Deep Dive – Charging Right In

Feb 7, 2018

G’day Hexers! I’m back with some more Kismet Draft shenanigans!

Speaking of which, Kismet is going on vacation soon. The upside to this is that Kismet is leaving behind some sexy sleeves for everyone to earn while drafting 8-8-7. The downside is that there’s only a short time left to earn the current Alternate Art cards from Kismet Draft, so be sure to get them while you still can!

Now, let’s take a look at another popular option that you could try before Kismet Drafting ends. Last time, I dived deep into Blood / Diamond drafting with a focus on Death Chant. This time, I’m charging into Ruby / Sapphire drafting with a focus on—you guessed it—charges!

There are a lot of benefits to gaining charges within HEX, and the current iteration of Kismet Draft is no exception. Ruby and Sapphire both offer the most amount of support / synergy when it comes to charge cards, and they offer some great champion choices too.

To start things off, let’s take a look at the common and uncommon cards that generate charges within Ruby, Sapphire, and Artifacts. I’ve somewhat ordered them in terms of pick priority, from high to low.

Sandstone RumblerCrackling BoltHeartsworn CallerWebborn ApostateCharge HulkCrackling TideCrackling WitInductocopter Bot
Deadeye InvokerSurgesmith EngineerZapCharge BotArcane AlacrityAyotochi Coins


When drafting, I recommend taking cards that are good by themselves before considering archetypes or cards with limited reach/application.

Out of the above cards, Zap is a good example of what I mean. Though it gives you a charge, it only does 1 damage, so the number of viable targets it can answer is limited. Being quick does increase its potential applications, but I still recommend ignoring cards like this early on in draft (unless there’s nothing else worth taking) and only grabbing ‘em when you have enough payoff/synergistic cards. (We’ll look at those later.)

My favorite charge generator is the Sandstone Rumbler. This gigantic Elemental is one of the best sources available in Kismet Draft for mass charge gain. By socketing the Major Ruby of Galvanism gem, we gain 5 charges when the troop is Deployed. Value!

This makes the Sandstone Rumbler a high quality pick by itself, but it is even more so if you already have several cards for it to support. Sadly, it is uncommon, so you’re unlikely to see many of them (if any). Heartsworn Caller and Webborn Apostate are another 2 great uncommons that generate charges which fall into the same boat.

As for commons, Crackling Bolt is a card you want to prioritize, as it’s able to take out a diverse range of threats or even finish off an opponent thanks to the fact that it can target troops or champions.

Charge Hulk is another great common. This Artifact troop gives multiple charges when Deployed, just like the Rumbler. In this case it’s only 2, but that is still fantastic if you have enough payoff cards, the upside being that even without any you can still accelerate your charge power rapidly.

The 5 cards that I mentioned above are cards that I personally like grabbing early. As for the others, I will generally consider those once I have enough cards for them to support. It is important to not go too heavy on the supporting cards too early, as you may then find yourself with a lack of payoff cards.

I keep mentioning payoff, so I think it’s time we actually take a look at the cards we want to support with the above generators:

Rift SpasmArena RegularRocksliderReactor BotWebscribePulse Reactor


The first 4 we see here are the ones you want to prioritize when it comes to your payoff cards. Get enough of these, and that is when cards like the previously mentioned Zap, or even something like a Charge Bot, become more viable options.

If you have the ability to generate multiple charges in a turn consistently then Rift Spasm is a high value pick. It’s ability to generate more threats, draw cards, or grow bigger are all great payoffs.

Arena Regular is a troop that gives you an alternate way to win outside of combat damage and synergizes extremely well with the previously mentioned Sandstone Rumber and Charge Hulk thanks to the multiple charge gain triggers.

Reactor Bot and Rockslider also benefit greatly from a lot of charge generation. Something as simple as a resource into a Charge Hulk on turn 4 can grow these guys into a 7/7 and a 7/4 with Crush.

The other benefit of all the charge gain is obviously getting an accelerated charge power or multiple activations. Here are some champions that I highly recommend considering:


At 9 charges her charge power is rather costly, but provided you drafted enough generators it can be quite easy to accelerate to. Once activated, you can enjoy the sweet bliss of drawing 2 cards per turn!

