Tried it after someone kept pushing. Ended up rushing a village that was half in ruins from those flying mobs, and my axes kept clashing with a horde that wouldn’t break. One moment I slammed a charged hammer into a creeper captain right as it dove and the blast knocked three skeletons off a ledge at once.
The biggest gripe is the cooldown on artifact swaps, feels too long when three creepers are already in your face. Even with decent gear, the fight drags out instead of staying sharp.
Minecraft Dungeons II rewards sticking to one weapon you know instead of mixing everything on the fly, and deaths only sting when you can tell you misplayed the timing.
more of what I meant
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Artifact
Players draft a 40-card deck from the full Artifact card pool, then take turns positioning heroes on three separate lanes, casting spells, and managing resources to outmaneuver an opponent across two games per match. Each lane functions like a miniature battlefield where positioning, attack order, and timing determine which heroes survive and how much tower damage is dealt. Between rounds, players purchase additional cards or sell unwanted ones on an in-game market that reflects real-time supply and demand.
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Drafted a 40-card deck, spread the heroes across three lanes, and spent most of the match deciding when to push and when to hold back. In the second game the middle lane collapsed fast because my left hero blocked an early spell, and for about three minutes that single mistake let the opponent chip the tower while I scrambled to buy something usable from the market.
Artifact felt fine once the decks were locked in, but the constant waiting between small decisions made twenty minutes feel longer than it needed to. I liked how positioning actually mattered lane-to-lane; I just didn’t enjoy the long stretches where nothing moved and the clock kept ticking.
wrote the rest of it here
https://dfaceme.com/game/artifact
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