***NOTE FROM ENLIGHTENEDOWL***
Gardiet is a potential new contributor to the site. As with all potential new contributors, I’m posting his article here on a trial basis and then it will be up to you guys, the community, to decide his fate! Please take a moment after reading the article to leave a comment and to vote in the survey on the main page. If you’d like to see more content from this author let us know! If you think you’d rather not see more content from this author POLITELY let us know that too! You guys will have an enormous impact on who writes here and who doesn’t so make sure to make your opinion heard! Enjoy the article.
TOGHRUL, THE BLOODY WARRIOR
Hi, my name is gardiet, a Spanish DoC player.
This is my first contribution to mmdocking.com, and I am quite excited about the new age of this website. In my opinion all of us must try to help EnlightednedOwl to maintain and improve the best not official DoC web. So I decided to send him an analysis of my current Toghrul deck.
Well, let’s go. Are you an aggressive player? Do you enjoy winning your duels with large creatures damage? Then, Toghrul is a good hero for you style and will give you very funny moments.
The game meta is now diverse allowing different styles and strategies. Some of the most used are Kat fortune, Deleb creatures, Ashala immolation, Masfar OTK, Yukiko spells, Hakeem titans, … I used to be a Dhamiria player, and I think that she is still a playable hero, but Toghrul seems a more powerful option for these reasons-
-Not bad if you are first, at least you can play a card and start your pressure against your opponent.
-No free defeats. You have always a strategy to fight against the most played desks.
-Good low resource cards that allows you an easy development during the first turns.
-The requirements are 5-3-3, but in most of the matches you will only need 4-3-1, so you can get an extra card in most of your turns using the ability of all the heroes.
The deck we will analyze, standard mode:
The main strategy in most of the matches would be attack your opponent as soon and hard as possible. Easy to say, not so easy to achieve. But you would have the tools to do it, and you must concentrate your efforts in this goal. This is not a build deck, it is not so important get the board control. There are many decks with powerful spells that can change the board position in a turn, so our objective will be damage the rival hero.
I am fighting each month with this desk to be in the gold cup of Road to Paris, and achieving tier 1 in each standard jackpot. Not yet the first position but some seconds and thirds, and still trying
Toghrul. Earth and fire spells, 20 health, 1-1-1 and a synergistic ability with some cards of this deck: increase the bloodthirsty.
Week of mercenaries (4). Essential. A damage upgrade to accelerate the duel.
Cosmic balance (4). Masfar OTK is here, and it could be useful against other control decks that usually accumulate many cards.
Alternatives: Cosmic balance (2), Rise of the Nethermancer (2)
Goblin scout (4). One of the best cards usable in the first turn. Good damage but low health. Perhaps your opponent could neutralize him with an opposite shooter, but you can damage it a few, move your scout and support him with a melee ally, or even destroy the other shooter with the Fire Bolt spell.
Stormrage Hunter (4). I like her. If I see a hand with four of them I feel that the duel is mine for sure. Playable in any position, you can choose upgrade her damage not attacking if needed, good health. Best two resources Stronghold card.
Ranaar Harpy (3). Not so good as the hunter, but still necessary. The deck need a sure creatures development, and this card assures it.
Moon Phoenix (1). It is always in my decks. Not end card specially great against spells control decks.
War Oliphant (4). The only card that prioritizes defense versus attack. This monster is one of your tools to stop extreme aggro strategies, and the best option to use with Sacrificial Altar.
Bloodclaw Shaman (4). We are arriving to the real power of this deck: bloodthirsty. 3 resources, immune to retaliation, and 2 retaliation damage. Great to defend a line with melee creatures and the first card that will increase its power killing rival creatures.
Bloodsnake Shaman (4). Better that the last one. This is the card that will give you most of your victories. It is so strong that would be downgraded with the next DoC version. It is very valuable for you, so protect it and don’t forget Toghrul ability to obtain free damage.
Blackskull Shredder (4). The way to end a lot of match when you lost the ground control. Having him in your hand, specially together with a War Tent, is an infallible way to destroy the last hero health.
Zefiria, Windchaser (1). Do you remember our goal of damage rival hero? She is fantastic to do it. Change other creatures positions to free lines. Also good defender against magic creatures.
