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[Dec 8-14] ACC Football and Basketball Betting Discussion

Talk all things ACC betting!

Discuss spreads, money-lines, and totals of various ACC football and basketball games through the week! The football games are listed below, but basketball odds aren't posted until one day out, so they won't be added here. Thus, if you find a game you'd like to discuss, be sure to reference the relevant odds!
This thread is posted every Tuesday-ish.
ACC Football Odds
Day/Time (ET) Away (ML) Line Home (ML) Line Total
Thu at 7:00 PM Pittsburgh (-245) -7 Georgia Tech (+195) +7 54
Sat at 12:00 PM Wake Forest (+105) +1.5 Louisville (-125) -1.5 63.5
Sat at 3:30 PM #17 North Carolina (+125) +3 #10 Miami (-145) -3 67.5
Sat at 4:00 PM Duke (+165) +5 Florida State (-195) -5 57
Sat at 8:00 PM Virginia (+115) +2.5 Virginia Tech (-2.5) -135 62
Odds are from MyBookie or Bovada and are typically updated Friday-ish, though not always.
ACC Basketball Odds
There are too many games and odds aren't posted early enough to cram each one into this thread... but feel free to still discuss any that you like or are interested in!
See the latest basketball odds: MyBookieBovadaVegas Insider
submitted by billdb to ACC [link] [comments]

[Nov 24-30] ACC Football and Basketball Betting Discussion

Talk all things ACC betting!

Discuss spreads, money-lines, and totals of various ACC football and basketball games through the next week! The football games are listed below, but basketball odds aren't posted until one day out, so they won't be added here. Thus, if you find a game you'd like to discuss, be sure to reference the relevant odds!
This thread is posted every Tuesday-ish.
ACC Football Odds
Day/Time (ET) Away (ML) Line Home (ML) Line Total
Fri at 3:30 PM #2 Notre Dame (-215) -5.5 North Carolina (+175) +5.5 67.5
Sat at 12:00 PM NC State (-620) -14.5 Syracuse (+460) +14.5 51.5
Sat at 3:30 PM Pittsburgh (+1000) +24 #4 Clemson (-1900) -24 55
Sat at 4:00 PM Louisville (n/a) +1 Boston College (n/a) -1 55
Sat at 7:00 PM Duke (n/a) -1 Georgia Tech (n/a) +1 58
Sat at 8:00 PM Virginia (-330) -9 Florida State (+265) +9 59
Odds are from MyBookie or Bovada and are typically updated Friday-ish, though not always.
ACC Basketball Odds
There are too many games and odds aren't posted early enough to cram each one into this thread... but feel free to still discuss any that you like or are interested in!
See the latest basketball odds: MyBookieBovadaVegas Insider
submitted by billdb to ACC [link] [comments]

[Dec 15-21] ACC Football and Basketball Betting Discussion

Talk all things ACC betting!

Discuss spreads, money-lines, and totals of various ACC football and basketball games through the week! The football games are listed below, but basketball odds aren't posted until one day out, so they won't be added here. Thus, if you find a game you'd like to discuss, be sure to reference the relevant odds!
This thread is posted every Tuesday-ish.
ACC Football Odds
Day/Time (ET) Away (ML) Line Home (ML) Line Total
Sat at 12:00 PM Florida State (+190) +6.5 Wake Forest (-235) -6.5 66
Sat at 4:00 PM #2 Notre Dame (+290) +10.5 #3 Clemson (-380) -10.5 60
Odds are from MyBookie or Bovada and are typically updated Friday-ish, though not always.
ACC Basketball Odds
There are too many games and odds aren't posted early enough to cram each one into this thread... but feel free to still discuss any that you like or are interested in!
See the latest basketball odds: MyBookieBovadaVegas Insider
submitted by billdb to ACC [link] [comments]

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[Dec 1-7] ACC Football and Basketball Betting Discussion

Talk all things ACC betting!

Discuss spreads, money-lines, and totals of various ACC football and basketball games through the week! The football games are listed below, but basketball odds aren't posted until one day out, so they won't be added here. Thus, if you find a game you'd like to discuss, be sure to reference the relevant odds!
This thread is posted every Tuesday-ish.
ACC Football Odds
Day/Time (ET) Away (ML) Line Home (ML) Line Total
Sat at 12:00 PM Western Carolina (n/a) +49.5 #17 North Carolina (n/a) -49.5 69
Sat at 2:30 PM Syracuse (+2175) +33.5 #2 Notre Dame (-8730) -33.5 51.5
Sat at 3:30 PM Boston College (+185) +6.5 Virginia (-225) -6.5 54.5
Sat at 4:00 PM Georgia Tech (+215) +7 NC State (-265) -7 59.5
Sat at 7:30 PM #3 Clemson (-2000) -22 Virginia Tech (+1025) +22 67
Sat at 8:00 PM #10 Miami (-600) -14.5 Duke (+450) +14.5 60.5
Odds are from MyBookie or Bovada and are typically updated Friday-ish, though not always.
ACC Basketball Odds
There are too many games and odds aren't posted early enough to cram each one into this thread... but feel free to still discuss any that you like or are interested in!
See the latest basketball odds: MyBookieBovadaVegas Insider
submitted by billdb to ACC [link] [comments]

[OC] How the San Antonio Spurs machine broke down, and how it may be repaired again

