Artifact

You don't need to have dropped 87 grand on an alpha Black Lotus to know that collectible card games have always been an expensive hobby. In the physical realm, a single competitive Magic deck can easily cost $200, but Hearthstone has always had a fuzzier relationship with cost. Technically, it's a free-to-play game, but if you want to build a competitive collection without spending a dime, it's a hell of a grind. In my analysis of the cost of Hearthstone, I estimated that a committed player will be able to amass around half a full collection, provided they're willing to play the game like a second job. 

Unsurprisingly, Hearthstone's rivals tend to be somewhat cheaper in order to create competition versus the market leader. Eternal even goes so far as giving advice on how to play the game without spending anything, presumably because the developers hate money and are trying to bring the system down from within. Into this environment arrives Valve's Artifact, which is upfront about absolutely not being free-to-play, and has already seen a mini revolt over cost before the game has even left beta.

In order to play Artifact at all, you're going to need to give Valve $19.99 for the base game. Yep, Artifact is priced like a regular game, just like Gabe used to make. So what does that twenty bucks get you? The answer is, it depends. Your initial "investment" nets two 40-card starter decks, 10 card packs, and 5 event tickets. From there, the only ways to get more cards are to buy more card packs (priced at $1.99 each), buy individual cards from other players on the market, or use your tickets to enter buy-in events that can reward more tickets and card packs in prizes (if you perform well). Event tickets are sold in bundles of five at $4.95 a pop, should you run out.

So far, it sounds expensive. But don't despair, because there's a silver lining in the form of casual phantom drafts, which can be played without event tickets. In all drafts, players take turns to pick cards from newly opened packs and build their decks for the event from those cards. It also happens to be the format that closed beta players have praised the most, and it’s yours to play after the initial purchase at no additional cost, forever. The catch is that in the casual phantom version of draft, you don't get to keep the cards—hence 'phantom', rather than 'keeper'—and there are no prizes to win. You get to try all the cards in the game, but you won't build a collection to make constructed decks with.

Each pack contains 12 cards, including one hero and a rare.

Gotta collect 'em all

There are some other things you can do in Artifact without spending additional money: you can play against bots, you can challenge your friends, and you can play constructed games against random opponents. There are also time-limited events: at launch, there is an event where you can choose from six pre-made decks to play against other players playing one of the same decks. The common feature of everything you can do without an event ticket is that you won't get any cards for your collection from playing.  

There's no getting around it: If you want a collection of cards from which to build your own constructed decks, you will have to pay more money in the form of opening packs, entering paid events, and buying/selling cards on the Steam marketplace. Experienced beta players have reported very high win rates in events, and have been able to build an almost complete collection for as little as $120. For comparison, that’s less than it costs for a highly-committed Hearthstone player to get all 135 cards from a new expansion.

But what about those of us who aren't pros? We want to know what it will cost a regular player to acquire enough cards to build a couple of top tier decks. Right now, the card marketplace isn't available in the beta, so until the game launches on 28 November it's impossible to say for sure. In all card games with a secondary market, it is cheaper to simply buy the deck you want to play from the market, rather than opening packs hoping to find the cards. This will inevitably apply to Artifact as well. Players are starting to report their pack opening statistics on Reddit, and it looks like $300 gets you comfortably to a full collection. You will of course have plenty of extra copies to sell, and still need to buy a few missing rares from the market, but that trade should net out.

Pile 'em high, sell 'em cheap

If you’ve ever played a physical card game, like Magic, you will likely be familiar with the concept of trash cards. The dumpsters behind local game stores are the final home for cards that are literally worthless. In Artifact, however, no card is completely worthless. There is no Hearthstone-style dusting mechanic to enable you to craft other cards, but you can recycle 20 cards of any rarity for an event ticket, which effectively means that even the lowly commons are worth $0.05 each. Each Artifact card pack contains 12 cards, of which at least one is a rare (the highest rarity in the game) and the rest are commons and uncommons. Because of recycling, every opened pack is worth at least $0.60, even if it somehow doesn't include a single playable card. This will cap the price of rares in the market, as it will quickly become profitable to open packs and sell the cards if the prices of rares climb too high.

The best hero cards will be in high demand when the marketplace opens for business.

Usually, the value of cards in a pack is less than the cost of the pack, because new packs are constantly fed into the system from drafts and event rewards. The value of a full collection can therefore be expected to be somewhere between $200 and $300 in a week or two after the launch—it can be higher in the first few days, those are always a bit crazy with people rushing to the market to pick up missing pieces for their collections and supply not catching up immediately. If this does prove the case, the situation compares favorably to Hearthstone’s cost of around $200 for a full expansion set for an active player—and in Artifact, you can also sell your cards if you no longer want them, whereas every penny spent on Hearthstone is gone for good.