Damran, Chosen of the Thorns (1). As any other unique creature he must be in this deck.
Hikyu, Chosen of the Flames (1). Same as Damran and the tool to clear the board if both players have many creatures.
Bloodshark Warrior. New expansion card, similar to Bloodclaw and Bloodsanake Shamans, but he is melee and not immune to retaliation, big differences. I prefer War Oliphants, but if you are more aggressive, you could change them.
Bloodhydra Shaman. She was in my deck, but I had to change her by The price of the void. There are many control decks out there that requires the fortune.
Panther Warrior. Too expensive.
Blackskull Clan Warlord. Incredible creature, but this is not his place. We use the bloodthirsty strategy.
Bloodfrenzied Wyvern. As Bloodhydra Shaman you can’t have so expensive creatures and the spells and fortunes that you need.
Fire Bolt (4). Cheap, efficient. It give you extra damage to free lines and destroy enemies.
Forked firebolt (4). Same that the last one. No so good cost-efficacy, but with only a card you damage two creatures.
Insect swarm (3). I prefer not to hurt my own creatures, but this spell is extremely useful in many situations. Think in a duel where there is many creatures and you have Shamans. If you destroy those in front of your Shamans with this spell, firebolt or Sacrificial altar help, the bloodthirsty will assure massive damage to opponent hero. This is what we want no matter if the next turn our Shamans are out of the board.
Arkath’s Wrath. If you have to recover the ground control your duel is almost lost. Anyway Insect sworm is what we use to play the role.
Sacrificial altar (4). This has been explained before when talking about other cards. Removal to open lines to other warriors. Don’t forget that killing a rival creature this way activates your bloodthirst ability.
The Price of the Void (2). No synergy with the rest of the deck at all, but necessary in the current meta. There are a lot of situations where this card is your only defense: Titan workforce, Army of the Dead, Creeping darkness, immolation, …
One of its funniest uses is with Blinding Light. What a great sensation seeing your Shaman stopped by that spell, growing up his damage, and unexpectedly use this fortune to end the duel!
War Tent (2). Extra power, specially useful with Blackskulls.
Haven (80/20). Very favorable. As said in the tips, barracks and other low health creatures are the best way to activate bloodthirsty. Put a Bloodsnake Shaman in front of the Barracks and you will see how this card will end the duel by its own.
Seria fortune (70/30). Small stackable warriors and aggro strategy. Try to get the ground control. Insect sworm and your other spells are very useful. Take care of Bone to bone and try to have a response for this fortune. If you are losing, Bloodsnake shaman plus some spells to cause massive damage.
Deleb, Garant (70/30). We have good defenders (Bloodclown Shaman, War Oliphant, Stormrage Hunter). Stop the first wave and inferno has no options.
Ariana, Sveltana (70/30). If the duel reachs the 10 turn your options decrease quickly. Attack the hero and forget their attempts to stop you.
Yukiko spells (55/45). Quite balanced, but lightly favorable in my opinion. Don’t fill the ground with creatures and choose carefully their positions. If you decrease Yukiko health enough in the first turns, you can end the match with a victory.
Kat, Acamas (50/50). Who is first and lucky with the hand decide the duel most of the times.
Dhamiria breeder (50/50). Spellhungry Breeder plus Spawing Chamber plus Arkath’s Wrath is a very good combo. Focus in hero damage avoiding occupied lines.
Masfar OTK (40/60). This is my experience. With 4 Cosmic balance you have the tool to solve this match, but I am not fortunate enough to see them when needed. I miss Dhamiria ability.
Toghrul is a perfect deck for those that enjoy bloody duels. His force is in bloodthirsty and quick attack. This deck has some synergy cards that focus their effect in damaging the opponent hero. I hope that you give it a try and obtain fine results.
Well, this is my first article, so don’t be very severe in your comments. But please, give me your opinions, they are welcome. I like DoC a lot and it would be fantastic revive and improve this web.
