The art of splashing in Epic: The Card Game. Getting the term from Magic: The Gathering, who in turn probably got it from somewhere else, can be described as the practice of adding a small amount of cards from another color into your deck in order to improve certain match-ups, counter certain cards, and fill gaps/weaknesses in one’s deck. In Magic, splashing comes at the cost of straining your mana base. In Epic, it comes as a cost of straining Loyalty triggers in an alignment (color in Magic), and making sure numbers add up when it comes to counting 0-cost cards.
This seemingly simple concept has huge ramifications in Epic Deckbuilding, and is something one must constantly be made aware of, when trying to make a competent deck. The amount of splashing can be varied, but the core concept of filling in a gap/weakness in your deck remains true. Each alignment in Epic has its strengths and weaknesses, and while it can be good to have your deck consist of primarily one alignment for loyalty and synergistic purposes, you can frequently run into trouble against more colorful and varied decks.
For example, the go-to deck for most new players is the “burn” deck. This deck acts similarly to an aggressive red deck in Magic, in that you are working towards killing your opponent quickly, using direct damage. A weakness the burn deck has is if your opponent has a large amount of healing, which in Epic generally is greater in number than most burn cards. Another weakness that a burn deck can have is lack of cards in hand, as playing quick events and champions can quickly diminish your hand, leaving you vulnerable to a more controlling deck, or one that works on forcing you to discard cards from your hand. A way that proponents of a burn deck can mitigate these issues is to splash certain cards from other alignments. In this example, perhaps adding in Ancient Chant, Lesson Learned, and Muse in order to help with card draw. Or maybe add a card like Kalani Woodreader (from the new Pantheon set), which can be aggressive, as well as prevent an opponent from healing. Splashing can turn a good deck into a great deck, with only a few modifications.
So, now that we have that down, how does one splash in Epic? According to the constructed deck building rules, you must have 60 cards, with 2 1-cost cards for every 0-cost card in an alignment. This means if you want that tasty Amnesia 0-cost card, you are going to have to have at least 2 Sage 1-cost cards along with it. When considering to splash in cards, you should also be thinking about Loyalty. Although Raging T-Rex can draw you cards and give you a huge champion on the board, splashing it in any deck is probably not smart, due to it requiring Loyalty 2. On the other side of splashing, you should consider how many cards your splashing will remove from your primary alignment. Sure, you may have a bunch of your favorite Sage cards in your deck, but is it causing you to not be able to hit your Loyalty triggers as a result? Or maybe it is making a card like Scarros not as good, simply because you are missing out on using it to its full potential? Things to keep in mind.
As I have said, there are multiple reasons why you may want to splash, and it depends on your deck. However, I have found that most splashing has to do with filling the following gaps:
Card draw
Direct Damage
Sweepers
Discard Pile Banish
Healing/Anti-Healing
Specific cards that give you special abilities your deck needs (ie Surprise Attack)
I will now give some examples of how one could splash, attempting to solve each of these issues:
Card Draw – This is the most important aspect of a deck, and luckily, most alignments have ways of drawing cards. However, sometimes you need some of the best card draw or ways to make sure you can draw cards at the right time. For this, I recommend Ancient Chant. There is no card that can net you more cards in the game, because if you combine this with Lesson Learned, you can draw 4 cards thanks to the unique way Epic resolves its triggers. The best card drawing 0-cost cards I can recommend to go with Ancient Chant is Muse, Frantic Digging, or Amnesia for some discard pile banish and Recycle and fill 2 gaps in your deck. It really comes down to your playstyle. If you have cards you can afford to discard and use from your discard pile (like Soul Hunter or Ancient Chant), or you need to make sure you are guaranteed to draw some cards, use Frantic Digging. If you want another body on the board that if not dealt with, can continue to give you cards, take Muse. There are many options, but all of them give you card draw. My go-to card draw splash packet is 3x Ancient Chant, 3x Lesson Learned, and 3x Frantic Digging. This combo allows me, for just 9 cards, to have a ton of card draw options, filtering with Frantic Digging, and the option to replay my favorite events (including Ancient Chant), with Lesson Learned. You will see this combination in many decks, as it has become a staple in Epic.
