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Core Evil Tokens 2 (Successful)

Foreword

With the addition of the “Attack Separately” button on the Epic Digital alpha, I decided I wanted to build an Evil tokens deck. Because I’m me, I built it from scratch in the updated deck builder instead of referencing my first Core Only Evil Tokens list. The decks turned out very similar, but this one is built to crush the Muse/Thought Plucker meta as hard as possible.

For those of you tired of Core Only Digital Alpha content, Origins is in a few days. When I get back, I plan on writing an article on my Friday random 60 tournament experience with Dark Draft too if I make top 8. (Similar to last year, wow…last year.) I also plan to write an article on the top 8 constructed decks on Saturday. (Hopefully it won’t just be all Kark.)

Deck List

Previous and future iterations of Core Only Evil Token decks

Evil (39)

Slow (9)
3x Infernal Gatekeeper
3x Murderous Necromancer
2x Necromancer Lord
1x Soul Hunter

Fast (17)
3x Demon Breach
3x Drain Essence
3x Inner Demon
2x Final Task
3x Medusa
3x Plague

0-Cost (13)
2x Corpse Taker
3x Guilt Demon
3x Plentiful Dead
2x Unquenchable Thirst
3x Word of Summoning

Good (3)

Slow ()

Fast (6)
2x Inheritance of the Meek

0-Cost (1)
1x Brave Squire

Sage (18)

Slow (6)
3x Blue Dragon
3x Winter Fairy

Fast (6)
3x Ancient Chant
3x Wave of Transformation

0-Cost (6)
3x Forcemage Apprentice
3x Spike Trap

Explanation

I honestly don’t remember exactly how I built this deck, so I’m just going to explain how it all works by breaking it down into its parts. In general, this deck trades on-turn gold punishers for a consistent flow of small attackers while protecting itself against Thought Plucker.

Establishing Token Package

The goal of the deck is to overwhelm your opponent with tokens. If you have more attackers than they have defenders and/or removal, you will chip damage through 2 or 4 at a time. The 4 best cards to do this are Murderous Necromancer, Demon Breach, Plentiful Dead, and Word of Summoning.

Murderous Necromancer is insanely powerful, arguably one of the most powerful cards in core-only, and the single most important card in this deck. Let’s start with the expend ability. Being able to break a champion every other turn and increase your board state means that your opponent needs to remove Murderous Necromancer or lose (same with all of the best Epic cards). At 6 defense, it can only be removed by a 1-cost card or multiple 0s, and, since it doesn’t need to attack to generate additional value, it can’t be broken in combat.

Further, Murderous Necromancer enters play with 3 zombies (assuming Loyalty 2). Therefore, if your opponent is only able to remove the Necromancer, the zombies can start attacking next turn. The only single cards in core-only Epic that can remove both Murderous Necromancer and its zombies are Angel of Death and Time Walker. Both of which can only be played on your opponent’s turn (unless Surprise Attack). Baring the worst case scenario of Surprise Attack + AoD/TW, this means that your opponent either needs to spend their gold to remove everything and develop nothing (Hurricane, Zombie Apoc, etc.) or at least part of the Murderous Necromancer will provide value. If your opponent board clears on their turn, you are able to spend your gold on off-turn gold punishers to put more threats into play. 2 Demons off-turn from Demon Breach is one such way to consistently keep your opponent under pressure.

Demon Breach has been great for me in this deck (even though I used to hate both it and Plentiful Dead). In addition to its roll as an off-turn gold punisher, 3 Demons on turn is a solid establishing threat generator for similar reasons to Murderous Necromancer: it is hard for your opponent to remove all the demons while also developing their board.

The recall effect is also great here because it guarantees that you’ll have a strong off-turn gold-punisher/establishing card in hand. Word of Summoning works similarly except it doesn’t commit your gold.

Plentiful Dead is another strong card in this deck. Being able to repeatedly add just 1 extra zombie has allowed me to push significantly more damage through during games. Murderous Necromancer + 3 zombies is great, but 4 zombies is a surprisingly significant boost, same with 2 Demons and a zombie.

In addition to applying pressure, that recurring zombie is great for chump blocking Sea Titans all day, and it can help mitigate the effects of Thought Pluckers (assuming your opponent doesn’t also have massive amounts of discard pile banish effects, many do). Finally, being able to keep it in hand for Loyalty 2 triggers is a big advantage as well.