The NBA recently announced an abbreviated end to the regular season, which keeps a team like the San Antonio Spurs' playoff hopes alive. Still, barring a Cinderella run, it's likely that Gregg Popovich and the Spurs will miss the playoffs for the first time since 1997.
This post will take a look back at how achieved such great heights, how they fell from grace, and how they may be able to get back on track again.
PART ONE: The Machine Rolls On
The Boston Celtics and Los Angeles Lakers may be the gold standard of NBA franchises, but the San Antonio Spurs have had a remarkable run of success, even dating back to their days as the Dallas Chaparrals in the ABA. If you combine both eras, the Spurs have been in existence for 53 seasons. In that time, they've made the playoffs 47 times (effectively 89% of the time.)
More famously, they've taken that success to an entirely different level in these past few decades. When superstar David Robinson got hurt, the front office realized their opportunity to make the best out of a bad situation. Team general manager Gregg Popovich took over and inserted himself as the head coach, making sure the team would rack up enough losses to put themselves in play for the top pick.
Spoiler alert (for those in a coma), but it worked. They landed the rights to Wake Forest PF Tim Duncan, who was one of the best prospects of all-time and one of the most pro-ready to boot. Younger fans may not be able to appreciate just how advanced Duncan was for a college prospect. We're talking about a four-year college player who had just registered 21-15 with 3 blocks per game in college. He hit the ground running in the NBA, averaging 21-12 and making the All-Star team right out of the gates. He was immediately one of the best players in the league, and would stay that way for the next 10+ years.
Fueled by Duncan (and supplemented by late picks like Tony Parker and Manu Ginobili), the Popovich Spurs had one of the greatest runs in NBA history, and maybe in all of sports history. They won 50+ games for the next EIGHTEEN years, even in a lockout season with 66 games. They won five titles all told.
Most impressively of all, the Spurs kept evolving, and evolving, and rolling on and on. A lot of teams have sustained success on the backs of one transcendent player, but not many can manage to transition to the next era seamlessly. The Spurs did that. Just as Tim Duncan was aging out of greatness, they found gold in # 15 pick Kawhi Leonard. They'd develop him and hone his shot, and soon find him as one of the best players in the NBA in a new era where wings like him would be kings. With Leonard guiding them, they could perhaps win 50+ games for the NEXT ten years.
These good times would never end!!
PART TWO: The Wheels Come off
Clearly, the good times couldn't last forever. Just as Kawhi Leonard appeared to hit his super-saiyan and apex predator level (finishing 3rd in MVP voting in 2016-17), he fell onto Zaza Pachulia's foot in the playoffs. He'd miss the first 27 games of the following season with a quad injury. He returned, and got re-injured. The injuries kept piling up, and the distrust and tension between Leonard and the Spurs' training staff continued to build.
People love to blame Zaza for all this, but Kawhi Leonard's injury concerns predated that. He'd previously missed chunks of time in every season since his sophomore year in the league. He missed 24 games in year two, 16 games in year three, 18 games in year four, 10 games in year five, and 8 games in year six. Was he simply injury prone? Or were the Spurs doing something wrong here? They'd always done such a great job managing minutes and extending careers in the past, so this was a head-scratching anomaly.
As these tensions often do, money played a major role. Kawhi Leonard was due (and deserved) a max contract, but the doubts lingered on. Could Leonard (in his mid 20s and in his prime) trust the Spurs' staff to get him through the season and get him to the gold at the end of the rainbow? And did the Spurs even want to commit huge money to a player that may not be able to play 70+ games a year?
In that standoff, Leonard was the first to make his move. He took step away from the team, essentially forcing their hand for a trade.
And for the first time in 20+ years, the Spurs' future would be in doubt.
PART THREE: Building a Bridge to 2021
Injury concerns aside, Kawhi Leonard was still a hugely valuable trade chip for the San Antonio Spurs. But for them, it came with a choice of which path to take.
The most natural one -- and the one championed by most fans across the nation -- would be to "blow it up." Rebuild. Start over. The Los Angeles Lakers or Boston Celtics, among others, could offer them some good young pieces to develop again. The New Orleans Pelicans are a good example of this path with their recent Anthony Davis trade. You can stockpile a few young players, a few picks, and look ahead to building a winner 2-3 years down the road.
Popovich and the Spurs decided not to do that, trading Leonard for a proven All-Star in DeMar DeRozan (and the underrated Jakob Poeltl) instead. Even though DeRozan had a good track record and good raw stats -- he'd averaged 20+ points for five years in a row -- the reaction on the return was "meh." Analytics had taught us that DeRozan was probably overrated as a winning player, a perception that's only been amplified since then.
So why did the Spurs do that? Why try to "win now?" when you probably couldn't win now? The common narrative is that Popovich (who is 71 years old now) didn't have the patience for a rebuild. However, I don't necessarily agree with that. No one can get inside their heads, but I believe the answer had more to do with the future than the present. The Spurs were trying to build a bridge to 2021.
What do I mean by that? Let's take a closer look into the math here. The Spurs aren't a dumb franchise. They know that veterans DeMar DeRozan and LaMarcus Aldridge would form a good core, but not one capable of winning a championship in any realistic sense. That said, those two may be able to form a playoff core. They could potentially win 45-50 games in 2018-19, and again in 2019-20, and maybe even again in 2020-21.
That 2021 represents an important end date. The summer of 2021 is the year when DeRozan and Aldridge's contracts would officially run out. Their cap sheet would be clean as a whistle. Dejounte Murray's recently signed an extension, but he represents $15M of the $16 TOTAL the Spurs have committed to paying out in 2021.
Of course, to use that cap space effectively, the Spurs would need a good recruiting pitch. In a normal circumstance, no one's rushing to the city of San Antonio unless they're a churro salesman or Pee-Wee Herman. The reason the Spurs have been players in the free agent market before, and the reason they may be in the future, is their prestige as a winning franchise.
Given that, this "bridge" plan made more sense. DeRozan and Aldridge wouldn't get the Spurs any titles, but they could keep the playoff streak rolling and extend it to 24 straight seasons. That's the type of street cred that would be appealing to star free agents (who have prioritized good organizations lately.) Better still, Pop's experience with Team USA would give him access to the top talent in the league, an advantage that's been used well by Coach K and Duke. The dream scenario would be landing a whale like Giannis Antetokounmpo (a free agent in 2021), but even without that, the team would have the ability to re-load. They could potentially sign two new stars, and keep that playoff streak going for 25 years, 26, 27, maybe even 30. They could continue to be "the Spurs."
PART FOUR: Crumbling Infrastructure
The first year of the "bridge" idea went according to plan, presuming you factor in those toned-down expectations. The Spurs went 48-34 last year despite a limited talent base (and a Dejounte Murray injury.) Coming into this year, the same was expected, with Vegas listing their oveunder at 46.5.
Unfortunately for them, it's been a rocky road this season. The team stands at 27-36, well below expectations. Worse yet, the Western Conference looks like it's passed them by. The Clippers and Lakers have formed near-Super Teams. Luka Doncic has accelerated Dallas' rebuild faster than can possibly be expected, and Zion Williamson may do the same with New Orleans next year. Right now, the Spurs stand in 12th place out West, an unfamiliar position for them.
Worse yet, the immediate future doesn't look too bright. Their top scorers are DeMar DeRozan (30 years old), LaMarcus Aldridge (34), and Patty Mills (31.) By this team next year, the Spurs may actually be worse than 27-36 if those players take a dip.
By national standards, the scapegoat for all of this appears to be DeMar DeRozan. Sure, his raw stats look nice (22.2 points, 5.6 rebounds, 5.6 assists per game), but those can be misleading. Savvy fans and analysts know better, citing the advanced stats to fuel their hate. He's an empty calorie scorer! He can't play D! He sucks! He's Andrew Wiggins!
And there's some truth to those concerns, no doubt. When DeRozan landed on the Spurs, the expectation was that they'd teach him to shoot more threes. Instead, he's shooting less. After taking 3.6 threes per game in his last year in Toronto, he's averaged 0.6 and 0.5 respectively over the next two. That's shockingly low for a wing player in today's NBA.
The defense is also a big problem. ESPN's real plus/minus metric grades DeRozan as a -1.4 impact on defense per 100 possessions. His offense isn't that good (only +0.01), so he actually grades as a negative player by their metric. In fact, he's added NEGATIVE 0.5 wins to the team according to that stat. The team is paying $28M to a player who may actually be below replacement level. No wonder the team has taken a hit!
PART FIVE: Defending DeRozan
I'm not going to suggest that DeMar DeRozan is a great NBA player, or that he's a near All-Star, or that he deserves $25M a season. Or even $20M. Hell, even $15M may be a stretch. However, I would bump against the idea that he's a bad player.
Let's defend him on a charge-by-charge basis.
"Empty calorie scorer." Sure, his offense may be not be your cup of tea because he's not jacking up threes, but it's still hard to argue with the results. This season, DeRozan is shooting a career high 52.6% from the field. Not taking threes is a contributing factor to that, but his two-point percentage is also at a career high 53.5%. He also hammers his way to the line for 6.6 attempts per game (hitting on 84.3%.) All in all, that combines to a 59.7% true shooting percentage, well above the league average.
"Bad defender." Guilty as charged. But again, let's consider some context here. The Spurs' rotation in heavy with guards, which tends to make them a small team. Dejounte Murray has good length for a guard, but Patty Mills (generously listed at 6'1") does not.
Shooting guard is even more of an issue for them. Combo guard Derrick White (6'4" with 6'7" wingspan) has good size for a lead guard, but below average size for a shooting guard. With Murray back, he's had to play 86% of his minutes as a shooting guard (and 8% at SF) according to basketball-reference. This concern is doubly true with Bryn Forbes. At 6'3" with a 6'5" wingspan, he's limited for a SG. And SG is where he's had to play for 74% of his minutes this year. At that position, he's a real liability. ESPN RPM lists him at -1.4 impact on that end, a very low number.
If that -1.4 number sounds familiar, it should; it's also DeMar DeRozan's defensive RPM. And that's no coincidence. The two are both starters, so they tend to overlap a lot of minutes together. Among the two, Forbes is a worse defender to my eye, so he may be dragging down DeRozan's defensive numbers in the process.
To be fair, DeRozan's at fault in this toxic marriage as well though, because his lack of three-point shooting may cause the Spurs to force extra minutes to Forbes (who is a good shooter.) But either way you slice it, it's not working. The Spurs' defense has been bad overall, ranking 25th in the NBA. It's a much bigger issue than their offense (11th.) And while DeRozan deserves some of the blame for that, there are more factors at play than him alone. The Spurs' rotation needs to be rethought.
PART SIX: So What Now? Rebuild the Bridge? Or Tear It Down?
As mentioned, the 2019-20 Spurs are not working. The bridge is broken. We can't stay afloat. We're about to hit the water hard. Barring a Disney miracle, the team won't make the playoffs in 2020, and probably won't in 2020-21 either.
In some ways, the Spurs face a similar decision to the one they had during the Kawhi Leonard trade. Do they try to hold on and form some semblance of a "win now" team? Or do they blow it up and start over? Let's take a look at both roads.
OPTION A: TEAR IT DOWN
It makes sense for the Spurs to blow it up and tear it down this time around. Unfortunately, they've lost a lot of leverage in the process. As trade assets, DeMar DeRozan and LaMarcus Aldridge aren't NEARLY as valuable as Kawhi Leonard had been. In fact, they may not even be positive assets at all. DeRozan can be a free agent this summer, but will likely "opt in" on his player option of $28M, well above his worth. LaMarcus Aldridge will be owed $24M next year. It's not an outrageous figure, but it's still not an appealing number for a player who will be turning 35 years old this July. Given that, the question isn't so much: "should the Spurs trade DeRozan and Aldridge?" as "can the Spurs trade DeRozan and Aldridge?"
I suspect the Spurs can unload those contracts if they really wanted to, knowing the return would be modest. If I wanted to trade DeRozan, I'd target a "dumb" team like Charlotte (no offense, but secretly yes take offense) who may be tricked by his stats and his big name. If they think Terry Rozier is worth $19M a year, maybe they'd talk themselves into DeRozan for $28M or on a restructured extension for $25M or so. The Hornets also have Nic Batum's $27M contract to offer in return. Trading DeRozan for Batum and a R1 pick isn't an outrageous option.
Similarly, Aldridge won't fetch much back, but could have a market. He's a scoring big who can be a third option for a contending team. Brooklyn? Boston? Washington? Can we send him back to Portland to end his career there? There are probably 5+ teams that would take Aldridge as a flier. But again, the return on the trade would be minimal: the realistic expectation would be a late R1 pick.
The benefit of effectively dumping DeRozan and Aldridge would be twofold: you'd get back some asset (maybe), but you'd also make your team much worse. And if you're a rebuilding team, that's a good thing. The Spurs can be awful in 2020-21 and jump back into the lottery race. The 2021 and 2022 drafts are expected to be strong, so it's not a bad time to bottom out.
OPTION B: REBUILD THE BRIDGE
As crazy as it sounds, I don't think the Spurs are destined to be a bad team in 2020-21. They just need to take a hard look in the mirror and make some tweaks to their team.
To do that, the team would need to repair their leaky defense. The first step in that process would be to super-size their lineup. Bryn Forbes is a free agent whom shouldn't be a big priority to bring back. If they can replace him with some of their young and developing wings, then that could be a boon to the team. Both Lonnie Walker and Keldon Johnson have better size. Of the two, I have more faith in Keldon Johnson turning into a solid 3+D starter if he can max out his potential.
The team can add more size to their wing position (either internally or externally) then they can play DeMar DeRozan more at SG, where he has plus-size and isn't as big of a problem on defense. That's where he played for the majority of his minutes in Toronto; in San Antonio, he's been at SF for about 75% of the time.
In the interest of improving their defense, I'd also consider bringing back assistant coach Jim Boylen (boooo!), who is on the verge of being fired in Chicago. While fans all hate Boylen (booo!) as a head coach, he's been an effective defensive coordinator in the past, including a stint on this San Antonio team from 2013-15. I don't know the personality fit between Boylen and Pop, but the partnership has been effective on the court in the past.
I'd also like to see the team give more minutes to center Jakob Poeltl. The Austrian's stats don't jump off the page (5.3 points, 5.3 rebounds in 16.6 minutes), but he has pretty good feet and a good feel for the game. The numbers with him on the court are awesome; with Poeltl in the lineup, the Spurs have an offensive rating of over 125, and outscore opponents by over 15 points per 100 possession.
With Aldridge playing almost exclusively at center these days, there's not a ton of minutes for Poeltl right now, but he's still a key piece to their future. (He's also a restricted free agent that they'll need to lock up first.)
PART SEVEN: Passing the Torch
The San Antonio Spurs have still felt like "the Spurs" from David Robinson to Tim Duncan to Kawhi Leonard, and even with the current team now. More than anyone else, coach Gregg Popovich is the one carrying that torch and keeping that prestige alive.
Alas, his run won't last forever. As mentioned, Pop is 71 years old. There are rumors he may transition to coach Team USA full time, or retire from the sidelines altogether. And what happens then?
There are so many candidates to take his place that HBO may make this a spin-off of Succession. Assistant Becky Hammon has been with the team long enough to be a credible candidate to take over. Fellow assistant and boy wonder Will Hardy is a rising star in coaching himself. Team legend Tim Duncan is only in his first year on the bench, but from what I'm told, he's impressed with his commitment and attention to detail.
We also can't rule out some familiar faces returning either. Philadelphia coach Brett Brown is in his 7th year with the Sixers, but may not last much longer. Heading back home to San Antonio and taking over for his mentor Pop makes some sense. Meanwhile, Brown's assistant Ime Udoka is also a candidate himself. Udoka's a former Spurs player and former Spurs assistant, still hunting for his first head coaching gig. I wouldn't rule out the idea of Charlotte head coach James Borrego as a dark horse either. Borrego is an underrated coach, stuck in a difficult situation with the Hornets; he may be on the market in a few years himself.
And if this drama wasn't Shakespearean enough already, we have some family ties. Longtime GM and Spurs CEO R.C. Buford's son Chase is a rising star in coaching ranks himself. Only 31 years old, Chase is currently paying his dues in the G-League, where he's guided the Wisconsin Herd to a 33-10 record. Politically speaking, it may be hard to hire your own son as your head coach, but there's an outside chance that it actually happens.
PART EIGHT: TL;DR, The Uncertain End
As an outsider with no real stakes in the team, it's always easy for us to suggest that a franchise blows it up. After decades of success, the San Antonio Spurs got stuck in mediocrity. Throw in the towel. Blow it up. Start over.
But in real life, that's harder to do. Financially. Emotionally. And even practically. Wading into the deep waters of a rebuild is an uncertain fate. You may catch a wave and surf to a new era, or you may get caught in a riptide that keeps you flailing at sea for the next 5-10 years. Success isn't guaranteed in the NBA in the rebuild process, and it's especially tenuous for small market teams.
The Spurs may have reached that point where it's necessary, but there are a few potential life preservers for them. They can tweak the rotations, improve the defense, and hope to snag the 8th seed next year. And after that, they have the luxury of cap space and the chance to land some new stars to reinforce the infrastructure in the Summer of 2021.
Nevertheless, there's no obvious path forward, no obvious solution, no obvious certainty that it'll work out. If it doesn't, it'll feel like a whole different NBA, because the "Spurs" as we know them (and the Spurs that have been good as long as I've been watching basketball) may not be the Spurs anymore.
submitted by ZandrickEllison to nba [link] [comments]

[OC] The Chicago Bulls rebuild imploded again this year. How can they pick up the pieces and make it better next time?

