I ended the run 5-1. Got my ticket back along with an Incarnation and and an OathAlan wrote:I'm at 4-0 with the my first expert draft (with Drow, Omniknight, and Prellex).

I ended the run 5-1. Got my ticket back along with an Incarnation and and an OathAlan wrote:I'm at 4-0 with the my first expert draft (with Drow, Omniknight, and Prellex).
Looks good, but that flop is deeply suspect to me.Alan wrote: I came across this deck which looks like a far better version of what I was trying. Ogre Magi adds Ignite along with Conflagration and March, and also allows you to do board clears.
Whoops. Unintended.Alan wrote:I think that looks better, though Restoration Effort might be worse than Corrosive Mist (which is saying something).
Nope! Switched.Alan wrote:Assassin's Shadow is pretty good in draft, if I had to guess I would bet you'd get more value out of that than Incarnation. But maybe one of your wins was due to going off with Incarnation?
I sure did.Alan wrote:Did you draft Incarnation and Annihilate relatively early? It seems like a lot of the blue cards are in there because you were trying to fill out a blue deck.
So, with some struggle, I have iterated until I got here:Jonathan wrote:Here's what I've been working on for a day 1 purchase. I'm curious how much this will cost.
http://playartifact.com/d/ADCJTIL6bkCBU ... dGVnZXJpZQ__
...
Probably I'll change lots of stuff, even the heroes, once I get the game, but I think I'll probably iterate on that idea for a while.
People ramp for reasons other than combo with this deck. I've seen Emissary, I've seen Incarnation, I've even seen double Thundergod's. Now, maybe Lifecoach could put Hyped on not doing any of those and taken it down, though.Alan wrote:There was a really cool mind games moment in the second LifeCoach match.
...
I’m not sure there’s a situation in which you would not lead off with Gust if you had the combo, so maybe LifeCoach should have allowed Incarnation to be played and then stolen it?
It seems like a vulnerability is how critical Drow Ranger is and how squishy and high-priority of a target she is. With the nerf maybe you were planning to remove her anyway, but I would guess that a big source of variance to how your deck performs would be whether Drow can stay alive and be in the right lane for you to play your cards. The 3 drops being playable in any lane are good, but there seems like a pretty high likelihood that you will have games where you're unable to use Gust, Intimidation, or Corrosive Mist in the lane you need to use them in. With the Drow nerf I wonder if mono-black will end up being more consistent for you. That would settle the PA vs Sorla debate. Lion might even be playable now with his buffs. His signature might help vs control decks too. With removing green maybe you can add Censers (though that violates your no-creep policy).Jonathan wrote: So, with some struggle, I have iterated until I got here:
https://www.playartifact.com/d/ADCJV4aq ... IGNyZWVwcw__
Storm Spirit is critical to this idea because of his signature mobility. In fact, I think Storm Spirit is so crucial I've considered dumping Sorla for PA. I haven't actually run that; I've run it without Tinker, without Necrophos, and with neither but I like this best.
Drow goes wherever she can be safe. I really like the idea of extending my hero kill reach turn 1, but it's so infrequent as to be worthless vs. just rivering Drow.
There's other BG lists, but this is the best I've made on this idea of upkeep killing a creep so I can get in tower damage. I spent $50 on cards thus far, so experimentation cost me about double what my day one deck cost.
I go back and forth on the no-creeps policy. Obviously, it has synergy with Oath, but anti-synergy with Mist of Avernus. Blowing away creeps with Hip Fire/Relentless Pursuit/Pick Off/Gank lets me get damage on tower without going wide. I have tried adding lots of creeps and couldn't put up enough creeps versus a real zoo deck to be worth a damn. I like Vandals over Censors, but I'm not sure either is needed.
Generally, I deal about two dozen damage on a single tower on a round where I expend a lot of mana. I can definitely deal 30+ with some Assault Ladders and poor opponent deployment. The Cover of Night is a good finisher for this; I often need the attack instead of the siege. Good results come from forcing my opponent to commit to a lane or lanes and then abandoning them for a turn or two. I do prefer abandoning a lane turn 1 for damage instead of smacking a couple towers for piddling damage, but the highest priority is to keep my heroes alive turn 1.
The Corrosive Mist is a tech against gold ramp, which I noticed I am vulnerable to. I haven't actually played against a gold ramp deck with Corrosive in yet to see if it matters or not.
Wow!Alan wrote:Balance patch!? Valve kind of reversed themselves in a big way.
It turned out to be ok, but really struggled against decks with beefy heroes.