SolForge – Elite Tournaments – Draft

This weekend was the second round of Elite Tournaments and featured draft. I missed the constructed event by one elite ticket mostly due to my decline in SolForge activity. That being said this event was fun for me. I’ve been slowly sneaking in more drafts than usual lately and usually go 3-1 with an occasional 4-0. I was expecting to get at least four wins and get a legendary chest, but I ended up going 5-1 losing one match to some bad plays and unlucky draws. It was refreshing to play in a tournament that was more than four rounds. Best of luck in your games. Here’s the capture of the 5-1 draft list. I tend to draft heavy Tempys lately in most of my drafts which is a huge swing from always drafting Nekrium and Uterra before the latest set.

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While 500,000 silver is nice, having some kind of pack to open after 5 wins would be nice as well.

Seal of Deepwood wins another draft – 4-0 with Uterra and Nekrium

This card is so powerful! While it doesn’t when games all by itself, with the current draft format it’s easy to position yourself to take advantage of this card in rank 3 and decimate your opponents. Here’s the latest decklist:nek.ute3

SolForge Draft 3-0 Nekrium and Uterra x2 02/15/2014

The title is correct! I drafted something other than Uterra and Alloyin. The cards just led me into Nekrium and Uterra yesterday. They tend to go well together in draft also, but it was difficult to put together a solid draft.

The List

1 x Lifeblood Dryad
1 x Oxidon Spitter
1 x Shardplate Delver
1 x Wildwood Sower
1 x Feral Instinct
2 x Swampmoss Lurker
1 x Cavern Hydra
2 x Enrage
2 x Grove Matriarch
1 x Bramblewood Guardian
1 x Deepwood Bear Rider
1 x Ether Hounds
1 x Strength in Numbers
1 x Brighttusk Sower
1 x Grimgaunt Predator
2 x Ghastly Touch
2 x Grave Ghast
1 x Zombie Infantry
2 x Scavenger Scorpion
1 x Grimgaunt Spectre
2 x Marrow Fiend
1 x Vengeful Spirit
1 x Charnel Titan

24 Creatures and 6 spells

I’ve discussed previously about some of these Uterra cards being great at rank 2. Swampmoss Lurker and the Deepwood Bear Rider trade up great in ranks 2 and 3 and force your opponent to answer them when you have board presence. The Shardplate Delver did better than expected, mostly I believe to the lack of consistent removal in draft. Ghastly Touch worked extremely well especially with the Charnel Titan that got the extra buff every time I played the creature. Six spells in this draft is in line with my previous drafts and Enrage was solid in all the games. 

Some of the dead cards in this draft were Vengeful Spirit, Lifeblood Dryad, Wildwood Sower. I picked the Dryad early because I had picked up the Ether Hounds, the two Sower creatures, and the Matriarch thinking I might get a good use out of it. It was just too difficult to try to fill the board without making unsavory trades on the board. All the games went relatively smooth once progressing through Rank 2 into 3 by ensuring I leveled the powerful rank 2 creatures.

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I don’t understand why Pre-constructed deck legendary cards are available in Premium packs. It’s truly a bummer to see these cards time and time again instead of other premium cards.

Draft Two

This draft was exciting because I finally had 7 tickets on my free to play account. Do you only get event tickets from the first online win now? It took a week to get the opportunity to draft for free. This seems high when compared to Hearthstone where you can draft consistently every 2 days. I would expect 3-4 days for SolForge to be more appropriate since you keep the cards you draft in this game. Either way…

The List

1 x Venomfang
1 x Oxidon Spitter
1 x Toxic Spores
1 x Bramblewood Guardian
1 x Soothing Radiance
1 x Deepbranch Prowler
1 x Grove Matriarch
1 x Fangwood Ravager
2 x Deepwood Bear Rider
1 x Ether Hounds
1 x Strength in Numbers
1 x Grove Huntress
1 x Grimgaunt Predator
1 x Tarsus Deathweaver
2 x Necroslime
2 x Grave Ghast
1 x Zombie Infantry
1 x Gloomreaper Witch
2 x Necrovive
1 x Cull the Weak
1 x Grimgaunt Spectre
1 x Ghastly Touch
1 x Marrow Fiend
1 x Xithian Hulk
2 x Scavenger Scorpion

23 Creatures and 7 spells

This was the first draft that I didn’t get any Swampmoss Lurkers and I was worried that Rank 2 would be hard to get through. I had some surprises with a few of these picks. Necroslime was amazing at Rank 3 and after one activation almost always required two cards from the opponent to answer. This allowed me to fill the board and push damage through. Then we added Necrovive to Necroslime and the card just stayed on the field. Soothing Radiance saved my field during Rank 2 in most of my games allowing my creatures to trade wtih two to three creatures on the field. Grove Huntress pushed my Necroslime even higher and in one game buffed it out of range of a rank 3 Matrix Warden with +10 attack.

I played more spells than usual in this draft mostly due to Necroslime and pushing to keep it alive. The three bold spells definitely helped in that aspect of the draft. Toxic Spores and Cull the Weak never had a good opportunity to be played and I’ll most likely take any creature that is available next time. Ether Hounds provided great fodder for the Necroslime and those Bear Riders again were monsters to handle. 

