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Epic: Utilizing Revealed Information

Foreword

In Epic, many powerful effects involve showing your opponent cards in your hand. The most obvious of these are Loyalty 2 effects: when a champion with a Loyalty 2 ability enters play, you may reveal 2 cards of that champion’s alignment from your hand to get the effect after the arrow. Other effects that show your opponent a card in your hand include Recall effects (Lightning Storm), Memory Spirit-type cards, and bounce effects (Time Walker). Being able to effectively utilize this information allows you to play at a higher level.

The Basics

First off, there are a few simple practices that can make a big difference.

Loyalty 2: Reveal the Same 2 Cards

When you play a Loyalty 2 champion and reveal 2 cards to your opponent, try to remember which cards you showed them. (Moving the revealed cards to one side of your hand can help you remember.) If you play another Loyalty 2 card on a future turn, reveal the same 2 cards if they are still in your hand. Doing this restricts the amount of information you give your opponent.

Record Cards Your Opponent Reveals

If you want to play at a competitive level, tracking revealed information is critical. When playing in person, writing down the names of revealed cards (as well as cards returned to hand) can be helpful as it is difficult to remember everything. As your opponent plays these cards, cross them off your list. Personally, I prefer to leave all revealed cards face up to save time.

When playing in the app, you can go through the game log to check what cards your opponent has revealed in the past. (Open the game log and click on the “Player resolved effect: Loyalty 2: etc.” to see cards revealed to Loyalty.)

Playing Around Information

Once you start keeping track of revealed cards, the next step is to play around those cards to weaken their effectiveness.

Avoiding Opponent’s Best Plays

On a basic level, playing around the cards you know are in your opponent’s hand involves denying those cards their best possible use cases. In order to do this, understanding the best possible use cases of your opponent’s cards is critical. Therefore, this is something you only get better at by gaining a better understanding of the game. The best way to improve is to lose to a new tactic, think about why you lost, and try to avoid losing the same way again.

Playing Around Examples

Ceasefire Example

Ceasefire is one of the most controversial cards at the writing of this article because it is an essential part of Chamberlain Kark decks. When played in conjunction with a Bodyguard block, Fumble, etc., it can essentially negate an entire turns worth of attack damage bridging Kark decks into their next turn to safely gain health while also drawing 2 cards.

If you know your opponent has a Ceasefire in hand, attacking with multiple champions in a group attack might be the only way to get significant damage through. However, if they have ways to negate that attack with a 0-cost card like Spike Trap, attacking in a group can be very dangerous.

Ceasefire is also a prime example of a card that when you see one of them, in a format that allows multiple copies, it can pay to preemptively play around the card even if you don’t know if they have one in hand. Any turn where an opponent can spend their gold first to draw 2 and limit combat damage to approximately 4 is a strong turn, usually.

Preemptively playing around cards has a lot of caveats, relies on knowing your opponent’s deck/being able to deduce it based on cards played or revealed, and is out of the scope of this article. Essentially it boils down to learning when making the “wrong play” is the best play.

Hide Your Best Plays

While in many situations you only have 2 cards you can reveal to a Loyalty 2 ability, determining which cards to reveal when you have more than 2 is important. Generally, you do not want to reveal your most impactful plays or your plays that are the easiest to play around.

Card Hiding Examples

Hasty Retreat is a card I like to hide whenever possible. The reason for this is that it protects me from most Gold-Punishers if I’m forced to use my gold first on my opponent’s turn. It also protects me if my opponent commits a Lash/Rage to a blocked champion. If my opponent knows I have a Hasty Retreat in hand, they generally won’t commit resources that allow my Hasty Retreat to really shine.

Army of the Apocalypse is another card I like to hide. If my opponent knows I have Army, they can focus their discard pile banish effects on my champions to preemptively neuter my Army.

Amnesia is nice to hide in Dark Draft because your opponent could try to go for a draw out victory. If they do, you can punish them at the last moment and negate multiple gold spent to draw cards to a full-hand.

Inner Peace and other health gain can be nice to hide. Being able to lull your opponent into committing their burn to your face can be devastating.

