Monthly Archives: July 2015

Hearthstone: Too Many Portals

Hello everybody, Geek Generation here.

This week’s Tavern Brawl is Too Many Portals. I kind of like Tavern Brawls where i can choose my own classes. Mainly because i can complete the daily quests with them. This is especially helpful in servers where my collection is basically newbie. Unless, of course, if it is something like Banana Brawl.

Too Many Portals decks are 23 Unstable Portals with 7 randomly selected spells. I’m not too sure if weapons were included in the pool for selection; i didn’t see any weapons when i was playing with Rogue.

Ancestor's_Call Far_Sight

I played with Rogue, Shaman and Warlock for Tavern Brawl, the worst of those three classes, in my opinion, has to be Shaman. Because getting cards like Ancestor’s Call and Far Sight doesn’t do anything for the deck.

The_Coin

Strategy wise, i think if you got the Coin, it’s best not to coin out Unstable Portal on turn one. Because, if you don’t get a 3 drop from it, the Coin would be wasted as you did not acquire any tempo. Barring the exceptional cases where you have Flamewaker or the opponent has Fel Reaver, playing Unstable Portal does not really do anything. It’s like a ticket to exchange for a random minion at the cost of 2 mana. The better play would be to keep the Coin for when you can actually utilize it to acquire tempo. I.E. Getting a 4 drop from a turn 2 Unstable Portal.

On the Asia server, it was weird. The Tavern Brawl was Nefarian vs Ragnaros; i even got the weekly pack from it. Oh well.. Geek Generation out.

Edit: Just to add to what i said earlier; Unstable Portal is actually a great tempo card. It is one of the reasons why it’s included in Tempo Mage decks. The reason Unstable Portal isn’t a tempo card in this Brawl, is because, barring cases of Sap, Gang Up and the like, every other minion is also going to get the same mana discount. So in that sense, Unstable Portal by itself, does not acquire tempo. Which is why the Coin should not be used for Unstable Portal. Unless playing Hunter and feeling lucky..

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Hearthstone: I Sux at Hearthstone

Hello everybody, Geek Generation here.

I was playing with Patron Warrior just a moment ago and had finished my last game; i wanted to watch some Walking Dead. So i exited Hearthstone, but battlenet was still online. Saw a friend request and added a friend. And you guessed it, angry friends : D

I know this happens rather often, but since it’s the first time it happened to me, i thought i’ll make a post.

He mentioned something about me having fun copying every deck online and that i must be a f@#king retard (i’m not too sure what the exact censor characters were) to be stucked at rank 13 and then promptly when on to unfriend me. Oh well… and here i thought i made a friend in Hearthstone : D

Aside from the fact that said ex-friend lost to a f@#king retard who’s stucked at rank 13, i have no real rejoinder to his spiteful attempts.

Anyway, here’s the deck list i was playing.

2 x Inner Rage
2 x Execute
2 x Whirlwind
2 x Fiery War Axe
2 x Battle Rage
1 x Slam

2 x Armorsmith
1 x Cruel Taskmaster
2 x Unstable Ghoul
2 x Acolyte of Pain
2 x Frothing Berserker
2 x Warsong Commander
1 x Dread Cosair
1 x Gnomish Inventor
2 x Grim Patron
1 x Emperor Thaurissan
1 x Grommash Hellscream

Yeah, it doesn’t have Commanding Shout. I fail even at net-decking : D

Personally, i have no issue with net-decking. I’ve never really seen any denigration of net-decking in Magic the Gathering’s tournament scene. In fact, it’s a pretty good idea for amateurs like us to copy decks since pro players spend so much time building and tuning their decks; any deck i try to make myself would tend to be sub-par.

Inner_Rage

To me, saying net-decking as a derogatory term seems to me to be a rationalizing justification and expression of some inner rage.

But my ex-friend does make a good point. I see so much calls to nerf Patron Warrior online, it must be the best deck right? Why do i drop in ranks when i play Patron Warrior? Do i really play so badly?

Geek Generation out.

