Artifact - Today I Made This Artifact S H I R T . [SHITPOST] |
- Today I Made This Artifact S H I R T . [SHITPOST]
- JMauler's Creep Killer Monogreen Guide
- Moonday waiting room
- Why did Artifact fail so horrifically?
Today I Made This Artifact S H I R T . [SHITPOST] Posted: 28 Jul 2019 09:32 AM PDT
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JMauler's Creep Killer Monogreen Guide Posted: 28 Jul 2019 04:22 PM PDT Hey there! I was asked to make a monogreen guide by a few players now as I have been winning in the DCL a lot with this deck. The deck: https://www.playartifact.com/d/ADCJaAQPrgCg08MDHC7AkYGBWQBk4FXS4JBcgGuAq0BkVtHXSBDcmVlcCBLaWxsZXI_ Hero Lineup Lycan: Great flop hero as he can sneak in between creeps to give them the +2 attack buff. Useful for his sig, Savage Wolf, which we will get to later. Good phase boots target to get some cheeky kills with. Also rarely dies off the flop, dying only to Phantom Assassin or curves. Omniknight: His stats are the bristleback's of green. Almost guarenteed to not die off the flop. This makes the 5 attack + 6/7 attack (11/12) the following turn kill any heroes in may go up against with a turn 1 or 2 mist of avernus. Very good for stalling late game with his active ability and stats. His sig is very useful for keeping creeps alive. This card just wins matchups against monoblue and similar controlly matchups because they can never get total lane control. Treant Protector: Great flop hero, similar to Lycan. Keeps creeps at full health, while dealing damage back to them. Very good in a lane where the opposing hero has Retaliate (Legion Commander, Centaur Warrunner). This is because his sig, Roseleaf Druid survives even against some heroes, and blocks damage at the same time. Roseleaf Druid is also nuts because it gives +1 mana to the tower. So you can drop a Roseleaf Druid, and then drop a Selemene's Favor on mana turn 4, and be at 8 mana the following turn. Really good passive, decent stats, amazing sig, cute face, whats not to love? Drow Ranger: Mainly useful for her +1 attack passive. Drow + mist on a new creeps means it kills most enemy creeps. Drow + Savage Wolf kills most enemy creeps while also staying alive for the buff. Very useful for other heroes to trade/kill with the +1 attack. Keeping Drow alive is very important because of her insane passive, but weak stats. Chen: The most important part of Chen is his sig, NOT his active. His active becomes available on mana turn 7. On mana turn 7, most other decks don't want you to get the steal off, so they will target Chen, even over Drow Ranger. You can sometimes bait them into killing Chen, giving you initiative to win the game. However, his sig is what's really important. Hand of God gives damage immunity to everyone in a lane, which can already straight win a lane. It also fully heals everyone, which is very useful for keeping your heroes and creeps healthy. Can also be used to avoid upkeep kills. Use his active wisely as you only really get one steal per game. It's very matchup dependent where and when you should steal. Heroes that didn't quite make the lineup in order: Enchantress: Weak stat line and bad passive make echantress a little too weak. Her sig is really good, but not enough to play over Chen. Dark Seer: Very bad sig mixed with generally more readable plays make Seer not so great. If you do play Seer, you should have more top heavy stuff in the deck as you can Surge them. Magnus: Magnus almost made it. However, the main drawback of him is his sig. It doesn't kill spawned creeps with the cleave and is generally used for trading rather than surviving. Abaddon: Very good active ability, but very weak sig. It can be used to purge Time of Triumph, but why not just Intimidation them instead? Good for stalling which makes it 2 heroes (Omniknight is also a stalling hero) so you lose the push potential. Viper: Decent passive, weak sig, decent stats. Just not enough to surpass Chen's potential. Farvhan the Dreamer: I mean, it's literally a weaker Treant Protector in all scenarios. Good stats though, so might be useful eventually. Rix: Blue hero stats, already have a sig that gives a bigger Silence for less mana, and already have x3 Doggos. Now I will go over why each card is in the deck. Later I will go over why others did not make it in the deck. The ramp cards NEED to be x9 in this deck, as we all know what happens when someone gets an early 8 mana card out. It gives ~24% of you drawing one of the ramp cards immediately on the flop, ~36% of you drawing one of the ramp cards by turn 2, and ~31% of you drawing 2 of the ramp cards by turn 3. (Feel free to check my math here, I did these calculations a long time ago and I vaguely remember the numbers). Stars Align x3 - Stars is 3/9 ramp cards. Stars Align is a very good card as it puts pressure on the enemy ALL game. It basically gives you +2 mana for one turn. Mist of Avernus x3 - Mist is a game changer. Very important to get out early, as it allows your creeps to kill their creeps a lot of the time. Mist can win games as it is very difficult to push a lane against an early Mist. The best lanes to Mist are in general order: lane 2, lane 1, lane 3. This depends on creep spawns and hero spawns but generally you want to Mist the Treant lane or the Omniknight lane. Rumusque Blessing x2 - Rumusque is a very good card that can win lanes. Early Rumusque + Allseeing One's Favor is almost a guarenteed