Welcome friends to the first of hopefully many top 10 countdowns! These are strictly my opinion and I’ll open it up for you guys to give me your opinions with a poll and of course the comments section at the end of the article! Now, just to be clear as to how I am making my choices for this particular countdown- In order for a card to be “game-changing” by my definition it needs to be a card that, because it exists, changes the way the game would otherwise be played if it didn’t. These are cards that have had, and in some cases continue to have, a huge impact on the game as we know it and if these cards were never printed DoC history up to this point would probably look quite different than it actually does. Also, for clarity, please note that several of the cards on this list have been altered/changed/nerfed since their original release or since the time in which they were most impactful. If I were making a list of the top ten most game-shaping cards in Standard only or the top ten most game-shaping cards as they sit right this very moment this list would be very different. I’m talking strictly about how cards were at one point or another, regardless of changes. With that out of the way, let’s get to the countdown!
#10- Blackskull Shredder
It’s never been a secret that Quick Attack is a very powerful and very versatile mechanic and combined with Swift as well as a maddening 4 Health that keeps it out of Insect Swarm and Geyser range, Blackskull Shredder has long been one of the most reliable and efficient creatures ever printed. I’d imagine this guy has stolen more games than most other cards in all of DoC, whether combined with War Tent or not, and he’s excellent because he’s not completely shut down by the formerly common Earth’s Grasp and he’s quite reasonable against any type of deck from hyper aggro to pure control to combo and everything in between. This guy is the reason you have to position your creatures the way you do and you cannot leave lanes open in the late game. Expect this angry Orc Warrior to terrorize Standard and dip his feet into the waters of Open for a long time to come.
#9- The Strength of the Sea
Now nerfed from its original terrifying form but still quite good this card is the classic example of a very hard hoser for specific types of decks and a card that always did something very good when you played it, regardless of what you were up against. In an era dominated by Sandalphon and Ignatius relying quite hard on Throne of Renewal dropping this card at any point in the early or mid game pretty much meant the game was over. The printing of this card not only put a severe lashing on the dominant Fortune decks but it also made formerly unviable aggro decks, such as Sandalphon rush, suddenly very good. I don’t know if there is any other card in DoC that shuts down decks cold the way The Strength of the Sea does and for that reason, combined with its extremely relevant power boost, it has earned a spot on my list!
#8- Insect Swarm
The original anti-rush spell, Insect Swarm has been around since Base Set 1 and is still played, a lot, today. Insect Swarm is the reason that 3 Health is unacceptable competitively and 4 Health is perfect! The existence and prominence of this card really keeps the metagame balanced and keeps aggro decks in check while still allowing them to be competitive. It also adds a layer of depth and complexity to the game as it changes how aggro players need to play. If efficient board sweepers like this did not exist there is no reason not to just throw all your creatures down at the first opportunity and overwhelm your opponent. Earthquake is nice, but the difference between 2 damage and 3 damage is night and day, and Geyser can be played around relatively easily. Insect Swarm is about as reliable and efficient as it gets and the existence of this card, as it has from the beginning, has a massive impact on how the metagame is shaped. Game-shaping? Yes sir! This is especially noticeable in Standard right now as it very much feels to me like Insect Swarm is the most important card in the entire format.
#7 Week of the Mercenaries
Another classic that has been with us since Base Set 1 and is still heavily played in Standard today, Week of the Mercenaries is among the biggest “How much damage can my opponent do next turn?” cards in the game. Calculating for this card, whether one copy or a pair, has probably been among the most common math we’ve all done throughout the history of the game. No card has truly enabled aggro decks the way this card has. No Event has ever been so busted in multiples the way this card is. No card has ever turned a board of 8 creatures against 8 creatures into a board of 8 creatures staring down an empty other side of the field as often as this card has. Since the beginning of DoC time the efficient and well-timed use of this card has been the difference between winning and losing for so many of us and I think it’s quite clear that the game would be very different, and probably much simpler, if this card were not around. Assuming they’re going to keep reprinting it in future base sets definitely expect to be hiring some mercenaries for seven days (or at least for a turn) for the foreseeable future.