Hiding a Winged Death to punish a Sea Titan is great.

In general, it is also usually great to hide your unusual inclusions. For instance, if you are going for a Drinker of Blood combo kill, revealing your Drinker early lets your opponent know they need to hold onto a Flash Fire or Wither to answer a board of small champions before you can play your Drinker.

Deciding which cards to reveal depends on what cards are in play, what you have in hand, and what you expect your opponent to do. As a rule of thumb, I like to reveal duplicates to only reveal 1 potential play. I also like to reveal cards I plan on using before my opponent spends their gold, such as Triceratops and other establishing champions. Cards I plan on using just to draw 2 can frequently be strong choices as well.

Playing Into Information

One thing that can be even better than playing around your opponent’s answers is to purposefully play into them. When playing against experienced players that won’t make weak plays, guiding them into the “wrong” strong play can be critical.

Examples: Playing Into Your Opponent

Below are 3 examples of playing into your opponent’s revealed cards in order to guide their plays to your benefit.

Muse (Draw Out Removal)

If you watch my streams or read certain articles of mine, you know that I think Muse is a frustratingly powerful card. It is a 0-cost card that can grant you a major advantage and is difficult to deal with efficiently (particularly in core-only). However, if removed in a 1 for 1 trade (Wither, Flash Fire, Fireball, etc.) or better (Forcemage Apprentice, Wolf’s Bite, Siren’s Song, etc.), Muse can be worthless. Therefore, if your opponent reveals a Wither, playing something your opponent can Wither (Guilt Demon for instance) can draw out their Muse-Removal before you play your Muse. Even though your opponent using Wither to break Guilt Demon is strong, if it costs them their only Muse-Removal, they are in a terrible situation.

Noble Unicorn Bait

In a recent Dark Draft I played, I had drafted Amnesia and a bunch of strong defensive cards in order to pursue a draw out victory. Near the middle of the game, my opponent played Angel of Death and revealed Succubus and one other Evil card.

In order to bait out the Succubus, I played Noble Unicorn on my turn. On their turn, after attacking with Angel of Death, they played Succubus to draw a card and Banish my Noble Unicorn, a very strong play. However, this allowed me to play Forked Lightning on their turn, break both of their 6/5 airborne champions, leave them with just a zombie, and get back into a defensible position. While drawing a card and removing a champion is strong, me being able to essentially off-turn board clear with no downside was much more important in that game.

Ambush Blocker?

In my Bo7 showmatch against John Tatian, I was in a situation where my opponent played Memory Spirit the turn before to return a Drain Essence to hand. Then, on his turn he attacked with the Memory Spirit. I played my Memory Spirit and here is what the casters (cnoz and CJ Moynihan) thought about the play, what my opponent thought about the play, and my explained reasoning at the time.

Casters perspective – 1:46:46 to 1:49:44

Opponent’s perspective – 1:49:37 to 1:51:40

My Explanation – 12:17 to 15:18

When I assembled these clips I was “remembering” that I was talking/thinking about playing Memory Spirit to “play into” his Drain Essence for multiple reasons. Since I knew he had Drain Essence, the obvious play would have been for him to Drain my Memory Spirit to prevent me from blocking/trading, and to get 5 damage through. I was fine with this for these 3 primary reasons:

In the clip, however, I primarily talk about “playing around” Drain Essence by not playing my Ice Drake. Then, I talked about not blocking to “play around” a possible Steel Golem. While John was incredibly close to taking my bait, unfortunately for me he proved again why he is the World Champion by passing up the obvious play. Looking back at it now, I still think this was the correct play for me in this situation though. (I also think John made the correct play in response: gain 9 health fairly safely, not overcommit to the board, and remove my 7 damage threat/card drawer.)

Feeding Your Opponent Information Examples

Sometimes, revealing a card to your opponent to force them to play around it can be beneficial. Basically, if you can force your opponent to disrupt their play in such a way that you can exploit it, you can gain an advantage.

