, I went up against Brave Squires team member Noverb. Going into this game team The Flash Fire was down 0-1. Afterwards, I played 6 more dark drafts.

Full Playlist

DD v Noverb: Epic Team Masters

DD v Noverb: July 4, 2017

DD v Gutpocket: July 4, 2017

DD v www: July 4, 2017

DD v RetroKC: July 4, 2017

DD v RetroKC #2: July 4, 2017

DD v GeneralGyp: July 4, 2017

July 4th Dark Draft Team Masters Stream

Tomorrow, Tuesday July 4th, at 10am CST, I will be streaming 1 game of Dark Draft against Noverb from team Brave Squires. My team, The Flash Fire, is currently down 1-0 in the match. Will I be able to start to turn things around? Tune in to find out: twitch.tv/tomsepicgaming

If you want a notification when I begin to stream, you can add me on twitter @tomsepicgaming
The raw footage will be uploaded to: Tom’S Epic Gaming Raw youtube channel
For edited videos check out: Tom’S Epic Gaming youtube channel
(Shout out to Phoenix Gravin for editing)

After the game against Noverb, I’ll happily continue to stream for as long as I have challengers (any format).

Random 60 Origins 2017

Foreword

At Origins 2017, I went 2-0-2 in the random 60 swiss rounds for a spot in top 4. (One unintentional draw in round 2 and one intentional draw in round 4.)

Random 60

Random 60 is a “limited” Epic Card Game format where you build your deck from a random pool of cards at the beginning of the event. In Random 60, each player is given their own unique list of 60 cards with between 13 and 17 cards of each alignment. Each player uses only the cards on their list to construct a deck of exactly 30 cards. (Constructed Epic deck-building restrictions do not apply, you may include as many 0-cost cards as you have access to in your pool.)

60 Card Pool

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

Would you mulligan this pool? Why or why not?

First Pass

When I first go over my list, I look for

  • auto-includes (star: )
  • strong alignment-independent cards (solid arrow:FactionIndependentArrow)
  • strong alignment-dependent cards (dashed arrow: FactionDependentArrow)
  • strategy-dependent cards like Revolt (line:StrategyDependentLine)
  • effectively unplayable cards (line through: StrikeThrough)
  • generally unplayable cards (dashed line through: GenerallyUnplayable)

All cards without a mark are viable, but not incredible.

Wild

Wild is my most rewarding alignment here. By committing to Wild, I gain access to 4 alignment-dependent powerful cards, in addition to 5 generically powerful Wild cards and 7 other playable Wild cards. Draka’s Enforcer is one of the best loyalty 2 cards in the game, while Brachiosaurus, Draka Dragon Tyrant, and Pyrosaur are all powerful as well. Below are cards notably absent from my Wild pool to help analyze how strong of a Wild deck it could be.

Notable Wild-commitment cards I do not have access to: Fire Spirit, Raging T-Rex, Strafing Dragon, Scarros Hound of Draka, Spore Beast

Notable Wild-generic cards I do not have access to: Ankylosarus, Feeding Frenzy, Wolf’s Bite, Kong, Lash/Rage, Surprise Attack, Triceratops, Den Mother, Hunting Pack

Sage

My Sage pool has a few incredibly powerful cards, but very little incentive to commit to it as my primary alignment. Amnesia, Ancient Chant, and Thought Plucker are 3 incredibly high-value cards to get. There are also multiple other cards I’d be happy to include.

Notable Sage-generic cards I do not have access to: Fumble, Erase, Forcemage Apprentice, Muse, Ogre Mercenary, Sea Titan, Spike Trap

Evil

Zannos is my only incentive to commit to Evil, and I have multiple Evil cards I wouldn’t really want to play, making him worse. Aside from that though, Winged Death is incredible in addition to multiple other cards.

Notable Evil-generic cards I do not have access to: Raxxa’s Curse, Dark Knight, Drain Essence, Little Devil

Good

My Good pool is fairly lack-luster. I have some strong human token cards, but I don’t have the critical mass to make that particularly viable.

Notable Good-generic cards I do not have access to: Blind Faith, Urgent Messengers, Angel of Light, Brave Squire, Inner Peace, Palace Guard, Silver Dragon, Angel of the Gate, Rescue Griffin

Overall

I was incredibly happy to see: Amnesia, Lightning Storm, Lightning Strike, supported Draka’s Enforcer, Smash and Burn, and Grave Demon. However, as I looked through the list, I noticed a lack of strong reestablishing champions, namely Kong, Sea Titan, Palace Guard, or supported Medusa/Angel of Death. (I forgot I had Winged Death).

In addition, the lack of Feeding Frenzy is a huge hit to Wild decks with Pyrosaur/Draka. Further, the absence of Lash/Rage makes it difficult for big Wild champions to convert their imposing stats into damage. Due to missing these critical components of the strongest Wild decks, I decided to mulligan for something hopefully better.

