Category Archives: Uncategorized

Hearthstone: Twig Druid (Rank 9 to 5)

Hello everybody, Geek Generation here. I watched Strifecro on youtube playing this deck a while back. I thought the deck was pretty spiffy and since Blizzard was giving dust for this week’s daily quests, i decided to craft the three cards i was missing, Branching Paths and King Togwaggle.


1 x Twig of the World Tree

2 x Moonfire
2 x Lesser Jasper Spellstone
2 x Naturalize
2 x Wild Growth
2 x Wrath
2 x Ferocious Howl
2 x Branching Paths
2 x Swipe
2 x Nourish
2 x Spreading Plague
1 x Malfurion the Pestilent
2 x Ultimate Infestation

1 x Bloodmage Thalnos
2 x Arcane Tyrant
1 x King Togwaggle
1 x The Lich King
1 x Malygos

Deck Code:


The deck concept is pretty simple. Ramp up, draw lots of cards, gain lots of armour, choke the board with Spreading Plague Tokens, Twig, do some damage along the way, Malygos, Break Twig for the win.


So how does Togwaggle fit into all this? Honestly.. i find it hard to evaluate the value of King Togwaggle. Alot of times, Togwaggle just sits in the hand waiting for the deck to run out. Yet other times, Togwaggle simply wins you the game.

The most important thing to realize about Togwaggle in this deck is that its role is not to steal your opponent’s deck. Well, atleast not for most of the games. Togwaggle’s role in this deck is mostly that of tempo. It costs 5 mana for your opponent to take back his deck. And if he does spend the mana to take back his deck, he might not be able to deal with Togwaggle itself, letting you hit him for 5.

With cards like Arcane Tyrant, twig, Togwaggle, Branching Paths, this deck is all about seizing tempo suddenly to bring your opponent’s health to Malygos’s burst range.

While the twig is one of the components of the Malygos combo, losing it is not the end of the game. Without the twig, Malygos can still do 12 burst damage with double Moonfires. It is not essential to keep the twig for the combo. Sometiems, it’s better to make tempo plays like Lich King, break twig, Ultimate Infestation.

With this deck, you don’t have to always choose draw with Wrath. Alot of times, it’s better to keep it for the full 3 damage to kill off a minion. That way, you can control the board better and have a better chance of playing Ultimate Infestation without burning cards.

Ferocious Howl is not a turn 3 play, unless you really need to dig for cards. Best to save it up for later when you can gain more armor or power up a spellstone with it.

Mulligan wise, always look for mana ramp. Keep Nourish or Branching Paths only if you already have Wild Growth. Keep a Naturalize if your opponent is Warlock (against Even Lock or Rin). Personally, i like to keep a spellstone for upgrading.

Class Win Loss
Druid 2 1
Hunter 3 2
Mage 0 0
Paladin 4 0
Priest 1 0
Rogue 1 1
Shaman 2 0
Warlock 4 3
Warrior 1 1
Total 18 8

Geek Generation out.


Hearthstone: Witchwood Monster hunt – More on Tess and Darius

Hello everybody, Geek Generation here. I learned today that the last boss of a monster hunt run is always the same for each character. As i didn’t really go over the final boss fight (round 8 boss), i thought i’ll make an additional post regarding the final boss fight for Tess and Darius.

Tess’s final boss is Captain Shivers. Captain Shivers’s strategy is a recursive King’s Bane that goes infinite with Dead Man’s Hand. The biggest threat in Shivers deck is Troggzor, Loatheb and Cho, mainly because you tend to be using lots of spells with Tess. As long as Dead Man’s Hand didn’t go off with these in hand, Shivers would not present much of a problem. Especially if you’re running Jade Shuriken.

The King’s Bane itself wasn’t so deadly because Shivers seem to always want to hit a minion with it. Maybe my board was stronger back then.

