What’S poppin gamers first, I will explain the basics of the cards, mechanics and the lanes, and Then I will implement it on actual gameplay footage, so you can see it in action and explain how turns work. I also advise you to check out my card breakdown and meta speculation, videos for more insight into specific cards, combos and more advanced effects of abilities. Let’S start So.
There are three different types of resources in this game: mana, gold and cards. There is a total of 280 different cards, including 44 heroes. You have two decks, one with nine item cards and one with 40 or more other cards belonging to specific colors.
The item cards you buy in the shopping phase of the game with gold, which I will come back to, While the rest you play using Mana. Your big deck must consist of five heroes of your choice and the spells that come with them three per hero. That adds up to 15 and then you add another 25 or more of your choice related to the hero, But must be of the same color as the heroes, and you can have no more than three of the same copy. Let’S take a look at the different card types: There’s, hero cards, item cards spell cards, creature, cards and improvement cards. Hero cards do not count in your deck.
It’S the spell card that comes with them. That does Other than having a spell most. Heroes also have a passive, active, reactive or continuous effect ability.
This can, for example, be phantom assassins, continuous effects ability, efficient Killer. They also have stats attack, armor and health. I will come back to these stats later in the video. When we talk about combat At the top of a card, each hero card has three slots, You can buy item cards and buff up your hero with them, and if the hero is killed, the item card will still be there when they respawn a Hero is not Played with mana like the other colored cards, instead, They are deployed, which I will explain later in the deployment phase Item cards, do not belong to a specific color and require gold. Instead of mana, you get gold from killing units. They can do anything from heal units to give them extra attack Spell cards, do anything from summon creeps to disarming a unit or just buff, one of your own units Thy require mana and when you’ve used them, they’re gone like, for example, an instant and Magic.
The Gathering Creature cards are units you summon at the cost of mana. There are not heroes, nor are they creeps. They have stats like heroes and creeps, do and they can have powerful Abilities like heroes do, but they do not have item slots and when they die they die, they can’t be redeployed Improvements. Cards are like upgrades you place on a lane. They have an ability and will persist where you choose until the enemy manages to remove them. For example, trebuchet Which deals damage directly to the enemy’s tower before every round.
All cards except item cards and neutral creeps belong to a specific color. We have blue green red and black Blue cards are defined as mage and late-game Green. As supports and summons read as bruisers and black as assassins and cross board abilities When using a card that isn’t a hero card, It must be the same color as the hero. In the lane you intend to play it Blue and green seems to be weaker early due to higher mana costs, but much more powerful, late-game, red and black are the opposite and much better early.
As For now, you choose either of the two set combos, But I hope that in the future we will be able to see color combos as we please or maybe not combo at all. Perhaps it could be possible with a pure red deck, for example, if there is enough cards per color or a blue black deck, it seems, in my opinion, a little bit forced from the outside that they have just chosen. The meta of green plus blue versus red plus black – and I hope this is something they’re only doing now during beta and Open up for more experimental approaches when the game gets released, But for now it seems they’re set on this dire versus radiant cliche.
I’Ve mentioned three resources: Mana gold and cards. Your mana lets. You use the spell creature and improvement cards while gold. Let’S you buy item cards for your heroes, You get three mana initially per Lane, plus one per Lane. Each round You get gold by killing, creeps and heroes, and you can use them to buy item cards in the shop between rounds.
You get one gold for killing creeps and five gold for killing heroes. This is also interesting for red and black versus blue and green, because it seems too early game. Meta has a slight advantage Because they generally kill more units early and get gold faster, potentially exponentially.
So now that we know about the different cards. Let’S talk about the boards, you play them on It’s incredibly interesting to me that we have three different planes at once when you play. At the same time, However, they aren’t simply three different games. All the lanes and a lot of cards interact cross board, especially black and, for example, the card blink dagger. In Each lane There is a tower which is 40 hit, points Destroy your enemy’s tower and the ancient is revealed which has 80 hit points, Destroy a second tower or the ancient, and you win the game To attack a tower.
You simply have to make it so that there is no creeps in front of whoever on your side is attacking. They will always attack what is directly in front of them when in combat, and you can see if either is taking enough damage that They die. If they have a red cross over them, When you summon units or deploy heroes, laning cards also decide which direction they will attack, but when their way is cleared, they can hit the tower an Example of where this gets interesting is with Sorla khan. She has siege damage which makes her do extra damage to towers, So you want her in a lane her situation where she can freely attack the tower and not get blocked. So how does turns rounds combat and initiatives work?
It’S a bit complex, but super interesting. Once you understand it So bear with me, So the game is divided into turns and each turn consists of a round a shopping phase and a deployment phase. Let’S first look at the round Round one. We start with five cards: three mana per lane, one hero per Lane with a total of three and then three creeps randomly distributed among the lanes.
You do not play at all the lanes at once. Instead, you go through them one by one, starting from the left side, But while each lane has its own mana pool, you only have one hand of cards So use them wisely Within each round. There’S three phases: the pre-action phase, the action phase and the combat phase. The pre action phase is simply drawing cards, so we don’t need to worry about that.
One. The only thing worth noting is that the first round you draw five cards, whereas all other rounds you draw two, The action phase is very interesting. Instead of you and your opponent having each around where you do everything you want and spend all your money at once in artifact, we have initiatives in the action phase. Look at the glowing yellow button with artifact logo on whoever has the initiative gets to play a card and when they have done so, the initiative shifts to the next player. If You can’t play any cards, You can also just click the initiative button to pass.
Each player plays up to two cards and then the action phase ends When it does we head into the combat phase and all the units in the lane attack whatever is directly in front of them. If a card has enough damage compared to the one in front of them’s, health and armor, the card is killed. If It’s not killed, it still takes damage. Armor is, for this reason, very powerful Because it reduces all damage taken if a unit with four armor is attacked by five damage, It only takes one damage to its health. If there is nothing in front of it, It attacks the tower.
The action and combat phase is repeated on the two other lanes as well, And then the first round is over Between rounds. We have the shopping and deployment phase the shopping phase. Let you use the gold you aquired from killing units to buy item cards. You can choose from a randomly selected secret shop item, an Item from your item card deck and a random consumable. These can be used during the next rounds. Action phase The hero deployment phase is like the name suggests, the phase where you spawn or respawn your hero cards.
You also get two free creeps randomly distributed in the lanes, The first deployment phase. You can deploy the remaining two heroes you have in your deck and then later deployment phases. You can redeploy killed, hero cards So yeah. This is how you play. You continue to do this round by round until either you or your opponent loses two towers now.
Of course, There are some exceptions to all these things, but they are so particular That they are much more comfy in my card breakdown, video which you should check out by the way. So I hope this was coherent and if it was please leave a like – and I hope to see you around peace.