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vOv posted:So, I'm looking to actually get started with this now that I have a bit more time. Is there a "Hex deckbuilding for people who are OK at magic" out there somewhere? Honestly, just build it like you would Magic. In case you missed it: Drafts are coming ASAP, likely early this week, so save your boosters. AH is scheduled for within a month, and Open Beta/PvE in a month or so.
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# ? Apr 28, 2014 21:10 |
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# ? Jun 8, 2024 05:36 |
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Tamba posted:How long does changing your email take? seems like their tools are just as broken as the tournaments:
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# ? Apr 28, 2014 21:32 |
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At least they can work on improving that stuff now and not at launch But yea, my favorite deck by the end of the alpha was Midnight Shepard + Secret Lab + Soul Marble; just keep digging and throwing away big troops with come-into-play abilities until you can transform a Soul Marble and go wild (mostly I like it as an excuse to play some otherwise pretty terrible cards)
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# ? Apr 28, 2014 23:23 |
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New Victory screen is rad as hell. Does anyone have any primers for drafting that apply to Hex? I read a bit about the Bread strategy or whatever it was called back when Hex first started to be a thing, but it's been awhile and I was hoping there'd be more hex-specific info by now. If not, anything is fine. We've got a couple of days before tournaments open up so I figure I should spend that time reading. Edit: My deck at the end of alpha was a blue control deck revolving around flight creatures. Still is, still owns.
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# ? Apr 28, 2014 23:24 |
Vincent Valentine posted:New Victory screen is rad as hell. http://hextcgpro.com/category/articles/drafting/
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# ? Apr 28, 2014 23:24 |
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Aside from the champion I use, is there anything that matters in Hex drafting that I wouldn't already know from Magic?
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# ? Apr 28, 2014 23:32 |
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Lone Goat posted:Aside from the champion I use, is there anything that matters in Hex drafting that I wouldn't already know from Magic? I feel like Inner Conflict is probably the best piece of removal in the game, because unlike Pacifism, you can't bounce the creature to get rid of it.
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# ? Apr 28, 2014 23:49 |
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Because there's no "enchantments" and most spells add permanent affects, most bounce is not as strong as it is in Magic. However, this does work in your favor as well, as your opponent can't bounce his own creatures to remove things like Inner Conflict and other debuffs.
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# ? Apr 28, 2014 23:54 |
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Lone Goat posted:Aside from the champion I use, is there anything that matters in Hex drafting that I wouldn't already know from Magic? Make sure to put gems in your cards if they have a socket. Speaking of that, Lifedrain or Flying is probably going to always be the minor gem to put in cards I'm assuming?
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# ? Apr 29, 2014 00:19 |
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Captain Capitalism posted:Because there's no "enchantments" and most spells add permanent affects, most bounce is not as strong as it is in Magic. However, this does work in your favor as well, as your opponent can't bounce his own creatures to remove things like Inner Conflict and other debuffs. Some of the bounce also adds cost, which is nice. But yeah, since 'tokens' survive the bounce now I'd agree it's definitely weaker. katkillad2 posted:Make sure to put gems in your cards if they have a socket. Speaking of that, Lifedrain or Flying is probably going to always be the minor gem to put in cards I'm assuming?
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# ? Apr 29, 2014 01:04 |
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Since bounce effects increase the cost of the card permanently, they're particularly effective against Inspire troops, reducing the number of things in the opponent's deck that can benefit from the effect.
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# ? Apr 29, 2014 01:06 |
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Does that actually work now? I recall having the Princess that gets -3 cost in opening hand in my opening hand, then playing her, and only 3+ cost cards got her inspire effect. I assumed it was a bug, but it was there for so long that I stopped thinking about it.
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# ? Apr 29, 2014 01:16 |
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Cost modifications definitely affect inspire troops. I've had a lot of Ruby Pyromancers become ineffective by being bounced a few times.katkillad2 posted:Make sure to put gems in your cards if they have a socket. Speaking of that, Lifedrain or Flying is probably going to always be the minor gem to put in cards I'm assuming? Depends on the troop and your opponent's deck. For sapphire, flying always a solid choice (though Flash makes a cool combat trick to sideboard in if your opponent has no fliers). The double ruby intimidate gem (only blocked by artifacts and troops that share a shard) is pretty amazing on certain troops like the Hellhound, and Speed is always good in aggro decks. For the diamond gems, I tend to put swiftstrike above lifedrain. For wild, +1/+1 can be good depending on your opponent's deck, and spellshield is great in a Nelebrin Skirmisher or Boulder Brute. I almost never use the blood gems, but I suppose the rage one isn't bad in certain decks (like in blood/diamond on a Phoenix Guard Aeronaut).
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# ? Apr 29, 2014 01:37 |
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Vincent Valentine posted:Does anyone have any primers for drafting that apply to Hex? I read a bit about the Bread strategy or whatever it was called back when Hex first started to be a thing, but it's been awhile and I was hoping there'd be more hex-specific info by now. If not, anything is fine. We've got a couple of days before tournaments open up so I figure I should spend that time reading.
