ShadowverseGen

Thinking with Artifact Portal

Apr 8th, 2018
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  1. 08/04/2018 - Guide written
  2. 12/04/2018 - On memorizing your artifacts
  3. 15/04/2018 - Deck updated
  4. 17/04/2018 - Deck updated
  5.  
  6. So you want to try out the newest tier 1 but still don't get how it works. Then try reading this up.
  7.  
  8. Disclaimer: This guide is the result from trial & error and digesting japanese tweets and in no mean the "know all" guide. Oh, remember to turn on the "Display the number of cards in deck, cards in hand, and shadows" under Settings in the game. That will help you immensely in keeping track of your deck.
  9.  
  10. Decklist example: https://shadowverse-portal.com/deck/3.8.6RMga.6RMga.6RMga.6RKEK.6RKEK.6RKEK.6RHYc.6RHYc.6RHYc.60a4-.60a4-.60a4-.6RH4I.6RH4I.6RH4I.6RJVc.6RJVc.6RJVc.6V7eI.6V7eI.6V7eI.6RH3g.6RH3-.6RH3-.6RJVm.6RJVm.6RJVm.6RKEA.6RKEA.6RKEA.60a4W.60a4W.6RLxi.6RLxi.6RLxi.6RLxY.6RLxY.6ROO6.6ROO6.6ROO6?lang=en
  11.  
  12.  
  13. What to mulligan
  14. ================
  15. One of each copy
  16. - Deus Ex Machina (Abbreviated to DEM)
  17. - Metaproduction
  18. - 2PP artifact generator (Magisteel Lion over Icarus any time. It's okay to keep both if going second)
  19. - Fervent Machine Warrior if you have a 2PP artifact generator or Metaproduction. Miriam, Synthetic Being if going first
  20.  
  21. Example starting hand #1: Metaproduction, Fervent Machine Warrior and Hakrabi (Mull away Hakrabi)
  22. Example starting hand #2: DEM, Icarus and Substitution (Keep the first two. Substitution is keepable if against a craft with an early board)
  23. Example starting hand #3: Magisteel Lion, Fervent Machine Warrior and Hamelin (The only DEM-less 3 cards that are keepable)
  24.  
  25. - Why no Mech Wing Warrior?
  26. I hate this guy. When you add artifacts to your deck, you want to have control what you want to be added and this is where a random generator is a bad idea. Miriam is the replacement. I think this deck has enough 2PPs and 3PPs to brick.
  27.  
  28. - But Miriam gives you bigger bricks
  29. You don't use an artifact generator unless you really know what you are doing
  30.  
  31.  
  32. How this deck is played?
  33. ========================
  34. The general strategy early on for this deck is to add and fetch out Analyze/Ancient Artifacts to control the board until you draw into your DEM. After DEM, you will then need to assume board control with the nearly limitless artifacts until your wincon is ready.
  35.  
  36. One thing to keep in mind - Without any outside interference, you will get Resonance during odd-numbered turns going first (Turn 1, 3, 5 and so on...) and even-numbered turns going second (Turn 2, 4, 6 and so on...). Generally you want to aim for Resonance on both turn 5 (For Hakrabi) and 6 (DEM). For example, you need to fetch an artifact out using Icarus' Evolve in order to get Resonance on turn 5.
  37.  
  38. Also, try to keep a mental note of how many artifacts you have added to your deck. Nothing more shameful than playing Hakrabi on Resonance only to fetch nothing.
  39.  
  40. Addendum: I read from another site that a good idea to memorize what artifacts you put in your deck is to count them by 4 digits, each digit representing an artifact (Left to right: Analyze, Ancient, Mystic, Radiant)
  41. Example
  42. Turn 2 - Magisteel Lion (2000. 2 for the Analyze Artifacts while the other 3 are still zero)
  43. Turn 3 - Fervent Mech Warrior (1000. One Analyze Artifact fetched)
  44. Turn 4 - Cat Cannoneer (1200 for 2 Ancient Artifacts added)
  45. Addendum#2: Don't be disheartened if you cannot memorize it the whole game. Just memorize at least for the first 6 turns and before you use Biofabrication.
  46.  
  47.  
  48. What this anon thinks about the cards?
  49. ======================================
  50. Biofabrication - The cheapest method for you to toggle Resonance. Try to only use it after DEM or when you are going to play Hakrabi right after. (Sometimes you want to keep that Biofabrication on turn 5 after playing Hakrabi to fetch two Artifacts. That way, you can play DEM, then biofab one of the artifacts to play two at once and get yourself in Resonance)
  51.  
  52. Metaproduction - Resonance toggle and your turn 1 play. Not really anything special but a necessity for the deck to function. Since you draw back a card at the end of your turn, it doesn't really change your Resonance turn. Note: Play DEM and then Meta if you are going to play both in a single turn. That way, you will discard and draw 6, and then another card at end of your turn.
  53.  
