Monthly Archives: March 2017

Faeria: First Impressions

Hello everybody, Geek Generation here.

I’ve been playing a little bit of Faeria, it coming to Steam and all. In Faeria, each player plays minions to a board of lands that they must build up to both gain influence and walk-able tiles to reduce the opponent to 0 life.

Mana in Faeria is colorless and each player gains three mana every turn. Additional mana can be collected from wells by minions. Every turn, a player can choose to perform one of the actions:
– place 1 influence land onto the board
– or 2 neutral lands (plains) onto the board
– draw a card
– gain 1 mana

To play cards, a player has to meet the influence requirement of that card. For example, if a card has 2 mountain requirement, the player must own 2 mountains on the board and play that minion on the one of the owned mountains.

Land in Faeria not only controls what cards you can play, but also where your minions can spawn and where spawned minions (both yours and opponent’s) can walk.

You can only place lands adjacent to your avatar, or adjacent to existing owned lands, or adjacent to a minion (standing on land you do not own) (you can’t do it with flying/swimming minions that are not standing on any land). So placing of lands does take some strategy. Do you gain influence quickly, fill the board to deny the opponent positions, gain positions?

I’m pretty sure the duality of lands has stumped many a new comers to Faeria who are pretty experienced in other card games. It does take a while to learn the land system.

Another aspect of the game that has stumped me is the mana. In most other games, you gain one mana per turn. With 3 mana a turn, that’s plenty of mana right? But that’s not the case. Often, a 3 mana neutral card is a turn 1 play. So what turns are a card that costs 1 or 2 or 4 or 5 mana? I find that it is important not to underestimate the collection of mana from wells in Faeria.

Another aspect is the balance is more important than tempo. First, a 2 influence card is usually not a turn 2 play for two reasons. First, if you have two influence by turn 2, it usually means you have taken over only 2 spots. Which hinders board development quite significantly. But if you develop the board too quickly, then you’ll lag behind in influence. A balance must be reached for developiong board and influence.

Second, most minions only move only 1 spot a turn. Developing a giant minion near your avatar would likely mean that the minion is only ever going to be used for defence, because it takes forever to reach the opponent by walking 1 spot a turn. If you want an attack, it is better to develop the board and save the giant minion for later.

Ok so much for now, Geek Generation out.


Hearthstone Journey to Un’Goro: Awaken the Makers

Hello everybody, Geek Generation here. Blizzard has announced that the next Hearthstone expansion is Journey to Un’Goro. Along with the announcement, they also reveal some cards to showcase the new mechanics.

awaken_the_makers amara_warden_of_hope

Of the revealed cards, i’m most excited about the quest cards. At first glance, it’s easy to assume that Amara would replace the role of Reno Jackson quite nicely. But that is not the case. The requirement to play 7 Deathrattle minions would mean that Amara is unlikely to see play even on turn 8.

The other reason it doesn’t replace Reno Jackson directly is mainly because existing decks that use Reno Jackson are highlander decks. And the highlander requirement would have to remain if the Priest player intends to continue to use Raza and Kazakus. If the Priest decides to do this, then the number of good Deathrattle minions in the deck would go down. That would make it harder to Awaken the Makers.

Considering that Sylvanas and Museum Curator are leaving Standard too, it would seem Amara would not be joining the ranks of Raza and Kazakus. Pure N’Zoth decks would love to have her though.

Ok so much for now, Geek Generation out.