﻿WEBVTT

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<v Sam>Hey everybody, this is Sam Machkovech</v>

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from Ars Technica here with an exclusive look at

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Artifact, the next major video game

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from legendary developer, Valve Software.

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You're about to see the game's first ever demo version

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which is being revealed at

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this weekend's PAX West Conference.

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Lucky for us, we were invited to a sneak preview

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ahead of the game's formal November 28th launch

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on Windows, Mac, and Linux

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with a smartphone version coming sometime in 2019.

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Artifact is a digital trading card game or TCG

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modeled after popular games like Magic: The Gathering.

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Now, before you start convulsing in anger

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that this isn't Half-Life 3 or some other first-person game,

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we insist that there's something interesting here.

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Particularly because Magic's creator, Richard Garfield,

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joined Valve to work on this game.

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If you're going to take on a game as big as Magic we reckon,

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you might as well get Mr. Magic to help himself

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and unsurprisingly, Garfield's reputation

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for making complex, math-filled games

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is strong with this one so buckle up.

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There's a lot to cover here.

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Artifact takes place in the Dota 2 universe,

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full of Valve's familiar fantasy creatures

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and a few key similarities to Dota's gameplay.

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Like in Magic, every match of Artifact is one-on-one

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but unlike Magic, this game hinges on each player

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assembling a team of five heroes.

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These are the first cards you play in a match

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and you'll build a whole deck of cards

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based on your hero's strength, weaknesses, and colors.

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All four of the game's colors appear in this video.

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Blue, black, green, and red

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and their card types each emphasize

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different types of strategy.

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Woo, that is a big table.

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Richard Garfield says he wanted to enable

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crazier card gameplay with his first-ever digital card game

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so he went for three lanes of cards

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which is a lot like Dota 2

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whose combat is also split into three lanes.

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In Artifact's case, three of your five hero cards

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are randomly dropped on the table at a match's start

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as are three creep cards which are just like

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the weaker grunt characters from Dota 2.

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The object of the game is to use your hero cards

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and a variety of spell and equipment cards

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to cause damage and tear down two of your opponent's towers

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before they do the same to you.

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Whatever other chaos happens does not matter in the end,

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the towers are the key.

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Notice here that each lane starts with a number 40.

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That's each tower's starting health, its hit points.

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When either players first tower goes down to zero points,

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it is replaced with an additional stronger tower

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and that one gets 80 hit points.

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This is one of Artifact's most interesting wrinkles.

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What should an attacker do at this point?

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Switch gears and attack a weaker tower to win the game

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or focus on this new stronger tower?

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There's a strategic angle either way

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but we're getting ahead of ourselves

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which is easy to do in a game with this many moving parts.

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So, let's go back to the beginning.

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After these hero and creep cards randomly land on the table,

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each player gets five spell cards in their hand.

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You need two things to play a spell card in Artifact.

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First, you have to spend a currency known as mana points

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much like in Magic: The Gathering.

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Each spell's cost appears in the card's top left corner

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and see that three-three down at the bottom?

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That fraction tells you how much mana you currently have

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along with your maximum mana.

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Just to be clear, each lane gets its own mana pool

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which refills every round and this number ticks up one point

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every round in every lane.

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Now, in addition, you also need a hero card in that lane.

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It must be alive and its color must match the spell.

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Blue spells need a blue hero to be cast.

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Green spells need a green hero and so on.

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Some spells have an immediate effect in your current lane

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either to yourself or to your foe.

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Others include in any lane designation

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which does something interesting.

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It lets you spend one lane's mana on another lane.

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During my tests, Garfield often recommended

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that I take advantage of this any lane quirk

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to bail on one lane in favor of playing cards on another.

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This is very similar to how an average game

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of Dota 2 plays out but I've never really seen a card game

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use this mechanic in this way.

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Remember each player started this match

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with three hero cards on the table

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but we had five cards per team

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in that opening splash screen, where are the others?

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Well, look at that box in the top left

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and you'll see small icons for remaining heroes.

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A checkmark means that hero will return

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in the very next round and you get to pick

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exactly where it goes at that time.