As we continue to wait for real basketball to happen (or not?), it may be a good time to monitor teams that will definitely be missing out on all the playoff bubble hijinks.
Here's a look at the CHICAGO BULLS, with a special shoutout to true Bulls' fans like celsius_two_3_two for helping me review the content.
PART ONE: From Playoff Challenger to Challenger space shuttle
Like any proper degenerate, I like to make a few Las Vegas "oveunder" bets before the season (note: don't try it at home, it's usually a waste of time and money.)
Still, a few win totals jumped out at me. Among them: the Chicago Bulls, oveunder 33.5 wins.
Now, the logical move may have been to pound the "under" here. After all, this was a team coming off two seasons with 27-55 and 22-60 records. However, I couldn't help but overthink this one. Sure, the Bulls had a very bad 2018-19 season (highlighted by Fred Hoiberg getting fired and Drill Sergeant Jim Boylen taking over). At the same time, they played better in the second half of the season. Boylen (douche or not) would presumably keep improving their defense. Moreover, Boylen and the front office were on shaky ground in terms of their job security, which usually motivates an organization to push forward and win as much as possible.
The front office clearly had that in mind as well, signing Tomas Satoransky and Thaddeus Young to sizable $10M+ contracts. Neither are great players, or perhaps even good players, but they're solid and reliable veterans whom the team could immediately plug into a rotation. These Bulls felt deep, balanced, and perhaps ready to strike. After all, star Zach LaVine would be set to enter Year 6 in the league. Otto Porter would be entering Year 7. Some of their other "young" pieces weren't that young; for example, Kris Dunn and Denzel Valentine are both 26 right now.
Overall, this felt like a recipe for success. Or at least, semi-success. The Bulls were ready to take a jump. Making the playoffs may have been unrealistic, but 35-38 wins felt doable. "OVER" it is!
Flash forward nearly a year later, and I've got so much egg on my face that vegans won't even talk to me anymore. Turns out, these "new Bulls" were the "same ol' Bulls." They'll end the season with a 22-43 record, which would have put them on pace for 27.8 wins over 82 games, well under the 33.5 set by Vegas.
So what went wrong? How did this potential darkhorse run so far off the rails that it needed to get shot and turned to glue? Let's take a closer look.
PART TWO: Missing Otto Porter III + D
One of the major reasons the Chicago Bulls disappointed in 2019-20 was injuries. Center Wendell Carter missed time, and Otto Porter III barely played due to lingering hip injuries. He appeared in 14 games, and only drew 9 starts (averaging 23 minutes per game.)
On the surface, Porter shouldn't feel like a huge loss. After all, this is a player who's never averaged as much as 15 PPG in any season in his career and has never sniffed an All-Star team.
That said, the loss of Porter had a trickle down effect that hurt the team in numerous ways.
Offensively, Porter is a low-usage player who's about as efficient as anyone in the league. For his career, he shoots over 40% from three (40.4%). Better yet, he's only averaged 0.8 turnovers per game (1.1 TO per 36 minutes.) He's what you'd call a role player / assassin. He gets in, hits his target, and slips out without being noticed. Porter actually has a little more versatility to his offensive game than the average catch-and-shoot player (he can take you down on the block, for example), but most often, he's used as a spacer and he thrives in that regard. Without Porter's shooting, the Chicago Bulls' offense looked even more sluggish than usual. Their offensive rating ranked 27th out of the 30 teams in the league.
Porter's loss also showed up in other ways. Porter's not a great defender -- he's probably "above average" -- but that's still an asset to have in your lineup. He's a savvy player who's usually locked in defensively, despite one infamous Shaqtin' A Fool moment. He also has good size and length for his position at 6'8" with a 7'1" wingspan.
That size is a key element to this discussion. Porter has "plus" size as a small forward. In his absence, the Bulls struggled to fill that void with the same. They ended up shifting Zach LaVine (6'6", 6'8" wingspan) over to small forward quite a bit. LaVine played 67% of his minutes at SF this past season according to basketball-reference. You can take those positional play-by-plays with a grain of salt because it's not easy to track and label, but that's still a notable difference in terms of the roster composition. The Bulls were smaller than average at SF, and smaller than average at SG with rookie Coby White (6'4", 6'5" wingspan) playing the majority of his minutes there.
The natural follow up to this may be: so what? Even with those size limitations, Jim Boylen's Bulls still finished with the 14th best defense (up from 25 last year.) However, the lack of size on the wings helped contribute to the Bulls' problems on the glass. They finished 30th (out of 30 teams) in total defensive rebounds, and 28th in rebounding differential (-3.6 per game). Using rebounding totals isn't always the best metric to use because bad teams miss more shots (and thus allow their opponents more rebounds). However, if you dig deeper, the numbers still aren't pretty. The Bulls' grabbed 75.6% of their potential defensive rebounds -- 5th worst in the league. Overall, they grabbed 47.9% of all potential rebounds -- 2nd worst in the league. "Rebounds" may be not be an en vogue stat in general, but it's a weakness that still hurt the team at the margins. When you're a mid-level team, those extra few possessions per game could mean the difference between a win and a loss.
The good news? Porter will likely be back and healthy next season. The bad news? He's not cheap. He'll almost certainly pick up his oversized $28M player option. In another circumstance, he may try to rip it up and renegotiate a long-term deal with the Bulls or another team instead, but the murkiness around the cap and around his health makes that too difficult to imagine. Barring a trade, he'll be back with the Bulls next year, and will help the team win a few more games.
PART THREE: Misusing their offensive weapons
The Chicago Bulls are a young team, built around young stars like Zach LaVine and Lauri Markkanen. Both LaVine and Markkanen have some limitations overall, but they're both gifted offensive players. So given that, how is it that the team only finished 27th in offensive efficiency?
In terms of the national media, a lot of the blame tends to fall on Zach LaVine. After some inefficient play early on in his career, the narrative has stuck that LaVine is an "empty calorie" or "volume" scorer. However, the results on the court don't really justify that anymore. Sure, LaVine shoots a lot, but he doesn't take as many bad shots as you may expect. He takes 8.1 threes per game (and makes an above-average 38%). He takes 5.6 free throw attempts per game (making 82% for his career.) Overall, that's a winning formula. LaVine's efficiency and true shooting is above league-average, no small feat for a player averaging 25.5 points per game this year. You'd like to see him hammer his way to the line even more, but he's not the problem for this team (offensively.)
Meanwhile, Markkanen has some work to do. For a 7-footer, he's a gifted shooter. He shot 42.3% from three in college (and even flirted with 50% early in the season.) He carried that success over to the NBA for his first two years, netting over 36% from three each year. His results at the free throw line (84% then 87% as a second-year player) illustrated his potential to keep improving from there. 7-footers tend to get labeled as "stretch bigs" if they can get anywhere over 30% from three; Markkanen has the potential to get closer to 40%.
However, that leap didn't happen in Year 3. Markkanen sagged to 34.4% from three, and "only" 82.4% from the free-throw line. But those percentages aren't what bothers me. Percentages will go up and down over smaller sample sizes like that. What's more concerning is how Markkanen's role shrunk offensively. After averaging 15.3 field goal attempts last season, he slipped down to 11.8 attempts this season per game. Even if you account for a few less minutes, he dropped from 17 FGA to 14 FGA in terms of "per 36" numbers.
As mentioned, Markkanen is an offensive player. He's a shooter. I'm no coaching genius (and neither is Jim Boylen apparently), but I'd encourage a shooter to SHOOT. Because if Markkanen isn't a focal point of your offensive attack, then he's not doing much good for your team. He's not a good defender -- he's not a good rebounder. This is like the Justice League sending Aquaman off to the find evil aliens in the desert; we're misusing his talents here, people.
Practically speaking, the next Bulls' coach needs to rethink the approach with Markkanen. Personally, I believe he has more in the tank offensively than he's been allowed to show so far. Maybe he's not Dirk Nowtizki, but he's still an extraordinary talent as a shooter for his size; I'd make a point of funneling him the ball. And if the problem is that he's getting marginalized by ball-dominant LaVine, then Markkanen should come off the bench as a 6th man scorer instead. He needs to be an offensive priority whenever he's in the game. And consequently, a better offensive philosophy and system needs to be installed in order to allow that to happen.
PART FOUR: Natural growing pains
When the Chicago Bulls' playoff chances slipped away, Jim Boylen and the front office finally unleashed their rookie, Coby White.
White took advantage of that greenlight and turned up the gas as a scorer. He'll end the season with a modest 13.2 points per game, but that undersells his impact as a scorer. Per 36 minutes, he averaged 18.5 points per game. That trended upwards over the course of the season as well. White averaged over 20 points per game in February and March (albeit over a limited 14 game size.) If White can do that as a 20-year-old rookie, then it's fair to suggest that he could be routinely scoring over 20 PPG in his prime.
While Coby White has some obvious virtues -- highlighted by his quickness and his cool hair -- there are some natural concerns and growing pains that he showed. He scored, but he didn't necessarily do that with efficiency. He shot only 39.4% from the field, and netted only a 50.6 true shooting percentage that's well below the league average.
Defensively, White also struggled. Playing "up" at SG for 71% of his minutes (and even at SF for 17%!), White's limited size and limited experience showed. ESPN's real/plus minus metric graded him as -1.9 impact per 100 possessions. If you wanted to count White as a point guard, that would rank 89th best (out of 94 qualifiers.) If you envision him as a shooting guard, that would rank 134th (out of 137 qualifiers.)
That debate -- is Coby White a point guard or shooting guard? -- is an important one. Sure, we're in an era of "position-less" basketball to some extent, but players still have certain roles offensively and certain assignments defensively. White's limited size and length (6'5" wingspan) projects best as a point guard. However, he's more of a scorer than a natural distributor. He only averaged 3.8 assists per 36 minutes this season, not far removed from the 5.2 assists per 36 minutes he averaged back in college at UNC. His playmaking can improve, but he's more of an attack dog by nature.
This combination of strengths and weaknesses makes you wonder about the long-term fit next to Zach LaVine. If the Bulls' long-term plan is to play White at SG and LaVine at SF, then they're always going to be behind the eight-ball in terms of length and rebounding (especially with Lauri Markkanen at the 4.) If their plan is to start White as a point guard, then they're going to have to rely on LaVine to be more of a lead facilitator, or on the entire team to adopt more of a ball-moving offense 1-5.
Most realistically, White projects best as a super-scorer off the bench, a la Lou Williams. To excel in that role, he'll need to continue to draw more free throws (he was at only 2.0 FTA per game as a rookie), but the potential is there to improve his shot selection and become a big-time scorer. Staggering White and LaVine would also allow them to be aggressive as scorers without stepping on each other's toes.
PART FIVE: Done with Dunn?
The other reason that it'll be important for the new Bulls' coach and front office to devise a long-term plan for Coby White is because it will affect other decisions on the roster. Among them: the fate of Kris Dunn.
Like Coby White, Dunn has some extreme strengths and weaknesses -- they just happen to be in opposite order. He EXCELS defensively. He has a big frame (6'9" wingspan) and natural instincts on that end. He nabbed 2.0 steals this season in only 24.9 minutes of action. A lot of times, "steals" can be misleading because they amount to gambling. For Dunn, it's more reflective of his actual talent. He has extremely quick hands; he could have made a lot of money as a gunslinger back in the Old West. In some ways, he reminds you of Andre Iguodala on the ball defensively, combining length, strength, and savvy.
The rest of Dunn's game is a mixed bag. He's not a bad distributor (averaging 6.0 assists in both 2017-18 and 2018-19), but he's a poor shooter. He's also had injury issues flare up over the course of his career. As mentioned, he's already 26 years old, so it's unrealistic to expect him to become a wholly different player in the next few years. With Kris Dunn, you mostly know what you're getting to get. So the question is: do you want it or not?
The Bulls will have to make that choice this offseason, as Dunn enters his (restricted) free agency. There's a chance that COVID will infect the cap and allow them to retain him on his one-year qualified offer of $7M. Alternatively, there's a chance that another team will swoop him and sign him to an offer sheet. He'd make some sense for a team like the Detroit Pistons, who could invest in him as an heir apparent to Derrick Rose at PG. If a team like that offers Dunn a deal in the 3 year, $8-10M per year range, will the Bulls match it? TBD.
Again, a lot depends on their views regarding Coby White. If they envision White as a future starter at PG, then there's less of a need for Kris Dunn. The Bulls would be able to start White at PG as soon as next year, with Tomas Satoransky as a combo guard off the bench and Ryan Arcidiacono serving as a third point guard and insurance policy. If the team envisions Coby White as a SG (or combo guard off the bench) then there's more of a need for Kris Dunn to platoon with Satoransky as a lead guard.
This game of musical chairs may be getting more crowded, because there's also another element at play: yet-another lottery pick.
PART SIX: Drafting some Help
Currently, the Chicago Bulls are slated in the # 7 position in terms of the NBA Draft order. They have a 9% chance of moving up to # 1, and a 32% chance of moving into the top 4. If they can make that leap, then that would mean adding another potential star to the fold. It's not a strong draft by any stretch, but SG Anthony Edwards (Georgia) and C James Wiseman (Memphis) have the potential to be good starters. If they can land someone like that, you ignore "fit", take the potential stud, and work out the rest later.
More likely, the Bulls will be picking in that 7-8 range. That's still a good pick, of course, but not one that should cause you to throw the baby out with the bath water and ignore the composition and needs of your team.
Again, this is why the "Do the Bulls need a PG?" question becomes so critical. This is a poor draft, but it's strongest in terms of its point guard depth. According to ESPN's draft experts, 5 of the top 13 prospects are point guards (LaMelo Ball, Tyrese Haliburton, Killian Hayes, R.J. Hampton, Cole Anthony). A few of those -- namely Hayes and Anthony -- are "pure" point guards who don't have enough size to switch around and play minutes at the 2.
Among the crop that's likely to be available around pick 7, here are some potential fits.
PG TYRESE HALIBURTON, IOWA STATE (# 8 on espn). Haliburton is one of the easiest "fits" for the Bulls and for basically every team, because he offers a versatile set of skills. He's technically a point guard (averaging 15.2 points and 6.5 assists last year) and can capably fill that role. Better still, he can be effectively off the ball. His three-point shot looks a little wonky, but he converts it well, hitting 42.6% of his threes in college. Defensively he's got good size (6'5" with a 6'10" wingspan) and instincts (2.5 steals, 1.3 fouls last year). In a sense, Haliburton can be a "3 + D" point guard that plays alongside a ball-dominant player, be it Zach LaVine or Coby White. If the team drafts him, you figure it'd be with the intention of using him as an upgrade on Dunn (slightly worse defense but better offense.)
SG DEVIN VASSELL, FLORIDA STATE (# 16 on espn). Like Haliburton, Devin Vassell is another player who could fit well on virtually every team because of his 3+D potential. He's hit 41.7% of his threes in his two years at FSU with a good-looking form that's aided by good size for his position and a higher release than Haliburton. Right now, Vassell is listed around 6'6" with an estimated 6'10" wingspan, but he looks bigger than that to my eye. That's crucial because it would allow him to play both SG and SF and draw some different assignments defensively. I also like Vassell's personality off the court; he seems like a good kid that should continue to improve. Like Haliburton, Vassell is the type of player that should easily into a lineup with LaVine and/or White.
SF DENI AVDIJA, ISRAEL (# 5 on espn). I'm not going to pretend to have as much confidence in my projection of Avdija, who's played in the international youth circuit and has been a rising star with Maccabi Tel Aviv. Based on what I do know, he could be an intriguing boom/bust pick around # 7. He's a big forward (6'9") who can convert inside, and better yet, has a real knack for playmaking. The Bulls' young stars -- Zach LaVine, Coby White, Lauri Markkanen -- are all better scorers than passers right now, so perhaps Avdija can operate as a de facto point forward and help the offense click into place. Right now, his shooting results have been shaky though, so he's not someone you can just throw out there and tell to stand in the corner as a 3+D option. If you take him, you need an actual plan to highlight his skill set. The Bulls' top exec Arturas Karnisovas is from Lithuania originally, so you presume that he'd have no qualms about selecting an European like Avdija (whose dad is Serbian) if need be. Of course, that logic didn't quite work out for Sacramento GM Vlade Divac and Luka Doncic.
SHAKIER FITS. Alternatively, there are some players in the Bulls' draft range that may not be ideal fits. As mentioned, Killian Hayes and Cole Anthony are more of traditional ball-dominant point guards; I don't love the idea of that next to Coby White and Zach LaVine. I'd also be wary of Dayton's PF Obi Toppin. Toppin has strong scoring potential with a decent shot and good athleticism inside. That said, he's a little stiff in the hips defensively, and may duplicate Lauri Markkanen in that regard.
PART SEVEN: Buh-Buh Boylen
One of the Chicago Bulls' biggest decisions will be among their first. Technically, the new front office has not fired coach Jim Boylen yet, but it appears that his clock is ticking on that decision. It's only a matter of time.
Candidly, Boylen gets too harsh of a rap from national media and fans. He's not a complete asshat. He's had success as a defensive assistant in the past, and did help the Bulls' defense improve some over the past few years. He'd be a fine assistant coach somewhere in that limited capacity.
However, he does seem woefully out of his depth as a head coach. He's never had success in that role before, and he didn't have any now. His offensive system is virtually nonexistent, and his attitude is boarish. Usually those "Drill Sergeant" coaches get a short-term year or two of improvement from a young team, but he couldn't even do that. We need to pull him out of there before there's a full-on Full Metal Jacket rebellion here.
Looking ahead, the Bulls need to pick a coach that can get the team back on track, especially in terms of their offensive philosophy. That said, the Bulls have to be careful not to "zigzag" too much in their coaching hires. They went from Tom Thibodeau (the gruff, defensive-heavy coach) to the Anti-Thibodeau in Fred Hoiberg (likable, low-key former player), and then jumped on the seesaw again with the complete opposite in Boylen. There's always a tendency to go for the opposite of your last coach, but presumably there's a happy medium in between these two poles. Goldilocks was happy to find something "just right," so Karnisovas should be as well.
According to media reports, Ime Udoka is a top candidate, and would be a natural fit. While Udoka doesn't have head coaching experience yet, he's about as "ready" as any first-time coach would be. He's a former player, and a long-time assistant under Gregg Popovich in San Antonio (and now has worked the last year in Philadelphia.) The Spurs' philosophy is an ideal template for the Bulls to use, both in terms of their offensive ball movement and their locker room culture.
I'd also recommend Kenny Atkinson as a viable candidate. He didn't mesh with the new superstars in Brooklyn, but he'd done a great job prior to that in terms of rebuilding a broken Brooklyn team. He specializes in pace and space offense, and player development. That sounds ideal for this team right now.
There are a few other candidates out there that would be worth interviews (Chris Finch, Wes Unseld Jr., Chris Fleming, Nate Tibbetts, Alex Jensen, Dave Joerger, etc) but Udoka and Atkinson represent a very solid top two. Hiring either of them would be a great first step for this new administration.
TL;DR
The Chicago Bulls' "breakout" didn't happen; instead, they broke down. However, the foundation isn't bad here. If the new front office wants to push for the playoffs next year (manifested by keeping Otto Porter and continuing to play veterans) then it's not unrealistic that they can get up to 35-40 wins with better health and a better offensive system. Conversely, the team may decide they're further away than that, and take a step back to collect their bearings.
other offseason blueprints
ATL, BKN, BOS, CHA, CLE, DAL, DEN, DET, HOU, IND, GS, LAC, LAL, MEM, MIA, MIL, MIN, NO, NYK, OKC, ORL, PHI, PHX, POR, SA, SAC, TOR, UTA, WAS
submitted by ZandrickEllison to nbadiscussion [link] [comments]

