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Artifact

Is Valve’s Artifact a Hearthston­e killer?

- By Will Bindloss

Heroes are Artifact’s defining element. You get five per deck, and three of them start on the board—one in each of the three lanes. There are four colors that make up the cards in your deck—red, green, blue, and black. If you want to play a red card, you need a red hero in that lane. Heroes assault your opponent’s towers and protect yours, and they bolster your deck with signature cards. You protect them and they protect you. When they die, you’re usually sad. Much like a game of Dota, winning in Artifact is all about making sure your heroes are in the right place at the right time. Regardless of their starting positions, which are chosen at random, heroes will shift from lane to lane over the course of the game. When a hero dies, it takes a turn on the bench before becoming available for redeployme­nt in any lane. Artifact’s main win condition is destroying your opponent’s tower in two of the three lanes, so usually you end up giving up one lane in a bid to maintain dominance of the other two. Of course, your opponent is trying to do the exact same thing, so every game is a constant push and pull as you try to outmaneuve­r each other and hold onto an advantage.

Extra complicati­on is added by a secondary win condition: Destroy the tower in one lane, and your opponent’s Ancient will be exposed. Do 80 damage to that (basic towers only have 40 health, for comparison) and you win on the spot. This is an elegant design decision, as it rewards creative thinking from the player who’s fallen behind.

In one memorable example, I was in a dominant position, on track to destroy the towers in two lanes while the majority of my opponent’s heroes were out for the count. While I’d been focusing on my two winning lanes, however, my opponent had been quietly committing her resources to the first lane. I was set to deliver lethal damage on her other towers on my next turn, but I’d forgotten a crucial detail: Her three heroes were about to respawn. She deployed them all in lane one and went ham on my defenseles­s Ancient, killing me before I had a chance to end the game myself.

Players trade actions back and forth, hot potato style

Three and easy

Much has been made of Artifact’s complexity. It’s certainly true that a lot of the game’s concepts will be new to even seasoned card game players. In addition to the three-lane setup, Artifact also has a Dotainspir­ed item system—every turn, there’s a purchasing phase where players can spend gold earned from hero and creep kills on items to buff up their heroes. And then there’s ‘initiative’, which sees players trade actions back and forth, hot potato style, with the last player to act ceding their initiative to the opponent when play moves to the next lane. A lesson I learned the hard way.

All that said, I’m not sure Artifact’s learning curve is as steep as you might expect. The tutorial, while on the brief side, does a good job of explaining the basics of how to play. I wasn’t 100% sure on all of the nuances after I’d finished training, but I definitely knew enough to muddle through. It helps that Artifact’s turn structure follows a predictabl­e rhythm of hero deployment, rounds of combat in each of the three lanes and itemshoppi­ng at the end. I got the hang of things quite quickly.

Valve has done a great job crafting Artifact’s visuals, too. Mischievou­s imps dart around the board, shipping the decks from lane to lane, wincing when your life total is low, and guffawing when you apply the lethal blow. Is Artifact as visually appealing as Hearthston­e? It’s close, but my vote would still go to Blizzard’s game. Artifact has a few impressive card effects, but none match the sheer variety of Hearthston­e. Valve has also opted not to take the ultra-interactiv­e approach to game board design that Hearthston­e favors—so there are no clickable objects to play with while you wait for your opponent to act. You get the feeling that Valve wanted the game to be front and center.

Lett ing the draft in

Honing your deckbuildi­ng skills is essential to mastering Artifact. And nowhere are those skills more critical than in draft, which is already being touted as Artifact’s primary competitiv­e mode. The basic structure is this: You select 60 cards

from five ‘packs’ presented to you, whittle that pool down to a playable deck, then play games until you either win five or lose two. Rewards, which come in the form of more entry tickets and card packs, are available depending on how well you do. There’s also a casual draft mode, which allows you to practice with no entry fee—but you won’t win anything if you do well.

Drafting in Artifact is a skilful business. The pro players in the game’s burgeoning competitiv­e scene are trying to come up with sound logic on how best to pick, some even putting together tier lists that rank all the cards in each color. However, there are so many judgement calls to be made in a draft—which colors to lean heavily into, whether to pass up on a hero in order to wait for a better one, getting a healthy curve of mana costs —that no resource is a substitute for experience.

Since every color has different strengths and weaknesses, how you construct a deck depends very much on your own playstyle. I’m an aggro player, so I’ve found myself gravitatin­g towards red and black— both colors that excel at establishi­ng early dominance and rushing down your opponent’s towers. The beauty of the mode is that it allows you to identify the synergies between cards and colors, and then see them come to fruition. Every draft is different. I remember one time I made the last-minute call to integrate blue into my draft deck because the powerful hero Zeus appeared in a late pack, and the devastatin­g effect of his herozappin­g signature card turned what would have been merely a good deck into an excellent one. The potential for creative thinking in draft is massive, and there’s satisfying progress to be found in building up your knowledge one run at a time.

Costl y construct ed

After bolstering my collection from a few drafts, I shifted my focus to Artifact’s constructe­d modes, where you build a deck with the cards you own. Much like draft, there’s a casual mode for stakes-free fun, and an expert mode that offers rewards in exchange for an entry fee. My first attempt at deckbuildi­ng was a red-green midrange build cobbled together from cards that had done well for me in draft. Not particular­ly confident, I opted to test it out in casual before putting my event tickets on the line. This turned out to be a good choice. Far from being the meta-breaker I hoped it would be, my deck was actually terrible, and I got roundly destroyed in my first game.

My opponent’s deck, however, was not terrible. It was amazing. As well as having both Axe and Drow Ranger, the two most sought-after heroes in the game, it also contained some of the most expensive rares. Now, it’s possible I could have found a way to win if I’d chosen the cards more carefully from my own deck, but it was still hard to escape the feeling that I’d lost because I’d spent less on card packs.

Artifact allows you to buy and sell your cards for real money via the Steam Marketplac­e. This, theoretica­lly, should allow players to get the cards they need without any massive outlay on packs. This system comes with upsides and downsides. One positive is that it’s extremely easy to get hold of playsets of all the common cards, many of which are quite powerful. Strong uncommon cards tend to be more expensive, but it’s the strong rares that get really pricey. Axe and Drow Ranger, those two heroes that caused me so much distress earlier, cost a reasonable amount to buy.

This isn’t to say spending money is mandatory if you want to enjoy Artifact’s constructe­d mode. I ended up doing pretty well with a mono black deck made out of cards I had already, plus a few I picked up from the marketplac­e at a minor cost. Still, I doubt I’ll be content with budget options forever. Coming from a card game background, I’m likely to just spend the money required to unlock the cards I need to be competitiv­e. The only reason I haven’t is that I haven’t gotten bored of drafting yet, and I’d rather wait to see if I get the cards I need from my reward packs than buy them now and risk their value dropping. I’m aware, however, that I’m not necessaril­y the typical Artifact player. For some, that extra cost on top of a $20 purchase price is going to really sting.

Given the above, any conclusion I make about Artifact is going to come with some qualificat­ion. Value for money, I’m well aware, is going to be a big factor for many looking to buy the game. But the strength of the design will be enough to keep me hooked. Not only is Artifact’s depth remarkable, it also doesn’t come at any great loss of accessibil­ity. I’m excited to see the metagame develop over the coming weeks and months. Let’s just hope Axe’s price comes down a bit.

There are so many judgement calls to be made in a draft

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