Flame Strike

Fellow Pluck You team member and Epic personality Tom Dixon has gone on the record multiple times discussing one such example: include 1 Flame Strike in your constructed deck and reveal it as soon as possible. By doing this, you let your opponent know that 8 health is effectively 0 for the entire match. Therefore, your opponent will make sub-optimal plays to stay above 8 health, regardless of whether or not Flame Strike is in your hand at that point.

In addition, since you have already gained the advantage of influencing your opponent’s play, you can freely use your Flame Strike as removal. Since your opponent will probably expect you to have more copies in your constructed deck, they will still feel the need to play around it.

Ceasefire/Ice Drake

As mentioned in my Ceasefire example above, Ceasefire/Ice Drake are two powerful cards that encourage your opponent to attack in groups to play around them. Attacking in groups in Epic is usually “wrong” since 1 champion can block multiple. In addition, cards like Spike Trap and Hands from Below can punish group attacks. By showing your opponent Ceasefire/Ice Drake, you encourage them to play in a way that you can punish with your other cards.

Conclusion

Effectively utilizing revealed information is an important step in becoming a better Epic player. By playing around (and occasionally into) your opponent’s revealed cards, you can lessen their effectiveness, and by strategically revealing your Loyalty 2 cards, you can influence your opponent’s plays. From here, the next step is learning how to deduce the cards that might be in your opponent’s deck/hand, and to utilize this information in the same way.

BONUS CONTENT **Added 1/27/20**

I’m at 21 health with just a wolf token in play. My opponent has 3 cards in hand, but only small champions with 2 or less defense. I play Raxxa Demon Tyrant, getting me a 6/6 and two currently 6/6 demons, while also clearing his board. Opponent responds by playing Strafing Dragon, revealing Pyrosaur/Feeding Frenzy, and hiting me for 5. [I’m at 16.] Looking at my hand, I had neither answers to kill Strafing Dragon/a blitzing Pyrosaur, nor ambush champions I could play to block them.

Opponent goes to their turn and immediately attacks with Strafing Dragon. I celebrate. Why?

First off, here’s why Pyrosaur + Feeding Frenzy was so threatening to me. Assuming my opponent draws a second Wild card for Pyrosuar Loyalty, when he plays and attacks with Pyrosaur both me and my entire board takes 4 damage. This drops me to 12, breaks my wolf and damages Raxxa and his demons. If my opponent then follows up with Feeding Frenzy on Raxxa, not only does Raxxa break, but so do my demons, since they are now just 4/4 demons with 4 damage on them. This leaves me wide open to take the 6 damage from Pyrosaur hitting me, plus the 6 damage from Strafing Dragon, which kills me.

So, when my opponent attacks with Strafing Dragon, he gives me initiative to make plays. In this window, I play Justice Prevails. While this has no impact on the Strafing Dragon attack (besides drawing me a card), it does preemptively buff my tokens. Therefore, when my opponent follows up by playing Pyrosaur with loyalty + Feeding Frenzy on Raxxa, I’m left with a 5/5 wolf and two 7/7 demons all with 4 damage on them and Righteous. This enables me to block the Pyrosaur, gain health, and then swing back on my turn to win the game.

If I had not known about the Pyrosaur + Feeding Frenzy in my opponent’s hand (or if he had made that play immediately at the start of his turn before I could gain initiative to play Justice Prevails/spent my gold), my board would have been cleared before I could prevent it, I would have taken the full 16 damage that turn, and I would have lost. However, since I knew it was coming, and it was probably his only strong play he could make, I was able to directly counter it (even more effectively than if Epic had Magic-like responding and counterspells).

Showmatch Raw Footage Posted

Yesterday, World Champion John Tatian and I finished our Best of Seven First Encounter Showmatch. It was a lot of fun, and we had quite a few games that were Epic in every way: close, exciting, and long.

So far we have my raw stream footage uploaded to Youtube, John’s raw stream footage can be seen on his blog, and both streams can be watched simultaneously with commentary from cnoz + CJ Moynihan.

My Stream: Part 1, Part 2
John’s Stream
cnoz + CJ’s stream (audio starts at 47:00)

Edited videos are planned as well.

