Monthly Archives: August 2015

Hearthstone: Lowly Face Hunter

Hello everybody, Geek Generation here.

I swapped out the Brave Hunters for Lowly Squire and instantly loved the change. Here’s the latest list.

Lowly_Squire

Lowly Face Hunter

1 x Hunter’s Mark
1 x Bear Trap
2 x Glaivezooka
2 x Explosive Trap
2 x Quick Shot
2 x Animal Companion
1 x Eaglehorn Bow
2 x Kill Command
2 x Unleash the Hounds

2 x Abusive Sergeant
2 x Leper Gnome
2 x Lowly Squire
1 x Ironbeak Owl
2 x Knife Juggler
2 x Mad Scientist
2 x Arcane Golem
2 x Wolfrider

With the change, there isn’t the urgency to go down to zero cards in hand, which makes playing the deck more comfortable. It also removes the option of using Kill Command just for the sake of activating Brave Archer.

Lowly Squire becomes the 5th and 6th one drop, where previously it would’ve been a Worgen Infiltrator or Webspinner. In my opinion, that extra point of health makes it much better than a Worgen Infiltrator.

Lowly Squire also fits with my play style, which is to activate hero power as much as possible starting from as early as turn 4. While lacking Haunted Creepers means a much lesser chance of activating Kill Command, it’s generally still not too bad a drawback.

Activating hero power as much as possible is important in this deck. For example, on turn 5, i have to play Ironbeak Owl on an Annoy-O-Tron for the attack. That leaves 3 mana and a beast on the board. My take here is that i should not play Kill Command to make full use of the bonus damage. Instead, it would be better to tap the hero power and let the last mana go to waste.

While some players might count damage over mana to determine value, i tend to count damage over cards. Tapping the hero power gives 2 damage and costs no cards. Even if i don’t get a beast later, i won’t have lost much because the hero power would have replaced an inactivated Kill Command’s lost damage.

Sure, in the case of lack of beast, it’s going to cost more mana to do the same amount of damage, activated Kill Command (3 mana), unactivated Kill Command (5 mana). But the biggest problem with Face Hunter is that it runs out of steam pretty quickly. I much rather have a slower, but safer game, than to run out of cards and fall short of lethal.

Playing the hero power every turn also has the added benefit of preventing over commitment. For example, on turn 5, most of the time, it is better to play Wolfrider + hero power rather than Wolfrider + some other 2 drop. Again, i would argue that the slower play, which guards against board clears, is mitigated by the hero power’s steady attrition.

Ok so much for now, Geek Generation out.

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Hearthstone: Archer Hunter vs Face Hunter

Hello everybody, Geek Generation here.

After posting the last post on Archer Hunter, i was comparing the stats with the previous Face Hunter. Though the number of games is much lesser, it does seem that Archer Hunter was matching fairly poorly against Hunters and Paladins. Where previously, i was doing pretty well against them with Face Hunter.

Then again, Face Hunter was before Grand Tournament. While Paladins received goodies like Mysterious Challenger, i didn’t think Hunters got anything particularly good. There’s Lock and Load and King’s Elekk, both of which didn’t appear much.

Examining the deck lists, i felt that the biggest difference between them was Haunted Creeper and Brave Archer. Haunted Creepers meant that i could kill more 1/1s while opponent’s 1/1s can kill Brave Archer.

Maybe Brave Archers are really that bad after all, Geek Generation out.

Hearthstone: Archer Hunter

Hello everybody, Geek Generation here.

I made some modifications to the deck i posted yesterday and played the deck up to its first 10 wins. Here’s the new deck list.

Archer Hunter

1 x Hunter’s Mark
1 x Bear Trap
2 x Glaivezooka
2 x Explosive Trap
2 x Quick Shot
2 x Animal Companion
1 x Eaglehorn Bow
2 x Kill Command
2 x Unleash the Hounds

2 x Abusive Sergeant
2 x Brave Archer
2 x Leper Gnome
1 x Ironbeak Owl
2 x Knife Juggler
2 x Mad Scientist
2 x Arcane Golem
2 x Wolfrider

Basically, i swapped Core Ragers for Eaglehorn Bow and Bear Trap. They weren’t doing anything for the deck and Piloted Shredders would have been a better choice if i wanted a 4 drop minion.