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# ? Apr 29, 2014 01:46 |
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Vincent Valentine posted:Does that actually work now? I recall having the Princess that gets -3 cost in opening hand in my opening hand, then playing her, and only 3+ cost cards got her inspire effect. I actually played her earlier today and my 1 and 2 drops got Lifedrain.
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# ? Apr 29, 2014 02:19 |
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OBi posted:You need to have the threshold for the gem to activate. I Played a guy yesterday with a R/B deck that was surprised when his guy didn't lifedrain. Crap, I'm glad I brought it up because I would have done the same thing. The guy who made the drafting videos has been streaming daily on twitch and seems like a good streamer to watch, he's also been doing giveaways for some of the promo mercenaries and whatnot. http://www.twitch.tv/infam0usne0
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# ? Apr 29, 2014 02:23 |
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Thoom posted:spellshield is great in a Nelebrin Skirmisher or Boulder Brute. Spellshield gem has to go in a battle beetle. Makes it one of the hardest troops to deal with in the game.
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# ? Apr 29, 2014 02:29 |
Chark posted:Hey Everyone, So that's good news. Checking in my account I now have four permanent draft tickets, two packs, and the gold, even though I actually managed to play through one of the two tournaments that morning. Downside is looks like the cards I lost when my second tourney crashed during draft phase (zombie plague and a few others) are as gone as I'd suspected they were.
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# ? Apr 29, 2014 03:13 |
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Got minequote:Hey Karnegal, Lone Goat posted:Aside from the champion I use, is there anything that matters in Hex drafting that I wouldn't already know from Magic? The big change is remembering that things that alter cards persist when they change zones, so bouncing a buffed guy doesn't drop the buffs. Removal is also wildly underdrafted. I was picking up hard removal as late as 12th pick. Karnegal fucked around with this message at 03:15 on Apr 29, 2014 |
# ? Apr 29, 2014 03:13 |
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I had no trouble at all with my draft and I still got the free junk for it. Man, CZE rules!
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# ? Apr 29, 2014 06:08 |
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Some Numbers posted:I feel like Inner Conflict is probably the best piece of removal in the game, because unlike Pacifism, you can't bounce the creature to get rid of it. You can use Reversion, though. I always make sure to take a Reversion or two in the draft if I'm playing white (they always wheel because no one respects them) because they work on every soft removal spell in the game except Time Ripple and Buccaneer. Personally, I feel Time Ripple is the best removal. Instant speed, works on everything, can utterly gently caress up tempo if you're playing a deck that cares about that, and is the cheapest removal aside from Repel. Yeah, it's only soft removal in that they can re-cast whatever it is and even counters don't go away in hand (learned that the hard way!), but frequently all you need is to get that one vital card off the board when your opponent needs it most.
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# ? Apr 29, 2014 06:17 |
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Reversion is way better than most people give it credit for. There's a lot of uses for it. The obvious ones are to rescue your own guy from on-the-board removal or remove your opponent's permanent buffs, but it has a lot of tricky interactions that can catch people off guard. - Reversion removes counters from things. Most things that have counters use them to transform anyway, but there's still a few cards you can preemptively reset to good effect. This non-obvious functionality will probably get better in the future. - Reversion doesn't just remove permanent effects, it removes temporary ones as well. Using a Reversion to undo a Crushing Blow or Wild Growth can seriously crimp people's plans. - Reversion removes all damage from a creature. This means if they're using something like Elimination Specialist, or using Bombsmith to plink down a damaged blocker, you can save it with Reversion. - Reversion resets one-shot abilities. Not a factor for most games, but every so often you may have a chance to reset your Splinter of Azathoth or Mancubus. - Anything that sets its P/T or effects as it comes into play will probably be neutered once it gets Reversioned. Basically, you have an extra kill spell for all the Honeycaps the mono-wild deck is probably playing, and you can also make Oath of Valor do nothing.
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# ? Apr 29, 2014 06:57 |
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Zurai posted:Personally, I feel Time Ripple is the best removal. Instant speed, works on everything, can utterly gently caress up tempo if you're playing a deck that cares about that, and is the cheapest removal aside from Repel. Yeah, it's only soft removal in that they can re-cast whatever it is and even counters don't go away in hand (learned that the hard way!), but frequently all you need is to get that one vital card off the board when your opponent needs it most. I'm not sure I'd call Time Ripple the best, but it is very good. You can also use it on your own cards to save them from enemy removal.
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# ? Apr 29, 2014 07:13 |
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I played and finished a tournament last weekend but I guess it didn't count as "the weekend" because I didn't get any goodies. Not that I'm complaining, my draft finished without any hiccups. The way they're dealing with the tournaments going down is just amazing. CZE are just really stand-up guys. I'm constantly impressed by their PR.