The best win condition against Captain Shivers is to wait for him to play Fel Reaver. After he does that, go to town on his deck to break his Dead Man’s Hand combo. If your life is sufficiently high, consider letting Fel Reaver live for a turn more to deck Shivers completely. You likely wouldn’t be able to mill King’s Bane though.

Darius’s final boss is Lord Godfrey. Again, i don’t remember much of the quick run. Suffice to say, a good upgraded cannon with lots of big minions should do the job. Don’t go about drafting a horde of little pirates that die to Godfrey’s hero power in a turn or two.

Imo, the Inspire bucket along with Maiden of the Lake offers the best value to Darius since he can usually push the button multiple times.
There’s a passive that let’s you replace your weapon with a random weapon whenever it is destroyed. Sometimes you get something good like Poisoned Blade (+1 attack everytime you push the button). But most of the time, you just get garbage weapons with lots of durability. That passive is definitely not worth the slot.

Into the Breach: Blitzkrieg

Blitzkrieg-Prime-Lightning Blitzkrieg-Brute-Hook Blitzkrieg-Ranged-Boulder

Hello everybody, Geek Generation here for a review on Into the Breach’s Blitzkrieg squad.

– Only 2 damage dealers
– Only 2 crowd controllers
– Starting damage: 3

– Chain attack letting you hit multiple enemies.
– Hook Mech begins with the Grappling Hook, which in my opinion is the best equipment in the game.

– Chain attack causes alot of collateral damage. Things like trains, terraformer, robots that you need to protect, your own Ranged unit, can become problematic.
– Does not reach 4 damage in a single attack

The defining theme of Blitzkrieg squad is the Lightning mech’s chain attack. When you play with it, you’ll quickly realize that the Lightning mech’s chain attack is not all sunshine and flowers. Without modifications, Boulder mech dies to the Lightning Mech’s rampage. So while it is tempting to give Lightning Mech Building Chain with the first reactor core, it is best to hold off until your Boulder mech can survive atleast 1 hit from Lightning mech.

The best pilot for Blitzkrieg is probably Mafan. Let Mafan drive the Hook mech and you can use the Brute to link up the Vek, while pulling an additional Vek, for Lightning mech to blitz. Every turn. If you do not have Mafan yet, the next best would probably be, Bethany or Ariadne.

Abe doesn’t do anything for the Hook mech as Armor does not stack. But you could put him onto Boulder mech though. That lets it survive 1 lightning strike and your first reactor core can go into Building Chain.

Kazaaakpleth makes an interesting choice, letting your Hook mech start dealing damage and giving the option of a push cc instead of a pull cc. Kazaaakelpth on Lightning mech also helps shore up the problem of the squad’s lack of good crowd control. Boulder mech’s crowd control pushes sideways, which tend to make it harder to push stuff if it is sitting in the artillery lane.

Prospero is also a possiblity as it lets Hook mech fly over water to pull Veks to meet their drowned god. But Mafan is still the best pilot for this squad.

For the first reactor core
– If Abe (Boulder), Building Chain
– If Mafan (Hook), +1 hp for Boulder

After that, work towards getting Boulder mech to 3 damage so that it can snipe off those annoying Scorpions and Fireflies. After this, i like to hold back from assigning reactor cores and see what equipment is available from the reputation store.

The first thing to get is an alternate skill for lightning mech which makes the mech useful when everything is already connected to priority targets that you need to protect. Preferably something with cc. The best would be Titan Fust fir that sweet spot of 4 damage or Prime Spear which is just all round awesome.

Although Acid Projector is a science class weapon, you can still fit it onto Hook mech for just 1 reactor core and it becomes a really good crowd controller. The overall reactor core cost for a Hook Mech with Acid Projector is still pretty low. Brute class has a Phase Cannon (push cc), which i don’t see very often, which is also a good fit on the Hook mech.

Acid Tanks are, as usual, always good.