It turns out that Bear Trap’s mostly only good against other Face Hunters. There’s that agony of trying to determine whether a trap is Bear or Explosive. If it were Explosive Trap, the correct play is usually to activate the trap then play Wolfrider. But if it were a Bear Trap instead, activating it first would stop the Wolfrider in it’s tracks.

The Secrets were not working too well for Eaglehorn Bow either. As i tend to be the aggressor, the opponent usually attacks my minions rather than me.

The third problem was with Kill Command. There’s just not enough Beasts in the deck to activate them. They tend to just clog up in my hand, which deactivates the Brave Archers.

I’m thinking, for the next iteration, i’ll swap out Kill Commands for the Freezing Traps and the Bear Trap for the second Eaglehorn Bow.

Job Score
Hunter 1-4
Paladin 1-4
Warrior 3-1
Mage 3-0
Priest 2-0
Druid 0-1
Rogue 0-1
Total 10-11
Coin Score
No 3-6
Yes 7-5

Total Time: 106 minutes
Avg Time Per Match: 5.04 minutes.

Geek Generation out.

Hearthstone: Face Hunter No Hand

Hello everybody, Geek Generation here.

So i decided to try and fit Grand Tournament cards into the Face Hunter deck. Since i didn’t get any Fencing Coach, i decided that Inspire Hunter was not the way to go.

Brave_Archer

It seemed that Grand Tournament expansion didn’t have much to offer to Face Hunter. Except Brave Archer. I watched the Angry Chicken podcast and they were frowning much on Brave Archer. Brave Hunter is useless, they said.

Well maybe it is. I just felt that Brave Archer is merely trading turn 1 Stealth protection (Worgen Infiltrator) for a possibility of late game play.

I decided to go with the “Do stuff only when your hand is empty” theme. Played a couple games at rank 7, didn’t drop or rise from rank 7.

Face Hunter, No Hand

1 x Hunter’s Mark
2 x Glaivezooka
2 x Explosive Trap
2 x Quick Shot
2 x Animal Companion
2 x Kill Command
2 x Unleash the Hounds

2 x Abusive Sergeant
2 x Brave Archer
2 x Leper Gnome
1 x Ironbeak Owl
2 x Knife Juggler
2 x Mad Scientist
2 x Arcane Golem
2 x Wolfrider
2 x Core Rager

So.. what does Core Rager do for the deck? Pretty much nothing. They are basically exactly the same as an unactivated Gormok the Impaler, with the added protection from Rend Blackhand. It doesn’t even help much in activating Kill Command because of its hefty mana cost. Maybe i should replace them with Eaglehorn Bow or Bear Trap.

In the games i played, not once did i get the ideal Brave Archer setup. Probably more games required. In fact, it was pretty hard to go down to zero cards when tend to hero power every turn from turn 4 onwards.

Anyway, my Hunter is now at 270/500 ranked wins. More than half the progress for a golden Hunter. Yesh.. Moar Face Hunter !!

Until next time, me go face; GG out.

Hearthstone: The Grand Tournament Release

Hello everybody, Geek Generation here.

The Grand Tournament expansion is released today! So exciting. I used gold to buy 30 packs.

Fencing_Coach Lights_Champion

I was really hoping to get Fencing Coach. But i got zero Fencing Coaches. Instead, i got 5 x Light’s Champion -_- I might play Light’s Champion in a demon deck, it can remove humility and freeze after all. The only problem is that Light’s Champion itself is not a demon. I’m guessing Light’s Champion’s design was 100% flavour and 0% utility. I do wonder, though, if Light’s Champion and Demonfuse have any effect on a Jaraxxus hero.

