Hello everybody, Geek Generation here. I was on the other server working through the quests to trying to get enough gold to pop the pity timer for legendary for Mean Streets of Gadgetzan. I had a play Shaman cards quest and looked through the collection and came up with the following list.
2 x Lightning Bolt
2 x Spirit Claws
2 x Tunnel Trogg
2 x Flametongue Totem
2 x Maelstrom Portal
2 x Totem Golem
2 x Hex
2 x Lava Burst
2 x Lightning Burst
2 x Mana Tide Totem
2 x Unbound Elemental
2 x Fireguard Destroyer
2 x Jade Lightning
2 x Azure Drake
2 x Thunder Bluff Valiant
I did not have any Flamewreathed Faceless (henceforth acronymed as FF) in the collection and went with Fireguard Destroyer. The thing is, i think a case can be made for using Fireguard Destroyer over FF. While Fireguard Destroyer is strictly worse in stats than FF, and it’s not just it’s vulnerability to Silence effects, it does have one advantage over FF. Fireguard Destroyer overloads for only 1 mana.
Overloading for only 1 instead of 2 makes for a better turn 5. You could still play Jade Lightning on the next turn! Overloading, unlike pure stats, is harder to quantify and appreciate. Nevertheless, try out Fireguard Destroyer and you’ll definitely come to appreciate the tempo plays that can be afforded for overloading less. You won’t be disappointed.
If it helps, instead of comparing with FF, compare it to Jinyu. Sometimes, control decks do play out Jinyu for tempo, mostly disregarding the heal effect. At times, it can be a strong play because of it’s 6 health. Fireguard Destroyer has the same health and more attack.
Ok, comparing it to Jinyu doesn’t work quite so well, but take it as a compromise between FF and Jinyu. You want a strong beater but do not want to overload for so much that it destroys your turn 5. Or even turn 4, because coin-ing Fireguard Destroyer is so much less risky.
Ok so much for now, Geek Generation out.
Welcome back to Geek Generation. Previously, i posted a deck list on Warlock Control budget deck. If you’ve played with it, you’ll know that it isn’t very good. In today’s post, i’ll talk about why it isn’t good, aside it being a budget deck.
I’ll start off with a card of the month, that has nothing to do with what this post is about. I managed to open a Mind Control Tech from a pack and i was excited to start using it, but this is what it says on my card.
Back to Warlock Control. I’ve made some changes with the deck and swapped Darkscale Healer for Kobold Geomancer. The Darkscale Healers generally do not do anything useful. Kobold Geomancers gives your board control the reach that would otherwise be short by one.
The deck concept revolves around a pretty simple principle. The warlock’s ability is to take two damage to draw an additional card. So if the majority of the minions have Taunt, then the opponent’s minions can’t race damage by hitting you, and you can afford to draw more cards, hence achieving card advantage. It isn’t very strong, so why play such a deck? It’s the times when the deck does work, it is satisfyingly amusing. More often than not, you’ll win from opponent frustration : D
The biggest problem with such a concept is that Taunt creatures don’t really do alot for you besides absorbing damage and board control. They don’t grow bigger or make your other minions better or make enemy minions weaker or charge or generally change the game state in any spectacular way. The Taunt minions are basically meat shield with your Warlock’s card advantage drawing you into even more meat shield. The way to win with this deck would actually be to race your opponent and throw burn like Soulfire and Drain Life directly at your opponent. Your minions can hit him, but his have to go through your meat shield to get to you.
Therefore, as far as possible, creature trades should not be initiated by you. Pretty much like what happens with aggro decks. It’s a slow deck with an aggro play style.
The second significant problem is the hero’s power. Unlike Mage or Druid control or even Hunter control, where their powers can actually deal damage to the opponent, this deck’s hero ability only lets your draw more meat shield. Other control decks gain advantage naturally by making the games longer while this deck has to rely on its meat shield. Mage have game winning cards like Fireball and Druid their Ironbark Protector. Coupled with a host of other spells that can deal damage directly to the hero, Mage and Druids become the default control decks, as far as budget decks go that is.
That is not to say Warlock control decks do not exist. Just that in most of its forms, it’ll not be a budget deck.
Geek Generation here. If you’ve been playing against Warlock decks, they’ve probably come in the form of aggro decks, running kobolds that range from cheap to legendary. What they do is to push for damage with quick beats and refill their hand (and board) with the Warlock’s card drawing ability. Compared to Hunter, what it lacks in Starving Buzzard, it makes up for in the Warlock’s card draw.