At first glance, Blitzkrieg seems pretty good at blocking Vek. But this is not the case. If you block a Vek with the Boulder, you only have 1 other mech dealing damage. Which sometimes commit you to blocking every turn for the rest of the mission.

I try to avoid defend robots and train missions for Blitzkrieg.


Chain Attack
Chaining through 10 tiles is not difficult to achieve once you get the building chain. You’ll get the achievement through normal game play.

Lightning War
Personally, it usually takes 1/2 hour per corporate island for the best playthrough. For this achievement, you’ll need to really rush. Don’t bother thinking about best play to reach the volcano with best results. Just rush through the islands and abandon the timeline after getting the achievement. Also, don’t forget that you can set the timer ui to show in the settings. It helps for you to determine if you’re in time for the achievement.

Hold the Line
Blocking 4 merging Veks does require some setup. You’ll likely need to set it up over a turn or two. Blocking one or two Vek spawning tiles so that you have more Vek spawning tiles to block the next turn. You might have to throw a game to complete this achievement.

Ok so much for now, Geek Generation out.

Hearthstone: Witchwood Monster Hunt – More on Cannoneer

Hello everybody, Geek Generation here. I played more of Darius Crowley on another server to complete the quest over there too and i realized that i’m forgetting something about Darius in the last post.

Darius’s hero power refreshes automatically whenever you kill a minion with the cannon. Which means the Inspire bucket is actually pretty good on their own. You could sometimes inspire your Mukla’s Champion and Lowly Squire multiple times for tremendous value.

In terms of supporting the cannon, i think Maiden of the Lake is very high in value. Prioritize picking it if you see it in the buckets. Garrison Commander.. meh, not so much, since alot of the times you can refresh the button yourself.

I saw another cannon upgrade which increases your cannon damage by 1. I think that’s the best cannon upgrade for Darius. It lets you kill off and refresh your button when normally you wouldn’t be able to.

If you picked alot of mid range to late game drops, be very mindful when pushing the cannon away from the center. It might become very hard to reposition your cannon and still fire multiple times.

Ok so much for now, Geek Generation out.

Hearthstone: Witchwood Monster Hunt – Tracker n Cannoneer

Hello everybody, Geek Generation here. I’ve been playing a little bit of Hearthstone’s new Witchwood dungeon mode. Compared to Kobolds and Catacombs’ dungeon, i think Witchwood’s Monster Hunt is better.

The most notable thing is that there are brand new heroes to use in the dungeon mode, which is a fresh take on the game, considering how some people are feeling that the meta is stale. I never thought that way for all the metas though, but i digressed.

Tess Greymane – Tracker

Tess hero power is to discover a spell that has been played that game. And if there are no spells played before you pressed the button, you get a free 0 mana Pebble that deals 1 damage to an enemy. If you manage to get that Pebble against the Whisperer (or some name like that, the one with the passive that says all spells have Echo) boss, it’s an instant free win. Just Echo Pebble the boss 50 or 60 times depending on when you met him/it.

I think the strongest ability you can get for Tess is for the hero power to cost one mana and can be used twice a turn. Once you have that, for the first 2 turns, you’ll likely be just pressing the button to get 3 Pebbles to feed your Rogue Combo cards. You can’t get Pebbles anymore if a spell was played.

Tess draws from a mixed pool of Hunter and Rogue cards. I think Hunter cards are mostly secrets and Lock and Load, which is amazing with Pebbles. The strongest buckets for Tess is probably those that contains Jade Shuriken. Whenever a bucket has Jade Shuriken, pick it. Don’t go full on Jades though. It’s better to skip Jade buckets that don’t have Jade Shuriken. They don’t help much, unless you really really want that Aya.

With loads of Jade Shurikens, pick up some Lock and Loads, some Edwins, and you’re off to a strong deck that can abuse Tess’s spell discovery hero power.