Infernal Gatekeeper is the final piece of the Establishing Token package, but it isn’t as powerful as the rest. Essentially, if you play it early in the game while your opponent still has board clears and strong removal effects, you are just spending your gold and a health to maybe get a demon to stay in play (compare that to Demon breach where you lose no health and frequently get 2 demons to stay in play).

Where this card can shine is mid game after your opponent runs out of mass removal. When Infernal Gatekeeper can remain in play for a couple gold uses, its ally ability can really crank up the pressure quickly against your opponent. Play Gatekeeper, get a demon. Off-turn play Demon Breach, get 3 more demons. Start your turn with a 9/9 and 4 demons in play, solid. Infernal Gatekeeper even turns your Evil draw 2s into “draw 2, lose 1 health, make a demon,” I’d play that card.

Anti-Thought Plucker/Muse Package

As predicted, Thought Plucker and Muse have found their way into many constructed decks on the app. Even though I’ve been building my decks with 3-9+ answers, it still hasn’t been enough. So, I decided to ram the 2 most effective answers into this deck: Spike Trap (primarily for Thought Plucker) and Forcemage Apprentice. Unlike Wither, Flash Fire, and Fireball, Spike Trap and Forcemage Apprentice remove Thought Plucker/Muse and benefit me at the same time.

For the situations where I don’t have these answers in hand, Ancient Chant and Winter Fairy provide me with significant card draw to at minimum negate the impact of discarding cards. Blue Dragon can also be used to both draw a card and remove one of those two cards. Even just playing a Blue Dragon to enable you to use a Sage draw 2 to break a future Thought Plucker is valuable.

Plagues and Unquenchable Thirst help to round out the Anti-Thought Plucker/Muse package.

Supporting Package

Off-turn removal that leaves a body in play for you and nothing for your opponent is ridiculously powerful (Medusa). The fact that it can also be used with Plentiful Dead is important too. It can even be used on-turn to remove an ambushed in blocker.

Inner Demon works a bit similarly to give you fast removal that increases your board state, but it’s usually used as a 1-cost Evil draw 2, which is nice in and of itself for this deck.

Necromancer Lord and Corpse Taker allow you to replay some of the strongest champions in the game, Murderous Necromancer for example. Returning Winter Fairy and Blue Dragon can also be quite nice.

Final Task targeting Necromancer Lord can let you play any champion in any discard pile and keep it in play at fast speed. (Necromancer Lord breaks at the end of the turn, the champion Necromancer Lord returned would not). Final Task on Murderous Necromancer is also strong: fast break target champion and put 4 zombies into play.

Drain Essence and Unquenchable Thirst provide fast targeted removal that gains you health. Frequently these are the most important cards against aggro/burn decks.

Inheritance of the Meek and to a lesser extent Wave of Transformation allow you to remove most of your opponent’s champions while leaving you with token threats in play. Against decks with a lot of card draw or decks that rely heavily on tempo, I have found the off-turn use of Inheritance to be absolutely game-winning. However, saving Inheritance as an on-turn one-sided banish-board clear is pretty great against decks that can run out of steam. Plague is the final set of board clears, and it can help against Thought Pluckers (in addition to Necromancer Lords and Forcemage Apprentices). I chose Brave Squire as my single 0-cost card to go with Inheritance because Brave Squire works great with Final Task, and it is a powerful card overall.

Soul Hunter is something I’m trying out. It is a further way to punish Thought Plucker decks, since you can discard it to Plucker so it can start coming back for free. Against non-discard decks, Winter Fairy, Ancient Chant, Blue Dragon, etc. can frequently get you to the point of over drawing, which allows you to discard Soul Hunter as well.

Finally, Guilt Demon is just a strong card. It is also my primary discard pile removal since I can’t fit Amnesia into the deck.

Distributions Breakdown

Below are the break downs for each of my distributions based on my Epic Constructed Process article.

30+ Cards that can Draw/Recycle/Recall/Etc. (35.5)
Reliable (33): 3 Inner Demon, 2 Final Task, 3 Plague, 2 Corpse Taker, 3 Plentiful Dead, 3 Word of Summoning, 2 Inheritance of the Meek, 3 Blue Dragon, 3 Winter Fairy, 3 Ancient Chant, 3 Wave of Transformation, 3 Spike Trap
Unreliable (5 x 1/2 = 2.5): 2 Necromancer Lord, 3 Demon Breach

20 0-cost Cards (20)
2 Corpse Taker, 3 Guilt Demon, 3 Plentiful Dead, 2 Unquenchable Thirst, 3 Word of Summoning, 1 Brave Squire, 3 Forcemage Apprentice, 3 Spike Trap