Ten Reasons why Artifact will be the biggest eSport title, ever

Ten Reasons why Artifact will be the biggest eSport title, ever
Written by Michael "rokman" Weldon
Hello Artifact! Before I get into the meat of the article, I thought I’d introduce myself. My card game experience comes from the Pokemon Trading Card Game. I started collecting and playing way back in the nineties. After nearly a decade playing casually, I ended up moving toward the competitive scene for a handful of years. I had a few big tournament wins and a lot of success playing the game. There was even a point that I was a paid writer for a Pokemon Trading Card Game website known as SixPrizes, you can see my articles here.
Within the eSports world, I have worked in the production side of things at a few major tournaments. As a Production Assistant and Camera operator, I worked at IGN Pro League 3 in Atlantic City (Here’s a picture of me and Idra), as well as IGN Pro League 5 in Las Vegas (Here’s a photo before we opened the main stage). Live eSports events are so unbelievable to witness, as a fan. Twitch is convenient, but it is just not the same. Being there, LIVE, with people who share your interest, who will shout and scream with you when your favorite team wins? There is nothing like it. You have to go to a live event for your favorite game, if you haven’t already.
The last thing about myself I’d like to cover is what drew me to Artifact. I’ve always been a fan of the RTS genre. DotA, Heroes of Newerth, League of Legends, you name it. If you played HoN, you might remember that “Too Bad it’s Me, Blacksmith” meme? Yeah, that was me. Sorry! Ha!
Truth be told, I’ve had an off-and-on relationship with all of these games. Going from riding a high of winstreaks to the inevitable burning out when paired with casual players who are playing to have fun and goof around. Who even plays games to have fun? Totally insane, right? Sheesh!
So finally, there’s Artifact, a game that I can only blame myself when I lose. One versus one in an RTS style game, based around trading cards, it’s basically the exact type of game I’ve been looking for my entire life. That’s why I’m writing this article on reddit, and that’s why I know Artifact will be the biggest eSport title, ever. Here’s ten reasons that’s going to happen --
  1. Valve
Valve has such an incredible track record of PC titles. Half-Life, Counter-Strike, Team Fortress, Portal, Left for Dead, DotA 2, it’s actually unbelievable. And when Artifact was announced at the DotA International 7, it wasn’t received well. But that’s because those people in the crowd were just plain ignorant. (Yeah, I said it!) They were thinking Valve was piggy-backing off of Hearthstone’s success.
I guess you can’t blame them for thinking that, many developers have entered the genre of digital trading card games, but none of them have had Hearthstone’s financial success. And damn, Hearthstone has been an extremely profitable title. In the most recent Financial report from Activision Blizzard, the company was reporting that pre-orders for the Boomsday Project were exceeding any previous expansion. That’s actually off the charts, because Hearthstone has been around for over FOUR YEARS now!
But there’s a few things Hearthstone hasn’t done right, from a competitive standpoint. And now that I think about it, has Blizzard ever handled eSports correctly? If you ask me, they’ve only ever been interested in making games that are popular, which is fine, and clearly worked for them as a business model. But that doesn't translate into a competitive eSport.
But Valve though? Get out of town! They’ve been a major player in eSports for many years. Just take a look at the DotA International’s prize support! Here’s a list of the Top Games awarding prize money across all tournaments. DotA 2 and Counter-Strike: Global Offensive are the top games. But get this, after adding up ALL of the prize support between the next THIRTY games on this list, you STILL don’t exceed the total prize support from DotA 2 and CS:GO. That’s BONKERS!
I know what you’re going to say, and I agree, prize support isn’t everything. But it’s definitely a massive part of a game’s success (And by extension, the developer of that game). Think about all the people involved when a game is successful, other than players. Production crew at live events (I was one of those guys!), camera crews, media companies, eSports organizations, even a company like Twitch, which live streams events. All of this infrastructure keeps the whole thing in motion, so having massive prize support for players is the very reason all of these other companies have spawned underneath a video game title.
And that’s why Valve is the number one reason I think Artifact is going to take over eSports. They know what they are doing. They organize these events. They create the prize pool for the DotA International. And they do that by offering all players the ability to buy cosmetics, with a portion of their purchases funding the actual tournament.
I put all my faith in GabeN and Valve to do this right. They’re the best in the business when it comes to this type of thing. But that’s not the only thing you need to take over eSports. You KIND OF need a good game, right? Well, let me introduce you to --
  1. Dr. Richard Garfield
Is there really anything else I need to say? The man himself, the CREATOR of the modern collectible card game. If the out-of-this-world success of Magic the Gathering isn’t enough to convince you, his understanding of skill versus luck in a game should do the trick. This is an hour long presentation he gave. If you haven’t listened to it, you should do so immediately.
Many of the following reasons on my list will reference some of the concepts Dr. Garfield covers in his presentation. Also many mechanics in Artifact are built on these concepts presented here, and because of that, there isn’t much more I need to elaborate on, for now.
If you weren’t aware, Magic the Gathering is the biggest card game, ever. Despite the current drama taking place, Magic the Gathering has been the premier card game to play if you were looking to make a career out of cards. While it isn’t always a profitable career path, there are a small group of players that have raked in quite a bit of prize winnings over the years. Take a look at the Top 200 All-Time Money Leaderboards. That’s some eye-popping dollar signs, if you ask me.
But Dr. Richard Garfield doesn’t only want to cater to that tiny small percent of players, working toward big paychecks, and Magic the Gathering has recognized the different archetypes of players, known as Timmy, Johnny, and Spike. Dr. Garfield has even explained that he builds all kinds of cards, with these different player archetypes in mind.
I’d even say some of the core strategies amongst the four colors in Artifact embody a lot of the Timmy/Johnny/Spike concepts. This is important to mention because it means Dr. Garfield will cater to various playstyles in Artifact, which will allow people to be creative with their decklists, tailored to their individual style. And if you ask me, that is a recipe for some very exciting Artifact games!
So, looking at where we are now, we’ve got Valve developing a game designed by Dr. Richard Garfield. Already, that should be enough for you to believe in this game’s success. But I’m going to break it down even further. For a game to be the number one eSport, I think the most important thing has got to be the most obvious, a --
  1. High Skill Ceiling
Let’s take a look at Basketball. There’s many levels of basketball, from friendly pickup games on the street, to community leagues at the local recreation center, to high school, to college, to professional foreign markets, to the very top at professional NBA basketball. In each of these levels, you would imagine anyone in one level could take on a person in a level below theirs, and beat them greater than 99% of the time. While that isn’t always the case (Haven’t you heard of The Professor?) it clearly shows the extremely high skill ceiling of Basketball, just because it can facilitate so many different levels of expertise. This isn’t a difficult concept to grasp, I just wanted to go over it briefly.
For a video game title to completely dominate the eSport world, it has to have an extremely high skill ceiling. And this is a broad concept to cover, so I’m only going to cover one aspect of it, which is the one I think defines it the greatest… Decision making.
In Artifact, the number of decisions you make, and their future impact is one of the biggest elements that separate Artifact from other card games. Within the umbrella of decision making, are concepts like Hero deployment, spending resources in one lane over another, when to give up a lane, and many other specific examples like these. (I’ll probably cover this topic directly in it’s own article at another time.)
Comparing Artifact to Hearthstone, the average number of decisions per game has to be an astronomically different number. Unfortunately, I’m not able to play Artifact currently so I can’t give you these statistics. But I’m basing this assumption off of PAX West game videos that I watched. And I think a lot of people can agree with my assumption here. If not, go ahead and tell my why you disagree in the comments.
By having so many instances where players have to make decisions, even in a perceived simple concept like initiative, your game will automatically open itself up to a high skill ceiling. Bare with me here, I’m going to break this down, as simple as I can…
Similarly to basketball, you would assume that 99% of the time, the higher skilled player will win? Obviously the numbers won’t be that high. Nobody can say for sure what that number is for Artifact, but many experts believe that in Magic the Gathering, the higher skilled player has somewhere around 60 and 70% of winning. Let’s hope Artifact is above that number.
Now let’s take a look at the opposite of skill. That pesky thing that everyone says is the worst part of Artifact. And the one thing I think they are all dead wrong about, of course it’s --
  1. RNG
How many different possible unique games of Tic-Tac-Toe are there? The answer is 255,168. That’s every single unique series of plays you can make in Tic-Tac-Toe, period. But how many unique games of Dota 2 are there? Well, before the game even begins there over two quadrillion possible team compositions. (I don’t do math. These guys did though) And that’s before the games even begun!
What about professional sports, like Baseball? I’d say it’s essentially infinite, when taking into consideration so many variables about the athlete's body, different flights of the ball on a pitch, various types of swings, and if the bat makes contact, the nearly infinite points of contact that a baseball could land in a stadium, and that’s not even taking into consideration random things like a player tripping, or a fan in the audience interrupting the play. You get the idea.
This is an incredibly important detail when considering how successful a game can be in the eSports space. Card games are at a massive disadvantage, there’s only so many possible things that can happen, it’s actually a fairly small finite number of unique games, when compared to something like DotA 2.
So what’s the deal with adding in paths in front of creeps? What about the RNG Flop at the beginning of the game? These things are SO INCREDIBLY good for the game, it honestly perturbs me how many people following Artifact are unsure of this design choice. By adding in these variables into the possible unique games of Artifact, it increases the number by a HUGE MARGIN. I would argue this makes Artifact the number one card game, when it comes to the number of possible unique games. But why is this a good thing? Two reasons --
Even with a small deck of forty cards, you’ll have tons of unique games, even when facing opponent decks that are all the same decklist. Each game can be very different based on the minute RNG built into the game! That means you won’t get burn out playing the same decklist. Meta is stale and boring? At least your games will play out slightly different!
How does a player react to certain possible Flops? How does a player recover from poor creep spawns during redeployment phases? These variables create a much more exciting spectating experience! Which brings us to the next point --
  1. Spectator eSport
LuminousInverse, SUNSfanTV, SirActionSlacks, and fwosh did such an amazing job commentating games during the PAX West live streams. If you haven’t had a chance to watch them, I’d highly recommend it. During the commentary, in many situations, the commentators would talk about potential lines of play from the Challengers on stage. In almost every scenario, there were multiple plays to choose from, and many of them were fairly equal in perceived value.