Based on these costs, you should expect competitive decks to cost under $100, and possibly closer to $50. Pre-order the next Hearthstone expansion or buy a top tier deck in Artifact? At that point, the choice is yours.

Artifact is not especially expensive... you can recover much of the money you spend on it should you decide to move on.

Artifact is going to cost money to play. That’s a fact. You can play all of its digital competitors for free, and typically you can also grind your way to a top tier deck or two (even though it takes quite a bit of time). When you want to play a new deck immediately, or when you crave variety, that’s when money comes in. If you’ve already given up on being free-to-play (by the way), and moved on to spending actual cash, then Artifact is not especially expensive in comparison to other card games. In fact, with a working secondary market, you can recover much of the money you spend on it should you eventually decide to move on. 

Finally, if you love to draft, Artifact is by far the easiest game to do that—just remember that no amount of money is going to help your brain cope with trying to do math across three separate boards simultaneously.

Artifact

An update to the Artifact beta that went live today gives players the ability to recycle their unwanted cards into event tickets, at a rate of 20 cards for one ticket. Event tickets, as explained in the Artifact FAQ, are normally sold in bundles of five for $5, and are used to enter events like Expert Gauntlets that award prizes to winners. 

That's the biggest aspect of the update, because it gives value to surplus cards beyond their value on the Steam Marketplace, and makes events a little more accessible. But it's not the only notable change: There's also a new AI difficulty selector, premade decks in the bot deck selection option that will simplify practicing against different color combinations, and players can now play bot matches and Call to Arms without claiming a starting package. "This lets you try more of the game before you reach the point-of-no-return on refunds," Valve said. 

Numerous fixes to the deck editor, draft, UI, and gameplay have also been made. The full list is available at playartifact.com

Nov 21, 2018
Artifact - BrandonR

Features
  • You can now recycle cards into event tickets at a rate of 20 cards to 1 ticket. There is a "Recycle Cards" tab accessible from the collection. Note that each card will currently show "N/A" where the market price would be until the market is open. Sort by market price will sort by mana cost until the market is open.
  • You can now play bot matches and Call to Arms without claiming your starting package. This lets you try more of the game before you reach the point-of-no-return on refunds.
  • Added an AI difficulty selector.
  • Added some premade decks to the bot's deck selection options to make it easy to quickly practice against various opponent color combinations.
  • Added a new cursor and cursor size settings control.
Deck Editor Fixes
  • Leaving the deck editor by pressing the Artifact logo will now prompt to save changes.
  • Fixed an issue where dragging an unowned hero into a deck that already contains that hero would remove the hero that was in the destination slot and then fail to add or arrange the new hero.
  • Fixed a Card Collection crash on MacOS 10.14.1.
Draft Fixes
  • Fixed some issues related to losing connection to the Artifact Network while drafting.
  • Fixed an issue where closing the draft screen wouldn't always take you back to the correct dashboard page.
  • You can now abandon a draft gauntlet before you register a deck.
  • Added additional sounds and effects to the draft screen.
In-Game Fixes
  • Fixed some issues and improved performance when summoning >300 units at a time.
  • Improved the effects for Crippling Blow, Trebuchets, and Lucent Beam.
  • Improved the voice-over quality for Jolixia, Meepo, and Kanna.
  • Fixed an issue that would cause debris to persist in strange places when improvements are destroyed.
  • Fixed Pick Off panning back to the previous lane too quickly after the spell's damage resolved.
  • Fixed some display issues when inspecting cards in a 16x10 aspect ratio.
  • Fixed a missing sound during board destruction.
  • Fixed a crash that would happen when you disconnect from a game while hovering a card.
  • Fixed an issue that would sometimes result in visual corruption of card and tower stats when in wide lanes in non-standard resolutions.
  • Brightened the visibility of the heroes in the fountain display on the HUD.
  • Updated the textures for pathing cards.
UI Fixes
  • Significant improvements to general UI performance and responsiveness.
  • Fixed some crashes and bad behavior that would happen when mashing the keyboard in various parts of the UI.
  • Fixed a crash that would happen while in the settings menu or the credits.
  • Fixed the Global Matchmaking deck loader not showing the most recently-used deck on game launch.
  • Fixed an issue where some players with lots and lots of Steam friends would experience massive performance degradation.
  • Added new high-resolution menu backgrounds for players in 4K.
  • Added new effects to claiming rewards from an event.
  • Added a display for the number of unopened packs remaining to the pack opening screen.
  • Pushing Find Next Match after a Gauntlet game will now take you to the correct Gauntlet page instead of the main menu.
  • Improved visibility of the matchmaking cancel button.
  • You can no longer restart the tutorial while opening a pack, or while matchmaking, or while in a private lobby, all of which caused crazy things to happen.
  • Shared decks are now shown at the top of a deck loader's listings.
  • Updated the localization files.

