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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.

TwigOfTheWorldTree

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:

AAECAbSKAwa0A+0Fws4CmdMCm+gC/esCDEBf6QHTA8QG5AigzQKHzgKY0gKe0gLb0wK/8gIA
#

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.

KingTogwaggle

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.

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Hearthstone: May 2018 Balance Changes

Hello everybody, Geek Generation here. Blizzard has announced a bunch of nerfs ala balance. Personally, i’m generally satisfied with all the changes except the one for Call to Arms. Most of the changes reduce the power level of the cards without changing functionality, which is a really good way to balance card, imo.

All images are from Blizzard’s announcement page.

CallToArms2018Balance
For all other cards, the affected decks can still play the changed card, albeit at a diminished power level. However, the most common decks for Paladin are funneled into odd and even shells. With the change to Call to Arms, Blizzard has effectively announced to all Even Paladin players, “nope, you can’t have this card in your deck anymore”.

And this is what the upcoming change to Call to Arms is. The card has been banned for an entire archtype. I would much rather that Call to Arms be changed to something like “Recruit 2 minions that cost (2) or less” rather than changing its mana costs.

Granted, changing the mana costs of any card is going to affect an odd/even shell. But even Spiteful Summoner and odd Possessed Lackey decks are pretty uncommon.

SpitefulSummoner2018Balance
Will this change utterly kill off Spiteful Summoner decks? Possibly. Considering that Spiteful Priest isn’t anywhere near the power level of Spiteful Druid, it’s possible that Spiteful Druid could fall off the charts. But then again, Spiteful Druid’s have Ultimate Infestation for a power tempo swing + card advantage. It’s possible that the deck would perservere.

Chances are, Spiteful Druid would drop off the charts and only people who really like the deck would craft them back again.

DarkPact2018Balance
PossessedLackey2018Balance
Both changes is targeted at the non-zoo Warlock. Delaying the ability to cheat out a Void Lord and reducing its heal package defniitely gives the aggro decks a better chance against it. Tempo Mages will have a better chance to burn out a Warlock.

But Warlock still has alot of pretty good cards at their disposal. While the changes would reduce the Warlock win rate, i doubt the various archtypes would dissappear anytime soon. Maybe Earthen Ring Farseer would see a return to Warlock.

NagaSeaWitch2018Balance
This change affects only Wild format. The changes to Naga Sea Witch that made its combo available happened when it was moving into the wild format. And since then, Blizzard has abandoned adventures and i have no more avenues to play wild decks; i don’t play Wild ladder.

While i don’t play the Wild format, i can certainly empathise with the frustration the players are experiencing having encountered dungeon bosses that vomit out an entire hand of giants. The feeling of helplessness and unfairness is definitely there.

CrystalCore2018Balance
It’s pretty hard to evaluate Crystal Core’s changes. Will it kill off Crystal Core? I don’t think so. The only thing that seems to be affected is that it’s easier to clear the board with Lord Godffrey and Flamestrike can also clear the board.

The changes results in the quest Rogue player having to make around 2 more hits with the minions to kill the opponent. Maybe it gives one more turn to react, but at its core, quest rogue still does what it does. I’m of the opinion that quest rogue would perservere.

As i finished writing the previous two paragraphs, i realized that i forgot something. Tar Creeper! The new quest Rogue wouldn’t be able to kill off Tar Creeper with a single hit and that’s pretty significant.

Maybe Quest Rogue would dissappear after this. More science is needed.

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:
AAECAZICBO0FrqsClL0C08UCDUBf/gHEBqQH5Ai+qwK0uwLLvALPvALdvgL5wALJxwIA
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:
AAEBAQcEqgb7DIerAqK8Ag2wApED/wPUBJEGjQ7EFYKtAtKuAv68ApvCAqLHAvbPAgA=
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:
AAEBAZ/HAgLWEeq/Ag77AfgCoQalCdEK0grTCtcK8gzhugK1uwLRwQLSwQLYwQIA
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 Results

Hello everybody, Geek Generation here. Prior to my Ungoro Park run, i had reached rank 15 with Jade Shaman sporting Dirty Rat. As i said before, Dirty Rat is an all round good minion because it disrupts minion-based quests and the only drawback is dropping out a giant. Even Sherazin is easily answered with Devolve.