Entity Unknown

Much cheaper at only 4 charges. Entity Unknown can have a much faster impact on a game. Once activated, you will gain a Portal card. The great benefit to Portals in limited is that you can get cards of higher impact than you might normally be able. However, this does work both ways, and you can get junk, but you do have the benefit of waiting and letting it transform again and again.

Runecarver Darcon

Another ability that costs 4, you should definitely consider this gargoyle if you’ve got a lot (6+) of high-impact, 2 cost or lower actions. Crackling Bolt and Shackling Strands are fantastic examples.


If you have an action heavy deck with several Arcane Alacrity then Swampbutt is a decent consideration.

Before I wrap things up, we have to remember that during any given draft it is unlikely that you will get ALL the charge/payoff cards, and it’s generally not the best idea to force an archetype anyway (try not to tunnel vision). As such, I feel it worth mentioning some other cards you should keep your eyes open for in Ruby and Sapphire.


Burn to the GroundPyretic PerformerFiresoul GemswornStink TrollTooth and ClawMarshpits TrollBoltspasmBombsmith
Emberleaf EvokerAshwood TransmuterRuby AuraVolcanic Portal



Mystic NaturalistConsult the TalonTemporal ExilePrestidigitatorBuccaneerDingledanceThunderbirdHeart’s Whisper
Swooping GravitrossShackling StrandsMechanized AerialistDeep FreezeTreacherous PassCerulean MentalistPhoenix Guard TrainerWarpsteel Shardsworn
Woolly MoaThunderfield Seer


As you can see, there are many fantastic cards available for Ruby and even more when it comes to Sapphire (that have nothing to do with charges). It’s crazy how many of these cards I love, especially the uncommons in Sapphire. The most notable one that you should always keep your eyes open for is the Mystic Naturalist. This card is the very definition of a Bomb. A 2/4 evasive troop that generates more evasive troops when it un-exhausts, yes please!

Honestly, I could talk about these cards forever (I really do love nearly every single Sapphire card in the above list), but I think I’ll wrap things up now and leave you all with a R/S Kismet Draft that I did recently:

As shown in the above video, I didn’t try and force anything and went with the flow. Although I almost let myself get swayed by the first pick due to how much I like B/D in Kismet Draft, ultimately I made the correct decision and went for the Bomb rare Dead of Winter.

I was then happily rewarded with the Bomb uncommon I mentioned above (Mystic Naturalist, woo!), and I ended the draft with a pretty nice deck which also had a smattering of charge gain / synergy. The charge gain was very light in this particular draft, so don’t take this as an example of a good R/S charges deck or anything. You can definitely do much better in that regard.

With that said, I just want to reiterate how important it is to not tunnel vision when drafting. No matter the type of deck you’re building or the potential synergy that may be on offer, a lot of the time it is better to take the card that has high impact/value by itself. This is especially important the earlier in a draft you are.

Some cards have a high impact or value regardless of the type of deck you’re building, while the value or impact of other cards is based on the rest of your deck. The card Blightseed Cultivator is a good example of what I mean here. It’s generally a low priority pick early in a draft, but once you have a critical mass of Deathcry troops then the pick priority of such a card increases, since its impact/value has gone up dramatically.

Using a card from the previous list, Consult the Talon is a very high value card that can easily fit into pretty much any draft deck and is therefore a high priority due to the value it offers over something like an early Rockslider. However, if we are late into a draft with critical mass of charge gain, then Rockslider might win out over a Consult the Talon if we favor the aggression/synergy over raw value.

Once again, I hope you’ve enjoyed the read and that my ramblings were of some help. Please feel free to leave me any questions or comments you may have in the forums. Happy Hexing!

Havoc | Twitch | Twitter | YouTube

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Havoc has been playing HEX since the beginning, and there aren’t many days in a year where he doesn’t jump into a game. We can’t seem to get rid of this crazy aussie. He even managed to get himself and his dog Bella onto a card. He also has numerous achievements over the years, including 1st & 3rd in FiveShards Cup of Fate tournaments, 1st in a Pro Player tournament, and Several Bash & Clash Top 8’s.

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