Hearthstone: Dragon Priest, First Draft

Hello everybody, Geek Generation here.

Hungry_Dragon

I made a Dragon Priest earlier and dismantled it for a different kind of Priest which didn’t do well at all. I remade my Dragon Priest, which was different from my earlier deck. I recall having included Hungry Dragons. I liked having Hungry Dragons in Priest because the dragons tend to stay on the board longer because of the healing.

Anyway, here my deck list.

2 x Holy Smite
2 x Power Word: Shield
2 x Shadow Word: Pain
2 x Shadow Word: Death
2 x Thoughtsteal
2 x Shadow Madness
2 x Holy Nova
1 x Lightbomb
1 x Mind Control

2 x Blackwing Technician
1 x Kezan Mystic
1 x Antique Healbot
2 x Azure Drake
2 x Blackwing Corruptor
1 x Sludge Belcher
1 x Cabal Shadow Priest
1 x Emperor Thaurissan
1 x Dr. Boom
1 x Chromaggus
1 x Nefarian

If you’re looking to play Priest, this is probably how not to build it. The deck isn’t very good and doesn’t seem capable of doing anything most of the time. The deck doesn’t have Northshire Cleric, which seems to be rather odd for Priests, i always thought that it was auto-inclusion; i don’t agree with my own deck : D

The problem i always have with Priest is that there are always so many cards that i want to play and i couldn’t fit them in : (

Kezan Mystic is rather important in the deck. Without it, the deck can’t do anything against Freezing Traps and Mirror Entity.

Ysera, Alexstrasza would all be strict upgrades over Chromaggus and Nefarian. Maybe not Chromaggus. I kind of like Chromaggus. Maybe for the next iteration i’ll drop all the slow minions and go for a more aggressive variation.

Geek Generation out.

Hearthstone: Shaman, Far Sight

Hello everybody, Geek Generation here.

I had a daily quest that required 5 wins with either Mage or Shaman. Lacking Unstable Portals, Antonidas and Ice Block, i didn’t want to play with Mage. So i sleeved (sleeve, lol) up the following Shaman list.

2 x Earth Shock
2 x Crackle
2 x Far Sight
2 x Feral Spirit
2 x Hex
2 x Lightning Storm
1 x Bloodlust

2 x Zombie Chow
2 x Flametongue Totem
1 x Mana Tide Totem
1 x Kezan Mystic
1 x Antique Healbot
1 x Azure Drake
2 x Earth Elemental
1 x Loatheb
1 x Emperor Thaurissan
2 x Fire Elemental
1 x The Black Knight
1 x Dr. Boom
1 x Chromaggus

I had dropped to rank 13 earlier and this list brought me back up to rank 11 with a streak of wins which kind of made me happy.

I had 2 Far Sights and i decided to put them in. Far Sight does not produce mana benefits as easily as Unstable Portal, since it discounts 3, but costs 3 as well. Thus, it is kind of hard to evaluate the value of Far Sight in the deck. There isn’t any Charge or combo-y stuff going for the deck. The only combo-y stuff i can think of is Chromaggus into a pre-Far-Sighted Far Sight (or just Far Sight with Coin) into a Mana Tide Totem for some insane draw.

The basic idea was to Far Sight on turn 3 into Dr, Boom and make a turn 4 Dr. Boom. Unfortunately, the odds of such play happening is not really that high. More often than not, Far Sight tend to be a cycler. So the deck acted like it had 28 cards, which meant it was more likely to produce Dr. Boom.

Do not be discouraged if Far Sight draws into stuff like Crackle. Because, with the amount of Overloading going on in the deck, somtimes, there might not be enough mana to play all the required spells to finish off the opponent. And a discounted Crackle could be handy in times like these.

Far Sight into Earth Shock is bad, But the king of the bad Far Sight target is Zombie Chow. But that’s ok since most of the time, the deck would be trying to mulligan for turn 1 Zombie Chow. So that, in a way, reduces the chances of Far Sight picking up Zombie Chow.

Geek Generation out.