Darius Crowley – Cannoneer

Darius Crowley starts the game with an indestructible cannon. Whenever you press the button, the cannon shoot whatever minion is opposite of it. If the cannon is between 2 minions, it shoots both minions. If there are no minions opposite it, it shoots the boss. That about covers most of the positions of the cannon. Except the spot that at the edge of the enemy minion line, i don’t know whether that shoots the boss or not.

One thing to note though is that the cannon does not count as a minion. So even if you played all your minions on the left side of the cannon, Crushing Walls still get the one that’s next to the cannon.

Darius has several upgrades to the cannon. One of them gives your minions +1 attack for the turn, the other lowers the mana cost of a random card in your hand by 2. Both are really good options.

I think Darius only draws cards from Warrior class. Don’t think i’ve seen another class’s card. I’ve seen Patron Warrior buckets, Taunt, Pirates, Rush, Inspire and Dragon buckets. I don’t really know how the other buckets fare, i didn’t get to play much as i won on my first run picking up every Dragon bucket and 1 inspire bucket.

My upgrade picks were the cannon upgrades, +1 attack and discount 2 mana. Both my extra cards were the Rush dude that fires your cannon after it attacks. Having lots of high cost dragons and stuff isn’t a problem as you can discount them by pressing the button. Having more dragons meant not having problems with dragon synergy cards like Alexstraza’s Champion and Blackwing Corruptors.

Plus, Deathwing is awesome against those last bosses when both of you have no hand and are trying to draw answers to an overwhelming board.

Ok so much for now, Geek Generation out.

Into the Breach: Rift Walkers

Hello everybody, Geek Generation here. Today, i’ll be reviewing the Rift Walker squad from Into the Breach.
RiftWalkers-Prime-Combat RiftWalkers-Brute-Cannon RiftWalkers-Ranged-Artillery

– 3 damage dealing mechs
– 3 crowd control mechs
– Starting damage: 4

– Able to reach 4 damage
– All mechs able to damage and cc

– No flying mechs, have to worry about getting hemmed in.

Rift Walkers is the first squad you get to use. My initial impression was that the Rift Walkers wasn’t a strong squad. But as i returned to playing the squad to complete the hard mode for the various island numbers, i realized that my perception of the Rift Walkers was coloured by my initial inexperience with the game.

In my opinion, Rift Walkers is a pretty strong squad. All Rift Walkers mech are capable of dealing damage. This means that there is less reliance on Kazaaakpleth allowing you to experiment more with other pilots. All three mechs are capable of crowd control. Though Artillery mech’s attack does not damage on cc.

Because all three mechs are capable of push cc, Force Amp (Vek takes +1 damage from bumps) passive could work well with Rift Walkers.

The main disadvantage of Riftwalkers is that they require alot of reactor cores to work well. The lack of aoe also means spawners like Spiders and Diggers (the ones that surround themselves with rocks) can become very troublesome.

To make full use of Rift Walkers’ pushing ability, use mobility pilots like Henry Kwan and Prospero so that Combat mech and Cannon mech can get to their positions. Camila Vera is also good since the mechs can’t get to a superior position if they can’t move. Archimedes helps the Combat mech to stay in the center positions and not become to far away to hit the next turn.

The first few reactor cores should go to Cannon mech to increase it’s damage letting it kill of small hornets and small crabs. The next few cores should go into +1 move for Combat and Cannon mech if their pilot did not reveal a +1 move. After that, upgrade Artillery’s damage. 3 damage lets you snipe off scorpions and fireflies with it. Buildings immune is a nice to have quality of life, but not an absolute must.

Next upgrade is combat mech’s damage to the sweet 4 damage to kill off Alpha hornets and spawners with a single hit.

As with all other squads, pick up the Grappling Hook if it is available.


Watery Grave
Drowning 3 Veks in a battle is easily done with the Break Dam missions.

Ramming Speed
5 tiles away is more than 1/2 the map’s dimensions. The achievement is unlikely to come from regular play. Easier to setup if you have a Grappling Hook.

