So does this mean there’s also no pay-to-unlock skins/cosmetics, alternate art cards, sleeves, XP boosts,additional character slots, etc.? If it really is just packs, tournament entry fees, and nothing else ever, that’s even better than the “good-F2P” I was expecting.

Which is plenty bad in itself. Painful confession time: I went out of control with playing draft in MTGO, and I ended up spending, no joke, $900 on the game. You know those stories about “whales” pulled in by the predatory Free To Play games? That was me for Magic. And it’s hardly uncommon, I suspect the median is well over $200. You don’t buy a couple of starter decks and stop.

The basic gameplay in that video is straight Magic with only a few name changes. It’s such a direct copy that I wouldn’t be surprised if WotC tried to sue them. Magic has its warts for me, mainly centered around the nature of the meta-game, and how to be competitive, you really had to have 4 copies of certain rares, depending on the current generation of cards. That, and it seemed like you had a very few top-notch players creating killer deck concepts, and everyone else copying those few decks because their own deck ideas would lose to someone who copied a top-notch deck, provided they paid for the required cards.

That’s why I liked drafting so much better than the other formats. You couldn’t copy someone else’s deck concept, you had to work with the cards available, and my own brainstorms might actually work in that limited arena. Draft was better than other sealed deck formats, because you all drew from a single, large pool of cards. Everyone had more or less the same chance at the cards, instead of it being a crapshoot where you hoped the rares / uncommons in your booster packs were the good ones, and that you’d find cards that would work together. Building theme / combination decks was much more workable in draft because you could pick and choose from a much, much larger pool, provided you didn’t overlap too much with the desires of other players. Of course, the downside to Draft was you were opening a new set of boosters every friggin’ game, which got expensive fast.

What might make Hex work for me is that you’re competing against autonomous AI decks, not other players. You don’t have to copy the top-tier decks to do that, you just have to make a deck that works. Which reminds me of the old Microprose version of Magic, which was about wandering around in a strategic layer, fighting opponents that had specific decks.

The stuff with permanently boosting your cards with equipment and gems would be awful if I were focused on playing other humans, since it takes a common complaint about Magic, rares are usually flat-out better cards than commons, and squares it. Your copy of card X is stronger than my copy because you pumped it up. That mechanic works if I’m competing against the AI, though, since “fairness” doesn’t enter into it.

The equipment is only in the “PvE” (i.e. vs AI) part of the game.

I don’t think we know for sure yet, but it does look that way. They mentioned that “foil” versions and alternate card art are things you get by getting achievements and cards gaining XP.

Ah, OK. That wasn’t clear.

Reading over the reward tiers, they’ve got some pay-to-win stuff in the Kickstarter rewards. $120 or less levels are all cards. Some are Kickstarter exclusives, but that seems fairly tame. At $250, you get special abilities that aren’t card related: +1 starting card for all players on your team, or a permanent bonus to dungeon rewards, or a permanent XP bonus. At $500 you those 3 bonuses, plus the “pro player” bonus.

The “pro player” $250 bonus is the one which scares me. It’s not pay-to-win like the other $250 rewards, it’s free Draft tournament every week, forever. That may sound like a lot ($130 extra just for this feature), but consider that Drafts are $6 each, so you reach break-even after 22 weeks. The real issue is that they’re offering a former alcoholic a drink. One game doesn’t begin to scratch the itch for Draft once I start playing.

There are apparently already two people who have pledged $10,000 each.

All of the Kickstarter exclusive cards are PvE only, and the special abilities likewise, aside from Pro Player. The PvP exclusives aren’t exclusive cards, they’re exclusive alternate artwork for cards.

And the drafts are $7 - 3 boosters + $1 buy-in. It’s honestly a much better value than any of the other $250 tiers because you’re getting something you would otherwise have to pay for, and unlike a lot of the other bonuses, it will eventually end up including cards from later sets. I’d be tempted even though I’m not that interested in tournament play, but I can’t really justify dropping an additional $130.

Pay-to-win is a common phrase for free to play games which aren’t player vs. player. The classic free-to-play money grab is the game where you pay a small fee for extra lives.

That’s the rub, really. Here we are, a bunch of gamers who argue over whether a game is worth $5 or not if it’s a new iOS release or a Steam sale. $60 is the current “normal” for a brand-new game. Here we’re looking at paying $250 for a game, and realizing that if you’re seriously hooked, that’s a good deal. $250 for a game is very expensive, double so for an unreleased game with no reviews. It still could suck. Lots of designers have tried to copy Magic and done a bad job of it.

Yeah, the Pro Player tier is just a fantastic deal, since it just keeps on giving. I initially pledged at the early-bird $90 King tier, but wound up upgrading to Pro Player. At $7 worth of benefits per week, it pays for itself in a few months. There’s a reason it’s three times more popular than the rest of the $250 tiers put together. Obviously it’s a leap of faith that the game will be good and the drafting will remain fun, but Cryptozoic’s track record is very strong, so I’m not too worried on that front.

There are even people that have bought three separate Pro Player tiers and will have them merged into a single account later.

They have a web page devoted to spelling out the rewards at each tier. Yeah, yeah, PvE so common balance concerns don’t apply, but still. No, I don’t want the farting Orc, but some of the Champions look pretty strong, if I’m understanding the game correctly.

