Exciting news! The HexTCG folks have given me a couple of cards to spoil exclusively on Hex Vault! Iâll spoil the first card today in this article, and follow up with another article tomorrow with the second card. First up, threshold fixing and resource acceleration!!!

Before I spoil the card, letâs spend a little time talking about threshold and resources in HexTCG. Itâs probably obvious to most people following the development of HexTCG that the resource system is based on five basic shards: Wild, Blood, Diamond, Sapphire, and Ruby. When you play a basic shard resource card it actually provides 2 distinct things: a threshold of the appropriate type AND a resource. This is key to understanding the resource system in HexTCG â although threshold and resource are frequently given as a package deal (i.e. basic shard resource cards), they are technically completely separate. What does that mean to me? That means that cards can potentially provide threshold but no resource, resource but no threshold, or both. In the UI, the display on the two mechanics (threshold and resources) is actually separate â two numbers that are displayed independently and can be changed independently. Time to get out of the habit of checking the numbers in the threshold symbols to calculate how many resources I have available!

Adaptable Infusion Device is an example of card that provides a permanent threshold of your choosing without increasing your available resource count. Notably, for now anyway (and definitely in Set 1), anything that provides threshold is permanent.

On the other hand, when we look at resource acceleration, cards (or actions) can provide temporary resources that are only available on the turn they are played/used [X/0] (e.g. Spectral Lotus), resources on the turn that they are played and on each subsequent turn [X/X], or permanent resources only on subsequent turns [0/X] (e.g. Surge Mechanism). Chlorophyllia is even more nuanced â you essentially get 2 Wild threshold, and a resource effect that is essentially [0/2] (no temporary resources the turn you cast Chlorophyllia, but 2 resources each turn thereafter).

OK, now that you understand threshold and resources in HexTCG, letâs look at the card! Crimson Clarity â threshold fixing and resource acceleration for Ruby:

As an aside, and like most of the cards spoiled so far, I love the flavor text for this card…

Basically the card text says âGain 1 Ruby thresholdâ (a permanent change) and âGain 3 resources this turnâ (and only this turn!), i.e. playing this card results in a net gain of 1 Ruby threshold and 1 resource. Threshold fixing and (albeit modest) resource acceleration on the same card! As an example, on Turn 2 with 1 Ruby and 1 Wild threshold and 2 resources in play, you could play Crimson Clarity and then play another troop for 3 resources. At the very start of Turn 3 youâd have 2 Ruby and 1 Wild threshold but only 2 resources available to you.

Crimson Clarityâs resource and threshold fixing obviously allows you to play cards with 2 or more Ruby threshold earlier than normal, even if youâve only been able to play 1 Ruby basic shard resource card, e.g. Mancubus or Zoltog on Turn 3, Ash Harpy on Turn 4, Inferno on Turn 3 (assuming youâve had 2 Ruby basic shard resources), etc. You could even get a Turn 4 Te’talca, Orc Gladiator, ahead of the curve, and likely with your opponent only having weaker troops and potentially being resource constrained! It can also smooth out bad basic shard resource draws when using Poca, The ConflagratorÂ â after all, her charge power (Blaze Elemental) requires 2 Ruby threshold.

Crimson ClarityÂ will probably have utility in PVP in constructed formats, especially in very aggressive decks and also decks that stray away from mono-Ruby. Itâll see even more use in limited formats, especially in decks where 2 other shards are prominent but you need to add a splash of Ruby to play a bomb and/or removal, e.g. Ragefire. Another thing â Crimson Clarity is common ensuring that weâll see it in drafts pretty frequently.

What about Crimson Clarity in PVE? Insane resource acceleration! Letâs look at the equipment:

Crimson Copperhead (Common) reduces the cost of Crimson Clarity by 1 thereby giving you a Ruby threshold and a net gain of 2 resources the turn you play the card. Now youâre potentially getting all of the cards I described previously a turn earlier!

Lucid Gloves (Uncommon) take the temporary resource gains and make them permanent – 3 extra resources every turn, including the turn you play Crimson Clarity. Using these gloves in combination with the Crimson Copperhead, and having multiple Crimson Clarity cards in hand on Turn 1 could result in a very large and angry dragon (well, in Set 2) beating on your AI opponent by Turn 2!

Iâm excited to see more threshold and resource acceleration in the game. What do you think of Crimson Clarity? Leave your comments below or on Facebook or Twitter.

Thatâs all for today, but tomorrow Iâll be spoiling a Coyotle Mage who has embraced the Diamond and Sapphire magic brought to Entrath by Hexâ¦ Check back soon!