#6- Ammar, the Cunning
The only Hero to make the list, Ammar nauseatingly reminds me of what was likely the worst metagame in DoC history. This guy has, completely necessarily, been severely nerfed since his heyday but believe it or not he used to read “Whenever you play a spell this turn” as opposed to “The first time you play a spell this turn” and it was incredibly, ridiculously, absurdly stupid. Ammar could, extremely reliably, kill his opponent by turn 5 from nowhere and there was absolutely nothing opponents could do to stop him. The deck was non-interactive, criminally consistent and completely and utterly overpowered. Honestly, while I applaud the minority out there who simply refused to play this Hero on principle, old Ammar was so much better than everything else that is essentially rendered every other deck in the metagame non-viable. Ammar was the only deck to play if you really wanted to win, as it had favorable matchups against everything, and believe me when I tell you the mirror match was dreadful. As much as I’m sure many of us, and probably the developers too, would like to forget about this era of the game it did unfortunately happen and for the completely game-defining impact it had for all those months Ammar, regretfully, earns his spot on the countdown.
#5- Cosmic Singularity
Cosmic Singularity is unique among the cards on this list because all the other cards were immediately known to be good and heavily played whereas this card was initially hardly played, then played a little, then played a lot, then the centerpiece of an era. I recall introducing this card as a 1 of in a very old Adar-Malik list I wrote about for this site and many people were skeptical at first. I still stand by that 1 of being quite good and I think most people who actually tried the list came to the same conclusion. As time went on people realized how good it was in other decks too, such as Cassandra, and since this all happened before the changes to unique cards it led to recurring Prison in Cassandra and Sandalphon and later recurring The Forbidden Flame in Dhamiria absolutely defining their respective metagames. Before they made it so unique cards could not be reused, which was the peak of Cosmic Singularity’s popularity, it was played as a 4 of in many decks and the previously dominant mill decks were all but extinct from the metagame because of it. There were multiple metagames that would have looked entirely different had this card not been printed and as such it has earned a top five spot on my countdown!
#4- Chain Casting
As miserable as Ammar was and as frustrated as many of us have been feeling BSed out by Asalah or Masfar, the true culprit is the card that enables it all- Chain Casting. As this card is about to be severely nerfed I think it’s clear the developers realize how powerful this card is the way it’s currently worded as it alone enables the existence of several decks that simply couldn’t function without it. I’m all for fair combo decks as I think they’re fun, challenging, good for the metagame in multiple ways and they add variety to the game. Chain Casting, however, leads to very unfair combo decks that in my opinion are bad for the game on multiple levels and are quite unfun to play against. Because of this card, especially in multiples, players can, sometimes as early as turn 4 or 5, unload their entire hand and kill their opponent in one shot, often by stacking multiple Power-boosting spells, such as Icy Weapon, all onto one creature and swinging in for 20 or more in one swift stroke. Of course, there are multiple other equally frustrating to play against ways this card enables players to kill one another but that’s the most common one. Just like Ammar I despise this card and would rather not draw any more attention to it than is necessary but because it has enabled not only multiple decks but essentially an entirely new archetype it’s impossible not to include this on the list. I can’t wait for the nerf…
#3- The Forbidden Flame
The Forbidden Flame is simply the best board wipe in the game, probably by a great margin, and it’s unlikely anything will ever be printed that is truly better in this role than this. Fire Magic was the best school of Magic for a long time and The Forbidden Flame is the reason why. The existence of this card completely changed its era and many matchups were entirely defined by whether or not a player could dig this up by turn 4. Magic Peddler was played in large quantities almost solely to get this card because of how powerful and important it was. Kelthor, undeniably one of the most popular and dominant decks of all time during its heyday, took this card to an entirely new level by not only wiping the board but then following up with 2 or 3 copies of Blackskull Vulture Rider- all on turn 6 or 7. Many decks simply couldn’t recover from this devastating turn. Even in matchups in which this card did not solely define the matchup it always played an extremely crucial role in each game and was an invaluable asset to a player. A huge part of why Cosmic Singularly was so busted is because there was a time in which players could recur this over and over and over again, often casting it five times in one game, which as you can imagine is extremely frustrating from the point of view of an aggro player. Really the only thing more frustrating and unfair to recur than The Forbidden Flame was…