In many other card games, there is a clear best play from your hand, every turn, and any other line would be called a “misplay”. But in Artifact, that line separating a viable play and a misplay is quite blurry. Without knowing future creep deployments, some plays could end up being better than others, even when they aren’t necessarily the number one best option at face value. This creates a scenario where commentators have A LOT to talk about during matches, sometimes too much.
On YouTube, you can find a guy making videos named Jackson Walters. I highly recommend his videos and would like to mention him for one specific reason. He uses a program to draw on the screen when he does his gameplay commentary. If you’ve ever seen an NFL broadcast, you would know this is a common feature during a replay. A yellow line, drawing over a freeze frame of the last play.
No other video game I know of uses this type of technology, and Artifact is absolutely an AMAZING candidate to take advantage of it. There is so much going on, when choosing a lane for a hero to go to, when choosing a spot for a creep to spawn in lane, potential pathing of units, all of these examples would make this technology great for commentators to relay pertinent information to the audience.
But those two things aren’t the only thing that makes Artifact a great spectator eSport. And this is a topic that is debated frequently amongst the community. Is Artifact going to have good “streamability” on Twitch? My answer is a resounding YES. Because Valve has done such an unbelievably good job designing the User Interface, a lot of things are clearly displayed to the audience.
Even to people who have very little knowledge of the game, just understanding the basics, they’ll be able to recognize when a player is put in a bad position (Here’s a hint -- there’s giant red X’s all over his units!) and the audience can understand when a player is forced to make a big play to turn things around.
Furthermore, with the UI clearly labeling Tower health and incoming Tower damage, the audience is given obvious indicators for “points” or a way to keep track of the “score” in the game. Which actually isn’t that common amongst many popular eSports titles. Speaking of eSports titles, let’s talk about the biggest thing Artifact has, that other card games don’t --
  1. Deck sharing
“Valve is even working on a deck sharing system that will let you lend a deck to a friend for a match just like you would in a physical card game.” Excuse me? I actually can’t believe this! I know a lot of you young people won’t appreciate how awesome of a concept like this really is, but I’m going to break it down for you.
Before the internet existed and everyone had everyone’s decklist, people actually had to work out decks on their own, and with their friends. I personally have spent hundreds of hours “solitairing” decks against no opponent, testing a deck’s consistency and working kinks out of the list. With the current state of electronic card games, people can get detailed statistics of all the top deck lists in the game, what the best players are using on ladder, and so on and so forth. Even in some games, at top tournaments, everyone’s deck list is public knowledge before it begins!
This is not how things have always been. Back in my day, people could go to major tournaments and whip out a completely unknown, Secret.dec, that no one has seen before. That player and his group of friends have already tested it a thousand games against the most popular decks in the meta. When things like this happened, people LOST their freaking minds. And to be honest, this is how some stars were born within some trading card game circles.
With Artifact’s Deck Sharing, Players will be able to put multiple decks together and give them to their friends, without them needing to invest money in the game, bring them in and use them as exclusive testing partners. While this might understandably sound a bit insane, I can see small groups of friends using this feature for testing purposes.
Other than the obvious, it being a gigantic tool to bring more players to Artifact, I’m looking at it from the competitive perspective. I could even solitaire games against myself, playing both decks simultaneously! Nice!
While this feature is great at bringing new players in and keeping the cost of entry low, there is something else Artifact has already taken into consideration, you guessed it --
  1. Card accessibility
Black Lotus $6,500. Ancestral Recall $3,363. Time Walk $2,628.
Yikes. This is the exact reason Valve has gone on record stating that they don’t want this to happen. Their first step in preventing this, at least in the first set, which releases on November 28th, is only having three rarities of cards. Common, Uncommon, and Rare. Also guaranteeing that one of the twelve cards included in each two dollar pack is a Rare.
They’re going to take things even further for an electronic trading card game, and allow players to buy and sell cards on the steam marketplace. Looking at it from a business standpoint, how genius is that? They not only sell every card pack in client, but they ALSO get a cut of every transaction made on the secondary market! Absolutely genius! (~15% of all secondary market sales goes right into Valve’s pocket!!!)
As of now, nobody can predict the average costs of cards, or the average cost to create a popular meta deck. But one thing is certain, we won’t have to buy hundreds of booster packs hoping to open some specific super-rare necessary-for-laddering “legendary cards” that can’t be resold in a secondary market! Yeah, I’m looking right at you, Hearthstone!
So we’ve got a situation where the game is designed by Richard Garfield, developed by Valve, has a high skill ceiling, with RNG that makes things interesting, great for spectating, allows deck sharing, and will have accessible cards? What’s even missing in something so amazing like that? Oh, I know, SirActionSlacks favorite topic --
  1. The Lore
Let’s say the 482,000 average players of DotA 2 won’t be interested in the amazing game I just described above. Well, I’d call them crazy, but let’s go with this for a moment. What is the one other thing that could potentially make them want to at least open the game and poke around? Yeah, it’s all those interesting characters they’ve known for years, it’s that universe they have spent thousands of hours playing in. A massive chunk of that playerbase might be interested in Artifact, just for the LORE.
And if you haven’t seen it already, definitely check out SirActionSlacks Loregasm videos on youtube. I had no idea how much lore was actually in the DotA universe, and it gave me a whole new appreciation for the game I spent many hours playing.
From the bits and pieces I’ve been able to piece together during the card reveals, inspecting the artwork and reading the flavor text in the tweet’s on the official Artifact Twitter page, it seems to me that the first set will be based around the Bronze Legion and the Red Mist Army.
There’s plenty of great lore to explore there, but it might even give us some clues about the first expansion set for Artifact? Maybe an Abyssal Horde expansion? Or even just a straight up Roseleaf Expansion? Only time will tell…
Even though I covered this subject briefly before, I’d like to mention it again, in it’s own bullet point --
  1. Prize support
Remember when I linked the Top 200 All-time Money leaders from Magic the Gathering? Number one on the list is Paulo Vitor Damo da Rosa, with total winnings of $497,785. That’s quite a bit of money playing a card game! Well, that is until someone is crowned victor of the first Artifact Tournament, slated for the first quarter of 2019. First place gets a cool $1,000,000. That’s more than DOUBLE any Magic the Gathering player has made... in all of it’s 25 year history! Yikes!
None of the details have been released yet, but if you play close attention to the Artifact website and the Official twitter @PlayArtifact, they’ll be announcing it soon, hopefully. Many players hoping to take a stab at that prize pool are anxiously waiting to hear how they could potentially qualify for the big tournament, myself included.
But as I’ve mentioned before, a giant prize pool isn’t the only key to success as an eSport, it’s many other things. What I would like you to remember, is how many industries can be supported when a prize pool gets that large. But money doesn’t just bring in a bunch of companies underneath it, it also brings in SPONSORS!
Sponsors support all those gaming organizations, that sign pro players to represent them, and allows for such a competitive space to become an eSport. This in turn creates an environment where many people can provide for their families, support each other, and their communities, all from a video game. If that doesn’t get you excited, then you’re truly dead inside. Or your a hundred years old and don’t know what a video game is.
And finally, the above nine things would make a pretty great game, but there’s still one last thing that makes all the difference. In my opinion, it’s the most important piece of success for a video game title to be the number one eSport...
  1. Content creators
Here’s a list of some of the best content creators out there right now, making amazing content for Artifact. If you aren’t already following all of these guys, I highly recommend you do so immediately, not just because what they’re making is awesome, but also because they are giving away beta keys!
Artifaction
The Artifaction podcast is hosted by SUNSfanTV and SirActionSlacks. They just held a massive create-a-card competition for 2 beta keys! If you missed it, that’s unfortunate, because it was great watching how miserable these two were after they reviewed over a thousand cards on stream (Which was only half of the submissions!).
BTS Podcast
Hosted by LuminousInverse and Hotbid. One of my favorite podcasts out there right now, these guys are great. Hotbid is a natural talent for keeping the podcast moving and making sure everyone on mic stays opinionated, taking hard stances. That’s what creates discussion, that’s what makes a podcast interesting. Creating debates. I can’t recommend these guys enough!
Artificer’s Guild
This is an all encompassing youtube channel, covering news, card releases, reviews, lore, it’s a great channel to have on subscribe. Check out their videos, they come out every few days!
RobAJG
What a great twitch channel this guy is running! He’s offering gameplay reviews, interviews, card reveals, as well as personal commentary. He does stream a lot of games other than Artifact, but when he streams Artifact, he can bring the house down.
Jackson Walters
While a newer content creator for Artifact (he’s only got three videos up), these videos are absolutely PACKED with amazing information you can break down. He is on another level when it comes to breaking down some pinpoint decision making moments in games. If you want to play on a high level in Artifact, definitely watch his videos.
Swim
Swim is a top Gwent streamer and dabbling with the idea of moving to Artifact. Personally, I think he’d be an amazing addition to the Artifact community and he’s got only one video up currently, breaking down the Black cards and revealing his own card, Slay. Make sure you give him plenty of love because he is a great creator!
Lastly, I’d like to include myself in this list of content creators. You can check out my twitter here.
I’m looking to write more articles like this in the future (If you guys enjoyed it, that is) Some of the topics I’ll be covering are going to be pretty heavy, like this article, but also decklists, analyzing metas and tournament results, maybe patch notes (if Valve decides to patch Artifact and change cards), interviews, pro scene topics, maybe even tracking cards on the marketplace, and predicting future meta shifts! I’d also like to do a card reveal, if Valve is interested in spreading the love. Seriously, Valve, I’d die if you sent me a card reveal...
In conclusion, because of the ten reasons stated above, I believe Artifact will be the biggest eSport title, ever. I’d love to hear why you agree or disagree, so comment below! Also, one last thing, I do have a beta key to give away, if you follow me on twitter @rokmanfilms, I might do something fun to give the key away. I know you fiends are only motivated by the chance of winning a key! Ha!
Thanks for reading! I’ll be posting again soon…
ONE LAST THING -- I am interested in being a writer for a publication or website. If you’re interested in adding a writer like me to your team, you can Direct Message me on twitter, message me on Discord at rokman#5483, or message me here on Reddit! Sorry, not sorry, for the shameless plug!
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Ten Reasons why Artifact will be the biggest eSport title, ever