Hotfix
    Hotfix for game input bug after leaving ESC Menu
Artifact - contact@rockpapershotgun.com (Dave Irwin)

Much like Magic: The Gathering and Hearthstone, cards in Artifact have keywords that make them a little easier to read. All have hover-over text, which can be accessed in-game, but this guide will go through what the keywords mean and when abilities trigger. This guide will go over all of the keywords

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Artifact - contact@rockpapershotgun.com (Dave Irwin)

Like all trading card games, the bread and butter of every deck are cards that are first introduced. There’s a reason why the Power Nine were so revered in Magic the Gathering, and to some degree still are. In Artifact, the base set that will be released is called the “Call to Arms” set and will include a whole host of cards for each of the five different types. This guide has all the currently known cards in the set, along with a brief explanation of what each card type is.

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Artifact - contact@rockpapershotgun.com (Dave Irwin)

The first stage for any career in playing a digital TCG like Artifact is to construct your deck. You can of course opt to just take a deck list from the tier sites and there’s nothing wrong with that. However, there are players who will want to explore the art of constructing their own solutions to those decks. It’s unclear how balanced it all is at this point, but this deck will go over the basics of making your own deck.

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Artifact - contact@rockpapershotgun.com (Dave Irwin)

Valve don’t release many games, but when they do, it generally signals a seismic shift. Artifact is their contender to the throne currently dominated by Hearthstone in the digital card game genre, taking inspiration from DOTA 2, and other MOBAs, with its three lane system. As this is unlike any other card game out there, it can be daunting for new players to learn how the game works, so this guide will take you through the basics, how to play well, and the best decks currently on offer.

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Artifact

Valve's new card game, Artifact, launched its public beta yesterday. It's a complex, rewarding game that asks you to navigate an ever-changing strategic landscape. It's highly interactive, with games more often decided by narrow judgement calls and mind games than pre-planned combo-building. As such, writing a beginner's guide isn't as simple as saying 'here are the good decks—go win.'

Like Artifact's sister game, Dota, you're asked to try to forge a win out of the pieces available to you in a given moment. There are certainly high and low-tier heroes and cards, but there's sufficient depth to this system that you can't rely on them winning games for you. As such, this guide is going to take the form of advice rather than strict instructions—these are tips that I've found helpful while learning the game, rather than definitive lists of the best stuff.

This guide assumes that you've played a little Artifact already and you're familiar with the fundamentals.

Expect to lose heroes, sometimes in ways you can't control

It’s easy to fixate on your heroes. They are frequently your most powerful units in a given lane and almost always the most important. Without a hero present in a lane you can’t play cards of their colour. You’ll buff them, upgrade them with items, and generally rely on them to win the game for you.But here’s the thing: they’re going to die, and you’re not always going to be able to do something about it. In the most brutal case, you might lose your heroes as soon as the first cards are dealt onto the board: because while you can control which three heroes come out first, you can’t control which lane they go to or what they’re matched against.

 Several red and black heroes—notably Axe, Bristleback, Ursa, Legion Commander, Bounty Hunter and Phantom Assassin—can reliably one-shot some heroes at the beginning of the game. Blue heroes are particularly vulnerable to this. When this happens, particularly when you’re first learning the game, it can be really disheartening. While you wait for a given hero to respawn, your ability to make plays and participate in the game is reduced. Your opponent is often given free reign for a turn—it’s a bad feeling!

This is the important thing to remember in those moments: being able to redeploy a hero to a different lane is one of the most powerful options in Artifact—there’s a reason there’s a shop item dedicated to the purpose (see also: ‘Town Portal Scrolls are good, though’.) If you lose a hero to an unlucky flop or uncounterable play, you’re also gaining some control a little further down the line. 

For exactly the same reason, it’s not enough to simply slay enemy heroes whenever you get the chance (or celebrate when the flop goes your way.) Heroes die in Artifact, but they also come back: it's on you to decide which poses the bigger threat.

Also, expect to lose a tower

Artifact sets itself apart from most card games by effectively giving each player several health pools. It can be disconcerting, if you're arriving from a game where you have a single pool of life, to see how quickly an individual lane's tower can fall. Try to move past the urge to defend every tower unless you have a deck that is specifically designed to do so, and that can turn doing so into a win. Often, trying too hard to defend where you're weak prevents you from maximising your impact where you're strong. Remember: you need to win two lanes, not three.

