Hello and welcome to the rift.
This my little guide for those who want to start and take on the challenge that awaits them in the rift of Infinity Wars.
I am by no means an Expert in this game. That said I still suck at it but I am getting better. That said I am not doing badly in the Rift (draft-mode) and that’s mainly because I have experience with drafts in other TCG's and a lot of the basic concepts of other TCG transfer to IW riftrunns.What is a Riftrun?
A riftrun is drafting mode in witch you will get presented 4 random cards at a time to chose from.
You will start of by choosing your three commanders. These three commanders will like in constructed define the purity of your deck and therefor define witch cards are possible to chose from for your deck to be “legal”.
After you picked your commanders you go through 40 choices of 4 cards at a time to build your deck. What is the differences between rift runs and constructed play?
In constructed other then in rift runs you try to build a perfect storm. You take your cards and put them in your deck like pics of a puzzle. In a rift run through the element of randomness you would not be able to create a perfect storm – you can try but the chances you will fail in that regard are huge.
On the other hand every other rifter has to face this and so everyone is on even ground.
The game will much more evolve about making good trades and getting small advantages over your opponent till your advantage is so overwhelming that finally pull through to the win. In short the player that makes the most of every single card will probably win. Why do rift runs cost me IP?
Think of it like a poker tonier where you have to pay first to get chips to play with. Then you sit down at poker table and play as long as you want or make through to the big prize.
In a rift run you will never lose all your “bet”, even if you go out with 0 wins you will get back about half of your fee but if you manage to get at least 9 wins you granted 1 rare and 2 uncommon cards and a lot of IP and if you go really far an manage to achieve 29 wins you can keep your rift run deck.
It is a bet. It is a challenge. It is the most rewarding thing in IW.So how do I win games in the rift?
First of all – knowledge of the game also referred as skill. A good player will crush you even if got the superior deck. He will just outplay you. So before you set a foot in the rift you should be familiar
with all the cards and mechanics that are present in IW.
Secondly you have to understand how an advantage is created.
There are in general three states of creating an advantage.
1. In board stage/boardpower: To make it simple, if the sum of the attack and defense value of the creatures on the board is higher then those of your opponent you have the advantage. You will be able to trade more efficiently than up to the point that your opponent is forced to “hide” his units in the support-zone in fear of losing even more and have the glimpse of a chance to catch up to your power-level.
2. In (resource) efficiency – the general idea behind this is if you spent all your resources every turn you will get more done over time than your opponent. For example if you play a creature that costs 2 on your second turn and your opponent does this too you should be equal in power on the board. On your next turn you play a 3 cost creature and he players a 2 cost creature you have the advantage of 1 resource in power on the board. But there is more to that: if you for example use a death ray to kill a five cost creature you also gained an advantage of 2 resources. It is like an hidden advantage. Ramp cards like the wealthy noble excels in this regard – if you use all resources very turn while you have an wealthy noble in play you will gain an advantage of 1 resource per turn.
3. Card advantage - this one is a bit different in IW than in other TCG's through the existence of the trading post more related to efficiency mentioned above. If you have more cards in hand then your opponent you will have more options to counter what he is playing, to be efficient with your resources. The key to get an advantage in this regard is to trade efficient. You always want to look out for a good trade where one of your cards can take out more then one of your opponent cards – the most know and feared card that does this exceptionally well is the dreaded mass death but also a one of many can be good in this regard because there are not many 3 cost creatures that can trade up with him 1:1.
There is a 4th, less common method of gaining the advantage; Tempo. Due to it's difficulty, many new IW players may find it hard to take full advantage of a deck's tempo. For this reason, I am keeping Tempo separate.It is also probably the one that is the hardest to achieve for a player that is new to IW.
The concept of tempo is to force your opponent to react to your plays by putting him under pressure. This will force him to make more predictable plays and take bad trades.
Since IW the fog of war is an essential part of the game play its hard to unfold this point in all its depth in a few sentence and also this probably the one I am still struggling the most with myself.
So I will leave it like this and open to someone else to break it down.What cards should I pick?
To draft a decent deck you want cards that give you high amount of flexibility and/or good value.
A good example for a flexible card is “Word of Command” - it can be used in different circumstances. It can be used to kill a unit of your opponent that is otherwise out of your reach like secluded constructor, get rid of a behemoth that sits in front of the enemy fortress and denies you the last swing at it or gives you a guarantied death ray on the opponents flyer.
If you talk about value you cant do this without mentioning the splitter-bot, which is maybe the best uncommon creature for draft. It is 10/10 for 4 cost that leaves two 5/5's when it dies witch make it a ridiculous 20/20 in stats. It is nearly impossible to get less than a 2:1 trade with this badass.
One more thing to think about if you draft your deck is a theme – this is mostly decided by the uncommons you pick. For example if you have warpath and GI in command and you get to choose between Lucca and a pack leader for the first time you will more or less set the theme of the deck an which road will go. If you pick Lucca you probably want a more artificial heavy deck – with the pack leader you want more beasts to maximize the synergies of them.
to give you general idea of what is hot and what is not - my drafting tier list.
And also check out Adorabears proven combos
----> http://dtcgsanctum.com/2014/03/08/adoratips-rift-run-combos/ Factionlesshttp://i.imgur.com/IhWoKY5.jpgCoVhttp://i.imgur.com/5TF3bLU.jpgDoDhttp://i.imgur.com/tTtH7Kh.jpgFDhttp://i.imgur.com/QRaeaNG.jpgGIhttp://i.imgur.com/gK1AwoE.jpgWarpathhttp://i.imgur.com/DHh9u2E.jpgExileshttp://i.imgur.com/nCZw8NV.jpgSleepershttp://i.imgur.com/tsIY9UD.jpgThe Overseershttp://i.imgur.com/1Eu1At0.jpg
If you still dont know what this is all about, you should have a look at this awesome step by step drafting analyse of chaosangle2112
. http://lightmare.com.au/forum/index.php?topic=20251.0 http://lightmare.com.au/forum/index.php?topic=20473.0
Complete reward table and comprehensive tips bye Adorabear
I also strated with a series of drafing vods. You can find them on my twitch profile under highlights for the time beeing. I may put them up to Youtube in the future. http://www.twitch.tv/m2dx/profile
Just look for the drafting with M2dX vods. I go through the drafting of the deck and commentate the choises of mine.
Thanks a lot to 4 Diamonds for correcting my bad english.
See you all in the rift.
and DONT PANIC!