Speaking of Hunter, Unleash the Hounds is a truly amazing card after the change. You can easily swing for six damage with only three mana.
Anyway, like all budget decks, it’ll probably bring you up to the rank of Novice Engineer and Sorcerer’s Apprentice and no further. Which makes me wonder, all these decks that are filled with rares and wonderful legendaries, are they no stronger than my budget decks : D Why are they still playing against me at Sorcerer’s Apprentice rank?
2 x Soulfire
2 x Mortal Coil
2 x Drain Life
2 x Shadow Bolt
2 x Hellfire
2 x Voidwalker
2 x Frostwolf Grunt
2 x Harvest Golem
2 x Ironfur Grizzly
2 x Sen’jin Shieldmasta
2 x Spellbreaker
2 x Booty Bay Bodyguard
2 x Darkscale Healer
2 x Dread Infernal
2 x Lord of the Arena
The idea of the deck is simple. Since every two health nets you a card, then the less your opponent’s creatures hit you, the more cards you can afford to draw. Which is why there are so many Taunt creatures in the deck. There are plenty of upgrades for the deck. Booty Bay Bodyguard is the least impressive of them all, and i would gladly swap them for Fen Creeper whenever i get any.
The severe weakness of this deck are Hunters and Mages. With mages, they simply wait for their tenth mana to Pyroblast for the win. With Hunters, they turn their decks into a form of control, playing their Hero ability every turn they can. With a Kill Command, they would have taken out half your life by the time you get to plopping Dread Infernal on the table. Warlock control, as it exists now, almost can never win against Hunters and Mages. The hero’s ability become such a big liability that it’s as good as not playing any hero.
Ta now. Geek Generation.
Geek Generation here, hello everybody.
In the last season of Hearthstone’s ranked play, i was at rank Angry Chicken for the longest amount of time. The reason for that was pretty simple, i assumed that all non-Arena games were ranked play. Turns out that there were Casual and Ranked tabs and that i needed to click on the Ranked to play ranked games.
An aside, the deck editor’s ui is a little clunky. I can’t seem to be able to exit the deck editor and discard all changes that i’ve made.
The patch kicked in with the last maintenance. I actually played before the patch without realizing that the patch hadn’t applied yet. Got myself a terrible two back to back zero-wins for Arena matches.
Anyway, here’s the budget deck list for the Hunter Beast deck which i have that has me fluctuating about at the Sorcerer’s Apprentice rank. With the nerf of Novice Engineer and Blood Imps, this deck actually becomes better by virtue of the meta being filled with these cards.
2 x Hunter’s Mark
2 x Arcane Shot
1 x Bestial Wrath
2 x Stonetusk Boar
1 x Timber Wolf
2 x Bloodfen Raptor
2 x Dire Wolf
1 x Ironbeak Owl
2 x River Crocolisk
2 x Starving Buzzard
2 x Animal Companion
2 x Kill Command
2 x Ironfur Grizzly
2 x Multi-Shot
2 x Houndmaster
1 x Stampeding Kodo
2 x Tundra Rhino
The deck is highly aggressive (coupled with Hunter’s ability) and punishes bad draws and bad play, including yours. As far as possible, unless a highly unfavorable trade exists on the board, your beasts should always be hitting the opponent. Do not be afraid to commit your Dire Wolfs to push for more damage even if it means a trade on your opponent’s next turn. Similarly, do not be afraid to commit Starving Buzzards either. If you managed to draw three cards off it, the bird has done a good job already. That said, do not commit Starving Buzzard on turn 2. Play it only when you can play additional beasts in the same turn.
The next important thing to remember is to not over-commit. Your creatures are tiny and extremely vulnerable to board removal. Be mindful of the mass board removal turns (and Coin card) when playing against Warlocks, Mages, Paladins, Priests, Druids, and even Warriors, Shamans and fellow Hunters.
Warlocks deal 3 on turn 4, Paladins deal 2 on turn 4, Priests deal 2 on turn 5, Druids deal 4+1 on turn 4 or earlier. Against warriors and shamans, you’d prefer to play Crocolisks over Raptors because of their cheap 2 damage cards. Actually, unless you’re playing the Raptor on turn one with the coin, you’ll usually want to play Crocolisks over Raptor. The additional toughness can encourage a different play in your opponent, like holding off from playing a 2/2.