 

Core Tier Charts (Wild Update)

I have updated my Dark Draft, Core-Only, Tier Charts article to include my Wild tier charts, included below. Check out the main article for explanations on when and why I draft specific alignments.

Wild Commitment Pick 1 Chart

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Wild Commitment Pick 2/3 Chart

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Core Tier Charts (Sage Update)

I have updated my Dark Draft, Core-Only, Tier Charts article to include my Sage tier charts, included below. Check out the main article for explanations on when and why I draft specific alignments.

Sage Commitment Pick 1 Chart

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Sage Commitment Pick 2/3 Chart

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Constructed Saturday

Dark Draft Saturday (5/13/17)

My favored Epic Constructed playstyle varies significantly from most other people I have played against. Usually, my constructed decks are hyper-distilled versions of my Get Ahead, Stay Ahead limited playstyle. I also favor tribute/loyalty -> draw a card champions higher than most. The best example of this is my Core Epic Humans deck based off of my Combative Humans deck.

On Saturday 5/13/17 I plan on streaming 6 hours of constructed from 11am CST to 5pm CST primarily highlighting myĀ Core Epic Humans deck. Just like last time, I will be taking challenges from my Twitch Chat. Those that challenge me are welcome to “stream snipe” by remaining in chat and playing with the stream video and audio on while I explain my plays and give advice. Whether or not a challenger chooses to “stream snipe,” I’ll provide feedback at the end of each game.

It is also possible I might break out some of my other Core-Only decks or try out some chat submitted decks.

The stream (Saturday, 5/13/17 from 11am CST to 5pm CST) can be watched live at: twitch.tv/tomsepicgaming

At minimum, the raw footage will be uploaded to YouTube.

World Champion Showmatch Reminder

As I reminder, I will be taking on World Champion John Tatian in a best of 7 showmatch on 5/20/17 at 2pm CST. For full details click here.

For links to all of my Epic content click here.

Core Tier Charts (Good Update)

I have updated my Dark Draft, Core-Only, Tier Charts article to include my Good tier charts, included below. Check out the main article for explanations on when and why I draft specific alignments.

Good Commitment Pick 1 Chart

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Good Commitment Pick 2/3 Chart

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First Encounter Bo7 Showmatch Vs World Champion

Event

I, Tom’S Epic Gaming, have challenged the World Champion, John “Tatdaddy” Tatian, to an Epic best of 7 showmatch on the Epic Digital Alpha. This will be the first time we have ever played against each other. We will be live streaming the showmatch on our respective Twitch channels listed below.

Who will win, the Prolific Blogger or the Undefeated World Champion?

Time

Saturday, May 20th starting at 2pm CDT (UTC -5)

Where to Watch

Tom’S Epic Gaming’s perspective will be live streamed at twitch.tv/tomsepicgaming

World Champion John Tatian’s perspective will be live streamed at twitch.tv/johntatian

Format

This showmatch will consist of a best of 7 games with 7 different decks:

  • The first 2 games will be Dark Draft
  • The next 3 games will be Constructed
  • The final 2 games will be Dark Draft

Each game of Dark Draft will be preceded by a new Draft.

Each game of constructed may not feature the same primary alignment.

For example, if my first constructed deck has 33+ Evil, my second and third constructed decks may have, at most, 27 Evil each. If my second deck has 33+ Good, my third deck may have at most 27 Evil and 27 Good.

Stakes

If I win, John Tatian has agreed to write a guest article here on Tom’S Epic Gaming.

If John wins, I have agreed to treat him to lunch at a restaurant of his choice at either Origins, Gen Con, or Worlds.

Videos

So far we have my raw stream footage uploaded to Youtube, John’s raw stream footage can be seen on his blog, and both streams can be watched simultaneously with commentary from cnoz + CJ Moynihan.

Edited Video of game 1

My Stream: Part 1, Part 2
John’s Stream
cnoz + CJ’s stream (audio starts at 47:00)

Edited videos are planned as well.