Probably the most overpowered card in the entire game and among the most unfun as well, Prison is just broken. Now, granted, it has been nerfed several times, both directly and indirectly, and it’s still nuts, but there was a time (a long time) where you could play this card repeatedly in a game and essentially play Solitaire as your opponent sits there helplessly ready to throw his monitor out the window. Up until the fairly recent Standard/Open split Prison essentially defined every single metagame throughout the history of the game, was often the pivotal piece that the best deck in the format revolved around and likely caused more complaints and forum rants than just about everything this side of the infamous wombo combo. Originally Prison wasn’t even unique so in the infancy of the game the best decks simply played 4 and of course, because that’s insane, had a massive advantage over everything else. Even when it got changed to unique many decks just abused Cosmic Singularity to repeatedly Prison lock their opponents, a cornerstone strategy to two of the best decks of all time- old Cassandra and Sandalphon Lock respectively. Prison was rightfully excluded from Standard and in my opinion should never be allowed in a format other than Open ever again. It’s the poster child of cold hard lock and dominance and it’s the reason Haven was the best faction in the game for such a long time and why the developers chose to nerf it to the point of being unplayable upon the initial release of Standard. As the best non-creature card ever printed, Prison is my undisputed number two selection for the top ten most game-shaping cards of all time, behind only…
#1- Pao Deathseeker
Many of you probably knew this was number one before even reading the article. Pao Deathseeker, simply put, is what Duel of Champions revolved around until the Standard/Open split and its nerf that upped its cost from 3 to 4. Because of this card, with its absurd efficiency, barely-existent counters and game-defining power level every single aggro deck played 4 of these and every single other deck played the entire game playing around this card and making each and every calculation with this card in mind. Because all aggro decks played 4 of these, period, decks essentially started at 14 life or less as it’s quite common to draw at least two of these over the course of a game and that’s without factoring in Week of the Mercenaries or whatever other boost a player may have. In top deck situations this was the card you wanted to draw to instantly win the game regardless of what your opponent was doing. This card was also extremely versatile not only because it could pick off creatures in addition to finishing off players but also because it was used in multiple ways. For example, many decks of old used Pao Deathseeker as their only win condition. Some were one turn kill decks that would drag the game out forever and ever until playing a Pao and boosting it to 20 Power and wiping you out in one shot. Others would play the same several Pao Deathseekers over and over again via reshuffling them with Cosmic Singularity, bouncing and then replaying them with Broken Bridge or by recurring them from the graveyard any number of ways. Pao Deathseeker was also the key piece that enabled many aggro decks to have a shot against control and lock decks they’d otherwise not be able to beat. I’d guarantee you that this card has dealt the most killing blows of any card in Duel of Champions history, almost certainly by a laughably high margin. If you played Duel of Champions prior to the Standard/Open split you played with or against Pao Deathseeker and despite being nerfed and a mere shadow of what it once was for us old school players it is, and always will be, the card that for so long defined the game we love.
Circle of Nine, Gate to Sheogh and Void Shade- Cards that each defined an archetype that was at one point in time very dominant.
Decay Spitter- One of the best creatures ever printed that took a previously miserable faction and instantly made them highly competitive.
The Might of Nature- A card that had a massive impact in a lot of matchups and gave users of Fire Magic, the dominant school of Magic of its era, serious fits. However, there were several matchups in which this card did little or nothing hence not being included on the list.
Ishuma Lord of Dragons, Coral Priestess and Sayama Everything- One of the most popular and dominant aggro decks of all time and its cornerstone pieces.
Puppet Master- A card with a game-changing effect that had a massive influence on several past metagames.
Dark Assassin- The aggro standard when the game was initially released and the card every deck needed to be able to kill, wall or race in order to be competitive.
That wraps up my list but as far as I’m concerned the discussion has just begun! Please take a moment to give me your thoughts in the comments as well as to vote in the poll on the main page and let everyone know what YOU think! If you’d like to see more top ten countdowns in the future, or not, please let me know that too! I want the new MMDoCKing to be all about the community and every comment, vote, article and other contribution seriously helps. Get involved below!