¬†Without further ado, here’s Ungoro Park’s deck list again, with no changes.

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

With Ungoro Park, i pushed from rank 15 to rank 10. You’ll notice there wasn’t much games played, because i hardly lost from rank 15 to 12, garnering lots of bonus stars. At rank 12, the opponents become a little tougher and i started to lose one or two games every now and then.

Against Rogue, again there wasn’t much the deck can do accept hope for bad draws. The times i won was against Quest Rogue and an unanswered turn 5 Tundra Rhino. The games simply could not be won without Tundra Rhino on board.

Against Fire Plume warriors, it depends on how much control they bring/draw. Two Executes usually seals the deal for them. Sleep With The Fishes is also devastating, since the deck controls the board with ever growing but damaged Beasts.

Swamp King Dred won me a couple games, not just because of its utility, but it’s a 9/9 for seven mana.

Mulligan wise, you’re looking for early drops that costs one or two mana. Keep Eaglehorn or Animal Companion if you have a one or two drop already, Houndmaster if you have (a one or two drop) + (coin). You’ll also want to mulligan away one drops if you’re going second against classes that can deal one damage with their hero power, like Paladin, Mage, Rogue. Unless you got the Trogg in the opening hand.

I always keep 1 copy of Dinomancy. It is the core of the deck, after all. The usual turns to play Dinomancy are turns 2 and 4+. Turn 2 Dinomancy happens only when you don’t have any 2 drops. In that case, swapping out Steady Shot helps improve mana efficiency in the later turns. For turns 4 and 5, always fight for board presence even if it means forgoing the chance to play Dinomancy. It is always better to buff an attacking Beast rather than a Beast you’ve just played.

Ah.. i was about to put the win rates in here and then i realized i didn’t turn on Hearthstone Deck Tracker : ( Oh well.. Ungoro Park is good for playing to rank 10, if that helps. Fares badly against Pirate Warriors, but didn’t see much of those.

So much for now. I think i’ll try out Sherazin next, since i opened it in the packs. 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.

Dinomancy

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

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
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.

Hearthstone: Jade Shaman in Un’Goro

Hello everybody, Geek Generation here.

So i played a little more of Jade Shaman, with a splash of concede decks, Zoolock Discard and Murloc Paladin. Still didn’t get into rank 15. I made some changes along the way, swapping out Harvest Golem for Tar Creeper. Because Tar Creeper is simply that good. I even put it in my Zoolock, i think.

As powerful as Tar Creeper is, It doesn’t do anything in Quest Rogue match ups. In those match ups, the despair is very strong. My only viable play is to hope that the Rogue doesn’t get a streak of bad draws and run out of cards (and minions) after my Lightning Storm.

So i was thinking of replacing both Tar Creepers with two Dirty Rats. I gather from the forums that the Dirty Rats are good against Quest Rogues. The more i think about it, the only thing Dirty Rats are bad against are Giants. But even then, most of the time, i lose to Plant Lock not because of the Giants. It’s usually because of Jaraxxus.

But i have only one Dirty Rat and i’m hesitant to craft anything. There’s so much possible strong choices for dust. There’s the epic elementals for elemental decks, not to mention the Shaman Legendary Elemental. Then there’s the quests. And then there are some neutral legendaries that can go into multiple classes. With the retirement of Sylvannas and Ragnaros, i prolly have enough to craft two legendaries and some epics.

But since i’ve got a quest to play lots of Shaman cards, i think i might go with Dirty Rat. I’ll put my bets on it. Believe in the Dirty Rat.

2 x Earth Shock
2 x Evolve
2 x Flametongue Totem
2 x Jade Claws
2 x Hex
2 x Hot Spring Guardian
2 x Lightning Storm
2 x Mana Tide Totem
2 x Tar Creeper
2 x Jade Lightning
2 x Jade Spirit
2 x Jinyu Waterspeaker
1 x Lotus Agents
1 x Aya Blackpaw
2 x Thing from Below
2 x Jade Chieftain

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

Geek Generation out.