Transparency Update

As a matter of transparency, I have updated my “Subscribe to Blog Via Email” text to read: “At least 1 post per week (frequently 2 or 3): Primarily Epic Card Game strategy articles. Game reviews and other game-related posts are possible as well.” As opposed to “Approximately 3 posts per week: strategy articles (frequently Epic Card Game), game reviews, and other game-related posts.”

At this point, new content will primarily focus on Epic related topics (at least for now), and these articles generally tend to take longer to write. By going down to “at minimum 1 post per week,” I should be able to more easily and consistently produce high-quality articles without the need to count short announcements like these to artificially reach the 3 posts per week goal. (This also frees up a bit more time to stream and work on learning video editing. On that point, expect a big announcement in the next few days.)

Core Tier Charts (Evil Update)

I have updated my Dark Draft, Core-Only, Tier Charts article to include my Evil tier charts, included below. In addition, I have added a bit of clarification to the article. I did decide to go with 2 charts per alignment, a pick 1 chart and a pick 2/3 chart since there is enough difference to warrant it based on how I draft.

Evil Commitment Pick 1 Chart

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Evil Commitment Pick 2/3 Chart

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Dark Draft, Core-Only, Tier Charts

Foreword

Now that I have had a significant amount of time to play a bunch of core-only dark drafts, I have updated my ratings. If you want even more dark draft content, check out my main dark draft article.

Tier Charts Explanation

Instead of my overall ranking scheme ranging from Always First Picakable…Situationally Desirable…Rarely Playable, I have broken down the cards by tier based on overall power level and how highly I value them. In addition, due to the dramatically shifting value of cards throughout a dark draft, I have decided to create 9 tier charts:

  1. Pack 1 Pick 1/Uncommitted Chart
  2. Evil Committed Charts
    1. Pick 1
    2. Pick 2/3
  3. Good Committed Charts
    1. Pick 1
    2. Pick 2/3
  4. Sage Committed Charts
    1. Pick 1
    2. Pick 2/3
  5. Wild Committed Charts
    1. Pick 1
    2. Pick 2/3

Every draft begins with the Pack 1 Pick 1/Uncommitted Chart. Once you have decided to commit to an alignment, you then switch to that alignment’s charts and ignore the other charts.

Cards within a tier (S-Tier, Tier 1, Tier 2, Tier 3, Tier 4, Tier 5, Tier 6, Tier 7) are roughly equivalent in power. Inner-tier differences are minor and vary based on other cards in the pack and my mood that draft.

Finally, some tiers have multiple columns. For instance, Tier 1 has a neutral column and a ‘-‘ column. Cards in the ‘-‘ column are a bit weaker than cards in the neutral column. Tier 3 has a ‘+’ column, neutral column, and ‘-‘ column. Cards in the ‘+’ column are a bit stronger than the neutral column, and cards in the ‘-‘ column are a bit weaker.

Brief Reasoning Behind My Changes

Below I touch on why some of my card ratings are different here than in my main article.

Burn/Health Gain

In Core only, there is a higher concentration of burn cards than in any other format. Due to this, it is much easier to assemble a large amount of burn. Against unprepared opponents, this can be very strong; however, burn can also be fairly easy to counter with cards like Inner Peace. Therefore, the worthwhile health gain cards are fairly high on my list.

0-Cost Champions (Blitzers)

0-cost champions like Dark Knight, Guilt Demon, and Thrasher Demon are even harder to effectively answer in core-only than they are in other formats. This makes them some of the best cards to create early pressure without committing your gold. Recycle 0-cost cards work in a similar way: they let you develop a threat while neither committing your gold nor losing a card in hand. Therefore, all of these cards are tier 1 cards.

In other words, these are frequently the best cards to play to get ahead, since they allow you to hold your gold and use it to stay ahead. They take the place of 1-cost establishing champions allowing you to more aggressively use powerful gold-punishers.

Evil

Due to the greater value I place on Evil’s 0-cost blitzers, I am more likely to be able to support Evil Loyalty 2 cards now. This makes going Evil less risky than it was for me in the past. In addition, Evil has the absolute best rewards for committing to it…hmmm, thematically interesting.

