Keyforge has been released, the dawn of discovery is here! I have been looking forward to this for a while. I was very glad to get my starter and 4 additional decks, and although 3 of the 6 unique decks I got had the same exact 3 houses, they were at least ones that I like. But this is the perfect opportunity to look at the variance of decks that have the same houses. How similar are they? It's bound to happen to all of us if we collect Keyforge. It was one of my worries getting in to the game, so let's dive in! I'm going to post the deck contents, and then look at some stats. I will look at the number of creatures/actions/artifacts/upgrades in the deck, the amount of raw amber (the automatic amber you get when you play a card), and then a short summary of how the deck works.
My first deck is Victoria "Countess Hulker" Mundy
Creatures: 11
Actions: 20
Artifacts: 5
Upgrades: 0
Raw Amber: 12
Analysis. So this deck is Action heavy. With 3 Gateway to Dis, Key to Dis, and a number of other actions, we have some serious board sweeping power and removal. It feels like a control deck. The Raw Amber count is a little misleading since if I just play Treasure Map on a turn, it guarantees me +3 more Amber. There are also several cards that allow me to steal Amber when played, and a few that capture them. It looks like controlling the board and stealing are going to be my win conditions. Shadows has several ways of stealing Amber alongside one of my favorite cards in Bait and Switch. I can take away a key with Key Hammer, slow down my opponent with Miasma, and of course draw tons of cards with Library Access in Logos. It feels like a very solid deck and I did win my one game I have played with it so far 3-0.
My second deck is She who Reads about Hedonism
Creatures: 11
Actions: 12
Artifacts: 11
Upgrades: 2
Raw Amber: 10
This deck feels like an Artifact deck to me, although actually looking at the numbers it is pretty even. It was a very slow moving deck, but once I got going, I was unstoppable. In my game my opponent got 2 keys before I got any. However, I was able to survive, put out a bunch of artifacts, and then I was able to eliminate any board presence from my opponent, slow down their production while increasing my own, and eventually come out on top. For my playstyle, unless I really got good with the deck, I am sure we would go to time in a tournament. It just takes a long time to play in order to win. The Bad Penny/Seeker Needle combo worked very well at the end of the game, and Key Hammer was crucial in slowing down my opponent in the early game. I also feel like this deck would be a little swingy due to how few duplicates there are in the deck.
My third deck is Second R. Kominajila
Creatures: 22
Actions: 9
Artifacts: 4
Upgrades: 1
Raw Amber: 10
This deck felt kind of generic. It has a massive amount of creatures, or double the previous two anyway. It feels a little disjointed, with few combos and obvious ways to win. With so many creatures, it comes down to having a large board presence, and reaping/killing with it until you win. It has the potential to become really good, but it does suffer from strong board houses like Sanctum, as well as board clears. In my opinion this is the weakest deck, but that could just be because of my playstyle. I did lose with it, although it only lost 3-2. It jumped to a good lead, but couldn't do anything once my opponent had a good Sanctum presence on the board.
So let's look at these decks: Comparing the simple stats I actually have a lot of variety right off the bat, which is pretty cool. My first deck is mainly actions, the second deck is evenly split between creatures/actions/artifacts although it plays like an artifact heavy deck, and my third has mainly creatures that swarm the board. Upgrades are minimal and the raw amber is very similar in all three decks. After playing with all three, I mainly want to play some more. I am extremely happy that each deck plays differently though. If there can be this variety within decks that have the same houses, how different will other houses be? That is exciting for the game.
This was hardly a controlled experiment mind you, as I played these decks against different decks each time, and against some different people. I did find out some of my personal preferences when it comes to playing, so that was very nice, and that is the best advice I can give when it comes to this game. If you want to know if you have a good deck, try it out. I do think there are some ways you can tell a "good" deck from a "bad" deck, but it is much harder to figure out. I think somewhere it is in the amount of Amber you can generate/deny your opponent, and how easily your deck can adapt to changes, but that will be hard to quantify.
Anyway, I hope you enjoyed this article. Which deck is your favorite? Currently, mine is the first one, Victoria, but we will see after some more games. Happy gaming!
These last packs do not bring the game-changing cards like Chamberlain Kark, or the giant, unblockable champions. These packs help bring a wide variety of cards to help round out the set, which I think is perfectly fine. There may not be a bunch of new abilities or keywords, but the cards have the abilities we all know and love, and have combined them in a lot of unique ways. This helps this set be familiar and thematic to veteran players, but more importantly will not bring in complexity creep that may drive away new players, like some other games do. There are some Kickstarter exclusives that are finally made “legal” (one from each color, but with new art!), and some of the most beautifully drawn cards we have to date. And of course, there are a bunch of new cards with which to smite our foes and slam on the table in Epic fashion. In the first four packs of Pantheon, we had some themes going on; such as giant unblockable champions, the “Will” cards, and new draw 2-and cards. In general, the theme I get from these two packs are an invasion of flying units (although you draw 2-and fans will get some love as well). This pack adds a bunch of fliers that are really gonna shake up the Limited meta I think. For this initial announcement of the set, however, I am not going to talk about any of them (just a little tease to tide you over), but rather a mix of 0-cost and 1-cost cards, one from each faction.