Direct Damage – This one is important for slower control decks, that sometimes need a way of finishing off an opponent directly and surprisingly. For me, I have a deck that runs a lot of little 0-cost Blitzers that can quickly run down an opponent’s health, but I found that some direct damage could really help finish an opponent off. The smallest splash packet I love is 2x Fires of Rebellion, and 1x Flash Fire/Fireball. FoR allows you to have direct damage, as well as removal in one nice card, and Flash Fire/Fireball allows you to deal with little annoying champions if need be, as well as that last, tiny amount of health. John Tatian, I believe, used the new Steed of Zaltessa for some direct damage/anti-healing for his Championship winning deck. Now the steed was in his primary alignment, but its role was definitely for finishing off opponents.
Discard Pile Banish – This splash usually has to do with adding in 0-cost discard pile banish events, since those are the most popular. Amnesia and Heinous Feast have long been the best examples of this. Usually, people will add other 1-cost cards that fill in another gap, in order to make room for the discard pile banishing 0-costers. The example of Josiah’s deck above is a good one. However, you could get really dedicated to discard pile banish and put in Grave Demon or Erratic Research to go along with Heinous Feast and Amnesia, respectively. If you know that people are playing a lot of cards from their discard pile such as Soul Hunter, Smash and Burn, Dirge of Scara, Plentiful Dead, etc, then perhaps you need a discard pile banish splash in your deck.
Healing/Anti Healing – The anti-healing portion of this is rather new, since it has mainly come into play with the release of Pantheon in response to the popular Kark deck that dominated the previous Constructed year. The new card Kalani Woodreader has given this as a potential splashing option, for example. Healing, on the other hand, has been around for a while. Probably the most popular healing card in the game is Drain Essence. This card has continued to be popular due to it not requiring Loyalty of any kind, so splashing it is easy, and on top of a very decent amount of health, you get to have some champion removal as well! Also, if you want to continue the health trend, Evil has a lot of 0-cost cards that really compliment Drain Essence like Heinous Feast for some health and discard pile banish, Consume for a smaller dose of health gain and removal, and of course the new all-star of the World Championship, Scara’s Gift, which gives you health and direct damage. As you can see, Epic can give you a ton of options for splashing, and it just depends on your playstyle and preference.
Specific cards to splash – This is reserved for very specific cards that provide a specific ability that your deck might want. A common example of this is Surprise Attack. This is a card that allows you to play any champion off-turn, which is an incredibly powerful ability. Using John Tatian’s World Championship-winning deck as another example: He splashed in 2x Surprise Attack, along with 1x Flash Fire. Surprise Attack gave him the ability to play a lot of his champions on his opponent’s turn, something that many of them could not do before, and it allowed him to defend and threaten his opponent more than he otherwise could have. Flash Fire provided a lot of utility, including a tiny board wipe, direct damage, and card draw if needed. It is a great example of splashing in a deck.
Josiah Fiscus splashed in 2x Final Task and 1x Wither into his deck at World’s in order to allow him to make a lot of his champions, and his opponent’s, into Blitzing monstrosities, that allowed him to stay on offense, or on defense in a pinch. Wither gave him a tiny board sweeper as well.
The Pluck You team in this years’ World Championship splashed in a couple of packets into their deck. They splashed Good with their packet of 3x Silver Wing Guardian, 3x Silver Wing Lancer, and 3x Brave Squire. They also splashed a Sage packet of 3x Mist Guide Herald, 3x Erase, and 3x Force Lance. Since they said they wanted their aggressive deck to have combat tricks in it, I would assume they started with wanting 3x Brave Squire, since it is one of the best, and the new Silver Wing Lancer is a great, aggressive punisher. The Guardian also provided them with an attacker that can be played on your opponent’s turn, and then attack on yours for damage to your opponent, as well as health gain! Meanwhile, I am sure they saw Force Lance and loved it for that Unbreakable and Recycle trigger, and so when finding room for that they went for Erase, which gave them card draw as well as pseudo-removal (especially against the mirror combat trick deck), and the MGH which gave them more bodies on the board, along with whatever champion they needed at the time.
As you can see, splashing is a very important thing in Epic deckbuilding, and the skill with which to recognize your decks’ faults vs what could fix it, is a skill that separates the best from the rest of us. I hope you enjoyed this article, it was a long one. What are your favorite splashing packets? Any comments? Please let me know, and as always, happy gaming!