Ten Reasons why Artifact will be the biggest eSport title, ever
Written by Michael "rokman" Weldon
Hello Artifact! Before I get into the meat of the article, I thought I’d introduce myself. My card game experience comes from the Pokemon Trading Card Game. I started collecting and playing way back in the nineties. After nearly a decade playing casually, I ended up moving toward the competitive scene for a handful of years. I had a few big tournament wins and a lot of success playing the game. There was even a point that I was a paid writer for a Pokemon Trading Card Game website known as SixPrizes, you can see my articles here.
Within the eSports world, I have worked in the production side of things at a few major tournaments. As a Production Assistant and Camera operator, I worked at IGN Pro League 3 in Atlantic City (Here’s a picture of me and Idra), as well as IGN Pro League 5 in Las Vegas (Here’s a photo before we opened the main stage). Live eSports events are so unbelievable to witness, as a fan. Twitch is convenient, but it is just not the same. Being there, LIVE, with people who share your interest, who will shout and scream with you when your favorite team wins? There is nothing like it. You have to go to a live event for your favorite game, if you haven’t already.
The last thing about myself I’d like to cover is what drew me to Artifact. I’ve always been a fan of the RTS genre. DotA, Heroes of Newerth, League of Legends, you name it. If you played HoN, you might remember that “Too Bad it’s Me, Blacksmith” meme? Yeah, that was me. Sorry! Ha!
Truth be told, I’ve had an off-and-on relationship with all of these games. Going from riding a high of winstreaks to the inevitable burning out when paired with casual players who are playing to have fun and goof around. Who even plays games to have fun? Totally insane, right? Sheesh!
So finally, there’s Artifact, a game that I can only blame myself when I lose. One versus one in an RTS style game, based around trading cards, it’s basically the exact type of game I’ve been looking for my entire life. That’s why I’m writing this article on reddit, and that’s why I know Artifact will be the biggest eSport title, ever. Here’s ten reasons that’s going to happen --
  1. Valve
Valve has such an incredible track record of PC titles. Half-Life, Counter-Strike, Team Fortress, Portal, Left for Dead, DotA 2, it’s actually unbelievable. And when Artifact was announced at the DotA International 7, it wasn’t received well. But that’s because those people in the crowd were just plain ignorant. (Yeah, I said it!) They were thinking Valve was piggy-backing off of Hearthstone’s success.
I guess you can’t blame them for thinking that, many developers have entered the genre of digital trading card games, but none of them have had Hearthstone’s financial success. And damn, Hearthstone has been an extremely profitable title. In the most recent Financial report from Activision Blizzard, the company was reporting that pre-orders for the Boomsday Project were exceeding any previous expansion. That’s actually off the charts, because Hearthstone has been around for over FOUR YEARS now!
But there’s a few things Hearthstone hasn’t done right, from a competitive standpoint. And now that I think about it, has Blizzard ever handled eSports correctly? If you ask me, they’ve only ever been interested in making games that are popular, which is fine, and clearly worked for them as a business model. But that doesn't translate into a competitive eSport.
But Valve though? Get out of town! They’ve been a major player in eSports for many years. Just take a look at the DotA International’s prize support! Here’s a list of the Top Games awarding prize money across all tournaments. DotA 2 and Counter-Strike: Global Offensive are the top games. But get this, after adding up ALL of the prize support between the next THIRTY games on this list, you STILL don’t exceed the total prize support from DotA 2 and CS:GO. That’s BONKERS!
I know what you’re going to say, and I agree, prize support isn’t everything. But it’s definitely a massive part of a game’s success (And by extension, the developer of that game). Think about all the people involved when a game is successful, other than players. Production crew at live events (I was one of those guys!), camera crews, media companies, eSports organizations, even a company like Twitch, which live streams events. All of this infrastructure keeps the whole thing in motion, so having massive prize support for players is the very reason all of these other companies have spawned underneath a video game title.
And that’s why Valve is the number one reason I think Artifact is going to take over eSports. They know what they are doing. They organize these events. They create the prize pool for the DotA International. And they do that by offering all players the ability to buy cosmetics, with a portion of their purchases funding the actual tournament.
I put all my faith in GabeN and Valve to do this right. They’re the best in the business when it comes to this type of thing. But that’s not the only thing you need to take over eSports. You KIND OF need a good game, right? Well, let me introduce you to --
  1. Dr. Richard Garfield
Is there really anything else I need to say? The man himself, the CREATOR of the modern collectible card game. If the out-of-this-world success of Magic the Gathering isn’t enough to convince you, his understanding of skill versus luck in a game should do the trick. This is an hour long presentation he gave. If you haven’t listened to it, you should do so immediately.
Many of the following reasons on my list will reference some of the concepts Dr. Garfield covers in his presentation. Also many mechanics in Artifact are built on these concepts presented here, and because of that, there isn’t much more I need to elaborate on, for now.
If you weren’t aware, Magic the Gathering is the biggest card game, ever. Despite the current drama taking place, Magic the Gathering has been the premier card game to play if you were looking to make a career out of cards. While it isn’t always a profitable career path, there are a small group of players that have raked in quite a bit of prize winnings over the years. Take a look at the Top 200 All-Time Money Leaderboards. That’s some eye-popping dollar signs, if you ask me.
But Dr. Richard Garfield doesn’t only want to cater to that tiny small percent of players, working toward big paychecks, and Magic the Gathering has recognized the different archetypes of players, known as Timmy, Johnny, and Spike. Dr. Garfield has even explained that he builds all kinds of cards, with these different player archetypes in mind.
I’d even say some of the core strategies amongst the four colors in Artifact embody a lot of the Timmy/Johnny/Spike concepts. This is important to mention because it means Dr. Garfield will cater to various playstyles in Artifact, which will allow people to be creative with their decklists, tailored to their individual style. And if you ask me, that is a recipe for some very exciting Artifact games!
So, looking at where we are now, we’ve got Valve developing a game designed by Dr. Richard Garfield. Already, that should be enough for you to believe in this game’s success. But I’m going to break it down even further. For a game to be the number one eSport, I think the most important thing has got to be the most obvious, a --
  1. High Skill Ceiling
Let’s take a look at Basketball. There’s many levels of basketball, from friendly pickup games on the street, to community leagues at the local recreation center, to high school, to college, to professional foreign markets, to the very top at professional NBA basketball. In each of these levels, you would imagine anyone in one level could take on a person in a level below theirs, and beat them greater than 99% of the time. While that isn’t always the case (Haven’t you heard of The Professor?) it clearly shows the extremely high skill ceiling of Basketball, just because it can facilitate so many different levels of expertise. This isn’t a difficult concept to grasp, I just wanted to go over it briefly.
For a video game title to completely dominate the eSport world, it has to have an extremely high skill ceiling. And this is a broad concept to cover, so I’m only going to cover one aspect of it, which is the one I think defines it the greatest… Decision making.
In Artifact, the number of decisions you make, and their future impact is one of the biggest elements that separate Artifact from other card games. Within the umbrella of decision making, are concepts like Hero deployment, spending resources in one lane over another, when to give up a lane, and many other specific examples like these. (I’ll probably cover this topic directly in it’s own article at another time.)
Comparing Artifact to Hearthstone, the average number of decisions per game has to be an astronomically different number. Unfortunately, I’m not able to play Artifact currently so I can’t give you these statistics. But I’m basing this assumption off of PAX West game videos that I watched. And I think a lot of people can agree with my assumption here. If not, go ahead and tell my why you disagree in the comments.
By having so many instances where players have to make decisions, even in a perceived simple concept like initiative, your game will automatically open itself up to a high skill ceiling. Bare with me here, I’m going to break this down, as simple as I can…
Similarly to basketball, you would assume that 99% of the time, the higher skilled player will win? Obviously the numbers won’t be that high. Nobody can say for sure what that number is for Artifact, but many experts believe that in Magic the Gathering, the higher skilled player has somewhere around 60 and 70% of winning. Let’s hope Artifact is above that number.
Now let’s take a look at the opposite of skill. That pesky thing that everyone says is the worst part of Artifact. And the one thing I think they are all dead wrong about, of course it’s --
  1. RNG
How many different possible unique games of Tic-Tac-Toe are there? The answer is 255,168. That’s every single unique series of plays you can make in Tic-Tac-Toe, period. But how many unique games of Dota 2 are there? Well, before the game even begins there over two quadrillion possible team compositions. (I don’t do math. These guys did though) And that’s before the games even begun!
What about professional sports, like Baseball? I’d say it’s essentially infinite, when taking into consideration so many variables about the athlete's body, different flights of the ball on a pitch, various types of swings, and if the bat makes contact, the nearly infinite points of contact that a baseball could land in a stadium, and that’s not even taking into consideration random things like a player tripping, or a fan in the audience interrupting the play. You get the idea.
This is an incredibly important detail when considering how successful a game can be in the eSports space. Card games are at a massive disadvantage, there’s only so many possible things that can happen, it’s actually a fairly small finite number of unique games, when compared to something like DotA 2.
So what’s the deal with adding in paths in front of creeps? What about the RNG Flop at the beginning of the game? These things are SO INCREDIBLY good for the game, it honestly perturbs me how many people following Artifact are unsure of this design choice. By adding in these variables into the possible unique games of Artifact, it increases the number by a HUGE MARGIN. I would argue this makes Artifact the number one card game, when it comes to the number of possible unique games. But why is this a good thing? Two reasons --
Even with a small deck of forty cards, you’ll have tons of unique games, even when facing opponent decks that are all the same decklist. Each game can be very different based on the minute RNG built into the game! That means you won’t get burn out playing the same decklist. Meta is stale and boring? At least your games will play out slightly different!
How does a player react to certain possible Flops? How does a player recover from poor creep spawns during redeployment phases? These variables create a much more exciting spectating experience! Which brings us to the next point --
  1. Spectator eSport
LuminousInverse, SUNSfanTV, SirActionSlacks, and fwosh did such an amazing job commentating games during the PAX West live streams. If you haven’t had a chance to watch them, I’d highly recommend it. During the commentary, in many situations, the commentators would talk about potential lines of play from the Challengers on stage. In almost every scenario, there were multiple plays to choose from, and many of them were fairly equal in perceived value.