Hearthstone: 101 Games of Zoolock (Eloise’s List)

Hello everybody, Geek Generation here.

In my post about play and mulligan for the deck, i missed out on the match up with Warrior. Before i go into that, here’s the deck list again, for easy reference.

2 x Power Overwhelming
2 x Imp-losion

2 x Abusive Sergeant
2 x Flame Imp
2 x Leper Gnome
2 x Voidwalker
1 x Annoy-o-Tron
2 x Dire Wolf Alpha
1 x Haunted Creeper
1 x Ironbeak Owl
2 x Knife Juggler
2 x Nerubian Egg
2 x Imp Gang Boss
1 x Void Terror
2 x Defender of Argus
1 x Enhance-o Mechano
1 x Piloted Shredder
2 x Doomguard

Playing against Warrior, try to make their weapons as inefficient as possible. Avoid playing turn 1 Leper Gnomes and save Abusive Sergeants for killing off the Warrior’s minions. Try not to leave the warrior’s minions alive but injured as that would let him/her draw more off Battle Rage. Use Ironbeak Owl on Acolyte of Pain instead of Armorsmiths. Or use it on Sludge Belcher when pushing for damage.

Since it’s hard to determine whether the Warrior is playing Grim Patron until he/she actually plays it, try to ensure that your minions have atleast 3 power when approaching 8 mana. But this is kind of hard to do since the deck is producing imps on a regular basis. What i tend to do is yolo it. Lose when they combo, try to win when they don’t.

The thing is, alot of the warriors are control warriors rather than patron warriors.

After a 101 games, this is the win rate.

Job Wins % Wins Losses Total
Warlock 11 50% 11 22
Hunter 5 29% 12 17
Warrior 11 73% 4 15
Mage 8 53% 7 15
Druid 6 54% 5 11
Shaman 4 57% 3 7
Priest 1 20% 4 5
Paladin 1 20% 4 5
Rogue 2 50% 2 4
Total 49 48% 52 101

With this deck, i bounced around rank 11 and 9. At one time i dropped to rank 12. Another time, i pushed to rank 8. But i don’t think i won against any rank 8 opponents.

I seem to meet alot of Warlock. Of the Warlocks, 6 of them was Handlocks. The rest, zoo, demon, wierd stuff, was all lumped together as Aggro Warlock for my recording purposes. I didn’t differentiate between Control Warrior and Patron Warrior as sometimes, i don’t know which they are even after the match is concluded. I did not differentiate between the different mages like Mech Mage, Freeze Mage, Tempo Mage. Sometimes, it’s just a mish mash of in betweens and it’s hard to classify them.

The thing about Hunters is that at this level is that turn 1 Worgen Infiltrators seems to dwindle off. As such, Annoy-o-Tron seemed to be a poor inclusion at this level. Every Hunter have their own preferences for Traps, making it harder to play around. The one thing that is assured, though, is that i always lose when they have a Snake Trap. Imp-losion is a poor answer to Snake Trap and tend to be a liability against Unleash the Hounds.

Ok so much for now, Geek Generation out.

Hearthstone: Play and Mulligan of Zoolock (Eloise’s List)

Hello everybody, Geek Generation here. Before i started recording the win rates, i played the following decklist quite abit to learn it. I still make alot of mistakes every now and then, but it’s becoming better. My practice session took me from rank 15 to rank 11. Rank 11 is when i started recording the win rate and i managed to push into rank 9 before dropping back down to rank 10. I’ll post the win rates once i clocked a hundred games with it.