Island Secure
Achievement that comes with playing the game.

Ok so much for now, Geek Generation out.

Into the Breach: General Tips and Questions

Hello everybody, Geek Generation here with more on Into the Breach.

The best advice i can give anyone is to immediately re-map the “End Turn” key away from space bar. If you’ve been playing the game for awhile, chances are you would have turned off the need for confirmation for end of turn. The results is usually disastrous if the turn is accidentally ended prematurely.

The first time it happened, my nephew was playing with a ball and it landed on the keyboard. With the space key being such a huge target, it was easily an hour of gameplay wasted. It usually takes me half an hour for a corporate island.

After that, i re-mapped it to the enter key on the numpad. I thought it made sense to put it there, it’s out of the way from stray nephew hands and accessible to my thumb should i want to press it. Until i had fat thumbs.. Now i’ve re-mapped it the forawrd slash at the numpad hoping that i will never again lose all my power through events other than gameplay.

One of the important things to realize about the game is that the pilots are expendable. Sometimes, it’s better to sacrifice your pilot by using him/her/it to block lethal damage that would have damaged your grid. Especially if your pilot is a generic pilot that doesn’t provide any reactor cores and it’s the last few turns of the mission.

Volcano Island

Speaking of dying, dying in phase 1 of Volcano Island is not a game ending consequence. All your mechs are revived to full health in phase 2. Even the “Reset Turn”(s) are refreshed. However, you do not get any opportunity to rearrange your reactor cores. So prior to entering the volcano island, make sure the reactor cores granted by the pilot is used to power something that you can do without. Reactor cores granted by the pilot are green in color.

Also, bear in mind that lava (not tentacles) is not instantaneous death for your mechs. Lava is like water, it prevents your non-flying mechs from using skills. The only difference is that lava sets your mech on fire.

Can i destroy the giant volcano in phase 1 to take the treasures hidden underneath it?

Unfortunately, the giant volcano in phase 1 is undamageable. The elusive treasures will never be ours : (

Center is King

When moving your mechs into engagement, always keep in mind that the tiles closer to the center are the best tiles tactically. Being near the center means your mechs can reach more tiles during the next turn. Always keep this in mind when there are multiple positions that you can attack a Vek from. Ranged class mechs usually stay at artillery range though.

AoE is Collateral Damage

When upgrading mechs, do keep in mind that bigger AoE isn’t always a good thing. The possibility of collateral damage might restrict your mech’s options.

+1 Move is Valuable

Do not underestimate the value of using reactor cores to upgrade your mech’s hp and move. +1 move might not seem alot, but it could be all the difference needed to reach an enemy or even flank an enemy and push it into the water.

Vek Spawning Tiles

Vek spawning tiles do not go away after it has been blocked. They are delayed to the next turn adding more to the spawn next turn. Ergo, sometimes it’s better to reconsider the style points of killing off Vek via making them block. Sometimes it’s better to let everything spawn so that you can kill them off so that the Vek numbers wouldn’t stack up.

That said, sometimes you might have to block so you have more mech to Vek ratio the next turn to grant you time to kill off particularly troublesome Veks.

Last but not least, don’t forget that your mechs can repair even when they’re frozen. Repairing removes all status effects, including acid and ice.

Ok so much for now, Geek Generation out.

Hearthstone: Marrowgar, Saurfang, Deathwhisper

Hello everybody, Geek Generation here. Frozen Knights expansion just got released and woooo.. it is exciting.

I think a large part of what makes the expansion exciting is that solo content, adventures was released together. It makes for a more fulfilling experience than just opening packs and waiting a month or two before crafting cards that i need (because dust is hard to come by).

Anyway, i got round to defeating all three bosses. Here are my decklists.

Lord Marrowgar

Lord Marrowgar heals to full health every turn. The only deck i could think of that could do 30 damage in a turn was jades. But after looking through the forums, i realized that an otk priest could do it too.