You're going to learn about certain combos the hard way

When big mana cards start appearing, Artifact stops messing around. Every color has ways to initiate combos that can feel absolutely unstoppable, and they’re all different. Against red, expect to see a lane stacked with enemy heroes suddenly turn lethal thanks to the uber-buff Time of Triumph. Against blue, expect infinite mana combos triggered by Incarnation of Selemene and Aghanim’s Sanctum. Against green, expect a lane of otherwise-ordinary creeps to turn into utter monsters thanks to Emissary of the Quorum. Against black, expect Steam Cannons to start making a mess of neighbouring lanes while Assassinate devastates your best-defended heroes.These are just a few examples. They’ll all make you sad the first time they happen, and it can feel worse if it happens because of cards that you don’t have yet. They can all be anticipated and countered—you just need to learn the tells.

To give you a head start, here's a few situations to look out for:

A single enemy blue hero drops into a lane where you have a huge advantage.

Look out—Annihilation is coming. This spell kills every unit in play regardless of their health value, and is one of the best ways for a blue deck to safeguard against the kind of buff/rush strategy that red and green decks specialise in. If the enemy player has initiative going in to that turn, it may already be over for you in that lane. If they don't, sound the red alert. Kill, stun or silence that blue hero if you can. Otherwise, hope your best heroes already have Blink Daggers—or be grateful that you're carrying a Town Portal Scroll. If you're playing green, the Cheating Death improvement can be a powerful counter too.

All of a sudden, every red hero is best friends and they've decided to go to one lane together

It's Time of Triumph o'clock! This spell gives every hero in a lane +4 to everything, including special keywords like Armor, Retribution and Siege. It's a game-ender, potentially, unless you've already got stacked defenses. Annihilation is a decent answer to this, but it'll result in all the buffed heroes respawning at the same time which might not help much unless you're in a position to win within the next turn. Phantom Assassin's signature card Coup de Grace can also take out buffed heroes with ease, and allows you to specifically target unblocked heroes—this is often the best option.

You're entering the 10 mana turn and you can see a wizard

Bolt of Damocles costs ten mana, but it does 20 damage to a tower. From this point onwards, you have to treat each of your sub-20 health towers as if they're in lethal danger if they're in the same lane as a blue hero. Once again: stun, silence, slay before they can do it.

You're up against green-blue and they've just played Aghanim's Sanctum and Stars Align

Your opponent is building a ramp and they're about to do some sick skateboard tricks off the top of it. By 'skateboard tricks', I mean 'massively accelerate their mana curve and throw at least one dinosaur at you.' Letting your opponent simply play as many cards as they want at this point can be devastating, but the setup is pretty obvious. This is a great time for Drow Ranger's silencing signature, Gust. Failing that, punch those wizards in the face and skip to the combat phase with Enough Magic! And if you have any way to destroy lane improvements, now's the time.

Have a plan for improvements

Speaking of lane improvements: they're really good. Every colour has access to some strong ones, although red's are probably the least impactful. Black tends to use them to generate gold and then, later, deal damage. Sorla Khan's Assault Ladders are an exception, enabling horrifying early-game tower rushes if used correctly. Blue has access to damaging improvements early, particularly Ogre Magi's signature, Ignite, and powerful mana regeneration from Aghanim's Sanctum. Green has some of the best, gaining card draw from Unearthed Secrets and unit damage from Mist of Avernus (among many others.) You need a plan for them, which basically comes down to 'take cards which destroy them' or 'win the game before they make the game unwinnable for you.' By way of balance, red decks have access to the best anti-improvement cards, especially Smash Their Defenses! Smash is cheap, reliable, and—better yet—triggers a card draw.

For this reason, don't rush to play your best improvements to a lane with a red hero in it, even early in the game.

Careful initiative management wins games

This is probably the most important piece of advice in this guide, so I'm hiding it in the middle to make sure you're still paying attention. So many different kinds of Artifact play and counter-play depend on going first in a lane. For that reason, passing even when you've got cards you could play is frequently the right call. This can be hard for new players to wrap their heads around, particularly if you're used to single-board card games where using a big spell to take out a nasty enemy is almost always the right decision. That's sometimes the case in Artifact, but sometimes it's greedy and unnecessary: it's often worth passing in a lane where you're pretty secure in order to gain initiative in lanes where you're not.