Varian_Wrynn Varian_Wrynn

I was pretty excited when i opened Varian. And when i got a second legendary, i was jumping in joy.. until i revealed it to be a second Varian..

Confessor_Paletress

On the last pack, i got another legendary. I was actually worried that it might be a third Varian. Turned out to be Confessor Paletress. 3 legendaries from 30 packs, i’m pretty satisfied ^.^

Darnassus_Aspirant

If you like Druid, go ahead and craft Darnassus Aspirant. They’re gonna be staples, becoming the Druid’s 5 and 6 mana accelerator. And if you’re feeling kinky, you can bounce it to your hand to avoid paying the Deathrattle cost : D

Fist_of_Jaraxxus Powershot Competitive_Spirit Thunder_Bluff_Valiant

These are rares that i think might also become staple.

Totem_Golem Tuskarr_Totemic

Of course, there’s the Shaman’s common cards, Totem Golem and Tuskarr Totemic.

Warhorse_Trainer Confuse

At first i thought Warhorse Trainer is gonna be useful too, until i realized that it’s not a Battlecry effect, but an ongoing effect. If only you could play Priest’s Confuse together with it.

Mysterious_Challenger

I was really hoping to get Mysterious Challenger. It’s gonna be fun to play with it. Too bad..

Geek Generation out.

Guild of Dungeoneering: Theme song and Troubador

Hello everybody, Geek Generation here.

I absolutely love the song, it is so catchy.

Troubador

I managed to finish the game with Troubador. Troubador’s trait is Spellsword, which gives +1 ti physical attacks next turn when it deal magic damage. The most effective equipping i found was to give the Troubador equipment that grants traits Ferocious and Retribution.

Retribution gives you 1 magic damage which helps to improve physical damage the turn after, which quite likely triggers Ferocious, giving some really sweet damage.

Geek Generation out.

Guild of Dungeoneering: Cartomancer, Cat Burglar

Hello everybody, Geek Generation here.

Cartomancer

Cartomancer CronesDiscipline

Cartomancer is probably the most over powered class in the game. The class skill, Card Storm, lets it do tons of damage in a single turn. Even monsters with Tenacious doesn’t work against Cartomancer because of how quickly the dungeoneer can achieve the combo. And also partly because of Cartomancer’s trait, which usually lets it draw another card for the finishing blow.

The blessing Crone’s Discipline is a must. As for equipment, just unlock everything that has Wise trait in it. Do not unlock anything else to minimize dilution of the equipment. Build up Arcane to level 4 quickly and everything is a breeze for Cartomancer.

Cat Burglar

After playing through with Cartomancer, i decided to play again with the Cat Burglar line. After many rounds of death, and realizing that Cat Burglar has the same amount of health as Chump, i was ready to give up on it to get a Bruiser to help advance the Cat Burglar line.

But then, i decided to give it one more try and play to Cat Burglar’s strength. The ability to find good equips quickly. I unlocked a couple more equips, focusing on those that give Health and Growth. Only then could i start winning the dungeons.

Ok, so much for now, Geek Generation out.

Hearthstone: Grand Tournament Match

Hello everybody Geek Generation here.

This week’s Tavern Brawl is the Grand Tournament Match, pitting Alleria against Medivh, showcasing cards from the new expansion, The Grand Tournament.

Compared to Nefarian vs Ragnaros, i like this one better because both decks start with 1 mana crystal.

Alleria

There are players going online to say that Alleria is so much worse than Medivh. But i beg to differ. I think alot of players are stucked in the Face Hunter mentality and try to play as aggressively as possible. Which is usually bad for Alleria in this tavern brawl.

Kings_Elekk

The first thing players new to Alleria must stop doing is to coin out King’s Elekk. Because, unless you have the second King’s Elekk in hand, it’s likely going to be a case of wasted tempo. The coin, if Alleria has it, is much better kept for other uses. The coin triggers off Lock and Load and makes Lock and Load go off a turn sooner.