2 x Power Overwhelming
2 x Imp-losion

2 x Abusive Sergeant
2 x Flame Imp
2 x Leper Gnome
2 x Voidwalker
1 x Annoy-o-Tron
2 x Dire Wolf Alpha
1 x Haunted Creeper
1 x Ironbeak Owl
2 x Knife Juggler
2 x Nerubian Egg
2 x Imp Gang Boss
1 x Void Terror
2 x Defender of Argus
1 x Enhance-o Mechano
1 x Piloted Shredder
2 x Doomguard

First thing thing to do when playing aggro decks is to always check for lethal. One of my most common mistakes is to play alot of stuff and attack some scary minions only to realize later i missed the exact lethal that i had. Missing lethal is particularly dangerous for aggro decks, against a Warrior or Priest, it means 2 more damage required. Against Druids, Warriors, it means one more turn for them to combo out, against all decks, there’s always a chance for them to draw into a board clear, Malganis, Antique Healbot. Not checking for lethal could easily cost the game.

The other thing is playing Doomguard early. Sure, the opponent might have Hex or Polymorph, but there is nothing in the deck to bait out those cards. The best thing this deck could hope for is for the opponent to spend the turn playing the answer to Doomguard letting your other minions hit for one more time. Playing as early also reduces of having 2 Doomguards in hand, which is truly a wrecker for the deck. Not only is having getting a Doomguard discarded a lost opportunity, it’s valuable information for your opponent. It makes them feel safer and could play riskier. Or rather, makes their risky plays not so risky. It’s tempting to be greedy with card advantage and play everything else before playing Doomguard, but sometimes, an Ironbeak Owl that didn’t silence anything on their way to the board isn’t going to help much and would probably just die to AoE collateral damage. Think of Doomguard as a Pit Lord. Would anyone prefer to play Pit Lord on turn 6 instead of turn 4?

Last but not least, Enhance-o Mechano. Do not try to be greedy with this card. If the opponent clears the board before this is played, this would effectively become a dead card. Enhance-o Mechano works pretty much like a Doomguard. Slapping Power Overwhelming onto a minion with Windfury would easily achieve 10 damage. So always play Enhance-o Mechano before playing Power Overwhelming. Also, it’s important to keep in mind what Enhance-o Mechano do. Playing it onto a board of Nerubian Eggs and Annoy-o-Tron isn’t going to achieve anything.

When playing with Defender of Argus, always keep in mind that Imp Gang Boss can usually generate a minion for Defender of Argus. Unless Hellfire is expected, try to play Defender of Argus over Piloted Shredder on turn 4.

Mulligan Strategy

Generally, always mulligan all Doomguards, 4 drops, and Void Terrors. Unless you drew into a hand of double Nerubian Eggs and Void Terror with a Coin.

Hunter
Against Hunters, if going first, keep all one drops and mulligan everything else (but keep Annoy-o-Tron and Ironbeak Owl). Going second, keep one 1 drop and mulligan everything else that’s not a Taunt. Playing against Hunters, always remember that Imps from Imp-losion are a liability because of Unleash the Hounds. Clear the board of beasts as far as possible to deactivate Kill Command. Activate Nerubian Eggs early to prompt for Kill Commands. Do not save Ironbeak Owls for Savannah Highmane, use it on the Mad Scientist.

Hunters generally have only 3 types of traps, Snake Traps, Explosive Traps, and Freezing Trap. The sad thing is that this deck is screwed most of the time if it’s a Snake Trap. The only answer to a Snake Trap for this deck is Taunting. Make sure to play around both Freezing Traps and Explosive Traps. If there are 2 minions that would die to Explosive Traps and have a Power Overwhelming instead of Defender of Argus, Play Power Overwhelming on a minion, then attack with the underwhelming minion to trigger the traps. Attack a minion, in case Explosive Trap is trigger first. Because of the possibility of Explosive Trap, never ever play Flame Imp -> Coin -> Flame Imp.

Warlock
The way to tell if it is an aggro Warlock or a Handlock is on turn 2; whether they play a minion or draw a card. Sometimes though, it could be a demon zoo with bad starting hand. Since we can’t tell which kind of Warlock it is during the mulligan phase, it’s better to err on Aggro Warlock. Because it is cheaper and more common. Of course, at other levels of play, the meta might change affecting this strategy. Against Warlock, mulligan everything that’s not Flame Imp or Taunt. Keeping Imp Gang Boss is ok if you have the Coin. Playing Abusive Sergeant or Leper Gnome on turn 1 is bad because the opponent might respond with turn 1 Voidwalker. Aggainst aggro, pray that you activate more eggs than the opponent.