Til next time,
I am absolutely thrilled to announce that I, EnlightenedOwl, have received official confirmation that I will indeed be taking over the operations of this site and, pending Enclase feels I’ve done a good job and the site is active and people are coming to the site and enjoying the content, the site will NOT go down at the end of October as previously announced!
There is a lot to say and I don’t want to turn this post into a super-lengthy Words of Enlightenment post but I’d like to get the important things out of the way-
First of all, who am I and why was I given control of the site? Well, in game I’m EnlightenedOwl and I’m a highly passionate DoC player in Champion 3 who has been around for quite a while and has attempted to contribute positively to the community through my writing and casting as well as sporadic forum activity. Without trying to sound arrogant I’m probably one of the better players in the world being one of the first Americans to cross 1500 elo back in the old elo system and having consistently achieved and maintained 2000+ elo with the current system and I feel I have a great conceptual understanding of the game and hopefully the ability to write about it and talk about it in an entertaining way.
In real life I’m in my mid 20s, college educated with a focus on mathematics, long time gamer across several genres including relevant to DoC experience at high levels such as successful runs on the Magic: The Gathering Pro Tour.
My vision for the site going forward may sound like an unreachable fantasy but I genuinely believe, with time, effort and intelligent decision making we can reach these goals! I’d like to see the site become extremely active- even more so than it was in its prime in the beginning- with updates of SOME kind, even if it’s just a new survey or something, pretty close to every day. I’d like to have several high quality writers contributing to the site on a semi-regular basis. It could be guides, top ten countdowns, game theory, set breakdowns, tournament reports… DoC has A LOT to write about. I’d love to get a solid group of guys and girls together who would be willing to provide content to the site worth reading. I’d like this site to eventually become the only site you ever need to visit, other than maybe the official DoC site, for all things DoC. I’d like guides, tournament coverage, decks, surveys and pretty much everything else you could want from DoC all in one place. I want this to be THE ultimate DoC site and I really think we can get there!
On that note THE NEW MMDOCKING NEEDS CONTRIBUTORS! As the new man in charge I’m essentially scrapping the old hierarchy and am looking to start anew from scratch and put a solid group together. There are a lot of meaningful ways to contribute and with my mediocre computer skills and complete lack of knowledge regarding how to use WordPress and maintain a website I can use all the help I can get! Seriously though, this is the best possible opportunity to get involved with the new MMDoCKing from the ground up. If you’d like to write for the site or contribute in any other way I highly encourage you to please contact me and lets talk about it!
For the immediate future, as in the next couple days, there may not be a sudden burst of activity as I’m still trying to figure out how to actually do things on the site and it’s a steep learning curve for someone who isn’t particularly bright to begin with and also works full time. However, soon, once I’ve figured some things out, I plan to keep this updated quite regularly and hopefully people respond to my plea for contributors and we have no shortage of content to entertain people with. Hopefully this relatively short post informs people of what is going on and what the future holds. Please tell your friends that MMDoCKing is under new management and the site isn’t dead and they should come back to us and give it another chance!
Finally, I’d like to thank Enclase for this opportunity as well as Illtree, bokkengro, Thorontir and all past contributors for making the site what it is. Now, let’s, together, as a community, make it all it can be! I promise you guys I WILL put the time and effort into this site but no one person can do it alone and I need you guys to make this happen!
Finally finally, if anyone wants to contact me for any reason I want to be readily accessible to the community. If you’d like to contribute to the site, if you have suggestions, if you want to have a conversation about DoC… My personal email address is-
Looking forward to achieving bigger and better things, together!
I just wanna tell you that I’ve cancelled the hostingcontract for MMDoCKing. The site will go down on 28.10.2014.
If you wanna save some articles, decks or whatever please do it in advance.
Last sunday we watched top8 bracket with all the gold group finalists. This time it was Stronghold and Necro who dominated qualifiers as wee could see a lot of Acamas and Kat games. Again both nations – French and Polish show many strong players are in their lineups and finally it was Pawel999k who won versus famous and lovely caster cucu99. As the games were played before new expansion we could see almost every playerd who was starting 2nd, wining his games and im really into what will Griffin Bane show us all!