Pack 1 Pick 1/Uncommitted Chart

Since this is the Pack 1 Pick 1 chart, I attempted to organize all of the cards in a tier from my first pick in that tier to my last pick. That being said, the cards are so similar in strength that choosing between them is largely a matter of personal preference. Further, as you get deeper into a draft, these intra-tier rankings break down quite quickly based on what you have already drafted and what you still need.

Searchable Spreadsheet

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Alignment Committed Charts

Once I commit to an alignment, my valuation of certain cards change. Primarily, powerful in-alignment Loyalty 2 and Ally effect cards dramatically increase in value, while off-alignment Loyalty 2 and Ally effect cards drop in value. In addition, certain off-alignment cards change value because they either work well with that alignment (Ancient Chant in Evil) or work poorly with that alignment (Inner Peace in Pick 2/3 Wild).

Differences Between Pick 1 and Pick 2/3 Charts

I love to counter draft. This can either involve drafting cards to counter what your opponent is doing (taking Flash Fire to stop a Courageous Soul->Secret Legion strategy), or it can involve drafting cards your opponent would like to draft. For these tier charts, I am focusing on the latter.

The primary reason there is a difference between my Pick 1 and Pick 2/3 charts is I firmly believe in taking the best overall card in a pack as opposed to the best card for my deck, in pick 1 (most of the time). For example, say we are drafting an Evil-Alignment deck and get the pack above. Angel of Death is the best card for my deck because it is a board clear that leaves behind a 6/5 airborne body. Generically however, Palace Guard is the best card with Divine Judgement being strong as well. (Burrowing Wurm and Dark Leader are bad.)

If I take Angel of Death, my opponent easily takes Palace Guard and Divine Judgement. I get 1 amazing card for my deck and my opponent gets 2 great cards for theirs. Instead, I would usually take the Palace Guard here. This leaves my opponent with a snap pick Divine Judgement, and unless they are also going Evil (which is unlikely if I am going Evil), they have a choice between 3 bad cards for their deck. In this scenario, I get 1 very strong card, and my opponent gets 1 strong card and 1 weak card. I much prefer this second outcome.

In Pick 2/3 of a pack, since my opponent can’t get any of the cards I don’t take, I can freely take the strongest cards for my deck.

Evil Committed Charts

In addition to the usual adjustments for Loyalty 2 and Ally effect cards, Ancient Chant, Winter Fairy, and Djinn of the Sands move up a tier in Evil. This is due to the fact that Evil has no “draw 2 and” cards in Core only, and their draw overall is weak.

If you notice any other cards that changed tiers that you don’t understand/agree with, feel free to ask me about it in the comments below, and I will go into more detail about those cards.

When/Why I Commit To Evil

I commit to Evil when I draft a Medusa, Murderous Necromancer, or Necromancer Lord, usually in pick 2/3 of a pack, preferably by pack 4ish. These are 3 of the most powerful cards in core set only.

If I see that my opponent passes me one of these cards early in a draft, that is a pretty large signal that they are not going Evil, and I am immediately rewarded for going Evil. Even if my opponent tries to deny me Evil cards for the rest of the draft, I have plenty of time to gain enough Evil cards to be able to hit my loyalty effect(s) reliably. In addition, if my opponent doesn’t also try to draft Evil, cards like Necromancer Lord, Angel of Death, Murderous Necromancer, Dark Assassin, and Plentiful Dead are nearly worthless to them so they are more likely to be passed to me.

Pick 1

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Pick 2/3

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Good Committed Chart

In addition to the usual adjustments for Loyalty 2 and Ally effect cards, card draw effects are slightly reduced in tier (for example Ancient Chant and Winter Fairy) due to incredibly powerful Good cards with draw effects like Noble Unicorn and White Knight.

If you notice any other cards that changed tiers that you don’t understand/agree with, feel free to ask me about it in the comments below, and I will go into more detail about those cards.

