So as of now, dual and single-color decks are the most reliable and efficient – as they generally tend to be in other games like this. So far, I've managed to make a four-colored deck that just about works, but at this early stage of the game's development, there aren't that many cards that enable players to construct tournament-effective four-color decks, and even three-color ones can be dicey. It's pretty straightforward stuff, and anyone who's played other digital or physical games of this ilk will feel very much at home, very quickly. Players can make decks using five different schools of magic, plus color-agnostic artifacts, and must then add appropriately-colored shards that provide the power to play said cards. The game ostensibly follows the genre staple of two champions dueling one another with preconstructed decks of cards, each summoning creatures and casting spells to destroy their opponent. They've put their experience to bear to create what seems like a quite traditional digital card game in terms of its basic mechanics, but one that actually goes far farther than any other DCG before it. The game is the brainchild of Cryptozoic, the team that also produces the physical World of Warcraft TCG. It's far more sophisticated than Hearthstone, and even gives Magic the Gathering a run for its money in terms of gameplay depth. I'm currently playing the latest round of Beta, and I'm hooked. Following a wildly successful Kickstarter campaign over the summer of last year, Hex has slowly, but surely been building momentum. The one that I'm watching very closely, however, is Hex: Shards of Fate. However, there are also a number of smaller ones that definitely shouldn't be overlooked, like the excellent Might and Magic: Duel of Champions, Pokémon DCG, and SolForge. The big two are obviously Magic the Gathering: Duels of the Planeswalkers, and Blizzard's seminal Hearthstone. Digital trading card games are becoming increasingly popular and common these days.
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