20- On My Turn Cards (14)
Champions (14): 3 Infernal Gatekeeper, 3 Murderous Necromancer, 2 Necromancer Lord, 3 Blue Dragon, 3 Winter Fairy
Events (0):

1 Soul Hunter is technically slow, but I never want to actually play it, I only want to discard it, ideally.

33+ Primary Alignment Cards (39)
3 Infernal Gatekeeper, 3 Murderous Necromancer, 2 Necromancer Lord, 1 Soul Hunter, 3 Demon Breach, 3 Drain Essence, 3 Inner Demon, 2 Final Task, 3 Medusa, 3 Plague, 2 Corpse Taker, 3 Guilt Demon, 3 Plentiful Dead, 2 Unquenchable Thirst, 3 Word of Summoning

3-9+ On-Turn Gold-Punishers (11)
Standard (0)
:
Non-Standard (11): 3 Inner Demon, 3 Medusa, 3 Drain Essence, and 2 Inheritance of the Meek

This deck does not run any real on-turn gold-punishers because it relies on slowing chipping down the opponent with tokens and off-turn gold punishers. Final Task can work as an on-turn Gold-Punisher if needed. 3 Inner Demon, 3 Medusa, 3 Drain Essence, and 2 Inheritance of the Meek can all function as on-turn gold punishers if your opponent spends their gold to ambush in a blocker. Instead of punishing your opponent with a blitz champion, you punish them by breaking their champion, expanding/maintaining your board state, and pushing damage with your champions already in play.

3-9+ Off-Turn Gold-Punishers (13)
Standard (6): 3 Demon Breach, 3 Medusa
Non-Standard (7): 2 Final Task, 2 Inheritance of the Meek, 3 Wave of Transformation

Demon Breach and Medusa are fairly standard off-turn gold-punishers. Final Task is great when used on Murderous Necromancer or Necromancer Lord specifically. Inheritance and Wave are non-standard off-turn Gold-punishers. The reason I include them for this deck is that they can essentially remove all/most of your opponents threats, while leaving you with threats, that can attack on your next turn, forcing your opponent to remove them to remove your threats/play blockers before you spend your gold on your turn.

1+ Mass Discard Pile Banish (0)
This deck relies on 3 Guilt Demon and 2 Corpse Taker for targeted discard removal.

3 Drain Essences or Comparable Health Gain (3.66)
Reliable (3): 3 Drain Essence
Unreliable (2 x 1/3 = .66): 2 Unquenchable Thirst

3-9+ Muse/Thought Plucker 0-Cost Answers (9.5)
Reliable (8): 2 Unquenchable Thirst, 3 Forcemage Apprentice, 3 Spike Trap
Unreliable (3 x 1/2 = 1.5): 3 Blue Dragon
Honorable Mention: 3 Plague

Anti-Sea Titan/Bounce Plan
Chump block Sea Titan forever. Attack with more individual champions than it can block. Board clear it eventually, if needed.

Thoughts/Concerns

I’m not a huge fan of Infernal Gatekeeper. It has worked in midgame situations, but it hasn’t felt powerful that often. I’m still testing Soul Hunter, but I think I like exactly one in this deck. Final Task is incredibly powerful, and it might deserve to be a 3 (probably cutting 1 Infernal Gatekeeper for it.)

Overall, I have lost very few games with this on the app, and it is a lot of fun to play. Just don’t forget to use “attack separately,” particularly in non-Realtime (Duel) games.

Conclusion

Due to heading out to Origins tomorrow, I don’t have the time to go through and add all of the card links today, but I’ll update this when I get back. Also, I won’t have a chance to post until I get back because I’m not lugging my desktop with me this time. (I’ll try to at least tweet a few updates though: @TomSEpicGaming.)

Tall v Wide Duel Decks Updated

Foreword

Now that I’ve played significantly more Epic, Core-Only specifically on the app, I decided to remake these decks. (Someone also requested duel decks on reddit too.) I have not tested these decks yet, but they can both theoretically do a lot of powerful things. I also designed them to have some theoretically interesting interactions. Slight tweaking of certain card counts would probably make these better…hmmm…just had an idea…

Tall

Evil (6)

Slow (0)

Fast (4)
1x Drain Essence
3x Zombie Apocalypse

0-Cost (2)
1x Corpse Taker
1x Wither

Good (3)

Slow (0)

Fast (2)
2x Ceasefire

0-Cost (1)
1x Brave Squire

Sage (33)