If it’s a demon deck, keep Ironbeak Owl for Malganis. If Voidcaller does not attack your minions, kill it as quickly as possible, because it might be that the opponent does not have any demons in hand. If it’s Handlock, don’t be afraid to throw Power Overwhelming in to kill off the huge minions. Because, they’re just going to Taunt up anyway. Try to bring the opponent as close to 13 health as possible for end of turn. Once you go past that, it’s basically saying, “Ok, bring out your Molten Giants, I’m gonna race you.”. Do not despair when Jaraxxus hits the table, and deal with the bm.

Mage
I’m losing to Mage alot. So i’m probably playing it wrong or something. Do not be afraid to play turn 1 Leper Gnome if you have something to play on turn 2. The opponent might hero power it, but atleast that’s slowing down his/her tempo, if he/she is playing a tempo deck that is. Do not play turn 1 Abusive Sergeant, sometimes, your need that to kill of turn 1 Mechwarper, assuming there was a turn 1 Voidwalker or Leper Gnome. Keep eggs around and at full health for Flamestrike. And do not forget that Ironbeak Owl can remove Freeze effects.

Druid
Mulligan everything that’s not turn 1 play. It’s ok to play turn 1 Leper Gnome to delay Wild Growth. Do not play Abusive Sergeant to push for damage, keep them for the Taunt wall ahead. Activate eggs as quickly as possible, and reduce collateral damage from Swipe. It’s ok to eat up Leper Gnomes and Abusive Sergeants with Void Terror if you don’t have Defender of Argus.

Paladin
Mullian everything that’s not a Taunt or Flame Imp. It’s ok to keep Knife Jugglers. Either play to encourage an early Consecrate or discourage Consecrate with Nerubian Eggs. Personally, i do not like to discourage Consecrate, because Nerubians are easily dealt with by Truesilver Champions. Pray very hard to the god of jugglers to knife every Divine Shield and that the opponent doesn’t have both Equality and Consecrate at the same time. When approaching turn 5, kill off some of the soldiers to anticipate Quatermaster. Remember that Ironbeak Owl can remove the effects of Aldor Peackeeper and Humility.

Priest
Pretty much the same strategy as Druid with the additional concern of not buffing your 4 power minions. Minions with 4 power tend to make Priests make weird plays. Also, instead of activating the eggs, keep them around to make Priests make weird plays as they consider their Holy Nova. I’m guessing if Nerubians were not 4 power, there would not be so much weird stuff going on with Priests.

Shman
I hate Shamans. And it has nothing to do with the deck. Any deck i play, i tend to lose against Shamans. All i can say is mulligan for 1 drops and keep Nerubian Eggs for Lightning Storm.

Ok so much for now, Geek Generation out.

Hearthstone: Returning to Zoolock (Eloise’s list)

Hello everybody, Geek Generation here.

I tried playing with Warlock again, i watned to return to playing zoo. I went to Hearthpwn to look through the zoolock deck lists and found several which i didn’t really like. I made my own deck list by grabbing elements from all the different decks and the results were disastrous.

I figured i must either be bad at making decks or bad at playing zoolock or both. So i used a deck list wholesale from Heathpwn. I’m going to post the deck list here, so bear in mine, the list is not mine. I think it belongs to a pro player, Eloise. The good thing is that i’m actually getting some wins from this version of zoolock. Plus, she’s cute : D

2 x Power Overwhelming
2 x Imp-losion

2 x Abusive Sergeant
2 x Flame Imp
2 x Leper Gnome
2 x Voidwalker
1 x Annoy-o-Tron
2 x Dire Wolf Alpha
1 x Haunted Creeper
1 x Ironbeak Owl
2 x Knife Juggler
2 x Nerubian Egg
2 x Imp Gang Boss
1 x Void Terror
2 x Defender of Argus
1 x Enhance-o Mechano
1 x Piloted Shredder
2 x Doomguard

When i first copied the list, i didn’t like that it did not have Loatheb and that it played only one Piloted Shredder. I always believed in playing twos to increase reliability of draws. But the thing is, without Loatheb and the second Piloted Shredder, i tend to play Doomguard more often.