In many other card games, there is a clear best play from your hand, every turn, and any other line would be called a “misplay”. But in Artifact, that line separating a viable play and a misplay is quite blurry. Without knowing future creep deployments, some plays could end up being better than others, even when they aren’t necessarily the number one best option at face value. This creates a scenario where commentators have A LOT to talk about during matches, sometimes too much.
On YouTube, you can find a guy making videos named Jackson Walters. I highly recommend his videos and would like to mention him for one specific reason. He uses a program to draw on the screen when he does his gameplay commentary. If you’ve ever seen an NFL broadcast, you would know this is a common feature during a replay. A yellow line, drawing over a freeze frame of the last play.
No other video game I know of uses this type of technology, and Artifact is absolutely an AMAZING candidate to take advantage of it. There is so much going on, when choosing a lane for a hero to go to, when choosing a spot for a creep to spawn in lane, potential pathing of units, all of these examples would make this technology great for commentators to relay pertinent information to the audience.
But those two things aren’t the only thing that makes Artifact a great spectator eSport. And this is a topic that is debated frequently amongst the community. Is Artifact going to have good “streamability” on Twitch? My answer is a resounding YES. Because Valve has done such an unbelievably good job designing the User Interface, a lot of things are clearly displayed to the audience.
Even to people who have very little knowledge of the game, just understanding the basics, they’ll be able to recognize when a player is put in a bad position (Here’s a hint -- there’s giant red X’s all over his units!) and the audience can understand when a player is forced to make a big play to turn things around.
Furthermore, with the UI clearly labeling Tower health and incoming Tower damage, the audience is given obvious indicators for “points” or a way to keep track of the “score” in the game. Which actually isn’t that common amongst many popular eSports titles. Speaking of eSports titles, let’s talk about the biggest thing Artifact has, that other card games don’t --
  1. Deck sharing
“Valve is even working on a deck sharing system that will let you lend a deck to a friend for a match just like you would in a physical card game.” Excuse me? I actually can’t believe this! I know a lot of you young people won’t appreciate how awesome of a concept like this really is, but I’m going to break it down for you.
Before the internet existed and everyone had everyone’s decklist, people actually had to work out decks on their own, and with their friends. I personally have spent hundreds of hours “solitairing” decks against no opponent, testing a deck’s consistency and working kinks out of the list. With the current state of electronic card games, people can get detailed statistics of all the top deck lists in the game, what the best players are using on ladder, and so on and so forth. Even in some games, at top tournaments, everyone’s deck list is public knowledge before it begins!
This is not how things have always been. Back in my day, people could go to major tournaments and whip out a completely unknown, Secret.dec, that no one has seen before. That player and his group of friends have already tested it a thousand games against the most popular decks in the meta. When things like this happened, people LOST their freaking minds. And to be honest, this is how some stars were born within some trading card game circles.
With Artifact’s Deck Sharing, Players will be able to put multiple decks together and give them to their friends, without them needing to invest money in the game, bring them in and use them as exclusive testing partners. While this might understandably sound a bit insane, I can see small groups of friends using this feature for testing purposes.
Other than the obvious, it being a gigantic tool to bring more players to Artifact, I’m looking at it from the competitive perspective. I could even solitaire games against myself, playing both decks simultaneously! Nice!
While this feature is great at bringing new players in and keeping the cost of entry low, there is something else Artifact has already taken into consideration, you guessed it --
  1. Card accessibility
Black Lotus $6,500. Ancestral Recall $3,363. Time Walk $2,628.
Yikes. This is the exact reason Valve has gone on record stating that they don’t want this to happen. Their first step in preventing this, at least in the first set, which releases on November 28th, is only having three rarities of cards. Common, Uncommon, and Rare. Also guaranteeing that one of the twelve cards included in each two dollar pack is a Rare.
They’re going to take things even further for an electronic trading card game, and allow players to buy and sell cards on the steam marketplace. Looking at it from a business standpoint, how genius is that? They not only sell every card pack in client, but they ALSO get a cut of every transaction made on the secondary market! Absolutely genius! (~15% of all secondary market sales goes right into Valve’s pocket!!!)
As of now, nobody can predict the average costs of cards, or the average cost to create a popular meta deck. But one thing is certain, we won’t have to buy hundreds of booster packs hoping to open some specific super-rare necessary-for-laddering “legendary cards” that can’t be resold in a secondary market! Yeah, I’m looking right at you, Hearthstone!
So we’ve got a situation where the game is designed by Richard Garfield, developed by Valve, has a high skill ceiling, with RNG that makes things interesting, great for spectating, allows deck sharing, and will have accessible cards? What’s even missing in something so amazing like that? Oh, I know, SirActionSlacks favorite topic --
  1. The Lore
Let’s say the 482,000 average players of DotA 2 won’t be interested in the amazing game I just described above. Well, I’d call them crazy, but let’s go with this for a moment. What is the one other thing that could potentially make them want to at least open the game and poke around? Yeah, it’s all those interesting characters they’ve known for years, it’s that universe they have spent thousands of hours playing in. A massive chunk of that playerbase might be interested in Artifact, just for the LORE.
And if you haven’t seen it already, definitely check out SirActionSlacks Loregasm videos on youtube. I had no idea how much lore was actually in the DotA universe, and it gave me a whole new appreciation for the game I spent many hours playing.
From the bits and pieces I’ve been able to piece together during the card reveals, inspecting the artwork and reading the flavor text in the tweet’s on the official Artifact Twitter page, it seems to me that the first set will be based around the Bronze Legion and the Red Mist Army.
There’s plenty of great lore to explore there, but it might even give us some clues about the first expansion set for Artifact? Maybe an Abyssal Horde expansion? Or even just a straight up Roseleaf Expansion? Only time will tell…
Even though I covered this subject briefly before, I’d like to mention it again, in it’s own bullet point --
  1. Prize support
Remember when I linked the Top 200 All-time Money leaders from Magic the Gathering? Number one on the list is Paulo Vitor Damo da Rosa, with total winnings of $497,785. That’s quite a bit of money playing a card game! Well, that is until someone is crowned victor of the first Artifact Tournament, slated for the first quarter of 2019. First place gets a cool $1,000,000. That’s more than DOUBLE any Magic the Gathering player has made... in all of it’s 25 year history! Yikes!
None of the details have been released yet, but if you play close attention to the Artifact website and the Official twitter @PlayArtifact, they’ll be announcing it soon, hopefully. Many players hoping to take a stab at that prize pool are anxiously waiting to hear how they could potentially qualify for the big tournament, myself included.
But as I’ve mentioned before, a giant prize pool isn’t the only key to success as an eSport, it’s many other things. What I would like you to remember, is how many industries can be supported when a prize pool gets that large. But money doesn’t just bring in a bunch of companies underneath it, it also brings in SPONSORS!
Sponsors support all those gaming organizations, that sign pro players to represent them, and allows for such a competitive space to become an eSport. This in turn creates an environment where many people can provide for their families, support each other, and their communities, all from a video game. If that doesn’t get you excited, then you’re truly dead inside. Or your a hundred years old and don’t know what a video game is.
And finally, the above nine things would make a pretty great game, but there’s still one last thing that makes all the difference. In my opinion, it’s the most important piece of success for a video game title to be the number one eSport...
  1. Content creators
Here’s a list of some of the best content creators out there right now, making amazing content for Artifact. If you aren’t already following all of these guys, I highly recommend you do so immediately, not just because what they’re making is awesome, but also because they are giving away beta keys!
Artifaction
The Artifaction podcast is hosted by SUNSfanTV and SirActionSlacks. They just held a massive create-a-card competition for 2 beta keys! If you missed it, that’s unfortunate, because it was great watching how miserable these two were after they reviewed over a thousand cards on stream (Which was only half of the submissions!).
BTS Podcast
Hosted by LuminousInverse and Hotbid. One of my favorite podcasts out there right now, these guys are great. Hotbid is a natural talent for keeping the podcast moving and making sure everyone on mic stays opinionated, taking hard stances. That’s what creates discussion, that’s what makes a podcast interesting. Creating debates. I can’t recommend these guys enough!
Artificer’s Guild
This is an all encompassing youtube channel, covering news, card releases, reviews, lore, it’s a great channel to have on subscribe. Check out their videos, they come out every few days!
RobAJG
What a great twitch channel this guy is running! He’s offering gameplay reviews, interviews, card reveals, as well as personal commentary. He does stream a lot of games other than Artifact, but when he streams Artifact, he can bring the house down.
Jackson Walters
While a newer content creator for Artifact (he’s only got three videos up), these videos are absolutely PACKED with amazing information you can break down. He is on another level when it comes to breaking down some pinpoint decision making moments in games. If you want to play on a high level in Artifact, definitely watch his videos.
Swim
Swim is a top Gwent streamer and dabbling with the idea of moving to Artifact. Personally, I think he’d be an amazing addition to the Artifact community and he’s got only one video up currently, breaking down the Black cards and revealing his own card, Slay. Make sure you give him plenty of love because he is a great creator!
Lastly, I’d like to include myself in this list of content creators. You can check out my twitter here.
I’m looking to write more articles like this in the future (If you guys enjoyed it, that is) Some of the topics I’ll be covering are going to be pretty heavy, like this article, but also decklists, analyzing metas and tournament results, maybe patch notes (if Valve decides to patch Artifact and change cards), interviews, pro scene topics, maybe even tracking cards on the marketplace, and predicting future meta shifts! I’d also like to do a card reveal, if Valve is interested in spreading the love. Seriously, Valve, I’d die if you sent me a card reveal...
In conclusion, because of the ten reasons stated above, I believe Artifact will be the biggest eSport title, ever. I’d love to hear why you agree or disagree, so comment below! Also, one last thing, I do have a beta key to give away, if you follow me on twitter @rokmanfilms, I might do something fun to give the key away. I know you fiends are only motivated by the chance of winning a key! Ha!
Thanks for reading! I’ll be posting again soon…
ONE LAST THING -- I am interested in being a writer for a publication or website. If you’re interested in adding a writer like me to your team, you can Direct Message me on twitter, message me on Discord at rokman#5483, or message me here on Reddit! Sorry, not sorry, for the shameless plug!
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Ten Reasons why Artifact will be the biggest eSport title, ever