to win that lane. Turn 1 Rumusques are only useful if you are doing it to the Lycan lane with 2 creeps or a Kanna lane if you have creep(s). As the game moves forward, Rumusque's power decreases. Can be useful as a tech card against Eclipse, Gank, and cross lane plays as it can be played cross lane. This deck runs 19 4 mana cards and 15 of them are useful on curve, so saving Rumusque for a 2 hero may not be worth it, depending on draws. Unearthed Secrets x2 - This is the ONLY card in all of green that allows you to draw more cards. However, this is a BAD card. This is because it is up to your opponent if you get draws or not. If you can get 1 draw off the flop, DO IT. It tells your opponent that you are abandoning the lane that Secrets is in. However, it may be worth it to lay it down and deter your opponent from hitting the tower. You want to be ahead for most of the game against every deck, so Secrets as a x3 is in my opinion not worth it. Also, Secrets generally has 0 impact on the game if it's drawn late. Allseeing One's Favor x3 (Sig) - This is Omniknight's sig. This card is very good at keeping your creeps alive as it affects an entire allied lane. Techs against cards like Prey on the Weak, creeps that have 4 attack, and is generally good for keeping your heroes alive. Caught Unprepared x3 - This is one of the best cards in monogreen. Caught Unprepared can be used in so many different ways in this deck. The main reason is to stall for your ramp cards. If you can use this card turn 1, DO IT. Useful for forcing items on a hero that doesn't want them. Useful for denying gold from your opponent. Healing potions do NOT count as an "item" because they are not being equipped. Useful for denying blinks. Useful as a pressure card to make your opponent scared to play items. Best on heroes that are in later lanes as if they get an item for the stunned hero, you can over pressure ealier lanes, maybe making them use the item, giving you a kill or a free lane. Gust x3 (Sig) - Gust was thought to be for later game for a long time, and most people played it that way. However, it is also very good for denying plays so you can get ahead early, especially because your opponent will not have items to keep their heroes alive. You mainly want to Gust plays like March of the Machines (5), Legion Standard Bearer (4), Gank (4), or when they play Stars Align (1). This card is not very useful for late game, as it does not guarentee kills, denial of plays, or killing a tower. Rampaging Hellbear x1 - Only use this card if your opponent cannot play any cards, as it is a very powerful but very weak health creep. Roseleaf Druid x3 (Sig) - Roseleaf Druid is 3/9 ramp cards. Very good for blocking as it usually does not die with its 6 health. Savage Wolf x3 (Sig) - A natural 3 0 3 means dropping a Wolf while Drow is alive is a kill on an enemy creep. Can also be used for curve potential as there are a lot of positions where you needs 3 or 4 more damage. Try to keep this alive, but it is not necessary for the overall gameplan. If you can trade with a hero, DO IT. Selemene's Favor x3 - Favor is 3/9 ramp cards. This is generally the weakest of the ramp cards, although that does not means it's weak. Intimidation x3 - Once thought of as the best green card in the deck. This is the ONLY card that truly denies plays from your opponent. It can get stuck in your hand, but playing any less than x3 feels really bad. Great for denying Annihilation, Duel, Berserker's Call, Stars Align, Time of Triumph, Emissary of the Quorum, Aghanim's Sanctum, displacing Vesture of the Tyrant, and other powerful plays. Hand of God x3 (Sig) - Amazing for stall if you need 1 more turn to stay alive for the Emissary next turn. Good for keeping heroes blocked. Good for Savage Wolf and Rampaging Hellbear to ramp up their stats. If used on curve, sometimes instantly wins the lane. Emissary of the Quorum x2 - An early Emissary can be game winning, as it puts an 80 threat on the table and gives your heroes permanent buffs. Usually better than Thunderhide Pack. Try not to put Emissary in a lane with 2+ heroes because that is very committal. Thunderhide Pack x2 - Generally better than Emissary when against monoblue, aggro lineups, or when a kill on 1 hero is better for the lane. Thunderhide Alpha x1 - Monoblue tech, but also a good 80 threat. Good for killing heroes. Good for attacking towers. The main reason it is a x1 is because it can get blocked easily and at 9 mana is not relevant until much later in the game. Works well with Chen active. Can be a free tower if the lane is abandoned, even from 40. Cards that didn't quite make the deck in order: Steal Strength - This was next in line and was in my previous monogreen guide back in Decemeber. I personally think Rumusque does what Steal Strength does a little better and is more consistent. This card can be useful for denying gold while also killing enemy heroes, which is the main purpose of the deck. Can be used to tech against Gank, Duel, and Berserker's Call. Satyr Duelist - This would replace Rampaging Hellbear but is a little weaker in terms of attack and less of an 80 threat. If I didn't have Hand of God and Allseeing One's Favor, this would definitely replace Rampaging Hellbear. Cheating Death - This card is BAD. It makes you lose games against monoblue because of all the upkeep kill potential. It also makes you lose games to Tinker compositions because