When/Why I Commit To Good

I don’t commit to Good often in draft. This is partially because, unlike Evil, there are no Good Loyalty 2/Ally cards that are strong enough to get me to commit to Good by themselves. Instead, to commit to Good I must have already incidentally drafted 2+ overall decent Good cards (Noble Unicorn, White Knight, Angel of Light), and then get passed a strong commitment reward card like Angel of Mercy or High King for a pick 2/3.

Good is a risky alignment to draft, particularly in Core Only. This is because so many of their best cards (Noble Unicorn, White Knight, and Angel of Light) are strong enough in a non-Good deck that your opponent could counter draft them or just incidentally take them without much downside.

Pick 1

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Pick 2/3

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Sage Committed Chart

In addition to the usual adjustments for Loyalty 2 and Ally effect cards, generic draw 2 cards are slightly decreased in value since Sage has great drawing cards. Board clears are slightly increased in Pick 1 Sage because counter-drafting board clears helps to protect your big untargetable champions, namely Steel Golem. There are also a few other small differences between charts. For example, Ancient Chant is higher in Pick 1 chart because Psionic Assault is strong in a Sage deck, and Ancient Chant almost completely negates Psionic Assault. Avenging Angel is also higher than usual because with the forced discard and control in Sage, Avenging Angel is frequently harder for your opponent to effectively remove while staying competitive in other aspects of the game.

If you notice any other cards that changed tiers that you don’t understand/agree with, feel free to ask me about it in the comments below, and I will go into more detail about those cards.

When/Why I Commit To Sage

I have not been committing to Sage often in Core only. The main reason for this is, while Sage has all 4 of the S-Tier cards Amnesia, Sea Titan, Thought Plucker, and Muse in addition to Ogre Mercenary, Erase, etc., the Sage commitment cards aren’t as overwhelmingly powerful as other alignments. Committing to Sage also doesn’t dramatically increase the draftable card pool for you, unlike Evil and Good.

Generally, I commit to Sage when I’m midway or further through the draft, I haven’t committed to a different alignment, I have already drafted a decent number of generic Sage cards, and I come across cards like Steel Golem, Psionic Assault, Juggernaut, Time Walker, Ice Drake, or Warrior Golem. However, since only Time Walker among these is terrible without Loyalty or a plethora of ally triggers, I occasionally shift my alignment commitment later in the draft if I come across powerful non-Sage alignment cards that I can support. For instance, if it is pack 8 and I come across Medusa while I have 8ish other incidental Evil cards, there is a decent chance I take Medusa and focus on supporting Evil going forward.

Pick 1

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Pick 2/3

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Wild Committed Chart

In addition to the usual adjustments for Loyalty 2 and Ally effect cards, Wild’s card evaluations are heavily based around their goal of burning out your opponent, particularly in Core-Only. Strafing Dragon and Hunting Raptors are rewards for going Wild, and they help you reach a critical mass of burn at the same time. The more burn you have, the stronger it becomes (to an extent) since you can kill your opponent fromĀ  a higher health total without having to get as much attack damage through.

Due to this burn-slanted evaluation, health gain is a high-priority counter-draft in pick 1, but it drops off significantly in pick 2/3. Not only do you not need to counter-draft health gain pick 2/3, but if you draft most of the burn and deny it to your opponent, health gain is significantly less valuable. I also value board clears a bit less in Wild because a significant amount of Wild’s damage doesn’t rely on maintaining champions in play.

If you notice any other cards that changed tiers that you don’t understand/agree with, feel free to ask me about it in the comments below, and I will go into more detail about those cards.

When/Why I Commit To Wild

I practically never go Wild in Core-Only. I feel like Wild can be incredibly devastating against opponents that don’t prepare for the burn kill, but I think countering the burn kill isn’t that hard to do. Drafting Inner Peace can make a burn out victory nearly impossible, and a well-timed Drain Essence can give a player enough time to out-race burn.

That being said, Raging T-Rex is absolutely incredible. If I get passed T-Rex when I haven’t already committed to a faction, I get very tempted.

Pick 1

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Pick 2/3

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Conclusion

I still need to create charts for Good, Sage, and Wild, but feel free to ask for clarification/ask questions on anything I have included so far in the comments below. Always happy to answer Epic questions.