Monthly Archives: July 2014

Hearthstone: Loatheb (Heroic)

Geek Generation here, finishing up on the last of Plague Quarter’s posts.

Spore Fen_Creeper

Loatheb begins the game with 99 health and a Spore and Fen Creeper in play. Loatheb’s heroic power is the ability to deal 3 damage to the hero at no mana cost. Since there’s no mana cost for the hero power, the clock becomes more substantial. Win the game in 6 turns or less unless you gain health or armor.

The biggest problem is the Fen Creeper on board. Unchecked, you lose the game in 3 turns. Despite all these limiting factors, the game is actually easier because there is a Spore already in play.

2 x Hunter’s Mark
2 x Tracking
2 x Freezing Trap
2 x Unleash the Hounds

2 x Starving Buzzard

The genesis of the deck to beat heroic Loatheb begins as above. Freezing Trap to get rid of the Fen Creeper or, if you didn’t draw the trap, Hunter’s Mark plus a Charge minion. Tracking is used to dig deeper for Unleash the Hounds while Starving Buzzard with a prayer that Loatheb does not have Sporeburst ensures that you win the game.

In my deck i had 2 Explosive Traps, which is actually a bad inclusion. You do not want all the Spores to die on Loatheb’s turn. I also had a Tundra Rhino in the deck, which is bad, because i’m supposed to die after turn 6. The Rhino’s utility is too narrow under these circumstances.

All in all, it was fun having every puppy hell hound hit for a screen shake.

Until next week, Geek Generation out.

Hearthstone: Heigan the Unclean (Heroic)

Geek Generation reporting on attempt on heroic Heigan the Unclean.

Voidcaller

Heigan the Unclean begins the game with a Voidcaller in play. Voidcaller is the Necromancer’s Cruse of Naxxramas expansion card. This deck show cases how powerful Voidcaller is. But of course, it is always more powerful if it begins in play on turn 1 😀 Heigan’s deck has a zooish feel to it as Voidcallers keep replenishing the board with more meat while Eruption combined with minion attack or spell damage clears your side of the board.

Nerubian_Egg

Heigan’s power, Eruption, now deals 3 damage to the left most minion and is free to cast. But the AI is dumb like Maexxna. The power is always activated at the beginning of the turn regardless of the situation on the board; even when it would’ve been beneficial for Heigan to trade minions before playing the hero power. This makes Nerubian Egg very useful against Heigan.

2 x Innervate
2 x Mark of the Wild
2 x Wild Growth
2 x Wrath
2 x Swipe
1 x Nourish
2 x Starfire

2 x Nerubian Egg
2 x Chillwind Yeti
2 x Keeper of the Grove
2 x Druid of the Claw
1 x Loatheb
1 x Sludge Belcher
2 x Boulderfist Ogre
1 x Ancient of Lore
2 x Ancient of War
2 x Ironbark Protector

In the end, it came down to a confluence of lucky factors (again) that allowed me to win. Playing Nerubian Egg is rather important as it represents about the only chance to stop the in-play Voidcaller in the early turns. It also depends on Heigan not having Soulfire on hand too. Overtime, Heigan would’ve been playing efficiently to clear the minions on your board while bringing the minions on his side to low on health. Which makes the situation ripe for a Swipe, which would not have been possible if Heigan had Blood Imps in play.

Mindpocalypse

It’s also important for Heigan to cast Mindpocalypse as it’ll likely benefit you more than him.

If you survive the onslaught, heroic Heigan’s juice will run out like it did on normal mode. Chillwind Yeti smash!

On another note, it appears that Loatheb’s ability doesn’t work. Heigan played Loatheb and my Wild Growth and Mark of the Wild still cost the same.

Geek Generation out.

Hearthstone: Noth the Plaguebringer (Heroic)

Geek Generation here, reporting result against the heroic Noth the Plaguebringer.

