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Tried to draft blue/red dwarf/robots but mainly got robots, lost in the first round to someone who did the same thing I did only better.
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# ? May 11, 2014 02:19 |
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# ? Jun 6, 2024 13:32 |
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I don't think people realize how good adaptable fusion device is.
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# ? May 11, 2014 03:22 |
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Adaptable Infusion Device doesn't seem that great to me. It's really only helpful early on if you need to get your threshold requirements under control. It's useful to get your socketed abilities online, and can give a boost to things like honeycap. But it doesn't give you a resource, and its going to put you at card disadvantage against someone who can get their thresholds going (which isn't too hard in limited if you're only running two shards). It can replace itself for cost 4, but that's very expensive for a cantrip. And if you don't get it early, it turns into a dead draw or an expensive cantrip.
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# ? May 11, 2014 04:29 |
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Soul Marble is such a stupid card. Obviously very good, but completely unfun to play against, and I can't imagine it's all that rewarding to actually use it. Granted, I still won the last match where an opponent played it . . . because he ran out of time. (I then lost to Mono-Sapphire Dwarves. )
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# ? May 11, 2014 05:11 |
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Yeah, I'm not overly fond of Adaptable Infusion Device. I'll draft them if I have lots of double-threshold cards in two different colors, but they're worse (IMO) than Shards of Fate and even those aren't great as long as you're sticking to two colors.All Nines posted:Soul Marble is such a stupid card. Obviously very good, but completely unfun to play against, and I can't imagine it's all that rewarding to actually use it. Granted, I still won the last match where an opponent played it . . . because he ran out of time. (I then lost to Mono-Sapphire Dwarves. ) Soul Marble is an absurdly good card. It might be the best non-legendary in the set, maybe even best card period. It doesn't win the game in and of itself but if you have any other creatures at all it's incredibly difficult to lose. And, unlike other bombs, it's very hard to get rid of. Zurai fucked around with this message at 05:17 on May 11, 2014 |
# ? May 11, 2014 05:14 |
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I have given a troop swiftstrike through inspire, and then it's blocked in combat. After first strike damage is dealt, if I use reversion to get rid of its swiftstrike ability, will it deal its damage again during the regular assign damage step?
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# ? May 11, 2014 05:57 |
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Kubert posted:I have given a troop swiftstrike through inspire, and then it's blocked in combat. After first strike damage is dealt, if I use reversion to get rid of its swiftstrike ability, will it deal its damage again during the regular assign damage step?
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# ? May 11, 2014 06:03 |
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3-0'd 2 different drafts with 1 clear bomb (vampire King - it's insane) and one card that turned out to be amazing even though it tabled (Ascetic Aspirant). I have yet to 3-0 without a bomb of some sort.
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# ? May 11, 2014 06:09 |
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Zurai posted:Soul Marble is an absurdly good card. It might be the best non-legendary in the set, maybe even best card period. It doesn't win the game in and of itself but if you have any other creatures at all it's incredibly difficult to lose. And, unlike other bombs, it's very hard to get rid of. ...it can win the game in and of itself, though. If you have no troops, turn it into a troop.
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# ? May 11, 2014 14:03 |
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Is it just that I am playing in the super early morning US or something, and so play vs exhausted or pre-coffee players? This guy uses a sap charge to do two damage to my 2/3 troop and then... ends his turn?? I just... wow I mean. What? At least to his credit, he said in chat "im terrible" afterwards. If drafts are going to be like this, I'm making time to draft every day. Sheesh.
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# ? May 11, 2014 14:23 |
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what does the "cards go in the box" icon in the drafting interface do? I'm reluctant to click it because there's no hover tooltip.
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# ? May 11, 2014 14:23 |
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inklesspen posted:what does the "cards go in the box" icon in the drafting interface do? I'm reluctant to click it because there's no hover tooltip. It hides cards you do not intend to use. It just hides them, they don't go away.
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# ? May 11, 2014 14:28 |
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What does revert do to cards that gain their P/T from ETB effects? Kill them?