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A minus one means you have an extra round to wait

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to put that card on the table.

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Minus two means an extra two rounds of waiting and so on.

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Whenever a hero card is destroyed,

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it gets sent to the same waiting pool

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with a minus one timer.

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Remember if you ever have a lane

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completely cleared of heroes,

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you can't cast any spells in that lane and this can hurt.

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Whenever any hero or creep card is destroyed,

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that gives the attacker some gold

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which you can spend between rounds

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in an item shop interface for more cards.

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Unlike spells, these item cards do not require mana

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and their effects range from instant actions

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like drawing a card to permanent boosts

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like adding stats to a hero card.

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If you don't buy these cards when they appear,

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they get shuffled back into your deck

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which can make them hard to get back.

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The only exception is if you pay one gold

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to hold whatever is in the secret shop slot.

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You'll wanna do this to short some more gold

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so you can eventually afford that awesome,

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expensive card you really want.

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Each hero has three stats, attack, health, and bounty.

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The first two are basic enough.

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Subtract the attack number from the health number

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to determine a card's damage.

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That bounty number is the amount of gold

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your hero coughs up should it die.

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Those stats all fluctuate as you add boosts

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and equipment from the item shop

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which fill the rest of the card's open slots

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and yes, that bounty gets bigger

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as your card becomes more valuable.

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Each hero also gets its own signature spell card

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which is randomly dealt into your deck.

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These have serious impact and even better,

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they typically require low mana to use.

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Many heroes come with special spells

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they can activate with a cooldown.

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Kind of like the superpowers in Dota 2 matches.

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For example, here's one that can be activated

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once every four turns to let players

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draw an extra spell card.

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You can use spell cards to spawn more

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and stronger creeps on a lane

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and these sometimes come with their own perks.

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This one for example will clone itself on the battlefield

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whenever it hits a tower.

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It's like something out of a Tolkien orc raid nightmare.

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From here, as mana counts get higher

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and heroes equip more armor and perks,

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each lane grows more intense and complex.

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In some cases, heroes have special effects

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that trigger on a regular basis.

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In others, the mana and items you spend in previous rounds

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result in increasingly powerful cannons and attacks

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that pester a given lane's heroes and creeps over and over.

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Unlike Magic, Artifact has no card limits.

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Keep as many cards in your hand as you want.

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Lay as many cards in a single lane as you want

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and make a personal deck with however many cards you desire.

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It's not really a good idea to have a bloated deck

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but if you want to, go right ahead.

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In my demos, I wound up with so many cards in my hand

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that I had to use a mouse's scroll wheel

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just to peruse them all.

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From there really, it's all about the cards.

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Like Magic before it, Artifact is basically

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a rules framework that is meant to be stretched

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to its limits by each player's individual card deck.

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The cards we have seen thus far are pretty Magic-like

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with the usual suspects.

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Damage dealers, conditional buffs, reactions,

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bonuses based on where our card is placed and so on.

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We have to wait until late November

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to see this game's first wave of cards

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which will almost certainly be followed

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in the months and years to come with more options.

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Garfield in particular promises

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that quite a few upcoming cards will break the game's rules.

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For example, we got a preview of a red hero card

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that can shut down all spell casting in a given round

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and that's pretty huge for a game whose cards

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are all called spells.

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That's the point of Artifact, Garfield says,

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that cards can change the rules of engagement

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at a moment's notice which is supposed

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to keep this kind of game interesting for a long time.

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But, we're still waiting to see

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how some major parts of Artifact work

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like how you make decks, how you buy

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and trade new cards on the Steam marketplace,

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and how you match up against friends and online rivals.

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Those questions will have to wait until November 28th

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to get answers but for now, I'll say this.

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I've had some time to simmer on Artifact's

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unique card battling ideas for awhile now.

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Especially its way it splits everything

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into multiple lanes and all of these weird ways

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that numbers never quite add up.

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There's always an imbalance wherever you go,

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even this whole system of having to attack

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an even stronger tower at the end.

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It's creative stuff and I'm itching to try it out again

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so that's a really good sign.

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[festive guitar music]