Hearthstone: Streets of Un’Goro, Jade Shaman

Hello everybody, Geek Generation here.

Journey to Un’Goro has been released. The expansion seems to be pretty exciting. Unfortunately, there are so many build around cards in the legendary and epics that if you do not open them, then you don’t get to bathe in that excitement.

I opened all my pre-order packs yesterday, didn’t get a single quest or the important Elemental cards, and end up not playing at all. The dissapointment. Especially so when i’ve logged in to the message that i did not have any standard decks.

I tried Jade Shaman today. The deck seem to have transitioned pretty well. Played a couple games at rank 20, didn’t lose any. Will play more with the deck to see how far it can go.

2 x Earth Shock
2 x Evolve
2 x Flametongue Totem
2 x Jade Claws
2 x Harvest Golem
2 x Hex
2 x Hot Spring Guardian
2 x Lightning Storm
2 x Mana Tide Totem
2 x Jade Lightning
2 x Jade Spirit
2 x Jinyu Waterspeaker
1 x Lotus Agents
1 x Aya Blackpaw
2 x Thing from Below
2 x Jade Chieftain

Hot Spring Guardian and Jinyu Waterspeaker represents an extra 18 health, which is pretty good against most aggro. Double Earth Shock and Devolve helps alot too and reduces the dependence on drawing Hex.

I wanted to play more Lotus Agents for the card advantage. But there didn’t seem to be room in the deck. Plus, i reasoned, Lotus Agents is usually not a 5 drop. More often than not, i would be playing Jinyu on turn 4, overloading for 1 on turn 5. It sets up Jade Lightning for Turn 5 and Aya for Turn 6. Though in a world without Azure Drakes, Jade Lightning on turn 5 is not so critical.

The odd inclusion has to be Harvest Golem. It’s my replacement for Totem Golem. I wanted an early drop to deal with aggression, and i wanted the early drop to have plenty of fight in it. In the games i played, Harvest Golem does a pretty good job of sticking around.

Before i go, i like to say this. Do not underestimate the Adapt mechanic. It is quite a strong mechanic. If you’re building a deck and are looking for some good fighters, don’t forget Volcanosaur. You can hardly go wrong with double Adapts.

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.

Hearthstone: Upcoming Year of the Mammoth

Hello everybody, Geek Generation here. Blizzard made more announcements some days ago. Year of the Mammoth is coming and there are going some goodies.

First order of things is Standard rotation. When Year of the Mammoth (it’s year of the Kraken now, since Whisper of the Old Gods) rolls around, almost all the adventures will be gone. Blackrock Mountain and League of Explorers will be leaving standard, which means bye bye most dragon decks, Reno decks, Brann Bronzebeard.

The Grand Tournament would also be leaving. Notable cards from TGT are Twilight Guardian and all the other dragon related stuff, Justicar Truheart, Aviana, Totem Golem, Thunder Bluff Valiant, Bash.

Year of the Mammoth will see the retirement of alot of decks. Even if they do not retire, they are forever changed, in Standard that is. Aviana Kun combos are gone, Reno decks are gone, existing Control Warriors will have to return to non-Elise, non-Justicar versions, i don’t even remember what they look like before. And Shamans.. with the lost of Totem Golems, and Thunder Bluff Valiant and the changes to Pirates (or Pirate), will Shaman decks survive?

Then there’s the Hall of Fame retirement set. Azure Drake, Sylvanas, Ragnaros, Power Overwhelming, Ice Lance, Conceal are all going to be retired. What does this mean for Classic packs though? Are there going to be replacements?

With Tomb Pillager and Conceal going away, is Miracle Rogue going away too?

As a bonus, Blizzard will be refunding the Hall of Fame retirement cards up to a playset of dust. So now would be a good idea to craft those cards if you don’t have them. Effectively, the playset refund would mean you’ve crafted for free. Even if you don’t play Wild, it’s a good idea to craft them because they might be useful in Adventures and Tavern Brawl.

Ok so much for now, Geek Generation out.