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# ? Apr 29, 2014 07:22 |
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Fans first, it's a credit to their character being able to put up with a bunch of babbies like us and still be a cool dude about things like that
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# ? Apr 29, 2014 07:48 |
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So this just came in the mail At least they're doing good on the reimbursement/damage control front.
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# ? Apr 29, 2014 08:21 |
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Glidergun posted:
Using reversion to get the one shot back on my splinter to stop what would have been the killing blow remains the most satisfying rage quit I've had so far, mostly because I didn't even think it'd work. But sure enough it does, and nobody has seen it coming since. It's crazy to have it in plain sight like that because nobody will use removal on it once the one shot is gone. Speaking of reversion, hitting a mushwocky is also incredibly satisfying. But all in all I'd rather just have Murder.
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# ? Apr 29, 2014 09:10 |
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Vincent Valentine posted:Using reversion to get the one shot back on my splinter to stop what would have been the killing blow remains the most satisfying rage quit I've had so far, mostly because I didn't even think it'd work. But sure enough it does, and nobody has seen it coming since. It's crazy to have it in plain sight like that because nobody will use removal on it once the one shot is gone. Yeah a lot of the interactions in this game are interesting. Coming from Magic, you sort of assume that you know all the stuff, but then you get blindsided.
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# ? Apr 29, 2014 09:39 |
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Glidergun posted:- Reversion removes all damage from a creature. This means if they're using something like Elimination Specialist, or using Bombsmith to plink down a damaged blocker, you can save it with Reversion. I knew about the others, but these were both new to me. Good info to have, and it makes a card I already knew was good even better! What other hidden gems have people found? Another white one that most people seem to ignore is Blinding Light. It's an incredible defensive combat trick, letting you safely multi-block their biggest threat(s) without worrying about losing any creatures or taking too much damage from un-blocked creatures. It also serves the standard Fog purpose of making your opponent over-commit to an attack they think is fatal, and it can save your creatures from direct damage as well. It's a bit pricey to hold onto, but it can turn a game around with a single play in a way few other cards can.
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# ? Apr 29, 2014 10:09 |
Well, since we're kinda limited until the AH comes in or drafting comes back, what do people think about this deck idea?quote:Champion: Lionel Flynn Seems like it should work reasonably well though I'd need to playtest it a bit to weigh the different options. The basic strategy is use the unsummon effects to buy yourself time to get a stack of inspired troops in play. In a pinch you could use time ripple and Yesterday on your own guys and it wouldn't be a crisis since they'd keep their prior buffs and then just get re-inspired.
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# ? Apr 29, 2014 15:07 |
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Have they said anything about how long each set will be available? Will each set be available forever or will they stop printing them at some point.
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# ? Apr 29, 2014 16:10 |
Gross Dude posted:Have they said anything about how long each set will be available? Will each set be available forever or will they stop printing them at some point. I believe they've said it will basically be a block format with a new set available every 3-4 months and old sets rotating out, yeah. I'm not sure if that means they'll stop printing set 1 after three months or what, but they will stop printing it at some point.
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# ? Apr 29, 2014 16:11 |
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Hieronymous Alloy posted:I believe they've said it will basically be a block format with a new set available every 3-4 months and old sets rotating out, yeah. I'm not sure if that means they'll stop printing set 1 after three months or what, but they will stop printing it at some point. I would assume that sets will be available until the equivalent of standard rotates.
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# ? Apr 29, 2014 16:19 |
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Estimates and speculation I've heard gauge from a year to a year and a half.
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# ? Apr 29, 2014 17:29 |
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Zurai posted:I knew about the others, but these were both new to me. Good info to have, and it makes a card I already knew was good even better! People coming from Magic shouldn't be undervaluing this card, because Safe Passage was great in Limited play.
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# ? Apr 29, 2014 18:08 |
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My loader just keeps saying Retrying Fileslist.txt (7) and keeps retrying. On a Mac. Any help would be appreciated.
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# ? Apr 29, 2014 18:36 |
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rear end Catchcum posted:My loader just keeps saying Retrying Fileslist.txt (7) and keeps retrying. On a Mac. Any help would be appreciated. As far as I know, the patch isn't out for Mac yet.
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# ? Apr 29, 2014 18:39 |
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well i just loving bought a dozen donuts and a yohoo for nothing then huh
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# ? Apr 29, 2014 18:43 |
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I'm looking forward to when they start clarifying how future sets interact with the Block/Standard/etc. setup. When 002 comes out will it be 1/1/2 or 2/1/1 or 2/2/2 or...
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# ? Apr 29, 2014 18:50 |
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# ? Jun 8, 2024 05:36 |
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Cory just made a thread about how Hex is being managed, because people were starting to freak out about Gameforge's bad reputation again. He also said that you can now stack your free year of drafts on one account. http://forums.cryptozoic.com/showthread.php?t=35126 e: Cory/Twitter also just apologized that the Mac client wasn't out yet. It'll be out today and that they'll be concurrent in the future. Go RV! fucked around with this message at 19:17 on Apr 29, 2014 |
# ? Apr 29, 2014 19:14 |