Monthly Archives: December 2013

Hearthstone: Rogue Aggro (budget)

Hello world, this is Geek Generation.

Today i’m going to talk about a Rogue aggro deck in Hearthstone. It’s not the deck i’m playing currently because i don’t have all the cards. But it’s something very close to the list i’m putting here. It’s a low budget build with only one rare, SI:7 Agent. SI:7 Agent is such a powerful card that it is a compulsory card for Rogue regardless of whether you’re building an aggro or control deck. So if you like playing with the Rogue class, SI:7 Agent is a good investment at 100 arcane dust.

2 Backstab
2 Cold Blood (40 ea.)
2 Deadly Poison
2 Elven Archer
2 Leper Gnome (40 ea.)
2 Sap
2 Shiv
2 Acidic Swamp Ooze
2 Defias Ringleader (40 ea.)
2 Dire Wolf Alpha (40 ea.)
2 Murloc Tidehunter
2 Raid Leader
2 Shattered Sun cleric
2 S1: 7 Agent (100 ea.)
2 Nightblade

The numbers in parentheses beside the card name is the card’s cost in arcane dust. This deck costs 420 arcane dust.

The deck’s concept is simple. Play lots of cheap aggro creatures to win before the opponent has the opportunity to build his/her critical mass. Ideally, you’ll want to have something to play on turn one. You might consider replacing Acidic Swamp Ooze with Southsea Deckhand to increase the chance of getting a turn one play when going first. The best scenario would be to go second, and play Defias Ringleader or Murloc Tidehunter with The Coin.

Creature trades, very often, should be initiated by the opponent. Your creatures should be hitting the opponent as much as possible. Eg. You have The Coin and you played Murloc Tidehunter (2/1 with additional 1/1) on your first turn. Your opponent plays Kobold Geomancer (2/2). On your turn, instead of activating your dagger and trading with your 1/1, you could consider throwing everything at your opponent.

The reason for this is simple. If you traded the 1/1 and your opponent plays something like Arcane Explosion, you would have only done 2 damage compared to the 4 damage you would have done had you attacked the opponent directly. Sure, in the later scenario he has a kobold remaining, but as long as the creature on the opponent’s side is neither too big nor with Taunt, you’d want to maximize your damage output so you can eventually swing your dagger for the win.

Ok so much for now. Cya again soon.

Hearthstone: No provision for Arena draft report

Hello everybody, welcome back to Geek Generation.

One problem with Hearthstone is that there are no logs for both the draft and the play, which makes blogging and analysis pretty hard. Regardless i decided to pen down my picks in one of the Arena tourneys to blog about it. However i decided to discard everything i have written. Simply posting all my choices of 90 cards would become an impenetrable wall of text.

Ideally, i want my post on the draft to look like the way i did for Magic the Gathering (back when i played it), with a small picture for every card. So until provisions for such format of blogging avails itself, i will not be doing any draft reports for Hearthstone Arena.

I’ve been getting abysmal two win records for the last two Arena tourney. I think the abysmal record has less to do with my play skill than my draft choices. The only way my record can improve is through more practice, but the daily quest gives only 40 gold, so it takes around three days to earn enough gold for the entrance fee of an Arena tourney. Not the way to go to get more experience : D

Ok so much for now. Stay tight.

Hearthstone: First Impression

Hello people, this is Geek Generation. My motherboard died last week, took me quite awhile to get a new one up and running again, but now i’m back.

I managed to get my hands on a Hearthstone beta key and have been trying it out after i got my computer working again. First thing i noticed about the game, read on its news page rather, is that there is a cap on the amount of gold you can earn, from play mode, from playing the game. Incidentally, for free players, this means there’s no point in sitting in front of the computer to play the entire day. But the cap is sufficiently large that players with one to two hours of play time daily would be unlikely to hit it.

The other two modes is practice and arena mode. Practice mode doesn’t earn you gold and is only good for leveling up your hero cards. You need to level up your hero cards to collect free hero specific cards. The arena mode is the tournament mode for Hearthstone and is unlocked by unlocking all ten hero cards. Once unlocked, the first entry is free. Entry fee is 150 gold at time of blogging.

Once entering an Arena tourney, you get to pick a card from three semi-random cards (you don’t keep the cards for your constructed decks). Picking the card, gives you your first card for your arena tourney. Then another three semi-random cards are presented and you pick from it. You pick cards in this way until you have a total of 30 cards which becomes your deck for the Arena tourney. You’re tourney run ends when you’ve accumulated three losses. I think rewards are probabilities calculated based on your number of wins. You can earn gold, arcane dust and even booster packs.

