Artifact Guide #4: Creeps & Creature Cards (Dota2 Card Game)

Whats popping gamers, Lets start by defining a few things. In artifact, we have units on the boards that attack eachother and the towers. Theres heroes, creatures and neutral creeps. All units have stats that can be buffed, but creeps don’t have item slots like heroes do.

Theres attack, armor and health. Creatures and neutral (or melee) creeps both go under creeps, but its important to distinguish them because of how they are played. Neutral or melee creeps spawn randomly and at no cost. You get 3 at the start of the game, and then 2 every following round. They are randomly distributed between the lanes. Theres also spells that summon more, like for example dimensional portal.

Neutral creeps always have the same stats and no abilities, so a lot of other mechanics are sometimes compared to them. Like for example 4 attack is enough to oneshot a neutral creep, and 2 armor is enough to not take any damage from them. The other creeps that you summon on your own, I will refer to as creatures. They belong to a specific colour, and can have abilities of their own.

They are also usually stronger than neutral creeps. You can either summon them directly from a creature card for mana, or through abilities like for example the item card horn of the alpha. Theres also abilities like chens, which doesn’t summon a creep, but lets you control one of your opponents with a cooldown. Green in general seems to focus a lot on creature summoning and unit buffing, which goes hand in hand. So these are the creeps we know of so far, and how they can potentially be used.

The first ones im gonna show you cost less than 3 mana, which means they can be summoned already during the action phase of the first round. Untested grunt costs only 2 mana, and has no abilities. The stats are interesting, because vs a melee creep they kill eachother. Their stats are the opposites of eachother.

Rebel decoy has enough health to survive a melee creep attack, but not enough damage to kill it. However, it has a very interesting ability, with only one round cooldown. This could be used to reposition easily with any unit you have on the same board, combined with for example a weak hero to avoid feeding, a strong hero to kill, or sorla khan to directly attack the tower. It depends where the rebel decoy is placed on the board.

The disciple of nevermore seems in my opinion to be a late game creature, despite the low mana cost. After getting a lot of units in a lane, you play it to push and take down the tower. Maybe when you have 6 mana in a lane, with for example sorla khan and lycan plus some other creeps, you play 2 of these and melt down the tower.

Or if youre playing black and blue, you can use annihilation one round when you have 6 mana, and then dimensional portal plus disciple of nevermore the next. Since it gives minus armor to all allies, you have to be very careful when you play it. Negative armor increases the attack of whoever is attacking the unit.

A unit with -2 armor and 4 health, is oneshotted by a 2 attack melee creep. Savage wolf is Lycans signature card. Its neither strong enough to kill a melee creep, nor is it weak enough to die to one after just one attack. BUT the wolfs ability gives it +1 attack and +2 health after every combat phase, making it heal melee creep damage, and then the next round it strong enough to kill a full HP creep. Its especially strong if played in the same lane as Lycan, who buffs his neighbors with +2 attack. With lycans high health, nothing can oneshot him the first round, so you can safely play the savage wolf the second round.

The red mist pillager, or RMP for short, is very interesting. Every time it deals damage to a tower, it summons another RMP. Then the next round when you have 2, if both attack the tower, you get 4. It seems quite situational in my opinion, but if used correctly and against the right deck, it could potentially be really powerful.

It has the opposite stats of a creep, making them kill eachother. So be careful when you summon it, and make sure there is no unit in front of it, so that it doesn’t die and you can attack the tower directly. Perhaps even combine with a green deck, and place it in the same lane as a lycan and rebel decoy. Make sure you have a red hero too though, since you can only play a card in a lane if it has the same colour as a hero there. Imagine this. Round 1, lycan is deployed and rebel decoy played for 3 mana.

Round 2, deploy bristleback, and play savage wolf. Depending on what your opponent has played, you can use rebel decoy to position your bristleback against his units, or the savage wolf to be next to lycan. OR you can wait to use this ability till next round, when you play RMP. Round 3 you play RMP, and hopefully your lycan, wolves and bristle back has taken out your opponents units. And depending on how you have used your rebel decoy, you can position your units better. This means that at round 4, hopefully you have 2 RMPs, a 5 attack wolf, and on top of that +2 attack to whoever is next to lycan.

Hopefully your bristleback also has 4 armor. Your rebel decoy might be dead, but in round 4 you have 6 mana so you can start to use powerful spells and other cards. You might also have items for your 2 heroes, because of your high attack damage killing enemy units for gold. If the RMPs are next to your lycan, they now deal 10 damage to the enemy tower, your wolf deals 5, your lycan 4 and your bristle 8. That totals at 27 tower damage, and doesn’t take into account the rebel decoy, previous damage, melee creeps, new cards you can play for 6 mana, or items you might have bought. But it also doesn’t consider that maybe your opponent had an answer to this, it’s only a theoretical scenario.

You also have to draw the right cards. So the strongest creeps we know of so far cost 8 mana, meaning you have to wait until round 5 to play them. We don’t know the cost of ravenhook, but because of his high stats and powerful ability, its pretty safe to assume his manacost is gonna be pretty high too. Im guessing 8. Ravenhook can potentially be really frustrating for your opponent, if you somehow get him block a hero with an expensive item card, like for example horn of the alpha. Not only does this destroy a random item card on the attacking hero, but you get the gold the card originally cost.

In this case, you would get 25, which is crazy. Since ravenhook has decent health, he could also easily survive a combat phase, meaning the next round he will destroy another item card if hes still against a hero with items equipped. Since it’s a continuous effect ability it has no cooldown.

Emissionary of the quorum has really weak attack, but crazy health and melee creepdamage-negating armor. It also has a powerful one-round cooldown ability, which lets you modify, (permanently until death) a unit with +2 attack and health. This heals melee creep damage. The notorious thunderhide pack is incredibly powerful, and can be acquired either by summoning for a mana cost with the creature card, or with the ability of the item card horn of the alpha, at only a 2 round cooldown. In my item card video we didn’t know everything about this item and creature card since the pax decks hadn’t been teased yet, so I said some incorrect things. First of all, I think the 2 round cooldown on the horn of the alpha is CRAZY.

But at a 25 gold price and low stat buff, I guess its still balanced. The creature card in and of itself is definitely worth it at a 8 mana cost. If it attacks a tower directly, it deals 14 damage. Because it has siege, if someone blocks it, it STILL deals 6 damage to the tower, and most likely will kill the unit blocking it. I cant wait till pax west next week to see how people use it in actual games, and find out if its OP or not.

Because Im honestly not sure. If you wanna know more about hero cards and item cards and all other types of cards, make sure to check out my videoes on the topics! I hope to see you around, I got a lot of things planned coming up before pax, so stay tuned. PECE!!! !