5-8. mazsparrow, strumpic, Zergrusher, Mrh3
As I’m sure you have noticed you can not direct connect to the MMDoCKing chat via webchat.atheme.org any more. The chat is still up and running you just have to use an IRC client to get there. You can connect to it at channel #mmdoc.net at Athemenet IRC.
If you have any questions about this or need some help getting connected, head over to this thread on the MMDoC forums for a lot of great info on IRC clients and how to connect to the chat.
Make sure to join the conversation. You never know who will pop up in the chat.
The patch notes for Griffin Bane have been release and can be seen below. This patch is set to go live Wednesday, July 9th. That means in less than 24 hours we should have our hands on the new cards.
100 New Cards
New Heroes, Creatures, Spells, Fortunes, Buildings and Events
- Swelling Breeder now only gives Magic Resist to adjacent Breeders
- Djinn Cloudshaper now requires 5 Might
- Enthrall now costs 6 Resources
- Puppet Master now costs 7 Resources
- Refer a friend (Reward: 15,000 gold)
- Have 3 refered Pupil who reach level 10 (Reward: 500 Seals)
- Win a match against the Academy faction (Reward: Base Academy Deck)
- Win a match against the Haven faction (Reward: Base Haven Deck)
- Win a match agaisnt the Inferno faction (Reward: Base Inferno Deck)
- Win a match against the Necropolis faction (Reward: Base Necropolis Deck)
- Win a match against the Sanctuary faction (Reward: Base Sanctuary Deck)
- Win a match against the Stronghold faction (Reward: Base Stronghold Deck)
New format: Road to Paris
Added a new ‘Road to Paris’ format to the ‘Challenge a Friend’ game mode. This format will be used during competitive Road to Paris matches.
Ability Icon in zoom
Added the Ability Icon to a zoomed card descriptive screen.
Regroup same cards of different series
Added a ‘Hide Duplicate’ filter in the deckbuilder to regroup same cards of different series.
Changes in Shop
- Gold will no longer be sold in the Shop.
- Starter Decks are also removed from the Shop. These decks are now obtainable through achievements in game.
Changes in Altar of Wishes
- The cost of Heart of Nightmares cards drops to 2 / 6 / 10 / 16 (Common / Uncommon / Rare / Epic)
- Griffin Bane cards enter the Altar at 3 / 9 / 15 / 24 (Common / Uncommon / Rare / Epic)
- The cost of Legacy Series cards drops to 3 / 9 / 15 / 24 (Common / Uncommon / Rare / Epic)
If you missed what cards are due to be released you can find a gallery of them here.
We will have the card database and deck builder updated as soon as we can. Again thanks for your patience and understanding.
So as I’m sure you guys are wondering after the mysterious edit of Enclase’s post from a few days ago, what will the future hold for this site. So in the interest of full transparency here is what is going on.
I will be taking over the day to day operations of the site. Providing content, making sure that we keep up to date on the news and bringing you interviews from the community. I will be trying to provide at least one article every other day, with breaking news as it becomes available.
The thing that I know is on every ones mind is the deck builder and card database. I have been in contact with Bokkengro and he is willing to update it for us. The update will however not be ready for the new patch as it was previously and will more than likely happen after the patch goes live. I will keep you guys up to date on when that is going to happen. So please be patient with us as we work through the transition.
If you have any questions or comments please leave them here and if you would like to contribute to the site please contact me at email@example.com.
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What is stackable? Well this is a new mechanic that is being brought with the new Griffin Bane expansion that is set to release sometime in the next week. We got a peek into this mechanic today on the Griffin Bane Arena stream with the community managers and it looks like it is going to add a whole new level of strategy to the game.
In an interview with Developer SimonV we got an explanation of what this new mechanic will bring.
“Stackable is a new ability that lets you deploy, relocate or move a creature with Stackable onto another creature with the same name. Let’s say Serpentfly has Stackable, you deploy the first one normally, then you deploy the second one on top of the first one, the size of the Serpentfly will go up by 1 and the 2nd Serpentfly card will go to your graveyard. Since your stack of Serpentfly is 2, it’s ATK is 2 and its HP is 4.”
If you want to read more about the upcoming expansion you can find the full interview over at the DoC Forums.