I played these drafts on the ipad so I didn’t have a good chance to record my picks, but in both drafts Grimgaunt Predator was in the opening pack and put me in the Nekrium faction. It wasn’t a great card overall for me because I didn’t draft useful removal, but at level two the Predator had good presence after the initial trade and sitting at 13 attack on the board. 

I’m not sure which Legendary I got from my premium pack in this draft beacuse the Ipad still crashes occasionally when opening packs. I really should remember to close the app first and re-launch the app as that tends to help the crash sometimes.

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That Necroslime would not die! Traded with a Scrapforge Titan and kept on trucking.

 

 

Ascension – Rise of the Vigil – Key Players Part Two – Constructs @ascensiongame

This is part two of my Rise of the Vigil feature. If you missed out on the first review, you can check it out here. Most of the cards featured in that review gained energy for you in some form, so let’s see how that plays a factor in choosing which constructs to pick up.

KEY PLAYERS – CONSTRUCTS

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Shouldn’t be too difficult to gain 2 Energy every turn.

We all know it isn’t too easy to generate eight runes in a turn, but Mechana constructs are powerful in their honor value alone. This particular construct also has an added benefit of gaining honor each turn as well. Manage to snag a few Mechana constructs and you could find yourself gaining quite a sum of honor points over the course of a few turns. The energy threshold isn’t terrible to meet either and shouldn’t give you much trouble.

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Buy this early and often!

Vigil’s key mechanic is Energy which this card gives you each and every turn. There are several cards in this set that only require one energy to get the added benefit and you will find that this card will be a tremendous boon to your deck. This construct isn’t too hard to aquire and I would pick it up early.

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Power is vital.

We found that the monsters in this set play a much larger role than in previous sets. This construct gives you a power each turn without clogging up your deck, allowing you to see your better cards. The energy perk is nice and you should be able to see a decent honor gain over the course of the game from this card, especially if this card flips to the center row early.

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Banishing cards is hard to do in this set.

The ability to banish cards isn’t too common in this set making this construct important. Like the Spirit Merchant from my first key player series, this card allows you to banish a card with a low energy cost. Combine this with the Merchant and you’ll be going through your deck early and often. You also net a power each turn as well, helping you get those monsters defeated.

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Aquire or defeat any card! Incredible.

The Tablet is quite the extraordinary construct. The energy threshold is steep, but the effect you get is amazing. If you’ve been focusing on energy, this construct is going to create some crazy turns for you. This is the one construct in this set that I do not like to see flip to the center row when I cannot buy it for myself.

In previous sets to us, it has seemed like construct destruction is fairly common. However, in this set, we have noticed that our constructs generally stay in play longer and have better effects in general. So buy them early if you can. As always, if you manage to amass an army of Mechana constructs, the effects they create when combined are amazing. I chose to feature some of the other constructs that net greater benefit individually because it is difficult to be the only player to be able to grab Mechana constructs.

Part three of this series will feature the monsters of this set so stay tuned.

Until next time, get your games in.

Let’s Play: Ascension – Rise of the Vigil , Session 3

Time for another Ascension question. As you can tell, I am enjoying the new set of Ascension. Soon, I will highlight the new energy resource and how it affects the game. But for now assume you are going first in a two player match. What do you buy? 

I feel this choice is tough, given the starting hand of 3 runes and 2 attack. You decide.

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I also must say that the latest board that came with this game is so much better than past editions! Check this outImage

Until next time, get your games in!

Let’s Play: Ascension – Rise of the Vigil

My kickstarted copy of Rise of the Vigil arrived today. Assume you are playing a two player match and you are going first. What do you buy and why? You have 4 runes and 1 militia.

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I would bank on buying the Spirit Merchant and more than likely the Magnet Monk with two energy shards underneath it. Energy powers this set and on the first turn gaining two of them is huge. The Lifebound Muse is great as well.

Sentinels of the Multiverse – Two Player

After trouble with not being able to win in a two-player game against the villains, I decided to take to the internet to see if I was the only one. It turns out that if you play a two player game that it is recommended that each player control two heroes. The forums were quick to respond and provide helpful information!

https://greaterthangames.com/forum/topic/enhanced-edition-3372

After finding out this information we decided to give it another go each of us playing two heroes.Image

And once again decided to fight the robot: Omnitron.

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Remember, each hero turn allows you to play one card, use one power, and then draw a card. Playing ongoing cards and equipments that boost your hero and others is critical to succeeding against the villain!

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After a few turns things are going pretty well for us. Definitely much better than when we were only using two heroes! There is a lot going on though!Image

The villain has some pretty nasty tricks up their sleeves and anything can happen. The environments can sometimes help the villain as well.  As we saw in one turn the villain become immune to damage. Image

Villains also have reset cards and can set you back quickly. We lost 5 equipments to one card and a shot at a single source of 18 damage.

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In the end, we were victorious and defeated Omnitron! Haka delivering the killing blow!Image

I definitely recommend getting this game, even when we were losing we were having a blast!

Check it out! http://sentinelsofthemultiverse.com/