If you thought Anub’Rekhan’s ability to summon a 4/4 every turn to be powerful, Noth’s ability is insane. Instead of popping a 1/1 Skeleton for every minion of yours that dies, it pops a 5/5 skeleton instead. Sure it doesn’t pop a minion every other turn, with the chance that the AI decides not to; Noth’s ability ensures that all your minions have “Deathrattle: Give him a 5/5” that cannot be silenced.

5/5 is a very big increment from a 4/4, especially for one that does not cost any mana at all. By the time the skeleton is done chewing through your Chillwind Yeti, and lives, another 5/5 skeleton would’ve joined the party.

Plague

However the worst part of Noth’s is not the ability to add 5/5 skeletons. It’s Plague. Basically, it’s the card that says, “Hey, there are no skeletons over here yet, gimme some 5/5s now.”.

2 x Inner Rage
2 x Execute
2 x Fiery War Axe
2 x Rampage
2 x Slam
2 x Charge
2 x Arcanite Reaper

2 x Cruel Taskmaster
2 x Frothing Berserker
2 x Raging Worgen
2 x Thrallmar Farseer
2 x Chillwind Yeti
2 x Spellbreaker
1 x Loatheb
1 x Spiteful Smith
1 x Maexxna
1 x Grommash Hellscreen

I did not play any Defender of Argus even though i had 2. I felt that the Taunt mechanic, against Noth, translated into “Let’s make sure Noth gets a 5/5 next turn.”

Frothing_Berserker Frothing_Berserker Raging_Worgen

After a couple of iterations, i won by lucking into Fiery War Axe for the early enemy minions and a Spellbreaker to silence the Abomination that would have wiped my double Frothing Berserkers and a Taskmaster-ed Raging Worgen, giving me the chance to swing all three of them for around 35 damage to seal the game, all the while praying very hard that Noth does not play any Plague or secrets.

Geek Generation out.

Curse of Naxxramas: The Plague Quarter

Hello everybody, G33k Generation here.

Curse of Naxxramas’s Plague Quarter is out. I’ve managed to play through the normal mode and here’s a brief overview of how i fared. Noth the Plaguebringer’s power is a passive ability that summons a 1/1 skeleton on his side whenever one of your minions die. Reverted to my default strategy against stream of 1/1s on the enemy’s side; play my mage deck.

Turns out that Noth plays Acolyte of Pain which makes my own Acolytes of Pain and Arcane Missiles a kind of liability. Noth also has secrets, some of which are Counterspell. So take care to feed some useless (less useful) spell when there are unverified secrets active.

Necroknight

There’s also a secret that gives Noth 2 copies of a minion that died. So remember to shoot a skeleton first before attempting to kill any Flesheating Ghoul, or even Necroknights. Noth also has atleast 2 Plagues, which are 6 mana spells that destroy all minions except skeletons. Necroknight’s drawback has not much impact on Noth since the other minions all around the knights are usually tiny 1/1 bones that comes for free.

Heigan the Unclean’s power is to deal 2 damage to your left-most minion for only 1 mana. A very powerful power similar to Faerlina except that Heigan’s power doesn’t fizzle out when you play all your cards.

I had to reconstruct my Druid deck back to the big minion deck as i had changed it earlier into a small minion deck to try out Nerubian Eggs. Turns out that Heigan plays a rather aggressive deck, because the developers know everyone wants to play big minion decks against Heigan.

Faceless_Manipulator

Also, Heigan plays with Faceless Manipulator. So imagine the horror when the Manipulator copies my Venture Co. Mercenary, kills mine, and my best play on the next turn was Ancient of War, which was 1 damage short for killing the Mercenary.

But Heigan’s juice runs out fast and i managed to secure the win with 3 health left.

Loatheb’s power is a better version of Hunter’s power. It does 3 damage to your hero for only 2 mana, which effectively puts you in a 6 turn clock. Loatheb has the coin, so the bleed starts on turn 1. Not counting life gain and armor, you don’t to play turn 7.

So i decided to go with my Beast Hunter deck which sometimes can win games by turn 6. Against a 20 health enemy that is. The giggles.. Loatheb begins the game with 75 health.

And then Loathheb had this 0/1 Spore minion thingy which has a deathrattle effect that gives other minions +8 attack.