  54. Acceleratium - While this amulet can lead to some absurd play especially in conjunction with DEM's leader effect, there are those who advocate not using it as zany as this may sound. If I am to assume the advantages
  55. With Accel
  56. ==========
  57. + Can have a bigger board thanks to the PP gaining mechanic
  58. + Can handle a bigger board (Ginger's) by cycling those Analyze Artifacts
  59. - Can be stuck with do nothings when the amulet is gone
  60.  
  61. Without Accel
  62. =============
  63. + 3 slots for other cards
  64. - Cannot deal with Ginger's board efficiently since you are limited to 6 cards per turn
  65.  
  66. Magisteel Lion - You want this as your turn 2 play as it will help you to maintain your card resource thanks to the draw from the Analyze while also drawing into DEM if you still don't have her in your hand. That said, if you are running an Accel-less list, you try to prevent from playing it once you have DEM up.
  67.  
  68. Hamelin - A good 2PP but he's only good when used along with other cards. At worst, you can use him on turn 2 to copy a Fervent Machine Warrior for later use. The ideal turn 4 play for an artifact deck is to have him copy a Analyze Artifact fetched in previous turn for a board of 3 2/1s (With two that draw).
  69.  
  70. Icarus - Try to keep her in hand until evo turns or when you have Hakrabi.
  71.  
  72. Miriam, Synthetic Being - Generally you want to use her as a fetcher instead of an artifact generator unless you want to fetch a 7PP brick starting turn 3. She's a good way to turn off Resonance as well if you wish to keep your hand.
  73.  
  74. Cat Cannoneer/Iron Staff Mechanic - Try to refrain from playing these unless you already have DEM in your hand.
  75.  
  76. Fervent Machine Warrior - While you cannot play the fetched artifact on turn 3 just like Miriam, Fervent herself has the standard 3PP stat that you can actually play her even without any artifact to fetch.
  77.  
  78. Substitution - Can usually remove two followers at a time. Using Hamelin to copy the puppet is also a good idea for 0PP removal.
  79.  
  80. Ironforged Fighter - Sometimes RNG decides to be a bitch and make you draw all your Safiras in one hand. Fighters act as the plan B by providing you 5PP(Usually 4PP thanks to DEM) storm to go face with. Obviously you want to try to avoid playing him until you have DEM.
  81.  
  82. Hakrabi - Sometimes you just cannot seem to draw DEM since she is in the last 20 cards in your deck. Hakrabi is there to give you the value to control the board, and sometimes win from there, as unlikely that is. Just remember to put enough artifacts for her to play around.
  83.  
  84. Safira, Synthetic Being - A brick at times but a necessary evil if you want a functional wincon. Only keep that hand if you are really sure she is going to win you the game next turn.
  85.  
  86. Deus Ex Machina - The backbone of the deck. You literally cannot win mirror match without her.
  87.  
  88.  
  89. Artifacts
  90. =========
  91. Analyze Artifact - Bread of the deck. 1PP 2/1 that replaces itself is already a good thing early on and you a need a couple of these so that you can draw to your DEM if you still haven't gotten her. Just be careful not to get caught with a hand of these late game but without Acceleratium to cycle them. Obviously you try to play them when you draw them unless you have Acceleratium around to make use of the Rush
  92.  
  93. Ancient Artifact - Butter of the deck. You cannot say no to a 1PP 3/1 Rush. While it is sometimes tempting for the potential damage next turn, it's better to keep these in your hand to control your opponent's board unless you are going to discard that hand (Say it's turn 5 and you ready to set up DEM next turn with Resonance on).
  94.  
  95. Mystic Artifact - At 3PP, it can be a little clunky to play these, but you will need these to protect your face.
  96.  
  97. Radiant Artifact - The plan B when you have discarded all your Safiras. They can also act as a fetcher by suiciding them to clear the board.
  98.  
  99. Prime Artifact - I still haven't come across a scenario where I am thankful for a 7PP 5/5. The other four help you more in winning
  100.  
  101.  
  102. Matchups (Rotation in mind)
  103. ===========================
  104. Forest - This is an unfavorable matchup for you thanks to Brambles and their tendency to bounce it back to their hand. If Forest ever starts being meta, you might need to tech in Puppeteer's String.
  105. Sword - Should be a favorable matchup.
  106. Rune - Should be a favorable matchup now that Daria rotated out. Watch out for Ginger though.
  107. Dragon - Pretty even on this since it depends on them ramping it up.
  108. Shadow - Should be a favorable matchup as long as you don't fill your board into a turn 6 Odile
  109. Blood - Favorable. Keep them out of Vengeance while you run them out of resource. Do watch out for signs of Oldblood variant (Goblin, Merman and Evilisia) so better start warding up.
  110. Haven - Unfavorable matchup since they can have a bigger board than Sword early on. At least you have Substitution for Snow White and then use that Puppet on a turtle along with an evolved Icarus.
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