of his sig, March of the Machines. It's too easily countered and the benefits do not outweigh the risks. Corrosive Mist - In a deck that wants to stay alive and is denying gold from the opponent, a card that condemns items is bad. Especially because it costs 5, that will most likely be your only play in a lane. Defend the Weak - I have not tested this card, but it might make it eventually because it modifies anything into a Treant. Roseleaf Rejuventor - A "play from behind" card and a weird mana cost (7) makes it a bit too weak. Path of the Dreamer - A "play from behind" card in a deck that wants to stay ahead is generally not good. Rebel Decoy - I tried to make this work for a long time, generally a bit too weak and dependent on getting Thunderhides down quickly. Soul of Spring - Never use this card, Regeneration is the worst stat to have in this game as it only applies during the combat phase. Restoration Effort - Works great as a monoblue tech card, but against literally every other matchup it sucks. Juke - Same as Rebel Decoy, too inconstistent on getting Thunderhides down early. Bellow - Untested but can work sort of, not really. Arm the Rebellion - Straight loses to monoblue. Homefield Advantage - Good on paper, but Jasper Daggers and creep spawns every turn make it too inconsistent. Selfish Cleric - Good for maybe a turn but ultimately weak overall. Defensive Bloom - 0 0 8 stat line is too weak. Vhoul Martyr - What is this, draft? Divine Intervention - I want less of these Damage Immunity cards in my deck, not more. Avernus' Blessing - +2 Mist immediately Pog Champion of the Ancient - You are trying to kill anything on the opposing board, so they will not have too many things for Champion to feed off of. Revtel Convoy - You are spending the little gold you're making all the time. Divine Purpose - More Damage Immunity = not good Smeevil Blacksmith - Who plays draft anyways? Curse of Atrophy - No Cleansing Rite - Funny, but no Iron Branch Protection - LUL Altar of the Mad Moon - Only spawned creep Regen Pog Now for the items: Jasper Daggers x2 - It's always good to have at least 2 Jaspers in every deck. They are very strong with the purge + pierce effect. Phase Boots x2 - After much testing with different ways to swap stuff around the battlefield, I ultimately decided on Phase Boots. These give you the potential to swap your heroes to whatever spot in the lane you want assuming you don't get silenced. This can lead to a lot of outplay potential with Thunderhides and loads of buffs. Stonehall Cloak x3 - The main item you want to get early on. Very important that you get one on your Drow and Chen because it allows them to survive for much longer than usual. Blink Dagger x2 - Blink Dagger will always be a good item, but in this deck it is not as necessary. I still like bringing 2 for monoblue matchups and maybe some outplay potential. With 7 of these costing 5, your opponent never really knows what you have in your hand if you have multiple 5 costs. This means the outplay potential on Phase Boots is even greater. I did think about putting Ful-lined Mantle x1 for a Stonehall Cloak because you can also make them think you have a blink when you really have a Mantle + hold. Still testing, but for now this is the way to go. This also needs testing, but I also did think about replacing one Blink Dagger with Blade of the Vigil x1 because the deck is about killing creeps. So that's the deck I call Creep Killer. Make sure to tell me everything I'm doing wrong because you definitely know better than me when it comes to monogreen smile. If you want a matchups guide as well, I can do that. It will take some time, but I can. Just want to see how people feel about it first. Peace. [link] [comments] | ||
Posted: 28 Jul 2019 10:21 AM PDT | ||
Why did Artifact fail so horrifically? Posted: 28 Jul 2019 09:20 AM PDT Apologies for beating a dead horse, I'm aware this topic has probably been picked to the bone and back, but I am currently looking into making a rather advanced/complex (and therefore niche) online TCG/CCG right now, and I'd like to understand the market a little better before I do so so I can avoid the pitfalls others in this field have fallen into. It seems almost every TCG must inevitably die at some point or other. Hex, Solforge, Faeria, Cabals, Shardbound, Mabinogi Duel, Duelyst, pretty much everything that isn't either Hearthstone or Shadowverse (extremely simple games with easy rules and therefore mainstream appeal) dies within a few years, regardless of how good it actually is (and I've heard VERY good things about all the games I listed, and even played a few of them myself extensively). But Artifact is a particularly noteworthy example, as it had every possible card in the deck stacked in its favor (hehe) with every conceivable indication of succeeding (backed by a supermassive company, effectively unlimited development and marketing funds, based on an already-massive IP/franchise, free advertisement via being plastered on the front pages of the world's largest online games marketplace, developed/directed by an all-star team with a glowing track record, etc), and yet it still bombed so horrifically even Hiroshima survivors would cringe. So, what went wrong? Why did Artifact burn? What mistakes did it make, and what can future TCG's/CCG's do to avoid the same fate? [link] [comments] |
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