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# ? May 11, 2014 17:56 |
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If it's a 0/0 that gains permanent bonuses when entering, it would revert them to a 0/0 and yeah, kill them.
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# ? May 11, 2014 18:00 |
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Man, thought I was going to lose my first match with a sweet S/r robots deck because of mana screw. Got mana screwed hard game 1 (got a total of 4 resources in the game and had all 5+ cost cards in hand) and it was a little close in game 3. It would have been my luck that a draft deck with 2x Plans: Hulk, Plans: Ingenuity Engine, Slaughtergear, 2x Pterobot, Elimination Specialist, Assault Technician, and Eternal Guardian would lose in the first round. Also there are a lot of people who are angry that the clock is per round rather than per game. Isn't that totally across-the-board standard in all competitive card games, online and in real life? I mean IRL it's usually something like 1 hour per round rather than 30 minutes per round per player because that's hard to track, but still.
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# ? May 11, 2014 20:25 |
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Zurai posted:Man, thought I was going to lose my first match with a sweet S/r robots deck because of mana screw. Got mana screwed hard game 1 (got a total of 4 resources in the game and had all 5+ cost cards in hand) and it was a little close in game 3. Every competitive card game tracks it by round. Those people are dumb.
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# ? May 11, 2014 21:06 |
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Finally got my first draft in, 1-1 losing to what I assume will be a typical Dwarf Robot deck that I need to learn. Now finish that last draft so I can start spinning away that sweet sweet gold...
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# ? May 11, 2014 22:33 |
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I only got 7 drafts in over the weekend, I've probably done more rare drafting than I would have done otherwise because I'm trying to put together a playset (because I'm a sperg that way) - I've got over 60% win rate in round 1 anyway but only like 20% in round 2; I hope that we get the Auction House on schedule so that I can fill out my collection and stop rare-drafting so drat much
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# ? May 11, 2014 22:45 |
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Somehow I won a primal pack for getting second? It doesn't say anything about that in the prize list. And, I don't think I've ever won a primal pack in the past for first or second? Does every pack have a chance to be a primal? And, when you win a primal do they replace your pack with a another pack? Because, I still got three packs in addition to the primal.
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# ? May 12, 2014 01:08 |
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Whenever you get a pack there is a chance that you get a bonus primal pack.
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# ? May 12, 2014 01:11 |
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Pack 1 pick 4 Spearcliff Cloud Knight? Really? (Too bad I'm already aiming to run Gas Troll aggro). Also, apparently three color is viable in drafts. Lost with an otherwise fairly convincing Mono Wild deck with 4 Howling Braves and a Wild Root Dancer because running Bombsmiths, Inner Conflicts, Mesmerize, and whatnot in the same deck is really good. EDIT: Guess I'm moving into Diamond after all. Eight white playables in the middle to last picks, jeez. All Nines fucked around with this message at 05:23 on May 12, 2014 |
# ? May 12, 2014 05:19 |
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Yea thresholds are way more forgiving than colour requirements in Magic, it'll get even better once we have dual-shards that give charges and other stuff of that nature (I really dislike Shards of Fate because you don't get a charge - bad enough that it basically comes into play tapped)
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# ? May 12, 2014 05:37 |
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I kind of like how Shards of Fate interact with different champions. Champs like Dimmid don't really care because the cost is so low and you need 2 threshold to activate them, and champs like Tetzot don't really care because their ability is a late-game bomb that's only going to happen once anyway. The ones that don't like it are the ones that cost 3-4 and want to be used 2-3 times. Bertram, for example, really hates not getting the charge because he wants all of the robots as soon as he can get them.
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# ? May 12, 2014 05:46 |
I'm having more issues with draft than I was expecting, I guess because I'm brand-spanking-new to the format. I'm not sure if it's that I get distracted by rare drafting or what, but any given match I'm in it seems to be basically a 50% shot whether I win or lose, usually after a series of close, long-drawn-out games where each side is ahead and behind by turns. In the earlier stages of the alpha just playing standard games I was winning somewhere between two-thirds and three-fourths of the time, once I got some decks built that I was happy with, but now I can't seem to come close to that level of performance. I've watched some of the video guides and prioritizing removal and "bombs" definitely helps but I'm still not seeing how to step things up to the next level.