One is clearly a call-out to the infamous Black Lotus from Magic, which retails for thousands of dollars now. An artifact that costs nothing to play and gives you +3/0, which is neigh identical to the Black Lotus if I understand the Hex rules, and is only available to Kickstarter backers at $120 or above, ever. They’re clearly having fun with it, since you get an additional Spectral Lotus every day, but when you play one in a game, it’s permanently destroyed, gone from your deck for all future games.

Shadow of the Eternals now on Kickstarter. Because of the hubbub surrounding Precursor/SK/their first pseudo-kickstarter attempt, I doubt we’ll see this one crossing the finishing line. I’d be happy to be wrong but there’s no way I’m touching this one until it’s released & on Steam with some solid reviews behind it.

All the Kickstarter rewards that aren’t account flags will be tradable, including Spectral Lotuses. But only Kickstarter backers at King tier will have a renewable source of the Lotuses. (I’ll be honest, it’s a big part of why I’m at King and not one of the lower tiers, although the King level mercenary looks fun, too.)

And I’m not really that concerned about overall balance outside of the competitive environment, which they seem to be being very careful about. It sounds like the PvE content will contain a wide variety of challenges so awesome combos for one fight may not be that useful in another, and ultimately I’m just as happy to be a little cheaty if it’s amusing to do so.

$1.35M is their base target? That’d be a tough stretch for any game, let alone a relatively obscure one like this. I really liked Eternal Darkness and what they have up looks good, but they’re gonna need a lot of luck to pull this off.

I am thinking of supporting Hex because I like card games but I am no expert. I would mainly play the PVE side of the game and maybe some of the unofficial PVP, a little bit for fun.

Not sure what level of support gives the most value for someone like me.

One thing I do not understand. If Hex is an MMO is there a starter deck for each class and race types?

In evaluating the tiers for you, I would recommend mainly looking at the number of packs and starters, since those actually give you enough cards to try out a few different deck concepts as you start out, and to a lesser extent the mercenary champions. The variety of cards available to you is core to any TCG, but the rewards can get a bit distracting with all the unique cards, equipment, and alternate art stuff. You can mostly ignore those, since you would only be getting one copy of each, which isn’t enough to rely on drawing or build a deck around.

Every tier up to King ($120) offers a better and better price-per-booster in addition to the ancillary stuff. I think the best options are:

Squire ($20): If you get into the game even a bit, you’ll probably buy a few packs, and $20 seems like a pretty reasonable amount for moderate dabbling in an enjoyable F2P game. Basically pay full price ($2 each) for 10 packs, and get two extra starter decks thrown in with the deal so you have more bases to build from, and can experiment with modifying decks right away rather than having to get through an unknown amount of PvE content to build up a decent card pool. You don’t get much free here, but if it’s what you expect to spend anyway, you might as well get the little freebies.

Knight ($65): For around the price of a new-release console game, get 65 boosters ($1 each), along with 4 starters and a primal pack (all rares and epics), as well as a couple of mercenary champions. The primal pack really bumps up the comparative value of this tier compared to the $35 and $50 tiers.

King ($120): 155 boosters ($0.77 each), 4 starters, and a primal pack, along with Spectral Lotus Garden, which is the only exclusive card that I think will be really impactful since you’re not limited to a single copy. And if you decide not to use them, they can go on the auction house to fund a steady drip of income for whatever other cards you’re looking for. Also two more mercenary champions over what Knight gets.

The tiers above King get into more specialized territory, taking the base of King and adding on a special bonus for an extra $130. I think the only ones really worth considering for a PvE player are Dungeon Crawler (double loot and experience) and Pro Player (even if you just draft and drop, the equivalent of three packs per week will really add up and give you lots of additional cards to experiment with). However, realistically I wouldn’t spend anywhere near that much on a game that I mainly planned to play solo.

Your deck isn’t your character. Rather, your character is a sheet with special abilities. Like with a MMO, you gain abilities as your character gains experience.

Those are the only characters allowed in PvP. For PvE, you can choose to play one of the alternate characters that are often not one of the normal races, and which have a non-standard class. They’re called “mercenaries” but they’re player characters. They just have alternate rules, and aren’t allowed in PvP.

You can play any deck with any character. Presumably some of the starter decks are tuned well to work with specific class / race combinations, or specific prefab Mercenary characters.

Yes. We will sell you none of that. We will let you find card sleeves, earn art unlocks, win foils, etc. through the game, but the only thing we’re going to sell is boosters.

This is very important to PvE, because it means we can make a balanced, compelling experience. Pay to win mechanics make it basically impossible to do that. You either alienate the majority of your userbase so the big spenders have a good experience, or alienate your big spenders. Both of those are tragic outcomes.

Chris Woods

How do you acquire Mercenaries after the kickstarter, if you’re not selling them? Do you get them as rewards from dungeons or something?

EDIT: Found the answer in the FAQ thread on the Cryptozoic forum.

Thanks Gus and Boojum!

I appreciate the time you took to answer my questions. :>)

I am thinking that if a person was to stay with the game the Pro Tier is almost a must, to save money in the long run. My son may be interested in playing against other players more than me and we could share the account. Otherwise I think I will try out the king level.

Hmm, interesting analysis. I am at the $35 level, after bumping up from the $20. $65 seems like a better “deal” in the long run, but much more than I’m willing to part with right now.