Slow (11)
1x Frost Giant
3x Juggernaut
3x Sea Titan
3x Steel Golem
1x Time Walker

Fast (11)
1x Ancient Chant
1x Crystal Golem
1x Deadly Raid
3x Ice Drake
1x Memory Spirit
3x Stand Alone
1x Thought Plucker

0-Cost (11)
1x Amnesia
3x Keeper of Secrets
3x Forcemage Apprentice
1x Muse
3x Spike Trap

Wild (18)

Slow (6)
3x Kong
3x Triceratops

Fast (6)
3x Hurricane
2x Pyromancer
1x Surprise Attack

0-Cost (6)
3x Flash Fire
1x Lash
2x Cave Troll

Wide

Evil (39)

Slow (11)
2x Angel of Death
1x Drinker of Blood
3x Infernal Gatekeeper
3x Murderous Necromancer
2x Necromancer Lord

Fast (15)
3x Demon Breach
1x Drain Essence
3x Inner Demon
3x Final Task
3x Medusa
2x Plague

0-Cost (13)
1x Corpse Taker
3x Guilt Demon
3x Plentiful Dead
2x Unquenchable Thirst
1x Wither
3x Word of Summoning

Good (6)

Slow (0)

Fast (4)
3x Inheritance of the Meek
1x Resurrection

0-Cost (2)
1x Brave Squire
1x Watchful Gargoyle

Sage (12)

Slow (0)

Fast (8)
1x Ancient Chant
1x Crystal Golem
1x Deadly Raid
1x Erase
1x Lying in Wait
3x Wave of Transformation

0-Cost (4)
1x Amnesia
1x Muse
2x Ogre Mercenary

Wild (3)

Slow (0)

Fast (2)
1x Mighty Blow
1x Surprise Attack

0-Cost (1)
1x Fireball

Random 30 Stream Snipe Raw Footage

Thank you everyone who played and watched my June 1st Random 30 Stream Snipe Session on the Epic Digital Alpha. For those who could not, or if you want to watch your match, below is the raw footage from the stream with timestamps.

Part 2 (5pm CDT – 9pm): https://www.youtube.com/watch?v=-EPLTKjofDo
Part 1 (11am CDT – 3pm):  https://www.youtube.com/watch?v=MAzIzyu0z2M

Random 30 Stream Snipe Session

Stream Announcement

After two really fun Random 30 games today, I’ve decided to round out my stream snipe sessions with a Random 30 stream. Currently I’m planning on Thursday June 1st, 2017 from 11am CDT (UTC -5) to approximately 3pm CDT, and 5pm CDT (UTC -5) to approximately 9pm CDT.

I stream on Twitch: twitch.tv/tomsepicgaming
I’ll tweet when I go live: @TomSEpicGaming

Random 30 Defense

Random 30 involves dealing out 30 random cards to each player and playing. Simple as that. It can be done with a single collection, so each player has 30 different cards from their opponent, or each player can use their own collection so both players could end up with some of the same cards. (The app does the latter, intentionally.)

This is usually how I teach the game. However, I initially wrote it off fairly early as not a fun format for players that know what they are doing because it is too random; the better player isn’t as favored to win as they are in Dark Draft or Constructed. Recently though, I’ve been really liking the format because I approach it as just a fun experience where I don’t need to win to enjoy it. In addition, trying to figure out the best plays, using cards you wouldn’t use otherwise, in situations where your opponent is less likely to have the best answers, is exhilarating (and occasionally frustrating).

So, if you want to enjoy some less serious Epic, join the chat during the times listed, and I’ll be happy to play. As always, I will explain my plays as we go and provide a summary at the end of each match. Challengers are welcome to stay in chat with audio and video if they so desire, since it is a nice learning experience and wins/losses have no stakes attached.

Stream Raw Footage

Thank you everyone who played and watched. For those who could not, or if you want to watch your match, below is the raw footage from the stream with timestamps.

Part 2 (5pm CDT – 9pm): https://www.youtube.com/watch?v=-EPLTKjofDo
Part 1 (11am CDT – 3pm):  https://www.youtube.com/watch?v=MAzIzyu0z2M

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

Searchable Spreadsheet

(Click picture for full size)

Wild Commitment Pick 2/3 Chart

Searchable Spreadsheet

(Click picture for full size)

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

Searchable Spreadsheet

(Click picture for full size)

Sage Commitment Pick 2/3 Chart

Searchable Spreadsheet

(Click picture for full size)

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 my 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.