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# ? May 12, 2014 06:25 |
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Won my first draft! I started out picking Murders and some slower control cards, but after grabbing a Throat Cutter, I saw a bunch of Orcs coming around and ended up in a pretty aggressive deck (probably with too few troops, but whatever). Ruby was super open at my table. I got a number of really good cards way later than I expected. The table really undervalued Sniper of Gawaine - even the other Ruby drafter! Here's what I ended up with: 4 Burn 2 Murder 1 Ruby Lance 1 Burn to the Ground 2 Ruby Aura 1 Savage Raider 1 Fang of the Mountain God 1 Darkspire Priestess 1 Throat Cutter 1 Shamed Gladiator - Rage 1 gem 1 Wrathseeker 1 Gem-Crazed Berserker - can't block gem I think? Never drew it. 2 Sniper of Gawaine 1 Vetern Gladiator 1 Ragefire 1 Crushing Blow 1 Avalanche Giant 11 Ruby 6 Blood My second round opponent was not happy with the amount of removal I played, or the fact that I played back to back Snipers to close out game 2 and force game 3 - which I won when he played a blocker instead of killing my guy with Chaos Key. That let me kill his blocker and bash him into Burn to the Ground range. My opponent in the finals was also not too happy with my deck. Game one was very quick; Veteran Gladiator and Throat Cutter can close out a game quickly when backed by my removal suite. Game 2 his deck barely showed up. I played Shamed Gladiator on turn 2 and backed it up with two Burns, two Murders (one was discarded) and a Ruby Lance. I also topdecked Burn to the Ground late.
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# ? May 12, 2014 06:39 |
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Hieronymous Alloy posted:I'm having more issues with draft than I was expecting, I guess because I'm brand-spanking-new to the format. I'm not sure if it's that I get distracted by rare drafting or what, but any given match I'm in it seems to be basically a 50% shot whether I win or lose, usually after a series of close, long-drawn-out games where each side is ahead and behind by turns. I've been having much of the same issue, but I'll admit I've been purposely going a bit heavy on the rare drafting to fill out my collection. I'm hoping the ability to breakdown/build cards will help cover my loss of boosters. The last draft I was in just sucked though. Seeing any bombs at all were few and far between, with the majority being more 'meh' cards like shroomtanks and basic orcs. I was hoping to get a good bunny deck rolling but ended up being really half-assed and got stomped by a flyer/orc deck without doing any damage. At least the mediocre cards in Hex's first edition are better than MTG's first set (1B for a 1/2 creature with no abilities? Yay...). With the 1st set of starters being half the races, I'm curious what kind of theme the 2nd set will give the rest of the factions. Necrotic, Elves, and Veenen don't seem to have a very uniform theme at the moment, though Coyotles have lots of fuckery abilities. Anyone noticed some solid themes n' care to theorize what we might see?
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# ? May 12, 2014 07:20 |
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Hieronymous Alloy posted:In the earlier stages of the alpha just playing standard games I was winning somewhere between two-thirds and three-fourths of the time, once I got some decks built that I was happy with, but now I can't seem to come close to that level of performance. I've watched some of the video guides and prioritizing removal and "bombs" definitely helps but I'm still not seeing how to step things up to the next level. I'm literally not experienced in Hex drafting at all, I've been playing magic casually since Ice Age, but never got into drafting and waiting for swiss drafts. I do know that once you introduce money/stakes/packs into the equation things play out very differently though, so I don't think it's very surprising you are experiencing differences in wins compared to alpha when things were free to closed beta where there is something at risk on the line.
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# ? May 12, 2014 07:25 |
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thiswayliesmadness posted:With the 1st set of starters being half the races, I'm curious what kind of theme the 2nd set will give the rest of the factions. Necrotic, Elves, and Veenen don't seem to have a very uniform theme at the moment, though Coyotles have lots of fuckery abilities. Anyone noticed some solid themes n' care to theorize what we might see? Elves and Necrotic aren't very well represented at all right now, so it's hard to say what their "things" will be. Vennen seem to be based around killing things and turning them into spider tokens/vennen.