While I did not consider it at the time, another reason to consider taking a mulligan on your pool is if you don’t get 10+ playable 0-cost cards.

Mulligan Card Pool

You are not allowed a second mulligan, so I had to make this work.

First Pass

Wild

This Wild pool only has 2 cards that reward me for going with a Wild alignment: Brachiosaurus and Pyrosaur (not a huge fan of Hunting Raptors in limited formats especially with Lightning Strike‘s existence).

Notable Wild-generic cards I do not have access to: Wolf’s Bite, Kong, Surprise Attack, Triceratops, Den Mother

Sage

Once again, not much reason to go primarily Sage, but Blue Dragon + Forcemage Apprentice makes my Feeding Frenzy great. Ogre Mercenary and Citadel Scholar are also incredibly strong cards in limited. (They can establish a small threat for you to an empty board without decreasing your hand size.)

Notable Sage-generic cards I do not have access to: Ancient Chant, Amnesia/Erratic Research, Fumble, Muse, Sea Titan, Spike Trap, Thought Plucker

Evil

My Evil pool is sick. Medusa, Murderous Necromancer, and Necromancer Lord are 3 of the most powerful Evil cards in the game, and they have been doing work for me in core-only. Angel of Death is also great as a reestablishing card. Spawning Demon can help keep up your flow of token threats as well. Combine these with the potential of Demon Breach, Infernal Gatekeeper, Necrovirus, and Hunting Pack for a strong token deck.

Notable Evil-commitment cards I do not have access to: Raxxa’s Displeasure, Reaper, Raxxa Demon Tyrant, Plentiful Dead, Zannos Corpse Lord, Rift Summoner

Notable Evil-generic cards I do not have access to: Grave Demon/Heinous Feast, Raxxa’s Curse, Dark Knight, Drain Essence, Little Devil, Final Task, Guilt Demon, Wither, Word of Summoning, Winged Death

Good

Inheritance of the Meek in an Evil token deck is absurdly strong. Also, due to my considerable time spent playing Core-Only on the app, I highly value health gain in limited so I was happy to get Inner Peace and Angel of Light.

Notable Good-generic cards I do not have access to: Blind Faith, Urgent Messengers, Brave Squire, Palace Guard, Silver Dragon, Angel of the Gate, Rescue Griffin

Overall

This deck has a lot more power than the last one due to the insane Evil core. However, the only discard pile banish card in my entire pool is Corpsemonger. Therefore, I must expect to only win by killing my opponent every game. (I take some responsibility for this, due to being quite vocal about the importance of mass-discard pile banishment.)

Mulligan List Second Pass

Once I complete my first pass with the deck list provided, I gather all of the cards I can play and divide them into cards I want to play (dotted star), cards I might play (unmarked), and cards I won’t play (strikethrough).

Ideally, the cards I want to play will end up close to 30 so I only need to do minimal cuts or additions. Notable cards that didn’t make this first cut:

  • Brachiosaurus – Since I wasn’t going primarily Wild, I didn’t really consider it. It might have been able to work in the deck though.
  • Rage – With most of my champions being small/tokens, Rage is less likely to provide significant value.
  • Mighty Blow – While theoretically strong in token decks because you are more likely to get an unblocked champion through, it is too all-or-nothing for me. Therefore, I’d be willing to add it back in, but would prefer to leave it out.
  • Deadly Raid – Another all-or-nothing card I’m not a huge fan of using. However, with no mass-discard pile banish card, I probably should have considered it more seriously than I did.
  • Knight of Shadows – A reasonable establishing champion. I’m not sure why I didn’t consider it longer.
  • Angelic Protector – In a deck that needs to kill your opponent, Angelic Protector can be fairly solid. Block an attack and then leave a 9 defense airborne champion in play to attack next turn.

Distribution Passes

After the second pass where I largely assemble my deck, the rest of my time is spent refining that deck based on various desired distributions: min draw/recall cards (15), min establishing cards (6), max slow 1-cost champions (10), min 0-cost cards (10), and min loyalty commitment (10).

I also like to have multiple ambush champions (off-turn gold-punishers), a couple blitz champions (on-turn gold-punishers), some burn to finish off opponents with direct damage, targeted removal, and board clears.

Ideally, I only need to use cards I want to play, but I keep my cards I might play nearby in case I need to fill a hole in the deck.

For a more thorough and deliberate demonstration of my random 60 distribution passes, check out my previous Origins and Gen Con Random 60 articles.

