Artifact - Don’t give up boys! |
- Don’t give up boys!
- Typical Longhauler
- Reportage of Artifact 2.0 in coming! ༼ つ ◕_◕ ༽つ ༼ つ ◕_◕ ༽つ
- Amateurs
- Unearthed Secrets - The First Turn
- Long Haul League (LHL) main events this weekend open to all
- Volvo, give us an approximate date for Artifact update too
- Quick constructed tips from long hauler
Posted: 31 Oct 2019 05:36 AM PDT
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Posted: 31 Oct 2019 11:38 AM PDT
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Reportage of Artifact 2.0 in coming! ༼ つ ◕_◕ ༽つ ༼ つ ◕_◕ ༽つ Posted: 31 Oct 2019 02:11 PM PDT | ||
Posted: 31 Oct 2019 01:25 AM PDT
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Unearthed Secrets - The First Turn Posted: 31 Oct 2019 05:30 PM PDT Hey everyone, JMauler here. I've always said that I absolutely hate the green card Unearthed Secrets. Why? Because it never feels good to play, and drawing it on a late mana turn makes it a dead card. It's on the enemy to give you cards, they don't have to hit the tower in a lane you put secrets in, so there's no real idea of cycle with the card. Also, you have to get it out early enough to draw yourself cards because its not a real cycle card. Getting it out on turn 1 or 2 is not game deciding, but certainly helps. Having played secrets in many decks now, I can say with confidence that you really only need ~2-3 draws to make it get reasonable value. So, I decided to do some digging with my limited knowledge of statistics and prove why it's a less than ideal card. Note: This is just for the FIRST TURN as there is no consistent way for the opponent to not proc it when they are hitting the tower. There are 2 cards that cost less than 3 mana that immediately come to mind; these are Compel and Relentless Pursuit. We're just going to assume that those are not in play. There are so many combat tricks that come into play on mana turn 4, that I decided it's not worth the time right now, maybe something in the future though. This is the link to the Google sheets that I did all the mathematics on if you want to see that. https://docs.google.com/spreadsheets/d/10GzL8AhGopIWavyfkUC-tujohIXFrWHId95U8O_Tl_M/edit?usp=sharing TL;DR: On the first turn, you get: 28.75% of 1 proc if 3x Unearthed Secrets 20.20% of 1 proc if 2x Unearthed Secrets 10.65% of 1 proc if 1x Unearthed Secrets [link] [comments] | ||
Long Haul League (LHL) main events this weekend open to all Posted: 31 Oct 2019 10:07 PM PDT Hello new and old Artifact players. Continuing on what was once ABL and then DCL, the LHL has been continuing to run competitive, daily lobbies. As things are pretty slow at the moment it's a bit more casual than usual, and anyone is welcome to join any of the three events this weekend. The format is the usual 7 round swiss into top 8 bracket bo3s (side event somewhat shorter). Side event - constructed no rares (rare items/heroes/cards not allowed in decks) - Friday Nov 1st, 15:00 UTC Constructed "main event" - Saturday Nov 2nd, 15:00 UTC Draft finals - Sunday, Nov 3rd, 15:00 UTC The tournaments are just for fun and bragging rights this month, though there is a $75 prize for 1st in draft, and 25 for 2nd, thanks to an anonymous benefactor. We hope to get a patreon set up again for next month as there are some people interested in contributing to prizes. The November season is set to start without delay on Monday, so feel free to come join us. We had quite a few brand new players join us recently so if you can handle some difficult initial games come join in. There will be some more regular constructed lobbies as well. October Schedule - November coming soon Leaderboard (website out of date but leaderboard is correct) [link] [comments] | ||
Volvo, give us an approximate date for Artifact update too Posted: 30 Oct 2019 11:31 PM PDT now that you have clearly communicated the next update dates for underlord and dota2. [link] [comments] | ||
Quick constructed tips from long hauler Posted: 30 Oct 2019 10:26 PM PDT It's really nice to see people returning and dropping queue times. Especially for constructed which I find to be the most fun. However, it's not super fun for me or my opponents when I'm going 5-0 in prized constructed nonstop. Just a couple things I've noticed that should make a pretty big difference: 1.) About 80% of my opponents this week have been running red/green or blue/green ramp. Ditch the lycan and use treant protector. He has built in ramp, which is way more useful than a wolf that doesn't do anything to help you find that early ToT. P.S. ramp has been out of the meta for months now because it's even more inconsistent than RNG arrows. It's a good deck and fun but if you get easily frustrated by this game, I would recommend something like mono red or red black that offers much more control and consistency from game to game. 2.) Please stop abandoning a lane by mana 5. You may think it's better to cut your losses after losing 20 tower health, but you're actually just digging your grave deeper. If you completely leave a lane open, your opponent is going to 80 you before you can take the other two towers. Or they'll just stack 4 heroes in one of the remaining two lanes. You also need the mana from all 3 lanes to effectively play your cards and to threaten your opponent so they can't freely set up. Even if you know the hero you're about to deploy will immediately die, it's still the right move to send it into the empty lane. [link] [comments] |
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