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# ? May 12, 2014 07:34 |
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Just crushed the draft where I switched to Diamond halfway through the first pack; none of the games were close. Buffing Spearcliff Cloud Knight with Palamedes is pretty insane, but Sky'le Griffin is also very good, and for some reason I seemed to always have a Diamond Aura to back it up the following turn; a 5/7 with Flight and Steadfast will do some work. Diamond Fliers (or even splashing Diamond) just seems really, really powerful in general. With that said, this is my third draft won, whereas I've been knocked out in the first match 4 times (though there's one that I should have won if I hadn't conceded a game after it froze on the other player's end), and I've placed 2nd and 3rd/4th 2 times each, so I'm not sure if my drafts in particular are just crapshoots, or if drafting in general is a crapshoot, or if some archetypes are just way stronger than others. All Nines fucked around with this message at 07:45 on May 12, 2014 |
# ? May 12, 2014 07:36 |
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All Nines posted:or if some archetypes are just way stronger than others. Pretty sure it's this. Robots and Sapphire/Diamond fliers appear to be appreciably stronger than most other draft archetypes. Wild in particular appears very weak right now, I rarely see any decent Wild decks. Ruby and Blood are mainly seen as splashes except in Ruby/Blood aggro decks, which can be good but are a little weaker than the more control-oriented robots and fliers decks.
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# ? May 12, 2014 07:39 |
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Zurai posted:Pretty sure it's this. Robots and Sapphire/Diamond fliers appear to be appreciably stronger than most other draft archetypes. Wild in particular appears very weak right now, I rarely see any decent Wild decks. Ruby and Blood are mainly seen as splashes except in Ruby/Blood aggro decks, which can be good but are a little weaker than the more control-oriented robots and fliers decks. I feel like Blood and Wild, as monocolors, can also be very strong if you get the right bombs (the first draft I won, I took a Pact of Pain p1p1), but yeah, Fliers is predictably very good, and a well-made Robots deck can be super hard to deal with for some archetypes (though a well-made Fliers deck can roll over Robots just as well).
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# ? May 12, 2014 07:42 |
Zurai posted:Pretty sure it's this. Robots and Sapphire/Diamond fliers appear to be appreciably stronger than most other draft archetypes. Wild in particular appears very weak right now, I rarely see any decent Wild decks. Ruby and Blood are mainly seen as splashes except in Ruby/Blood aggro decks, which can be good but are a little weaker than the more control-oriented robots and fliers decks. That could be it. Since I've been rare-drafting I've been tending to go with "whatever the good cards are", i.e., whatever comes open, and sometimes that means I'm playing things like green/red or whatever. Of course, wild doesn't have any flight and doesn't have much removal, so there's my problem. The matches I've won I've generally been playing either blue/white flyers, red/blue dwarves, or red/blood orcs. Some of it is I'm making newbie mistakes as I try things outside of my comfort zone (again, I barely played green at all in alpha, etc.) Hieronymous Alloy fucked around with this message at 07:49 on May 12, 2014 |
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# ? May 12, 2014 07:47 |
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^^^ You can try to force specific deck archetypes but if anyone else is playing them, or if you just plain don't see the key cards for them, you can really screw yourself over. I generally just pick whatever seems open/powerful in pack 1, regardless of what I think the strongest archetype is. If I keep getting passed good blood cards, I play blood, etc. I've played all 5 colors now and it's true that I've done the best with robots and fliers but I do think everything except mono-Wild is going to be viable to one degree or another in any given draft. Wild can be viable but you have to both get solid bombs out of it AND some of its limited removal (Turbulence for fliers and Survival of the Fittest if you can out-beef them). And if your bomb is a Wrathwood Colossus (which is a legit gamewinner bomb), you need ramp too.All Nines posted:(though a well-made Fliers deck can roll over Robots just as well). You'd be surprised. Pterobots are incredible for how quickly you can get them out (turn 3 is doable with a little luck), and if you're robots you're blue, so you can easily snag things like Mystics of the Tranquil Dream, Phoenix