Unleash_the_Hounds(317)_Gold

I was like woah.. better not kill this thing. Until i killed one accidentally and realized that i misread the card. The deathrattle effect gives all my minions +8 attack instead. Suddenly, Unleash the Hounds’s 1/1 puppies were 9/1 doom wargs. No elaboration required on how the game went.

Geek Generation out.

Hearthstone: Curse of Naxxramas, Anub’Rekhan (Heroic)

Hello everybody, Geek Generation here. This is the last post for the day as i finish up on reporting my result with the last boss, Anub’Rekhan.

You might be wondering why Anub’Rekhan is my last boss instead of being the first as it rightly should be, if we followed left to right convention. Anub’Rekhan’s ability is to summon a 4/4 with only 2 mana, and it does this starting from turn 1, via the Coin card. So i was thinking, an opponent that summons a 4/4 every single turn has to be unbeatable, right? So i was anticipating a difficult struggle and decided to leave Anub’Rekhan for the last.

Deathlord

I tried first with my default Mage deck. After sometime, i killed a Deathlord and i couldn’t believed my luck when the minion that popped was Hogger. I managed to breed up to 3 Taunting Gnolls before i found out that Anub’Rekhan does have board control cards in its deck. In the end, i still lost despite the good Hogger run.

I got down to thinking about how to win and i reasoned that 4/5 was the key to winning. I decided that every minion in my deck should have atleast 4 attack. Also, i believed that the deck should have a healthy quantity of big creatures that could potentially be brought into play by Deathlord.

And since Druids had a bigger access to huge fatty minions, i decided to go with Druid, totally forgetting that Battlecry does not trigger if the minion was popped out by Deathlord.

2 x Innervate
1 x Claw
2 x Mark of the Wild
2 x Wrath
2 x Mark of Nature
2 x Swipe
2 x Starfire

2 x Amani Berserker
2 x Chillwind Yeti
2 x Defender of Argus
2 x Keeper of the Grove
2 x Azure Drake
2 x Druid of the Claw
1 x Ancient of Lore
2 x Ancient of War
2 x Ironbark Protector

The initial play was incredibly lucky for me, i had Innervate to play Amani Berserker on turn 1. Had Mark of the Wild for the next turn, drew into Innervate to cast Azure Drake followed by Chillwind Yeti on turns 3 and 4 respectively. It was a prefect curve. And best of all, i didn’t see any Mortal Coils coming from the other side.

Ironbark_Protector

Then it played Deathlord which took me 2 turns to kill and it popped Ironbark Protector sealing the game. Deathlord is a great card against aggro decks, but is rather terrible against big minion decks.

So i’ve completed Arachnid Quarter of the Curse of Naxxramas. What’s the take away for this wing?

Chillwind_Yeti

Chillwind Yeti is the best mvp in the wing. It trumps Anub’Rekhan’s 4/4s, it trumps Faerlina’s Worshippers, and though i didn’t use them in my fight against Maexxna, i wished those Azure Drakes were Chillwind Yetis instead. Chillwind Yeti is the best. Use them more in your decks, you will not be disappointed.

Geek Generation out.

Hearthstone: Curse of Naxxramas, Maexxna (Heroic)

Hello everybody, Geek Generation back again to report on my attempt on Maexxna.

Come to think of it, would there be a difference in pronunciation between Maexxna and Maexna?

Spectral_Knight

Anyway, Maexxna seems to be an easier fight than Faerlina. Aside from a couple of giants and Spectral Knights, Maexxna’s minions are mostly tiny little things. Speaking of Spectral Knights, if you thought Faerie Dragons were irritating, Spectral Knights are going to bug you to no end. At 4/6 stats, this minion is going to trade for many other minions before heading into the dead pile.

Haunted_Creeper Haunted_Creeper

Maexxna begins the game with 2 Haunted Creepers ensuring that his side of the board would be filled with creepy crawlies for many turns. Maexnna’s Heroic power has been buffed to Sap-ing 2 of your minions randomly instead of 1, and all that at no cost in mana at all. But Maexxna has one big vulnerability, and that’s the AI is dumb; Maexxna activates its power before combat, regardless of the board, even to its own disadvantage.