In general, I think these packs help bring the rest of the Pantheon expansion together in a wonderful bundle that does everything a expansion should in a game. I hope you enjoy them, I know I have.
First up is Zaltessa’s Fire:
This of course is a 0-cost Wild Event, with a pretty typical Wild ability of dealing 3 damage to a target champion. This is great to take out many other troublesome low-life champions such as Muse, Thought Plucker, or Guilt Demon. It also has a very fun 1-cost Recall ability where when it is recalled, you deal 2 damage to each opponent. Besides being extremely good in a multiplayer game, I actually have found it very useful in my Limited Dark Draft matches. It behaves similarly to Scara’s Gift, except you don’t need to have Evil cards to help get it back to your hand. I have found it to be a great card to help whittle down an opponent’s life total, and an easy thing to do if I, for some reason, have found myself unable to play something off-turn. I think this card could possibly find its way into a control Evil/Wild deck with some direct damage finishers. Could be fun!
Second up is Rise of the Many:
I have always been a sucker for themed decks, and the Human Token theme has always intrigued me. There is something so satisfying about filling the board with a huge army, and wiping your opponent out. In the past, it has been difficult to pull off, but this card could help bring it back. This very simple texted card does so much. ALL of your 0-cost champions gain +3 offense and blitz this turn. This helps all of your free dudes (not just human tokens), so if you wanted to boost that Dark Knight and some Demon Tokens, go right ahead! You have a Muse out as well? Don’t worry, this will help her too! And then, to add on top of this, you get to draw 2 cards! This is what really sold the card for me. I love draw 2-and cards. Every one of them is amazing. In Epic, you need to maintain your hand size, and although the secondary ability of many events can let you draw 2 cards, it’s cards that let you draw 2 cards AND do something else that can really help get you ahead in a game. What is also amazing about this card is that it does not require any loyalty or any other dedication to Good. This card can go anywhere where you have a bunch of 0-cost champions and it will probably shine. This card will also be a pretty easy draft choice in Limited, considering its flexibility. Plus, I really love the art on this card. It shows so many different characters on it, many of which are represented as 0-cost champions. I love it when a card matches its ability with the art.
Speaking of 0-cost champions that could benefit from Rise of the Many, we go into Evil with Carrion Demon:
My immediate thought upon seeing this card is a comparison to another venerable Evil champion, Thrasher Demon. They both have blitz, both have similar stats, at least starting out, and they both break any champion they damage. Now while Thrasher Demon can keep growing until your opponent is forced to spend gold to get rid of him, this little guy provides a much more useful and disruptive ability. He gets to banish an opponent’s discard pile! Discard pile manipulation is a huge thing in Epic, as it can really control an opponent’s options when it comes to recall abilities or retrieval, and it completely stops easy card draw with recycle abilities. In Limited formats, the lower deck size can lead to outright wins when an opponent draws all of their cards, but this card can halt that. It practically demands a block, and almost everything that blocks it will get broken, unless they manage to become unbreakable through another ability. It’s another relatively simple card, combining stuff that is already in Epic, but together makes a great new card to play with. My only problem now is how to decide which 0-cost Evil cards I want in my decks, as there are so many great ones to choose from!
Last up is a Sage card, and one that could shake up the meta the most: Shield of Tarken.
I have already mentioned how important draw 2-and cards are in Epic, so this already comes with those same benefits, not to mention have the pack’s namesake. Each of your champions gain untargetable this turn. That is a game-ending ability, especially in Limited formats. If you have some board presence already in the form of an army or even a hard-to-get-rid-of target such as Brak, Fist of Lashnok, playing this card can negate most removal in the game. Sure, wide sweepers may be able to get you, but in Limited it is less likely your opponent will have them. This is one of those surprise cards that will win games. Cards like Demonic Rising and Deadly Raid are both solid picks in a Dark Draft game, simply because they can be a surprise way to beat your opponent, and this card helps that as well. Not only that, but since it is a Sage card (an already sought after faction in Limited), it can help pay their various powerful Loyalty costs.
This is a guest blogpost from Brad Minnigh. Brad is married with 3 kids, and plays a variety of board games/card games/video games. He is an avid boardgamegeek and has been very active on a number of game forums as well as a Senior Playtester and guest designer for the successful Summoner Wars card game by Plaid Hat Games. For Epic, he has managed to organize two World Qualifiers at his local gaming store, and he is looking forward to more events!







