Guard Trainers, Cloud Titans, and so on to clog up the air. IMO Robots is the strongest archetype just because everything synergizes so incredibly well. Every dwarf and robot decreases the cost of Pterobots and builds War Hulks and Ingenuity Engines, every artifact reduces the cost to draw off Research Librarians, every artifact plinks with War Machinist and Elimination Specialist, etc. You just have more ways to use all your cards. Elimination Specialists are brutal BTW. They're useless in non-robot decks but they're practically a board wipe in the right deck. There is a trick to them though: you can respond to the enters-play trigger where they get their tokens, so if you have a Murder or Burn or other similar removal handy you can kill them before they can kill your troops. Blinding Light, Reversion, and Stoneskin can also screw up their plans. Zurai fucked around with this message at 08:13 on May 12, 2014 |
# ? May 12, 2014 07:55 |
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Zurai I thought that name sounded familiar, I lost to you in round 2 yesterday - you were running a Dimmid lifegain thing and I had a really bad Diamond/Sapphire Ingenuity Engine deck, those friggin games took forever but I feel a little better now knowing I lost to a cool dude
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# ? May 12, 2014 08:29 |
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Grim posted:Zurai I thought that name sounded familiar, I lost to you in round 2 yesterday - you were running a Dimmid lifegain thing and I had a really bad Diamond/Sapphire Ingenuity Engine deck, those friggin games took forever but I feel a little better now knowing I lost to a cool dude Was that you who pulled the Eternal Guardian out of your Ingenuity Engine? That was such a grindy game. If that was you, it was my only loss that tourny. I didn't think your deck was bad at all, I just got an insane draft.
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# ? May 12, 2014 08:43 |
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I'll add +1 to the 'Robots are best archetype' tally - All things being equal in P1P1 (assuming a junk rare) I'll pick a couple of broad applications Sapphire cards, then if I see a decent signal (such as a pick 4-9 Pterobot, Gearsmith or Volcannon) I'll fight and claw for every last Robot card. I personally prefer mono Sapphire robots just because of the consistent turn 1 Gearsmith but if an elimination specialist gets passed to me I'll do everything I can to add Ruby.
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# ? May 12, 2014 08:53 |
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Zurai posted:Was that you who pulled the Eternal Guardian out of your Ingenuity Engine? That was such a grindy game. If that was you, it was my only loss that tourny. I didn't think your deck was bad at all, I just got an insane draft. I know that Afgad put together a totally sweet spreadsheet but I haven't got around to adding people because I am a very lazy man
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# ? May 12, 2014 08:54 |
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I keep having problems winning drafts, mostly because I'm bad at it and when I see three legendaries I am going to draft all 3 of them regardless of how good they are or what they'd do for my deck. But also because everyone is drafting all the loving diamond cards because it's so good
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# ? May 12, 2014 09:57 |
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I'm 12-0 in matches with dwarves. This morning's draft was espescially hilarious: I got passed Droos, Heatwave, and Engine
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# ? May 12, 2014 13:47 |
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# ? Jun 6, 2024 13:32 |
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^ Were those rares all from Pack 1? If so, that's insane. I guess my hangup with Dwarves as being the best archetype period (or maybe it just explains why I haven't drafted it yet, though I still agree that it's one of the best archetypes) is that I've just figured there's too many cards you need to grab to make it good - Gearsmiths, Pterobots, Volcannons, any number of Librarian/Technician/Whatevers, Construction Plans of some sort, to say nothing of trying to splash red. I suppose that might be wrong, though; even a couple of Pterobots can work as bombs - they've kicked my rear end enough times, really. And of course if all of those kinds of cards are getting passed to you for some reason it's obviously best to jump. Probably the only times you'll just stomp a good Dwarves deck is when you have boardwipes or vigilant fliers. All Nines fucked around with this message at 14:58 on May 12, 2014 |
# ? May 12, 2014 14:55 |