Artifact - Path of the wise |
- Path of the wise
- I'm Russian and very angry.
- A Comprehensive Guide to Mono Green (Part III: Key Cards vs. Tech Cards, Oh Yeah, And Items Too)
- .... The wiki doesn't even have the Cards in it anymore.
- A Comprehensive Guide to Mono Green (Part II: Heroes and Deck Types)
Posted: 14 Jul 2019 01:51 PM PDT
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Posted: 14 Jul 2019 05:55 PM PDT When the game was just announced - I spent enough money to promote their community on a popular Russian site. I'm not new to this business and have a community with 50K members on Hearthstone. Contests, advertising and more - all of it was worth the money. In the end, it was all for nothing. Time, money, nerves. I lost 90% of my previous audience because everyone just stopped playing Artifact and left the community. I had nothing to post , because even in the official Twitter last post - in December (!) ( not counting the letter in March). How the fuck could you hope that this would actually work? I'm not talking about the moments of the game, I'm talking about the information boycott. WHY? At the same time - I like the game even in this form. I was curious. Probably the game will be redesigned, and may even be successful. But there is a good Russian saying: A spoon is dear when lunch time is near. I can only imagine how much money and time was spent on this larger resources. But it doesn't make me feel any better. And yet I'm still waiting for Artifact 2.0. Maybe I'm an idiot?(sorry for my bad English) [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
A Comprehensive Guide to Mono Green (Part III: Key Cards vs. Tech Cards, Oh Yeah, And Items Too) Posted: 14 Jul 2019 10:28 AM PDT This post is LONG because I really went in depth. I will have a TLDR at the bottom though for major points. Some cards simply require a description of why they are good or bad while certain cards need to be considered in comparison to other cards. As a result, the categories will descend from most useful to least useful and then there will be a couple separate categories comparing special case cards. Item discussion is at the very end (spoiler, items are super straight forward unless you're running revtal convoy meme deck). Must-Have Cards, 3x Copies, No Questions Asked
Useful In Almost All Mono Greens, 2-3 Copies
Common Tech Cards, Situational Based on Own Deck Type And Match Up, 1-3 Copies
Uncommon Tech Cards, Very Situational
Meme Cards, Still Have The Slightest Value
Trap Card, It's A Trap!
The Dark Pits of Mono Green, Never Use
Comparing the 8+ Creeps - In general, it's worth using a mix of all 3 in standard mono greens
Comparing the 4 Mana Creeps - You want to run 1-2x copies of the 4 mana creeps in most decks
Items - Essentials
Items - Tech
Consumables
TLDR; Stars align is a trap card. Use 3x copies of mist of avernus, unearthed secrets, rumusque blessing, and stonehall cloak in every single mono green deck. Thunderhide Pack gets more value on average than Emissary of the Quorum or Thunderhide Alpha, so use mostly Thunderhide Pack as your finisher card until you get more used to playing mono green. Card draw reduces RNG, so prioritize Potion of Knowledge if it comes up in the shop and you are low on cards. Part II: Heroes and Deck Types Part III: Key Cards vs. Tech Cards, Oh Yeah, And Items Too Part IV: Match Ups [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
.... The wiki doesn't even have the Cards in it anymore. Posted: 14 Jul 2019 03:30 PM PDT https://artifact.gamepedia.com/Heroes Database error in every category, so you can't even go to look at the cards without knowing their names. [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
A Comprehensive Guide to Mono Green (Part II: Heroes and Deck Types) Posted: 13 Jul 2019 11:41 PM PDT I'm going to start this off by sharing my main deck list and breaking down why I use these 5 heroes in my most competitive deck (cards will be broken down in Part III). I will then go briefly go through all the other green heroes and their niche uses as well as some other potential mono green deck types. https://www.playartifact.com/d/ADCJX8IPrgCg08MDDC7AkYGA1cIh1OBDIsLggEFKQFEuwNRTGlmZSA0LjE_ This deck runs Treant Protector, Lycan, Omniknight, Drow Ranger, and Chen. Treant Protector: This hero is actually a must-have in all mono green decks. He is by far the most versatile green hero with the best signature card of all the green heroes. Not to mention his passive is bonkers. Set up wolves, roseleaf druids, or even rampaging hell bear next to this thing and enjoy. Whatever lane this hero is in, is usually the lane you want to be placing mist of avernus. Roseleaf druid is also bonkers due to the ramp and high HP, and you should generally play this over savage wolf if you have to choose between the two. Lycan: Lycan is an obvious choice, but to write it out, he is useful for his signature card "savage wolf" but more importantly for his passive. Giving +2 damage to neighboring units often provides just enough fire