Likewise, 'Get initiative' cards are great because they give you a way to safeguard against opposing initiative plays (this is also one of green's big weaknesses, as it happens.) Arcane Assault and Hipfire are staples of blue and black decks respectively for this reason, and it's often worth holding onto them for initiative emergencies. The 'Get initiative' effect on Kraken Shell is also why Tidehunter is a big special boy.

Spend wisely

Then the shopping phase begins, it’s tempting to dump your available gold into whatever you can afford—usually this’ll mean consumables from the right-hand deck. This isn’t always the right play. You need to pay attention to the 'curve' of your item deck in the same way you would the curve of your main deck—except in this case gold stands in for mana, and you can't always predict how much gold you'll pull out of any given turn.

With that mind, different decks want to spend different amounts at different times. Your aggressive red heroes might get mileage out of regular healing through consumables, but black decks—with their reliable ways to kill heroes and multiply their gold—might want to be more ambitious and hold off for bigger buys, like Horn of the Alpha or Nyctasha's Guard.

That said, some of the most important items in Artifact's basic card set fall in the middle of the cost curve. Claszureme Hourglass and Blink Dagger are both very potent and relatively cheap; Vesture of the Tyrant can also have an incredible impact and you'll be able to buy it a little earlier than the game's flashier endgame items.

Town Portal Scrolls are good, though

This is probably the most potent way in which Artifact mirrors its sister game, Dota 2: 

sometimes a game will come down to whether or not you remembered to buy a Town Portal Scroll. Initially easy to overlook in favour of more obviously important consumable effects like healing and card draw, the ability to send a hero back to the fountain to return next turn is very potent. It lets you rearrange your lanes to counter enemy combos or set up your own, and can remove a hero from danger at a key moment. In short: TP scrolls are almost always worth the gold.

Pay attention to creep distribution

There are a lot of variables in play in any given game of Artifact—some of which you can control, and some of which you must react to. At the start of each round, each player gains two basic creeps which are distributed to random lanes. Sometimes they'll both go to the same one, and at other times they'll split up. When you start playing, you might not fully appreciate how important this is.

Units are placed in front of unblocked enemies unless there's nowhere else for them to go. This means that if a creep is about to head to a lane with a single enemy hero in it, it will definitely stand in front of that hero. However, if there are more units heading to a lane than there are enemy units in a lane, then the exact position of each unit is randomised. If you choose to deploy a hero to the lane described above, then there is a 50/50 chance that your creep will end up in front of the enemy hero. This can have huge implications for the board state that follows.

Basically, don't plan too far ahead: you might have a great combo in mind going into a new turn, but respect the fact that the board state is always in motion.

As an aside, the blue hero Kanna is powerful precisely because she locks down this part of the game—friendly creeps will always join her lane. Bear in mind that this makes the game more predictable for your opponent, too.

Clear heads and full hearts can sometimes lose anyway 

Also like Dota, learning to manage your mood is how you learn to make better decisions. Artifact has some really nasty cards and combos tucked away in its depths, and occasionally its many randomised elements are going to conspire to crush you. It's just going to happen. In those moments, don't ragequit. Play out the game, and thank back to the last decision you made that could have altered the outcome. That's the only thing that matters, at the end of the day: the stuff you can control. 

Crusader Kings II - contact@rockpapershotgun.com (Alice Bell)
Nov 18, 2018
Artifact - BrandonR


The Artifact public beta is starting later today. All attendees from this year's International and everyone who redeemed a beta key will find the game activated in their Steam account.

Since lifting the NDA on the private beta yesterday, there's been an overwhelming amount of feedback on all parts of the game. Much of that feedback has been a clear signal that we underestimated how much interest and excitement the community has around certain features that weren't available in the initial beta build.

We want to take a few minutes to talk about some of those missing features now:
  • There was no way to do a draft event with friends. We didn't prioritize this play mode, and had planned to enable it sometime after release. We've heard your feedback: drafting with friends is a core part of what you want to spend your time doing in Artifact. In the next Artifact beta build, you can select Call To Arms Phantom Draft in any user-created tournament.

  • There was no way to practice the draft modes without spending an event ticket. Drafting is incredibly fun, but can also be very intimidating. We agree that it's important to have a way to practice before venturing into a more competitive mode. In the next Artifact beta build, everyone who has claimed their starting content will find a Casual Phantom Draft gauntlet available in the Casual Play section.

  • There was nothing to do with duplicate starter heroes. We're adding a system that allows extra, unwanted cards to be recycled into event tickets. This feature will ship before the end of the beta period.
The first two changes will be live for everyone when the public beta activates later today. We'll ship the recycling system, as well as other improvements to the beta, over the next week and a half.

Please enjoy the beta, and keep sending us your feedback.
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