Ram_Wrangler

King’s Elekk is also the smallest Beast available for Ram Wrangler.

Traps are few and previous. Play Freezing Trap only when you have a minion to protect or if you’re racing against Medivh for the last couple health points. It’s hard to say when to play Snipe, but i think it should be played only when you have board control. I.E. You played King’s Elekk and Medivh missed a drop. The best would be if Medivh no longer has Argent Horserider.

Mulligan strategy, go for Animal Companion, King’s Elekk, Arcane Shot, Bear Trap.

Medivh

Lowly_Squire Boneguard_Lieutenant

The best opening for Medivh is to Coin double Lowly Squire on turn 1. Not getting that, a turn 2 Boneguard Lieutenant is not that bad either if you can follow up with a 3 drop. Do not despair if you do not get an aggressive opening. As long as Alleria does not go crazy with a tempo of big minions, Medivh can still out value Alleria’s deck with Inspire mechanic.

Dragonhawk_Rider Spellslinger

When coming up to turn 3, if Alleria Lock and Loaded, be mindful of Multi-Shot and play Spellslinger over Dragonhawk Rider.

Mulligan strategy, Mulligan everything that’s not 1 or 2 drop. Can keep one 3 drop or one 4 drop with Coin. Mulligan Polymorph: Boar too. It has alot of possible utility, and best kept for later.

Geek Generation out.

Guild of Dungeoneering: Mime

Hello everybody, Geek Generation here.

I completed one game using the Bruiser line of heroes, changing into Artificer toward the end. This time i decided to start with Mime line of heroes. Having liked Warrior’s Spirit in my previous game, i decided to get that blessing again.

It turned out to be a bad idea. Mime had only one physical attack in the deck. By the time the dungeoneer has collected enough equips to use physical attack reliably, the blessing would have expired.

I find the Mime to be a terrible hero and i end up grinding until 500 glory for the Shapeshifter. The Shapeshifter is stronger than the Mime, but the trait was to begin with Growth 1. But the equips from the 50 glory shops doesn’t work well with the trait. Armor had to be sacrificed to make a Growth build.

Ok so much for now, Geek Generation out.

Hearthstone: Modified Face Hunter

Hello everybody, Geek Generation here.

After the initial success with the first iteration of Face Hunter, i ran into a streak of losses. There was a sudden boom of Warrior players at rank 6 and 5. I noticed the Patron Warriors were running Shield Block and some were even running Harrison Jones.

I decided to give the Shield Block version of Patron Warrior a try, then decided to retry Face Hunter with a second iteration. Changed cards in italics.

Face Hunter 1.1

1 x Hunter’s Mark
2 x Glaivezooka
2 x Freezing Trap
2 x Quick Shot
1 x Eaglehorn Bow
2 x Animal Companion
2 x Kill Command
2 x Unleash the Hounds

2 x Abusive Sergeant
2 x Webspinner
2 x Haunted Creeper
1 x Ironbeak Owl
2 x Knife Juggler
2 x Mad Scientist
1 x Scavenging Hyena
2 x Arcane Golem
1 x Loatheb
1 x Savannah Highmane

I swapped Leper Gnomes for Webspinners and Wolfriders for Loatheb and Savannah Highmane. This change made a huge reduction on the quick damage output in exchange for minions with more staying power.

Though Leper Gnomes provide more damage, Webspinners aren’t too bad. The extra beasts and/or Webspinner itself helps to activate Kill Command more often. I swapped Flare for Scavenging Hyena. The Hyena doesn’t benefit much from Webspinner as there seem to be a lack of 1 drops with 1 health at these ranks.

The more significant change was from Explosive Trap to Freezing Trap. For some reason, Explosive Traps didn’t seem to be working very well. It gets played around too frequently. While Freezing Trap does get played around too, i feel that their value is slightly higher because it can at times help to protect the minions from dying.

After this change, i got into another win streak. Though i suspect these win and lose streaks are just part of the nature of ranks 6 and 5.

Geek Generation out.