Well.. the AI has to be dumb. A clever AI with such overpowering powers would not be winnable.

In any case, it was easy to take advantage of the vulnerability and use it to our advantage by playing with cards like Wild Pyromancer and Earthen Ring Farseer.

Wild_Pyromancer Earthen_Ring_Farseer

For Maexxna, i went with Mage, because Wild Pyromancer plus Arcane Explosion package is good stuff against a board that begins with double Haunted Creepers. Plus, Maexxna plays King Mukla, which gives you bananas to feed your Wild Pyromancer. It’s a good day to set things on fire.

2 x Arcane Missiles
2 x Mirror Image
2 x Arcane Explosion
2 x Frostbolt
2 x Fireball
2 x Polymorph
1 x Blizzard
2 x Flamestrike

2 x Elven Archer
2 x Mana Wyrm
2 x Wild Pyromancer
2 x Acolyte of Pain
2 x Dalaran Mage
2 x Earthen Ring Farseer
1 x Mind Control Tech
2 x Azure Drake

The two cards i didn’t like about the deck were the Azure Drakes. The Drakes cost too much mana to be effective against Maexxna. As you’re drawing the last of your cards, you’ll need to be able to constantly put out atleast 3 minions just to keep up with damaging Maexxna. At 5 mana, Azure Drakes were simply too costly. I think a good replacement would be Chillwind Yetis.

Geek Generation out.

Hearthstone: Curse of Naxxramas, Grand Widow Faerlina (Heroic)

Hello everybody, Geek Generation here.

It turns out that Heroic bosses has 50% more health than players, which makes racing with small creatures not very viable. Aside from the health boost, Heroic Grand Widow Faerlina’s power costs only 1 mana, which makes it spammable nearly every other turn, starting from turn 1. A turn 1 Leper Gnome isn’t going to do much against Heroic Faerlina.

Faerlina’s power scales off the number of cards in your hand, so having large hand size is a bad strategy. This causes a dichotomy where you have to unload the cards in your hand quickly to neutralize Faerlina’s power, but early low costing drops with little health is not going to work because Faerlina’s power goes off at turn 1, usually killing most if not all of your early minion drops.

I decided to go with Hunter, as i could stack up on Secrets, which are basically board control cards that i do not have to keep in my hand. After that it was only a matter of filling the rest of the deck with minions that had good attack/health efficiency for their mana cost.

2 x Hunter’s Mark
2 x Arcane Shot
2 x Explosive Trap
2 x Misdirection
2 x Snipe
1 x Eaglehorn Bow
2 x Animal Companion
2 x Deadly Shot
2 x Kill Command
2 x Multi-Shot
1 x Explosive Shot

1 x Ironbeak Owl
2 x Earthen Ring Farseer
2 x Ironfur Grizzly
2 x Chillwind Yeti
2 x Defender of Argus
1 x Savannah Highmane

Heroic Faerlina’s most dangerous cards are the Worshippers. The Worshippers give Faerlina +3 attack as long as they remain alive. This gives Faerlina very good board control and very strong damage against you as long as she has two or more Worshippers in play. Worshippers must be killed on sight if you’re to prevail against Faerlina.

In the end, it was a matter of luck to win against Heroic Faerlina. I had to draw my one and only Eaglehorn Bow early, fuel it with Secrets, and had to be lucky enough that Faerlina didn’t draw the cards to burst down my last 6 life.

Geek Generation out.

Hearthstone: Curse of Naxxramas, Arachnid Quarter

Hello everybody, Geek Generation here.

The first wing of Curse of Naxxramas has been released. Remember, you can access the first wing for free during the launch event which lasts for a month. Once you’ve accessed it, the wing becomes unlocked for you permanently. Though you’ll need to unlock all nine classes before you can access the expansion, so if you haven’t unlocked all nine classes, now the time to get to it. Get the first wing free, only for the first month.