The reason for playing Doomguard more often is that, with the lower mana curve, i could empty my hand quicker, so i tend not to waste time trying to rid of my hand before playing Doomguard. Plus, without those mana expensive valuable cards, i tend not to mind getting cards discarded to Doomguard. An early Doomguard means less chance of drawing into a second Doomguard before i played the first and also demands attention from the opponent, which either means your Doomguard hits more often, or your other minions hit more often.

The other thing i didn’t like at first was the single copy of Ironbeak Owl. It always makes me mad when the opponent has a play that requires Owl as an answer and i don’t draw any. But the reverse is also true quite often. Plenty of other times, i would draw both Owls and there was simply no good Silence targets. Which isn’t a bad thing until i drawn Doomguard. Multiple owls are not conducive for early Doomguards.

The last thing i mistakenly didn’t like was the lone Annoy-o-Tron. I truly underestimated the card. The first time i played it against a turn 1 Worgen Infiltrator, i had the giggles for the entire game. The card is.. well.. annoying. It’s capacity for breaking 1 drops’ tempo is amazing. Unless they have Ironbeak Owl (which hunters should always have 2 copies of, because it is a beast and hence enables Kill Command), they don’t usually have a good answer to Annoy-o-Trons.

Ok, so much for how i mistakenly dislike the deck. I’ll come back with more on play and mulligan later, Geek Generation out.

Game of Thrones: Thoughts on End of Season 5

Hello everybody, Geek Generation here. Today, i’ll be talking a little on Game of Thrones, the Tv show, not the games. So spoiler alert, there will be spoilers.

There’s a little i don’t like about the Tv show when comparing it to the novel. Mainly because of the spoilers that exists in the show that are not confirmed or even known of in the book. Take Mance Rayder’s bit of story. He wasn’t supposed to be just dead at the pyre. Melisandre supposedly used glamour to save Mance and Mance gets sent to Winterfell. And his son was supposed to be swapped with Gilly’s son. The boy Sam and Gilly were taking to Old Town was supposed to be Mance Rayder’s son. Considering that the baby swap did not exist in the Tv, we can conclude that Mance Rayder’s son is not going to have any lasting effect in the novels.

The same logic applies to a number of other characters like Jeyne Poole, Barristan Selmy, the wilding princess and Robb’s wife, i forgot her name. Their stories in the novel have effectively been concluded by the Tv show.

I also didn’t like how the Greyjoys’ Kingsmoot story was omitted. And the changes to Tyrion Lannister’s story resulted in Tyrion never having met Aegon. Is Aegon going to appear on Tv? And if he doesn’t does that mean Aegon’s role in the novel is mostly diversionary? Wasn’t Ser Davos supposed to be on his way to find the last Stark boy? And the last battle on the Tv show.. Stannis lost the battle, spoiling the cliffhanger in the novels. I understand that, at the rate the author is writing, the Tv shows would catch up to the novels. But they could atleast have ended Stannis’s battle in a cliffhanger too.

Another thing i didn’t really like was the portrayal of Melisandre. She was more cunning and magically powerful in the novels, but in the Tv show, she’s just a crazy fanatic with a fetish for burning people alive.

Last but not least, the point about Jon Snow being knifed to death. Here’ i would venture my own hypothesis. Jon Snow’s oath to the Nightswatch actually only lasts until he is dead. Granted the brothers always say, ” and now his watch is ended.” to their dead brethen. While Jon Snow might have died in Season 5, it is unlikely that he would stay dead. Considering that Jon Snow has that R+L=J theory going for him, he has to be alive for Season 6. Since the Tv show didn’t really explore the Warg aspect of Jon Snow, it’s more likely that he will be revived or raised from the dead by Melisandre. Sort of like Coldhands or Lady Stoneheart. And since he died, Jon Snow’s watch is ended and he is officially released from the Nightswatch oath.