The deck has little board control and should be used sparingly. As far as possible Kill Commands should be reserved for shooting the opponent while Hunter’s Mark and Ironbeak Owl should be reserved for bigger creatures with Taunt.
If you’re commited to playing Animal Companion, always play it before you attack. There’s a chance you might get Leokk and score additional damage. Don’t be hasty in clicking the End Turn button either, coz you might get a hasty Huffer.
Last but not least, remember that Houndmaster is not a beast. Geek Generation out.
Edit: I didn’t realize that Bestial Wrath was an epic. The deck might not be so budget after all..
Geek Generation, at your service.
After posting an aggro deck list, i thought i’ll post my Mage control deck. My Mage control is an even more budget deck, with only two cards that require arcane dust. Total deck costs a total of only 80 arcane dust.
2 x Mirror Image
2 x Arcane Explosion
2 x Frostbolt
2 x Arcane Intellect
2 x Frost Nova
2 x Fireball
2 x Polymorph
2 x Flamestrike
2 x Novice Engineer
2 x Sorcerer’s Apprentice (40 ea.)
2 x Gnomish Inventor
2 x Ogre Magi
2 x Sen’jin Shieldmasta
2 x Water Elemental
2 x Lord of the Arena
Counting Mirror Image as creatures, only slightly more than half the deck are creatures. If you’re playing a deck like this, for most part of the game you’d just be trying to stem your opponent’s tide of creatures. The deck revolves around an oversimplified formula: the more times you play the Mage ability, Fireblast, the more likely you’d win. To win with this deck, you have to endure into late game where you can Flamestrike and plop down Lord of the Arena using speed bumps like Mirror Image and Frost Nova to delay the opponent.
As far as possible, Fireball should be reserved for damaging the opponent directly. Water Elementals are vital against heroes that sport attacks or weapons as they can freeze the opponent’s hero. Do not hesitate to throw a Frostbolt to freeze a huge creature for a turn or even the hero if an attack from the enemy hero would devastate you. And always be very wary of creatures with Windfury. As you’re going to be taking lots of damage from the early and mid game, a pumped up minion with Windfury can easily deal two digit damage to seal the game.
Ok so much for now, Geek Generation out.
Hello world, this is Geek Generation.
Today i’m going to talk about a Rogue aggro deck in Hearthstone. It’s not the deck i’m playing currently because i don’t have all the cards. But it’s something very close to the list i’m putting here. It’s a low budget build with only one rare, SI:7 Agent. SI:7 Agent is such a powerful card that it is a compulsory card for Rogue regardless of whether you’re building an aggro or control deck. So if you like playing with the Rogue class, SI:7 Agent is a good investment at 100 arcane dust.
2 Cold Blood (40 ea.)
2 Deadly Poison
2 Elven Archer
2 Leper Gnome (40 ea.)
2 Acidic Swamp Ooze
2 Defias Ringleader (40 ea.)
2 Dire Wolf Alpha (40 ea.)
2 Murloc Tidehunter
2 Raid Leader
2 Shattered Sun cleric
2 S1: 7 Agent (100 ea.)
The numbers in parentheses beside the card name is the card’s cost in arcane dust. This deck costs 420 arcane dust.
The deck’s concept is simple. Play lots of cheap aggro creatures to win before the opponent has the opportunity to build his/her critical mass. Ideally, you’ll want to have something to play on turn one. You might consider replacing Acidic Swamp Ooze with Southsea Deckhand to increase the chance of getting a turn one play when going first. The best scenario would be to go second, and play Defias Ringleader or Murloc Tidehunter with The Coin.
Creature trades, very often, should be initiated by the opponent. Your creatures should be hitting the opponent as much as possible. Eg. You have The Coin and you played Murloc Tidehunter (2/1 with additional 1/1) on your first turn. Your opponent plays Kobold Geomancer (2/2). On your turn, instead of activating your dagger and trading with your 1/1, you could consider throwing everything at your opponent.
The reason for this is simple. If you traded the 1/1 and your opponent plays something like Arcane Explosion, you would have only done 2 damage compared to the 4 damage you would have done had you attacked the opponent directly. Sure, in the later scenario he has a kobold remaining, but as long as the creature on the opponent’s side is neither too big nor with Taunt, you’d want to maximize your damage output so you can eventually swing your dagger for the win.
Ok so much for now. Cya again soon.