Ten Reasons why Artifact will be the biggest eSport title, ever
Written by Michael "rokman" Weldon
Hello Artifact! Before I get into the meat of the article, I thought I’d introduce myself. My card game experience comes from the Pokemon Trading Card Game. I started collecting and playing way back in the nineties. After nearly a decade playing casually, I ended up moving toward the competitive scene for a handful of years. I had a few big tournament wins and a lot of success playing the game. There was even a point that I was a paid writer for a Pokemon Trading Card Game website known as SixPrizes, you can see my articles here.
Within the eSports world, I have worked in the production side of things at a few major tournaments. As a Production Assistant and Camera operator, I worked at IGN Pro League 3 in Atlantic City (Here’s a picture of me and Idra), as well as IGN Pro League 5 in Las Vegas (Here’s a photo before we opened the main stage). Live eSports events are so unbelievable to witness, as a fan. Twitch is convenient, but it is just not the same. Being there, LIVE, with people who share your interest, who will shout and scream with you when your favorite team wins? There is nothing like it. You have to go to a live event for your favorite game, if you haven’t already.
The last thing about myself I’d like to cover is what drew me to Artifact. I’ve always been a fan of the RTS genre. DotA, Heroes of Newerth, League of Legends, you name it. If you played HoN, you might remember that “Too Bad it’s Me, Blacksmith” meme? Yeah, that was me. Sorry! Ha!
Truth be told, I’ve had an off-and-on relationship with all of these games. Going from riding a high of winstreaks to the inevitable burning out when paired with casual players who are playing to have fun and goof around. Who even plays games to have fun? Totally insane, right? Sheesh!
So finally, there’s Artifact, a game that I can only blame myself when I lose. One versus one in an RTS style game, based around trading cards, it’s basically the exact type of game I’ve been looking for my entire life. That’s why I’m writing this article on reddit, and that’s why I know Artifact will be the biggest eSport title, ever. Here’s ten reasons that’s going to happen --
  1. Valve
Valve has such an incredible track record of PC titles. Half-Life, Counter-Strike, Team Fortress, Portal, Left for Dead, DotA 2, it’s actually unbelievable. And when Artifact was announced at the DotA International 7, it wasn’t received well. But that’s because those people in the crowd were just plain ignorant. (Yeah, I said it!) They were thinking Valve was piggy-backing off of Hearthstone’s success.
I guess you can’t blame them for thinking that, many developers have entered the genre of digital trading card games, but none of them have had Hearthstone’s financial success. And damn, Hearthstone has been an extremely profitable title. In the most recent Financial report from Activision Blizzard, the company was reporting that pre-orders for the Boomsday Project were exceeding any previous expansion. That’s actually off the charts, because Hearthstone has been around for over FOUR YEARS now!
But there’s a few things Hearthstone hasn’t done right, from a competitive standpoint. And now that I think about it, has Blizzard ever handled eSports correctly? If you ask me, they’ve only ever been interested in making games that are popular, which is fine, and clearly worked for them as a business model. But that doesn't translate into a competitive eSport.
But Valve though? Get out of town! They’ve been a major player in eSports for many years. Just take a look at the DotA International’s prize support! Here’s a list of the Top Games awarding prize money across all tournaments. DotA 2 and Counter-Strike: Global Offensive are the top games. But get this, after adding up ALL of the prize support between the next THIRTY games on this list, you STILL don’t exceed the total prize support from DotA 2 and CS:GO. That’s BONKERS!
I know what you’re going to say, and I agree, prize support isn’t everything. But it’s definitely a massive part of a game’s success (And by extension, the developer of that game). Think about all the people involved when a game is successful, other than players. Production crew at live events (I was one of those guys!), camera crews, media companies, eSports organizations, even a company like Twitch, which live streams events. All of this infrastructure keeps the whole thing in motion, so having massive prize support for players is the very reason all of these other companies have spawned underneath a video game title.
And that’s why Valve is the number one reason I think Artifact is going to take over eSports. They know what they are doing. They organize these events. They create the prize pool for the DotA International. And they do that by offering all players the ability to buy cosmetics, with a portion of their purchases funding the actual tournament.
I put all my faith in GabeN and Valve to do this right. They’re the best in the business when it comes to this type of thing. But that’s not the only thing you need to take over eSports. You KIND OF need a good game, right? Well, let me introduce you to --
  1. Dr. Richard Garfield
Is there really anything else I need to say? The man himself, the CREATOR of the modern collectible card game. If the out-of-this-world success of Magic the Gathering isn’t enough to convince you, his understanding of skill versus luck in a game should do the trick. This is an hour long presentation he gave. If you haven’t listened to it, you should do so immediately.
Many of the following reasons on my list will reference some of the concepts Dr. Garfield covers in his presentation. Also many mechanics in Artifact are built on these concepts presented here, and because of that, there isn’t much more I need to elaborate on, for now.
If you weren’t aware, Magic the Gathering is the biggest card game, ever. Despite the current drama taking place, Magic the Gathering has been the premier card game to play if you were looking to make a career out of cards. While it isn’t always a profitable career path, there are a small group of players that have raked in quite a bit of prize winnings over the years. Take a look at the Top 200 All-Time Money Leaderboards. That’s some eye-popping dollar signs, if you ask me.
But Dr. Richard Garfield doesn’t only want to cater to that tiny small percent of players, working toward big paychecks, and Magic the Gathering has recognized the different archetypes of players, known as Timmy, Johnny, and Spike. Dr. Garfield has even explained that he builds all kinds of cards, with these different player archetypes in mind.
I’d even say some of the core strategies amongst the four colors in Artifact embody a lot of the Timmy/Johnny/Spike concepts. This is important to mention because it means Dr. Garfield will cater to various playstyles in Artifact, which will allow people to be creative with their decklists, tailored to their individual style. And if you ask me, that is a recipe for some very exciting Artifact games!
So, looking at where we are now, we’ve got Valve developing a game designed by Dr. Richard Garfield. Already, that should be enough for you to believe in this game’s success. But I’m going to break it down even further. For a game to be the number one eSport, I think the most important thing has got to be the most obvious, a --
  1. High Skill Ceiling
Let’s take a look at Basketball. There’s many levels of basketball, from friendly pickup games on the street, to community leagues at the local recreation center, to high school, to college, to professional foreign markets, to the very top at professional NBA basketball. In each of these levels, you would imagine anyone in one level could take on a person in a level below theirs, and beat them greater than 99% of the time. While that isn’t always the case (Haven’t you heard of The Professor?) it clearly shows the extremely high skill ceiling of Basketball, just because it can facilitate so many different levels of expertise. This isn’t a difficult concept to grasp, I just wanted to go over it briefly.
For a video game title to completely dominate the eSport world, it has to have an extremely high skill ceiling. And this is a broad concept to cover, so I’m only going to cover one aspect of it, which is the one I think defines it the greatest… Decision making.
In Artifact, the number of decisions you make, and their future impact is one of the biggest elements that separate Artifact from other card games. Within the umbrella of decision making, are concepts like Hero deployment, spending resources in one lane over another, when to give up a lane, and many other specific examples like these. (I’ll probably cover this topic directly in it’s own article at another time.)
Comparing Artifact to Hearthstone, the average number of decisions per game has to be an astronomically different number. Unfortunately, I’m not able to play Artifact currently so I can’t give you these statistics. But I’m basing this assumption off of PAX West game videos that I watched. And I think a lot of people can agree with my assumption here. If not, go ahead and tell my why you disagree in the comments.
By having so many instances where players have to make decisions, even in a perceived simple concept like initiative, your game will automatically open itself up to a high skill ceiling. Bare with me here, I’m going to break this down, as simple as I can…
Similarly to basketball, you would assume that 99% of the time, the higher skilled player will win? Obviously the numbers won’t be that high. Nobody can say for sure what that number is for Artifact, but many experts believe that in Magic the Gathering, the higher skilled player has somewhere around 60 and 70% of winning. Let’s hope Artifact is above that number.
Now let’s take a look at the opposite of skill. That pesky thing that everyone says is the worst part of Artifact. And the one thing I think they are all dead wrong about, of course it’s --
  1. RNG
How many different possible unique games of Tic-Tac-Toe are there? The answer is 255,168. That’s every single unique series of plays you can make in Tic-Tac-Toe, period. But how many unique games of Dota 2 are there? Well, before the game even begins there over two quadrillion possible team compositions. (I don’t do math. These guys did though) And that’s before the games even begun!
What about professional sports, like Baseball? I’d say it’s essentially infinite, when taking into consideration so many variables about the athlete's body, different flights of the ball on a pitch, various types of swings, and if the bat makes contact, the nearly infinite points of contact that a baseball could land in a stadium, and that’s not even taking into consideration random things like a player tripping, or a fan in the audience interrupting the play. You get the idea.
This is an incredibly important detail when considering how successful a game can be in the eSports space. Card games are at a massive disadvantage, there’s only so many possible things that can happen, it’s actually a fairly small finite number of unique games, when compared to something like DotA 2.
So what’s the deal with adding in paths in front of creeps? What about the RNG Flop at the beginning of the game? These things are SO INCREDIBLY good for the game, it honestly perturbs me how many people following Artifact are unsure of this design choice. By adding in these variables into the possible unique games of Artifact, it increases the number by a HUGE MARGIN. I would argue this makes Artifact the number one card game, when it comes to the number of possible unique games. But why is this a good thing? Two reasons --
Even with a small deck of forty cards, you’ll have tons of unique games, even when facing opponent decks that are all the same decklist. Each game can be very different based on the minute RNG built into the game! That means you won’t get burn out playing the same decklist. Meta is stale and boring? At least your games will play out slightly different!
How does a player react to certain possible Flops? How does a player recover from poor creep spawns during redeployment phases? These variables create a much more exciting spectating experience! Which brings us to the next point --
  1. Spectator eSport
LuminousInverse, SUNSfanTV, SirActionSlacks, and fwosh did such an amazing job commentating games during the PAX West live streams. If you haven’t had a chance to watch them, I’d highly recommend it. During the commentary, in many situations, the commentators would talk about potential lines of play from the Challengers on stage. In almost every scenario, there were multiple plays to choose from, and many of them were fairly equal in perceived value.
In many other card games, there is a clear best play from your hand, every turn, and any other line would be called a “misplay”. But in Artifact, that line separating a viable play and a misplay is quite blurry. Without knowing future creep deployments, some plays could end up being better than others, even when they aren’t necessarily the number one best option at face value. This creates a scenario where commentators have A LOT to talk about during matches, sometimes too much.
On YouTube, you can find a guy making videos named Jackson Walters. I highly recommend his videos and would like to mention him for one specific reason. He uses a program to draw on the screen when he does his gameplay commentary. If you’ve ever seen an NFL broadcast, you would know this is a common feature during a replay. A yellow line, drawing over a freeze frame of the last play.
No other video game I know of uses this type of technology, and Artifact is absolutely an AMAZING candidate to take advantage of it. There is so much going on, when choosing a lane for a hero to go to, when choosing a spot for a creep to spawn in lane, potential pathing of units, all of these examples would make this technology great for commentators to relay pertinent information to the audience.
But those two things aren’t the only thing that makes Artifact a great spectator eSport. And this is a topic that is debated frequently amongst the community. Is Artifact going to have good “streamability” on Twitch? My answer is a resounding YES. Because Valve has done such an unbelievably good job designing the User Interface, a lot of things are clearly displayed to the audience.
Even to people who have very little knowledge of the game, just understanding the basics, they’ll be able to recognize when a player is put in a bad position (Here’s a hint -- there’s giant red X’s all over his units!) and the audience can understand when a player is forced to make a big play to turn things around.
Furthermore, with the UI clearly labeling Tower health and incoming Tower damage, the audience is given obvious indicators for “points” or a way to keep track of the “score” in the game. Which actually isn’t that common amongst many popular eSports titles. Speaking of eSports titles, let’s talk about the biggest thing Artifact has, that other card games don’t --
  1. Deck sharing
“Valve is even working on a deck sharing system that will let you lend a deck to a friend for a match just like you would in a physical card game.” Excuse me? I actually can’t believe this! I know a lot of you young people won’t appreciate how awesome of a concept like this really is, but I’m going to break it down for you.
Before the internet existed and everyone had everyone’s decklist, people actually had to work out decks on their own, and with their friends. I personally have spent hundreds of hours “solitairing” decks against no opponent, testing a deck’s consistency and working kinks out of the list. With the current state of electronic card games, people can get detailed statistics of all the top deck lists in the game, what the best players are using on ladder, and so on and so forth. Even in some games, at top tournaments, everyone’s deck list is public knowledge before it begins!
This is not how things have always been. Back in my day, people could go to major tournaments and whip out a completely unknown, Secret.dec, that no one has seen before. That player and his group of friends have already tested it a thousand games against the most popular decks in the meta. When things like this happened, people LOST their freaking minds. And to be honest, this is how some stars were born within some trading card game circles.
With Artifact’s Deck Sharing, Players will be able to put multiple decks together and give them to their friends, without them needing to invest money in the game, bring them in and use them as exclusive testing partners. While this might understandably sound a bit insane, I can see small groups of friends using this feature for testing purposes.
Other than the obvious, it being a gigantic tool to bring more players to Artifact, I’m looking at it from the competitive perspective. I could even solitaire games against myself, playing both decks simultaneously! Nice!
While this feature is great at bringing new players in and keeping the cost of entry low, there is something else Artifact has already taken into consideration, you guessed it --
  1. Card accessibility
Black Lotus $6,500. Ancestral Recall $3,363. Time Walk $2,628.
Yikes. This is the exact reason Valve has gone on record stating that they don’t want this to happen. Their first step in preventing this, at least in the first set, which releases on November 28th, is only having three rarities of cards. Common, Uncommon, and Rare. Also guaranteeing that one of the twelve cards included in each two dollar pack is a Rare.
They’re going to take things even further for an electronic trading card game, and allow players to buy and sell cards on the steam marketplace. Looking at it from a business standpoint, how genius is that? They not only sell every card pack in client, but they ALSO get a cut of every transaction made on the secondary market! Absolutely genius! (~15% of all secondary market sales goes right into Valve’s pocket!!!)
As of now, nobody can predict the average costs of cards, or the average cost to create a popular meta deck. But one thing is certain, we won’t have to buy hundreds of booster packs hoping to open some specific super-rare necessary-for-laddering “legendary cards” that can’t be resold in a secondary market! Yeah, I’m looking right at you, Hearthstone!
So we’ve got a situation where the game is designed by Richard Garfield, developed by Valve, has a high skill ceiling, with RNG that makes things interesting, great for spectating, allows deck sharing, and will have accessible cards? What’s even missing in something so amazing like that? Oh, I know, SirActionSlacks favorite topic --
  1. The Lore
Let’s say the 482,000 average players of DotA 2 won’t be interested in the amazing game I just described above. Well, I’d call them crazy, but let’s go with this for a moment. What is the one other thing that could potentially make them want to at least open the game and poke around? Yeah, it’s all those interesting characters they’ve known for years, it’s that universe they have spent thousands of hours playing in. A massive chunk of that playerbase might be interested in Artifact, just for the LORE.
And if you haven’t seen it already, definitely check out SirActionSlacks Loregasm videos on youtube. I had no idea how much lore was actually in the DotA universe, and it gave me a whole new appreciation for the game I spent many hours playing.
From the bits and pieces I’ve been able to piece together during the card reveals, inspecting the artwork and reading the flavor text in the tweet’s on the official Artifact Twitter page, it seems to me that the first set will be based around the Bronze Legion and the Red Mist Army.
There’s plenty of great lore to explore there, but it might even give us some clues about the first expansion set for Artifact? Maybe an Abyssal Horde expansion? Or even just a straight up Roseleaf Expansion? Only time will tell…
Even though I covered this subject briefly before, I’d like to mention it again, in it’s own bullet point --
  1. Prize support
Remember when I linked the Top 200 All-time Money leaders from Magic the Gathering? Number one on the list is Paulo Vitor Damo da Rosa, with total winnings of $497,785. That’s quite a bit of money playing a card game! Well, that is until someone is crowned victor of the first Artifact Tournament, slated for the first quarter of 2019. First place gets a cool $1,000,000. That’s more than DOUBLE any Magic the Gathering player has made... in all of it’s 25 year history! Yikes!
None of the details have been released yet, but if you play close attention to the Artifact website and the Official twitter @PlayArtifact, they’ll be announcing it soon, hopefully. Many players hoping to take a stab at that prize pool are anxiously waiting to hear how they could potentially qualify for the big tournament, myself included.
But as I’ve mentioned before, a giant prize pool isn’t the only key to success as an eSport, it’s many other things. What I would like you to remember, is how many industries can be supported when a prize pool gets that large. But money doesn’t just bring in a bunch of companies underneath it, it also brings in SPONSORS!
Sponsors support all those gaming organizations, that sign pro players to represent them, and allows for such a competitive space to become an eSport. This in turn creates an environment where many people can provide for their families, support each other, and their communities, all from a video game. If that doesn’t get you excited, then you’re truly dead inside. Or your a hundred years old and don’t know what a video game is.
And finally, the above nine things would make a pretty great game, but there’s still one last thing that makes all the difference. In my opinion, it’s the most important piece of success for a video game title to be the number one eSport...
  1. Content creators
Here’s a list of some of the best content creators out there right now, making amazing content for Artifact. If you aren’t already following all of these guys, I highly recommend you do so immediately, not just because what they’re making is awesome, but also because they are giving away beta keys!
Artifaction
The Artifaction podcast is hosted by SUNSfanTV and SirActionSlacks. They just held a massive create-a-card competition for 2 beta keys! If you missed it, that’s unfortunate, because it was great watching how miserable these two were after they reviewed over a thousand cards on stream (Which was only half of the submissions!).
BTS Podcast
Hosted by LuminousInverse and Hotbid. One of my favorite podcasts out there right now, these guys are great. Hotbid is a natural talent for keeping the podcast moving and making sure everyone on mic stays opinionated, taking hard stances. That’s what creates discussion, that’s what makes a podcast interesting. Creating debates. I can’t recommend these guys enough!
Artificer’s Guild
This is an all encompassing youtube channel, covering news, card releases, reviews, lore, it’s a great channel to have on subscribe. Check out their videos, they come out every few days!
RobAJG
What a great twitch channel this guy is running! He’s offering gameplay reviews, interviews, card reveals, as well as personal commentary. He does stream a lot of games other than Artifact, but when he streams Artifact, he can bring the house down.
Jackson Walters
While a newer content creator for Artifact (he’s only got three videos up), these videos are absolutely PACKED with amazing information you can break down. He is on another level when it comes to breaking down some pinpoint decision making moments in games. If you want to play on a high level in Artifact, definitely watch his videos.
Swim
Swim is a top Gwent streamer and dabbling with the idea of moving to Artifact. Personally, I think he’d be an amazing addition to the Artifact community and he’s got only one video up currently, breaking down the Black cards and revealing his own card, Slay. Make sure you give him plenty of love because he is a great creator!
Lastly, I’d like to include myself in this list of content creators. You can check out my twitter here.
I’m looking to write more articles like this in the future (If you guys enjoyed it, that is) Some of the topics I’ll be covering are going to be pretty heavy, like this article, but also decklists, analyzing metas and tournament results, maybe patch notes (if Valve decides to patch Artifact and change cards), interviews, pro scene topics, maybe even tracking cards on the marketplace, and predicting future meta shifts! I’d also like to do a card reveal, if Valve is interested in spreading the love. Seriously, Valve, I’d die if you sent me a card reveal...
In conclusion, because of the ten reasons stated above, I believe Artifact will be the biggest eSport title, ever. I’d love to hear why you agree or disagree, so comment below! Also, one last thing, I do have a beta key to give away, if you follow me on twitter @rokmanfilms, I might do something fun to give the key away. I know you fiends are only motivated by the chance of winning a key! Ha!
Thanks for reading! I’ll be posting again soon…
ONE LAST THING -- I am interested in being a writer for a publication or website. If you’re interested in adding a writer like me to your team, you can Direct Message me on twitter, message me on Discord at rokman#5483, or message me here on Reddit! Sorry, not sorry, for the shameless plug!
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vegas insider college basketball lines video

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