Geek Generation out.

Hearthstone: 40 games of Annoy-o-Druid

Hello everybody, Geek Generation here.

I went ahead with my Annoy-o-Druid deck and played 30 ranked games with it. I started from rank 13, climbed to rank 11, and fell back to and stayed at rank 13. Most of my wins were from rank 13 to 12 and most of my losses were from rank 12 to 11. Here’s the deck list again.

2 x Innervate
2 x Wild Growth
2 x Wrath
2 x Swipe

2 x Anodized Robo Cub
2 x Keeper of the Grove
1 x Kezan Mystic
1 x Sen’jin Shieldmasta
2 x Antique Healbot
2 x Druid of the Claw
2 x Sludge Belcher
1 x Emperor Thaurissan
2 x Sunwalker
2 x Ancient of Lore
2 x Ancient of War
1 x Dr. Boom
1 x Malorne
1 x Kel’Thuzad

Job Wins Losses Total
Hunter 7 4 11
Warlock 2 2 4
Mage 3 3 6
Druid 2 2 4
Shaman 0 2 2
Warrior 1 3 4
Priest 1 4 5
Paladin 2 1 3
Rogue 0 1 1
Total 18 (45%) 22 40


The Warlocks were all Handlocks. The Warriors were all Control Warriors, which i found quite strange. Where did all the Patron Warriors go? Druid match up was usually won by the player who had Wild Growth and could accelerate into the first fat minion. After that, it’s just a pile up of fat minions.

The Paladin matchups that i won were aggro. I lost when they were more controlish. Actually the deck doesn’t do that well against aggro Paladins, i’m not sure what was up with those aggro Paladins when i was recording the wins.


Against Hunters, it seems that i tend to win as long as they run Leper Gnomes. I’m guessing they run out of ammo rather quickly. Personally, i tried playing one of those Leper Gnome Hunters, but it never seems to win.. Maybe i’m playing it wrong.

Geek Generation out.

Hearthstone: Annoy-o-Druid

Hello everybody, Geek Generation here.

So i’ve tried a couple of games with this Druid deck. I’m still not too sure how strong it is, but i’m liking it.

2 x Innervate
2 x Wild Growth
2 x Wrath
2 x Swipe

2 x Anodized Robo Cub
2 x Keeper of the Grove
1 x Kezan Mystic
1 x Sen’jin Shieldmasta
2 x Antique Healbot
2 x Druid of the Claw
2 x Sludge Belcher
1 x Emperor Thaurissan
2 x Sunwalker
2 x Ancient of Lore
2 x Ancient of War
1 x Dr. Boom
1 x Malorne
1 x Kel’Thuzad

Sunwalker Druid_of_the_Claw46 Sludge_Belcher

The sheer amount of Taunts together with the double Healbots in the deck is a nightmare for aggro decks. The pictures above are only three of the Taunts. There’s still Ancient of Wars, Anodized Robo Cubs, and the lone Sen’jin The play style is pretty simple. Play Taunt after Taunt and after awhile, the opponent will just conceded : D

There isn’t any Annoy-o-Trons in the deck, because Anodized Robo Cub seems so much better. The deck originally had Acidic Swamp Ooze to take out weapons, but i took them out for Kezan Mystic and Sen’jin Shieldmasta.

Malorne Mind_Control

There are 2 craftable legendaries in the deck. Unfortunately, there are no good replacements for them. Dr. Boom is. . well.. he just brings alot to the table. Malorne is good when you play play really long games. A recurring 9/7 is quite deadly. Though i’m not sure why Malorne never seem to get Silenced. Probably the Taunts absorbed them or something. Malorne’s and Kel’Thuzad’s worst nightmare is Mind Control.

I guess if it is neccessary to replace Dr. Boom and Malorne, one could go with Nefarian and Chromaggus. Late game Wild Growth actually feeds Chromaggus.

Geek Generation out.