8 Tips to Get You Started in Artifact
Trading card games can be a little daunting to play for those unfamiliar with the genre. They’re often quite focused on a complex set of interactions between flexible rules, where victory or defeat is decided by the mechanical interactions of the hundreds of potential playable cards that populate each matchup. While Artifact starts off with a few tutorials that do a reasonable job at educating you on the fundamentals, there’s a lot more at work in each match than the tutorials can cover. It will take some time and experience to fully grasp the importance of some of the various mechanics at work, but there are a few key factors you should be aware of from the start if you want to stand a chance at scoring a win.
Controlling the initiative can win the game
One of the most downplayed systems is the initiative order, which determines who goes first in each round. By default, this is decided by giving initiative to the first person to claim it by selecting to end their turn. After this is done, the turn will pass to the opposite player, who can continue to play extra cards until both players select to end the round, at which point the combat phase begins and the initiative is given to the person who first claimed it.
This can be an extremely important decision to make when deciding what to do next, as having the first turn when the next lane becomes active gives you the opportunity to play first, which might just win the lane depending on the cards in your hand. For example, If you’re happy with the way things are going in the first lane but your second lane is struggling, you might choose to end your turn first and grab the initiative. That allows you the first turn in the second lane where you could then use a powerful controlling spell card like Drow Ranger’s Gust skill to silence the entire enemy lineup in that lane, potentially making sure they are unable to play any cards for the remainder of that round.
Make use of tower improvements
Tower improvements can serve any number of purposes ranging from passive utility and buff effects, to some active actions that can attack enemy units or even fully restore your tower’s mana pool each round. While there’s a lot of different improvements to choose from across each of the deck colors, this type of card is still often underestimated as it usually has to be paired with a specific deck composition or strategy in order to make full use of its function. Fortunately, tower improvements are quite cheap cards to play, usually costing between three and five mana, and they come with the added benefit of being useable across all three lanes, meaning that if you have a hero that can play an improvement in the third lane, you could place that improvement into the first lane and have it come into effect almost immediately during the start of the next round. Tower improvements can also work simultaneously in the same lane with other tower improvements, and there’s no limit to how many you can place into a single lane.
A good example of clever tower improvement use is with the card Aghanim’s Sanctum, a Blue card that allows you to restore your tower’s mana to full as an action each round. This card has incredible synergy with decks that are quite mana intensive as it allows you to stretch your usual resources further. If you were to add a second or third Aghanim’s Sanctum onto the same tower, then that potential becomes even bigger. When used on a deck including units like Sniper and Zeus that have high cost signature cards, this resource manipulation can not only turn the tide of each lane, but it can also let you shut down your opponent entirely.
Siege is the silent killer
The siege damage type in Artifact isn’t explained very well, and a lot of people aren’t aware of what it actually does for the hero or unit that has it. To put it simply, any unit that has a siege modifier that is also currently blocked by an enemy unit this round will deal the siege damage to the enemy tower as well. So if a unit has two attack and four siege, they attack any opposing units for two damage and the enemy tower will take four damage this round too. However, this damage does not stack if the unit is not blocked by an enemy unit, meaning that if that same unit was to attack the tower head on, they would only deal two damage, and not the combined damage from both the usual attack value and the siege modifier.
If you’re looking to build a deck around siege damage then you would be wise to make sure it includes a few Black deck heroes as the Black cards contain a number of useful cards that let you temporarily and permanently modify certain units with siege, allowing you to slowly whittle away at the enemy tower while dealing with any enemy units in the process. If you aren’t planning on using the Black deck in your build but still want to add some siege damage into the mix, then make sure you take some Red Mist Maul item cards with you as these allow you to equip a hero with two extra attack and five siege. The Red Mist Maul makes a perfect companion to any tanky Red heroes that are holding lanes by themselves as it allows them to hold the line while sneaking in a bit of damage to the enemy tower in the process.
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