I lost the first time and decided to put in all the chemists to deal with the 0/8s. But when i played the second time, i forgot to click on the new deck and continued to use the Standard jade druid i used the first time. But i managed to get the win though, all it takes is to get lucky and ramp up the jade count early.

2 x Innervate
2 x Earthen Scales
2 x Jade Idol
2 x Wild Growth
2 x Wrath
2 x Feral Rage
2 x Jade Blossom
2 x Swipe
2 x Nourish

1 x Bloodmage Thalnos
1 x Gluttonous Ooze
1 x Fandral Staghelm
2 x Jade Spirit
1 x Aya Blackpaw
2 x Gadgetzan Auctioneer
2 x Jade Behemoth
2 x Primordial Drake

Build code for the deck:
To use this deck, copy it to your clipboard and create a new deck in Hearthstone

Deathbringer Saurfang

Deathbrigner Saurfang didn’t seem too difficult. Saurfang has 20 health, but can only be damaged by weapons. Which means Saurfang is effectively immune when he’s swinging his own weapon.

Don’t be afraid of using the first few weapons to stabilize the board.

2 x Upgrade!
2 x Execute
2 x Fiery War Axe
2 x Forge of Souls
2 x King’s Defender
2 x Death’s Bite
2 x Arcanite Reaper
1 x Tentacles for Arms
1 x Gorehowl

2 x Armorsmith
1 x Hobart Grapplehammer
1 x Acolyte of Pain
2 x Ravaging Ghoul
2 x Stonehill Defender
2 x Bloodhoof Brave
2 x Alley Armorsmith
2 x Direhorn Hatchling

Build code for the deck:
To use this deck, copy it to your clipboard and create a new deck in Hearthstone

Lady Deathwhisper

Lady Deathwhisper seem to be a little harder than the other bosses. It took me a while to figure out a winning deck list. The idea is similar to otk priest that had lots of card draw.

When the chemists swap the Valithria’s stats, it becomes undamaged.

2 x Circle of Healing
2 x Silence
2 x Binding Heal
2 x Inner Fire
2 x Potion of Madness
2 x Divine Spirit
2 x Shadow Visions
2 x Shadow Word: Pain
2 x Shadow Word: Death
1 x Dragonfire Potion

2 x Northshire Cleric
2 x Crazed Alchemist
2 x Loot Hoarder
2 x Radiant Elemental
2 x Kooky Chemist
1 x Emperor Thaurissan

Build code for the deck:
To use this deck, copy it to your clipboard and create a new deck in Hearthstone

Ok so much for now. Happy games, Geek Generation out.

Hearthstone: Aggro Druid into rank 5

Hello everybody, Geek Generation here.

I’ve been playing variations of Dinomancy Hunter, Sherazin Value, Control Paladin up to rank 10 tier. But i usually hovered around ranks 8 and 7 with those decks.

For breaking into rank 5, i decided to switch to Aggro Druid chiefly because the deck has faster games. Additionally, the deck can simply win by some crazy opening turns.

2 x Innervate
2 x Bloodsail Corsair
2 x Enchanted Raven
2 x Fire Fly
2 x Hungry Crab
2 x Mark of the Lotus
1 x Patches the Pirate
2 x Golakka Crawler
2 x Mark of Y’Sharrj
2 x Power of the Wild
2 x Ravasaur Rant
2 x Tortollan Forager
2 x Savage Roar
2 x Vicious Fledgling
1 x Swipe
2 x Druid of the Claw

There are probably better versions of Aggro Druid out there. The list is as such because i didn’t have epics like Bittertide Hydra and Living Mana. Living Mana is really important for Aggro Druid. With Living Mana missing, i’m missing plan B of the deck.

I used Hungry Crab as substitution for Living Mana. Hungry Crabs are not too bad even when there are no murlocs to eat. As a 1 drop beast, the crab kind of helps out with the buffs.