The wing, Arachnid Quarter consists of three bosses, which represents three AI players that you need to beat in order to earn your Curse of Naxxramas cards. The bosses on normal are pretty easy and i managed to win on the first try for every boss.

Arcane_Missiles

The first boss is Anub’Rekhan with the power to summon a 3/1 Nerubian for only 2 mana. Which is amazing considering that Paladins summon only 1/1. So i went with Mage and Arcane Missiles. The usual Ravenholdt Assassin, Archmage, Fireball package sealed the deal.

Rain_of_Fire

The second boss is Grand Widow Faerlina with the power to fire a missile for each card in your hand for only 2 mana. This time i went with Zoo Warlock. Mulliganed away Argus Defender, which i would have normally kept, for 1 drops instead. Fortunately, i didn’t encounter any board clearing cards and her power only activated twice, 2 damage and 1 damage.

Sap Defias_Ringleader

The last boss is Maexxna. Maexxna’s power was the ability to Sap a random minion for 3 mana. I went with Battlecry and Combo Rogue. Maexxna got unlucky and returned my Defias Ringleader to hand twice giving loads of card advantage to seal the game.

Arachnid Quarter normal mode complete. Geek Generation out.

Jotun pronunciation

Hello everybody, Geek Generation here.

How many times have you slain Jotuns in your games. If you played Guild Wars 2, you’ve probably killed a fair quantity of it. But how is the word Jotun pronounced?

Well, the thing with Jotun is that it’s probably not an English name, hence wouldn’t be pronounced the way we think it does when applying an English language mind to it. When i first came across the name in Dungeon and Dragons Monster Manual (the book), i read it as Joe Tonne.

Well, if you do play Loki in Marvel Heroes, you might hear the correct pronunciation of Jotun.

Geek Generation out.

Hearthstone: Warlock (Zoo)

Hello everybody, Geek Generation here.

I hadn’t been spending crafting powder for Hearthstone for a long time. I decided to buy 2 x Knife Juggler, which are always useful in most aggro decks. After getting the Knife Jugglers, i looked around for Warlock aggro decks and discovered that one of the warlock decks is called Zoo. I do believe the name Zoo has its origins in Magic the Gathering, back in Shards of Alara where the deck sported Kird Ape, some 3/3 wolf for 2 mana which i don’t remember its name and Lightning Helix.

Zoo in Hearthstone is similar in concept. Put out lots of low mana cost minions and burn for the win. In my opinion, Zoo concept works pretty well for Warlocks as it has the ability to refill the hand after putting out all the minions, which makes Warlock Zoos more resilient against board sweepers.

After trying out some versions of Zoo, i end up with the following deck list.

2 x Soulfire
2 x Mortal Coil

2 x Abusive Sergeant
2 x Flame Imp
2 x Leper Gnome
2 x Shieldbearer
2 x Voidwalker
2 x Young Priestess
2 x Acidic Ooze
2 x Dire Wolf Alpha
2 x Ironbeak Owl
2 x Knife Juggler
2 x Arcane Golem
2 x Defender of Argus
2 x Doomguard

For the longest time, i didn’t understand the role of Shieldbearer. It has 0 attack and yet it found its way into every zoo deck. There were even versions of aggro that played Shieldbearer over Leper Gnomes. After reading up abit, i realized that its role is to divert minion killers like Rockbiter Weapon, Fiery War Axe, Shapeshift etc. At 4 toughness, its survivability helps to keep the Warlock in the game against aggro that try to race with you.

I had Shattered Sun Cleric over Young Priestess but i decided that i didn’t really like the higher mana cost. In most cases, i just wanted to boost a 1 health guy like Leper Gnome to live through Jaina’s Fireblast for a turn or two. Young Priestess simply did the job earlier, which helps to push the aggro.

I played Arcane Golem over Argent Commander simply because i have 2 Golems and 0 Commanders in my collection. But i figure i would still go with the Golems even if i had the Commanders, simply because the Commanders cost 1 more mana than Doomguard. Argent Commanders are simply not Zoo-ish enough.

Geek Generation out.