You can leave and return (quit application, reboot computer, reformat hard disk etc) at any time during the drafting process or in between matches. Though if you leave during a match itself, you accumulate a loss.

I think you get a quest every day (not sure if you still get the quest if you do not log in for the day) and can accumulate up to three quests. For most players, quests are the source of income. If, like me, you’re an average player with some experience in CCG competitive tourneys, my advice is to not spend any gold to buy booster packs. Spend it on Arena’s entry fees since you can get boosters and arcane dust from the Arena. You can level up your heroes in the Arena too.

Deck size is 30 cards, not counting the hero card. Maximum number of same-named copies of cards in a deck is two, except legendaries, which is one. The card pool is not huge, but there are ripe possibilities available to Hearthstone. If Blizzard so chooses, they could go the way of their upcoming moba and include lore from their other games like Diablo and Starcraft. Who won’t want to play Sarah Kerrigan as the heroine : D

zergling

First impression of the game is Star_FullStar_FullStar_FullStar_FullStar_Empty.

Duel of Champions: My Inferno deck

This is Geek Generation, good morning everyone. You can read my first post about Duel of Champions here.

Duel of Champions has a singles purchase system called the Wildcard system. Wildcards are earned in-game by opening boosters, or purchasing boxes of boosters. This allows players to obtain the cards they want without depending on the favors of RNG gods (random number generation). If you’re not purchasing alot of boosters via real cash, then wildcards become a rather precious currency. And if you’re new to Duel of Champions, you might be wondering what to spend your wildcards on.

My recommendation is to get four Pao Deathseeker. At a cheap five wildcards each, getting a set of four requires only twenty wildcards. Once you have your set of Pao Deathseeker, it’s going to be useful in almost every deck that you have.

– Pao Deathseeker, 3/0/1, 3 mana 3 might, neutral melee, Immune to Retaliation, Quick Attack, At end of your turn, kill Pao Deathseeker.

Pao Deathseeker’s Quick Attack allows it to act as a good board control by dealing three damage to a creature while offering the flexibility of dealing three directly to the opponent hero if there are unprotected lanes. The best attribute on the card is its neutral status, allowing all decks to use it, makes it a great supplement to heroes that have poor access to single target board control.

Anyway..

Here’s the Inferno decklist which i’ve been using, which is basically the starter deck with some upgrades. It’s been pretty good bringing me from ELO 0 to ELO 1001. But it’ll probably need some changes and better cards too if i’m to break the ELO 1100 ceiling.

Garant Seeker of Discord

4 x Maniac
1 x Dark Assassin
4 x Succubus
3 x Demented
3 x Juggernaut
1 x Cerebus
3 x Hellfire Cerberus
2 x Lesser Air Elemental
2 x Lilim
2 x Ravager
1 x Lashing Lilim

4 x Firebolt
2 x Dispel Magic
3 x Teleport
3 x Town Portal
4 x Fireball
2 x Altar of Destruction
4 x Twist of Fate
2 x Chaos Rift

4 x Day of Fortune
4 x Week of Weaponsmiths

There are some weird quantities in the deck, like one Dark Assassin. That’s because i just happened to chance into one from a booster and one is all i have. Ideally, a full set of Dark Assassins are required in the deck.

When i first played the game, i didn’t think much of Juggernauts and Ravagers. But after encountering it a couple of times, i’m convinced of its beefy power. Together with its four health, it becomes a threat that is rather hard to kill in the early turns.

Sweep mechanic proves to be less useful at ELO 1001 and above as opponents are already typically playing with your fireball in mind and spacing the creatures accordingly. Altar of Destruction offers utility against the mirror by allowing you to hide cards that you’re not ready to use yet from the opponent’s Twist of Fate.

The single most useful addition to the deck would be Hellfire Maniac.

– Hellfire Maniac, 3/0/5, 5 mana 5 might, Inferno melee, Enemy creatures in the same row as Hellfire Maniac gain Berserk, After Hellfire Maniac is attacked, deal 4 damage to the attacking creature.