Min Draw/Recall

No matter the format, my minimum number of cards that can either draw/recycle/recall/spend-extra-gold-on is half the cards in the deck. Therefore, in a 30-card deck, I want at least 15. Currently 20 of my 34 cards have some form of draw/recycle/etc not including Inner Peace:

Mythic Monster, Lightning Strike, Hurricane, Flash Fire, Fires of Rebellion, Feeding Frenzy, Ankylosaurus, Inheritance of the Meek, Ceasefire, Noble Unicorn, Demon Breach, Blue Dragon, Citadel Scholar, Erase, Ogre Mercenary, Crystal Golem, Hasty Retreat, Bitten, Inner Demon, and Plague

Since I have over 15, I am able to cut some of those cards that don’t work great with the rest of the deck. At this point, I cut Hurricane and Ceasefire.

I cut Hurricane because my only champion that lives through it is Mythic Monster. In addition, I have plenty of ambush champions and 0-cost champions that will ideally allow me to maintain a presence on the board consistently. Further, I still have Inheritance of the Meek, Angel of Death, and Plague as board clears. Inheritance doesn’t hit my (or my opponent’s) tokens, Angel leaves a 6/5 airborne body behind, and Plague helps hit Evil loyalty.

I cut Ceasefire because I can’t afford a card that is entirely passive and doesn’t advance me towards reducing my opponent to 0 health, since I have no mass discard pile banish card. Cutting a Good card hurts Angel of Light loyalty, Noble Unicorn‘s ally ability, and Inner Peace Recall, but all 3 of those cards are strong enough on their own.

Min Establishing Champions

Regardless of format, I generally want about 1/5 of my deck to be establishing cards. Establishing cards are typically champions with tribute or loyalty abilities that give you an immediate benefit when played, like draw a card or put tokens into play. 0-cost champions can also fill this role because you are able to put a threat into play while retaining your gold to answer your opponent’s play. I like to have 1/5 of my deck be establishing champions because it gives me reasonable odds to have one on the first turn of the game if I have to go first. Not counting Corpsemonger or Thrasher Demon, the deck currently has 8 establishing champions:

Mythic Monster, Ankylosaurus, Noble Unicorn, Murderous Necromancer, Demon Breach, Infernal Gatekeeper, Blue Dragon, and Crystal Golem (untargetable makes it hard to punish the turn you play it)

Since I have over 6, cutting one is acceptable. Of those options, Infernal Gatekeeper is the weakest and least versatile, so it got cut.

Final Cut

The last cut is always the hardest. At this point I have all of my mandatory distributions met: draw 18/31, establishing 7-9/31, max slow 1-costs (under 1/3) 6/31, min 0-cost cards (10+ but as high as possible) 11/31, and min loyalty commitment (10+ for limited) 12/31.

Because I want as many 0s as possible, I refuse to cut any of those: Lightning Strike, Flash Fire, Feeding Frenzy, Ankylosaurus, Citadel Scholar, Forcemage Apprentice, Ogre Mercenary, Hasty Retreat, Corpsemonger, Spawning Demon, and Thrasher Demon.

In order to have a reasonable number of ways to recall Inner Peace, I don’t want to cut any of my 3 other remaining Good Cards: Noble Unicorn, Inheritance of the Meek, and Angel of Light.

I absolutely refuse to cut the most powerful cards: Necromancer Lord, Murderous Necromancer, Medusa, Angel of Death, Erase, and Hunting Pack.

Blue Dragon works nicely with Feeding Frenzy.

Crystal Golem is a strong off-turn play.

Necrovirus, Inner Demon, and Bitten are all Evil and can produce tokens.

Plague is one of my only 2 remaining board clears and is Evil.

All that really leaves is 4 cards: Mythic Monster – another superfluous establishing champion, Demon Breach – a generally weaker card, and Flame Strike/Fires of Rebellion – my one-two burn punch. Demon Breach is safe because I need as much token pressure as possible. In the end, Flame Strike gets cut. I decide to lean on Fires because it is better removal, and it can get around The Gudgeon. The rest of the cards are just too important to get me into a state where I can win.

Final Decklist

My biggest worry about this list was the lack of a mass discard pile banish card.

I also had no 1-cost, blitzing, on-turn gold-punishers; howevever, token decks generally do not need these types of gold-punishers as much as other decks. As long as the token deck can keep pushing small amounts of damage through by maintaining a couple small champions in play, getting a big hit in with a gold-punisher isn’t necessary (although it can be devastatingly helpful).

Match 1

Murderous Necromancer won me my first match. I was able to play it both games, and my opponent was unable to remove it for multiple turns. During those turns, my zombie tokens got through for damage, and my opponent wasn’t able to apply any pressure to me. That 6 defense makes this card so hard to effectively deal with, especially when you add in the fact that it breaks a champion every other turn while giving you a zombie, and it comes with 3 zombies to start.

The finishing blow for game 2 was my reward for picking Fires of Rebellion over Flame Strike. I was able to get my opponent down to 9ish health while they had a The Gudgeon in play. My opponent did not use their The Gudgeon to block my final demon attack because they thought remaining untargetable to prevent me from using burn to finish them off was more valuable than preventing 4 damage. Fires of Rebellion doesn’t target though.