power to either kill off a hero or destroy a tower. It also allows your creeps to one-shot your opponents creeps. This is big because it allows your board to get much wider while keeping the opponent's board small. One-shotting creeps has the added benefit of lowering the value of prey on the weak should you come across Kanna. Savage wolf doesn't need much explanation. Drop it safely in lane and watch it grow into a big bad boy. Don't be afraid to use this as a blocker or removal card though. Savage wolf is not as good as people think and therefore means that Lycan is not necessarily a must-have hero in mono green decks. Opponents will often deal will wolf early, and many games you'll find yourself choosing to play other cards over wolf early, such as All Seeing One's Favor or Roseleaf Druid. Omniknight: Omni is the only hero guaranteed to survive the flop without your opponent playing cards. His real value comes from his signature card All Seeing One's Favor. This provides +2 regen to the entire lane. This is incredible and lets all your creeps and heroes trade much more effectively. This card negates chip damage from ignite or conflag and lets your board stay wide and healthy. If you're having to decide between playing this card or another card, this card will almost always be the correct answer. His active ability is kind of meh though which renders him almost a must-have hero but not in every mono green deck type. Drow Ranger: We all know gust is great. We all know the passive +1 globally is great. But do you really know how great the +1 passive is? It's amazing and reason for any mono green player to keep Drow alive as long as possible. The +1 damage lets Roseleaf Druid trade into Stonehall Elite. It lets Savage Wolf one-shot creeps. It gives Omniknight 6 damage, which is crucial in two-shotting heroes like Bristleback. Yeah, Drow is good. There a few deck types where she arguably doesn't make the cut, but missing out on the +1 damage feels so bad. Chen: Stats are average. Active ability is strong but at 4 turn cooldown only gets used once per game and sometimes only on a melee creep. The real value comes from Hand of God. Hand of God protects against everything except annihilation, Coup, and slay. It also heals everything to full. This is MASSIVE. In the last post I mentioned how mono green lacks big spells. Well, this is one of the two exceptions (the other being intimidation). This card is worth holding initiative for and will keep your massive board going just when your opponent thinks he/she will clear it. Chen is not a must-have hero in all mono-greens because his stats and ability are average, but Hand of God is your power spike and your window of opportunity to devastate the board before your opponent hits the important mana 8. ***Now onto the other heroes. Most of these have niche uses and so I will just quickly discuss what's suboptimal with each but why they might be used in a specific type of mono green. The following heroes are ranked in order from most viable to least viable, but this ranking is not an accurate picture because you're only using each hero in specific deck types.*** Magnus: Slightly above average stats which makes him usable on the flop, but it's awkward because Lycan, Omniknight, and Treant Protector are all better flop units. Recommended not to use in most mono greens because his sig card Empower is not a big play maker. I have theory crafted that Magnus could be very good in a mono green rush deck though. In general, outshined by other heroes and should not be used by inexperienced mono green players. Enchantress: Subpar because of bad HP stat. Allows spells to kill her, ignoring the HP regen. HP regen is also redundant with Omniknight signature card. Her sig card Verdant Refuge is a nice stalling card, making Enchantress a top 5 hero when running a stall-like mono green with path of the dreamer and roseleaf rejuvenator. Having a mana 5 card is nice but not that nice because you're still prioritizing important 4-cost cards on mana 5 anyways. Overall, worse hero than you would expect. Abaddon: Despite signature card aphotic shield being able to remove Time of Triumph, it is otherwise a terrible signature card. It can be nice to cleanse stuff like bristleback sig, but it feels bad having to spend mana to use this card instead of playing something useful like roseleaf druid when you can just use jasper's dagger to remove effects. Active ability is good though and makes him pretty tanky. GREAT tech hero if you're planning to go up against mono red. Otherwise, he shouldn't be finding a spot on your roster for mono green. However, consistency wise he's still worse than the main starting 5 I listed above even against mono red. Fahrvhan the Dreamer: Bad in constructed because Treant Protector just does everything better. Usable in a full stall deck that runs Enchantress and Treant Protector for a full armor deck. Otherwise garbage but not worse than the following. Dark Seer: Worst sig card out of all the green heroes by far. Even worse