Golakka Crawler is necessary. It hits quite a few decks, not just Pirate Warrior. Variations of Rogue, even fellow Aggro Druids have Pirate targets.

The seemingly weird inclusion is probably Tortollan Forager. I find it to be a great card though. It’s a 2 drop with no hesitation attached. Unlike Golakka Crawler, there’s no concern for saving it for Pirates (or even unwanted consumption of your own pirates). And unlike Ravasaur Rant, there’s no need to consider having more minions on the board. Plus, it occasionally gives some pretty good late game minions.

Prolly the only decks that doesn’t want Tortollan Forager is Jade Druid. Give Tortollan Forager a try if you’ve never used it before. You won’t be dissapointed.

Mulligan wise, i always keep Vicious Fledglings. The card has so much win written on it. Keep Innervates (but not both), and trade in everything else for early drops on turn 1 and 2.

So much for now, Geek Generation out.

Hearthstone: Ungoro Park

Hello everybody, Geek Generation here.

This week’s Tavern Brawl is pretty sweet. This week’s brawl lets us choose from 9 Ungoro decks (one from each class). If you’re hesitating about crafting some cards like quests or elementals, you can try playing with them in the Brawl before you decide.


Although i didn’t get to play with The Marsh Queen, i am glad that they showcased Dinomancy. Dinomancy is surprisingly good. Even though the hero power is restrictive, in that it not only requires you to have a minion on board, but that minion has to be a Beast too, it does seem powerful enough.

Dinomancy is one of those sleeper cards whose power level is way too subtle, until it gets played against you. Since i had playset of it, i decide to try it out using the deck recipe as a base.

2 x Jeweled Macaw
2 x Raptor Hatchling
2 x Crackling Razormaw
2 x Dinomancy
2 x Kindly Grandmother
2 x Scavenging Hyena
1 x Trogg Beastrager
2 x Animal Companion
2 x Eaglehorn Bow
2 x Kill Command
2 x Rat Pack
2 x Dispatch Kodo
2 x Houndmaster
2 x Tundra Rhino
2 x Savannah Highmane
1 x Swamp King Dred


Since i also had a copy of Swamp King Dred from the packs, i decided to chuck it into the deck for a test. It turns out that Swamp King Dred is a also pretty neat. Even though the only time i played it, it had died to Brawl the next turn, the dinosaur does have a certain Doomsayer feel to it.

But don’t worry if you do not have Swamp King Dred. Any big beast will fit into the game plan. You can replace with King Krush if you have it, and if all else fails, there’s still that golden Volcanosaur.

The lone Trogg Beastrager is ok. Back when Hunter was going though its identity crisis, playing beasts always gets mixed up with Deathrattle non-beasts. With Dinomancy, the Beast focus is alot sharper and Trogg Beastrager is seldom a vanilla 3/2.

Even though there’s only one Trogg Beastrager, i feel that Dispatch Kodo is a must include in any Hunter deck. With the loss of Quick Shot, Hunter really needs the Kodo for board control.

All in all, the deck has a couple variation options to refine to your playstyle. There’s Unleash the Hounds + Knife Juggler package, King Krush is always good, Black Knight is pretty good in the current meta.

Raptor Hatchling is probably the weirdest card in the deck. Is it any better than Alley Cat? Or is Alley Cat better, given the stats that hit the board, Alley Cats have one more health. The way i see it is that Raptor Hatchling works like reverse deck thinning. More like deck bloating, adding one more chance to draw a mid-size Beast in the late game rather than a small 1/1. Admittedly, Raptor Hatchling’s value is a little harder to gauge because its value is mostly intangible.

Plus, the little dinosaur is so cute. Already i’ve passed on playing Ravasaur Runt, there’s no way i’ll pass only playing Raptor Hatchling for a while. Geek Generation out.