Match 2

I do not recall anything specific from match 2. I won the first game, and then lost the second game to my opponent decking out after time was called. If my opponent would have recycled less they might have been able to win sooner to force a game 3, but I might have been able to apply enough pressure to beat them if they hadn’t. (And a game 3 probably would have ended in a draw anyway.)

Match 3

My 0’s won me match 3. Throughout the course of both games, every time either one of us board cleared, I was able to immediately play 0-cost champions to reestablish control of the board. From this position I was able to chip down my opponent steadily. Fires of Rebellion was also able to snag me the 2nd game win after time was called.

The most memorable play of the match was when I attacked with a demon + Sea Titan together in game 2. (I had used Necromancer Lord to return my opponent’s Sea Titan to play under my control, using Sea Titan‘s tribute to bounce my Necro Lord.) I don’t remember the health totals at that point, but I had 2 or 3 demons in play + Sea Titan while my opponent had nothing. After the first demon attack(s) where successful, I decided to attack with my last demon with Sea Titan because I had seen Lying in Wait the first game, I had a feeling my opponent had it in hand, and I wanted to be clever.

After I made the attack, my opponent said something along the lines of “you know every card in the game don’t you,” essentially confirming Lying in Wait was in their hand. They then ended up ambushing in a champion, and since I had no way to remove it, they used it to block both of my champions, and I believe break my demon. While my line protected my Sea Titan, I don’t think it was correct.

In that position, my group attack sacrificed almost a guaranteed 4 damage from my demon attacking alone and expended my Sea Titan for little benefit. If I would have attacked with the demon alone and then Sea Titan alone, my opponent could have used Lying in Wait to banish Sea Titan, but then they would have still had to deal with my remaining demon tokens. This also would have given me a window to recall Demon Breach for free enabling me to maintain my ability to play ambush threats.

Another line I could have taken would have been to attack with all of my demons and then pass without attacking with Sea Titan. If my opponent doesn’t spend their gold, I just dealt 8 or 12 damage for free that turn. If my opponent does spend their gold, they are no longer able to Lying in Wait my Sea Titan. Either way, one of these lines would probably have worked out better than my “clever” group attack.

Match 4

The other 2-0-1 record player and I intentionally drew in round 4. Doing so guaranteed us both a spot in top 4 and gave us time to get food.

Overall Match Observation

One thing I repeatedly found myself doing in multiple matches was spending my gold first, when going second, on the first turn of the game, to break a 0-cost champion and put threat(s) in play. For example, my opponent opens the game by playing Little Devil and attacking. I spend my gold on Medusa or Hunting Pack to break the attacking Little Devil and put threat(s) in play. With my gold down, my opponent is free to play an on-turn gold-punisher; however, I’ve put them in a position where many of them are bad plays.

If the blitz champion doesn’t have breakthrough or airborne, I have the option of blocking to negate the damage. If the they Lash/Rage their attacking champion, they bring themselves down to 2 cards in hand, a difficult position from which to win. Every time I made this play, I came out ahead because my opponent didn’t have a great response, and because I get the first draw of the game on my first turn.

That being said, Kong, Winged Death, or worst of all White Knight are a few cards that could have punished my Medusa play effectively while Pyrosaur or Draka could have punished Hunting Pack effectively. However, on turn 1 your opponent is generally less likely to have a great answer, and if they do, it will still probably drop them down to 3 cards in hand, which might be worth it.

In other words, 0-cost champion then pass isn’t as universally great a turn 1 play as I recently thought it was.

Conclusion

Random 60 has been my statistically best format (only 1 match loss over 4 limited qualifiers), so I am happy to answer any questions below. Next in my Origins’ article series I’ll talk about how my hubris helped me lose my top 4 Dark Draft.

Origins 2017 Picture Recap

Origins 2017 was about a week ago. I ended up spending most of my time hanging out playing Epic. Below are most of the pictures I took.


(John Tatian receives his prize for winning our Bo7 showmatch)


(Limited 1st round opponent Brad Minnigh, also top 4 opponent, and 2nd round constructed opponent)


(Limited 2nd round opponent James Kandziolka)


(Limited 3rd round opponent Dusty Hostutler)


(Limited Winner Martin Dickie)


(Constructed Winner Derek Arnold)


(My 60-card limited pool, I took a few more pictures while building my deck which I am saving for my limited article. As a preview, would you mulligan this list and why? Let me know in the comments below.)

Currently, I plan on writing an article breaking down my random 60 deck and what I remember about my matches. I’ll also talk about my Dark Draft portion, which may or may not get its own article. In addition, I’ll talk about constructed in a separate article as well. (I also played the Hero Realms campaign demo which was so much fun I’ll probably write an article on it too.)