than Viper. Somewhat balanced by having a pretty amazing active ability. Plop him in a winning lane and surge those thunderhides elsewhere once they finish off the current lane. Arguably viable for starting 5 in mono green ramp decks, but still a bottom 3 mono green hero. Viper: Signature card Viper Strike is quite bad. It can sometimes bait out an early jaspers dagger or TP from the opponent though, which can be considered a win. Passive is actually decent if you can flop right into another hero. Super good against LC since it'll double proc off retaliation. Overall, only useful in a full meme stall deck that runs curse of atrophy and massive amounts of armor. Rix: For a long time I honestly really thought Rix had potential to make the roster on a mono green deck in theory. His passive is great against mono blue and ensures you almost never get locked out of a lane. He provides the option to toss on a Bracers of Sacrifice and Revtel Signet Ring for great clear. He has a silence at mana 5. Also great for ramp to ensure you can get off the ramp combo. Here's the thing, his stats are TERRIBLE. He usually just ends up being a gold farm for the opponent. He can't even one-shot creeps without Drow. PLUS, mono green really really REALLY does not want to be running bracers and revtel signet ring in its item list, which throws his secondary use out the window. DO NOT USE THIS HERO IN MONO GREEN. EVER. EVER. SERIOUSLY NEVER. Use him red/green ramp. Use him in black/green econ. DO NOT USE THIS HERO IN MONO GREEN. Deck types So there are really 3 main deck types mono green can run. 1.) Standard 2.) Heal/stall 3.) Ramp I'm calling the first type standard because it's the most consistent mono green deck type and I don't really know what else to call it. This is the bread and butter of mono green and will find the most success the most consistently. This deck generally runs the 5 heroes I mentioned at the top with room for teching in abaddon, enchantress, or magnus if you're feeling spicy. It does not use much ramp because it focuses on value and consistency over high risk/high reward. This deck type relies on patience and straight up good gameplay to beat out the opponent. With strong finishers like thunderhide pack and intimidation, this deck is able to beat pretty much every other deck type on a consistent basis without having to rely on gimmicks. This deck embodies almost everything explained in Part I: Core Gameplay. Here's my go to deck list for "standard." https://www.playartifact.com/d/ADCJX8IPrgCg08MDDC7AkYGA1cIh1OBDIsLggEFKQFEuwNRTGlmZSA0LjE_ The heal/stall deck type is a weird one but relies on stalling out your opponent until you get your emissary of quorom. This deck type really needs to run 3x emissary but SHOULD NOT run any ramp cards. Ramp cards are for speed, this deck is not about speed. You're stalling with path of the dreamer to heal chip damage, while armor keeps your board wide and healthy to block your opponent. You're stalling to build time for emissary and mist to do their work. This deck is susceptible to rush decks, but can be more forgiving against other deck types because it buys a lot of time for you to find what you need. This deck does rely heavily on making sure no tower goes down early, especially against blue who can double bolt late. Spread your heroes out and defend all lanes. Here's an example of how you might build a heal/stall deck: https://www.playartifact.com/d/ADCJc4JIH2hvAETSAywuwKmAY+DkQGLi41BLgGBfgJaRkxpZmUgMTAuMA__ The last deck type is ramp. This is the deck type used by most new mono green players because they see how good ramp is and ramp is used in many other colors that splash green. HOWEVER, ramp is actually super volatile and inconsistent especially in mono green. This is essentially a rush deck that lives and dies on finding a combo. You have 6 ramp cards out of 40. If you don't get those early they will quickly become dead cards in your hand. This deck is not consistent and not recommended, at least until you get more experience with mono green. If you want flashy plays and feel-good moments, run ramp in mono green, but you will be disappointed many games and will be screwed over by arrows. This deck type is most susceptible to arrow and creep spawn RNG. If you like that, go right on ahead. Here's a version of ramp I theory-crafted. Warning: this is the one deck I have not personally tested yet. Magnus is a little risky and could be replaced with Omniknight. https://www.playartifact.com/d/ADCJdoIPrgCg08YC7C7AkZGqQGTgZcLgkEFbQGuAq0BTGlmZSA5LjA_ TLDR; Treant Protector, Lycan, Omniknight, Drow Ranger, and Chen are the best heroes for mono green and what I would consider standard. Other deck types that might make use of other heroes are heal/stall and ramp. However, ramp is a volatile and inconsistent deck type that I do not recommend for mono green. Part II: Heroes and Deck Types Part III: Key Cards vs. Tech Cards, Oh Yeah, And Items Too Part IV: Match Ups [link] [comments] |
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