Basically, Hellfire Maniac borrows creature mechanics from other factions thus providing utility that is not normally found in Inferno faction. Translated, Hellfire Maniac effectively has Retribution and a stronger version of Hypnotize (stronger because the opponent loses the choice of not attacking with the hypnotized creature) and it’s not even rare. I’ll say Hellfire Maniac is a compulsory four of in every Inferno deck, including creature-less decks.

Ok so much for now.

Duel of Champions: Review

Hello everyone, this is Geek Generation.

Duel of Champions is an online collectible card game that occupies a really neat niche at this point of time. With the advent of Blizzard’s Hearthstone in closed beta, people in forums have been suggesting to others who did not get a key to play Duel of Champions while waiting for Hearthstone’s release. Which is exactly how i came to know about Duel of Champions.

After playing awhile, i found that Duel of Champions is interesting enough to play as more than just a passing fancy, with the potential of serving as a core game for players who like this kind of games. Though the marketing department seems to be a little lacking. Even the website is outdated as there are now six factions instead of four. But the later two factions are more for advanced players as they’re not given as one of the choices for a beginner’s deck.

My choice of beginner’s deck was Inferno. The description of Inferno’s play style was, “Inferno is the ideal faction for players who enjoy an offensive gameplay. This faction relies heavily on destruction, discarding abilities and high damage at the cost of defense.“, which sounded pretty aggressive to me. My suggestion to players new to collectible card games is to pick an aggressive deck. I find that aggressive decks are generally more forgiving to mistakes that you make, which make them a good beginner’s choice, be it you’re new to CCG or familiar with CCG but just new to the game.

Aggressive decks are usually also Also aggressive decks make for fast games, which usually means you get to play more games for the same amount of time, which could be an important factor if you earn rewards for playing games. That is not to say that non-Inferno factions cannot be built to be aggressive. It’s just that with Inferno, the elements required for an aggressive deck is readily available in the beginner’s deck. There is a lesser need for key cards in rare or higher rarity as efficient cards are readily available in the common and uncommon rarities. Or at least until your ELO rating raises to a higher level where you are consistently paired with better players and better decks. By then you would’ve earned a substantial amount of currency to retrofit and improve your deck to handle the more difficult opponents.

Anyway.. when i first played the game, the first thing i noticed was that there was a huge number of play zones, zones where cards go to. More play zones means more complexity, which may be daunting to new players, though i find that the complexity is by no means a barrier. It’s not too difficult to identify the common components. Five lanes, traps in the middle, hero card, enchantments on top of hero card, library, graveyard, events, which together with mana, stats and life, sums up the entire board of the game.

Deck construction is a minimum of 1 hero card + 8 event cards + 50 playing cards. Event cards are the most peculiar aspect of the game which is the first i’ve encountered. Event cards are not shuffled into the library. They’re shuffled together with the opponent’s event cards forming a pool of 16 cards. At the beginning of the game, 2 event cards are drawn and every turn, a new event card is drawn and the oldest event card goes away and disappears. Both players can play any of the event cards if they chose to. Some event cards are ongoing effects that affect game play without needing to be played.

On his turn, a player increases the maximum mana production by 1 and draws a card. All playing cards come with required stats, which the player must build up over the course of the playing turns, in order to play the cards. Each turn, a player can choose to increase power/magic/fate by 1 or draw 1 additional card at the cost of 1 mana or play the hero ability if it has one. Hence a card like Frenzied Maniac, a 3/3/3 creature which costs 2 mana cannot be played on turn 2 (for most heroes) because it has a 3 power requirement, unless your hero begins the game with 2 power.

Which incidentally means that cards that provide additional mana is not as useful when compared to other CCGs. But that’s not to say that we can overlook such cards. An early Campfire -> Crusader Treasurer could easily seal the game if the opponent doesn’t draw any good cards.
– Crusader Treasurer, 2/2/6, costs 4 mana, requires 3 power, 1 fate, Income 2 (As long as this creature is in play, your resource production is increased by 2) (resource being the game’s mana).
– Campfire, costs 3 mana, requires 3 fate, Draw a card, gain 4 resource.

The stats takes some explaining. Radiant Glory is a 3/2/5 creature. Which means it has 5 health, deals 3 damage when it attacks, and deals 2 damage when attacked by an enemy melee/flying creature. Creatures are classed into melee, ranged and flying. Melee creatures can only be played into front column, ranged back column, and flying offers the flexibility of being able to be played into either columns. Rows as defined in the game is any of the horizontal lanes.

All in all, i’ll rate Duel of Champions as follows: