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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
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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: Taunt Paladin

Hello everybody, Geek Generation here. On the main server, i’ve managed to hit rank 5. So i’m at that time of the month where i play whatever deck that gives me giggles not caring about ladder as long as i do win sometimes (don’t play this deck if your goal is to ladder up).

I decided to port over the Lose Me Warrior deck from the euro server and tried to tune it up. I went with Paladin because Uther provides more sustain than Garrosh.

2 x Lesser Pearl Spellstone
2 x Consecration
2 x Truesilver Champion
1 x Lay On Hands
1 x Uther of the Ebon Blade

2 x Aldor Peacekeeper
2 x Earthen Ring Farseer
1 x Gluttonous Ooze
1 x Ironbeak Owl
2 x Stonehill Defender
2 x Tar Creeper
1 x Chillblade Champion
2 x Saronite Chain Gang
1 x Spellbreaker
2 x Rotten Applebaum
1 x Mossy Horror
1 x Sunkeeper Tarim
2 x Primordial Drake
1 x The Lich King
1 x Tirion Fordring

At first, i had Marin the Fox. But it’s hard to get the treasure with this deck. The last straw was when the opponent silenceed the treasure, i replaced him with Mossy Horror. Even though Mossy Horror comes a turn after Fungalmancer, i’m still pretty happy with it for the fact that it comes 2 turns earlier than Primordial Drake. Unfortunately, it’s also the Equality Consecration turn, which opponents do play around.

I don’t really like Lay On Hands. Against aggro decks, it’s a huge tempo loss. Against control, you tend to be unable to play it because you have too many cards in your hand. I’m thinking of replacing it with Deranged Doctor. I’ll try it in a couple days. Maybe even try to fit in Equality and/or Wild Pyromancer.

Matchups

Against hyper aggro decks, don’t be reluctant to play the spellstone for a 4/4 taunt. It helps alot with the attempsts to stabalize the board.

I won a good many games against Odd Rogue, which surprised me as well. I’m guessing it’s because the minions in the deck mostly have more than 2 health, which in turn means the Rogue can’t kill them off with a single weapon hit (Backstab is even). Against Odd Rogue, be wary of Hench Clan Thug as this deck doesn’t have many ways to deal with them. Save the Truesilver Champions for when they play them.

Against Murloc Paladin, the chance of winning is slightly less than 50% i think. There isn’t anything you can do if the curve out well.

Against hunters, you must hope that Deathstalker Rexxar is their bottom card. It’s hard to win against a stream of Beast value. The good thing is that they don’t heal. So every hit that brings Rexxar closer to death has an effect on his Zombeast choices. The double 5 attack weapons help alot in pushing for the board against giant Zombeasts.

You have a pretty good chance against Mage as long as you get good heals after dealing with the board. Keep Ooze against Aluneth or the mage will draw into burn faster than you can heal. Against Big Spell Mage, it’s a 100% loss, unless they don’t have Dragoncaller Alanna. There’s simply no way to deal with Alanna.

The deck doesn’t seem to have any problems with Spiteful Druid. Mainly because of Aldor Peacekeeper. Their only chance against you is either turn 2 Keleseth or pray very hard you don’t get any Aldor Peacekeepers. I had 2 games against Devilsaur druids, winning one losing one. Against them, you have to fight very hard for the board playing your healing minions and Applebaum even at full health. The more Naturalizes and Spellstones they use, the safer you become. Don’t worry about them getting lots of armour, with Ultimate Infestation, you’ll eventually grind them into fatigue.

Not too sure about the Priest match up, i’m pretty sure this deck loses to priest too.

Deck Code: AAECAYsWCqIC0gTyBfoGucEC08UCws4C99ACjtMCy+wCCtwDzwaPCfMMm8ICysMCyccCm8sC9tICxfMCAA==
#

Ok so much for now, Geek Generation out.

Hearthstone: Use What You Have Warrior Starter Deck

Hello everybody, Geek Generation here. I’ve been playing a little on the hearthstone euro server which i don’t have many cards. And since i didn’t have many cards, i didn’t really want to rank up with bonus stars to get slayed by a host of T1 decks.

So i had a “Lose Me Deck” that i play whenever i got to 2 consecutive wins. I hadn’t expected to win with this deck, but it turns out to be quite frustrating for aggro decks.

1 x Molten Blade
2 x Cleave
2 x Execute
2 x Slam
2 x Warpath
2 x Fiery War Axe
1 x Brawl

1 x Acidic Swamp Ooze
2 x Stubborn Gastropod
1 x Mind Control Tech
2 x Stonehill Defender
2 x Kor’kron Elite
2 x Militia Commander
2 x Saronite Chain Gang
2 x Spellbreaker
1 x Blackhowl Gunspire
2 x Tar Lord
1 x Marin the Fox

So how does the deck win?
It’s not supposed to.

What’s Blackhowl Gunspire doing in the deck?
It’s the only warrior legendary i have. It’s for giggles. Sometimes the opponent assumes you have some way to abuse it and they try their best to kill off that 8 health minion. I’m thinking of changing it do Nozdormu. Yeah, i know. The legendaries i got are really pathetic.

What’s Molten Blade good for?
This deck does drag games out and Marin’s treasure sometimes fail to produce anything good and you’ll end up needing more value. Most of the time, i’m waiting for it to turn into Val’anyr. But it always seem to get silence. The deck probably needs more silence baits.

Deck Code: AAECAQcGS94FigfMwwKk5wKB7QIMHJED8gWRBqwHsgibwgLmwgKZxwKbywKb8wLR9QIA

Ok so much for now, Geek Generation out.

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: Blizzard Is Turning Arena Into Constructed, A Relook At Kripp’s Stats

Edit: I just realized that card buckets are not categorized by card rarity as was the case in the past. Apparently Blizzard categorizes card by power level and offer them in power level buckets. So cards of different rarities can occur in the same bucket, which makes the premise of my entire point wrong. So if you do continue to read onward, bear in mind that i’m putting forth a wrong point.

—-

Hello everybody, Geek Generation here. Ok first off, i’m not criticizing Kripp or anything. It’s just that the stats he used in his video Blizzard Is Turning Arena Into Constructed has another way to be looked at.

In that video, Kripp claims that Blizzard is turning arena into constructed, based on how often seen the top 6 most cards of each class were. I’m not saying what he is saying is correct or not. I’m not saying that Blizzard is or is not turning arena into constructed. What i’m saying is that the way the stats used were iffy at best.

One of the major themes is that he is confusing occurrence with seen in decks. Occurrence is how often you see a card show up for picks. A card gets seen in decks only if a player picks it after it has showed up for picking. I.E. Stonehill Defender is seen in decks more often than Secretkeeper simply because Stonehill Defender is picked often.

This also helps to explain why Stonehill Defender is seen more often in Paladins. It is rated 96 in the tier list for Paladin compared to say 81 in Rogue.

Kripp says that a “certain epic card should not see more play than a certain common card”. That is different from saying “epic cards should not see more play than common cards”. The example he gave was that epic cards like Meteor and Primordial Glyphs are up there in the top 6 cards played, together with Blizzard and Flamestrike and given that Flamestrike is common while Meteor is epic, that this should not be the case.

However, while buckets of common cards occur more often than buckets of epic cards, we must remember that there are alot more common cards than there are epic cards. Even without any weighted adjustments by Blizzard, Meteor has a higher chance of occurring in epic buckets (whenever an epic card appears) simply because there are less epic cards to choose from to fill the epic bucket. Common buckets occur more often than epic buckets, but you don’t get to pick Flamestrike if it doesn’t get offered.

Next he went on to talk about top Rogue cards claiming Elven Minstrel is an anomaly. It is an anomaly if he compared Elven Minstrel with SI:7 Agent. SI:7 Agent being rated 93 compared to Elven Minstrel, so why is Elven Minstrel being seen more often than SI:7. But saying Elven Minstrel shouldn’t show up more often compared to common cards is as i already mentioned, Elven Minstrel simply shows up more often in its own bucket because it exists in a smaller pool of cards.

He mentions Hallucination, saying its not “even that good of a card”, yet it is rated 70. He even mentioned earlier that class cards and spell cards get an occurrence bonus. Which is what Hallucination is.

He goes on to Druid. Starfall, same thing. Ultimate Infestation.. this is where it becomes clear how the statistics are used wrongly.

Competing with Ultimate Infestation for being a class spell card in the epic bucket is only 3 other cards, Force of Nature, Living Mana, Branching Paths. Not to mention Ultimate Infestation exists in a very small pool of cards to draw from. Compare that to Swipe, Swipe has slightly more competing class spell cards, has alot more of other cards to compete with to show up in a common bucket.

So even if you pick every Swipe and Ultimate Infestation that you see, it’s possible that you don’t see Swipe show up in a common bucket as often as Ultimate Infestation show up in an epic bucket. Even though common buckets appears more often than epic buckets, Ultimate Infestation getting seen in decks more often than Swipe is not necessarily an anomaly.

So is Blizzard manipulating the occurrence probabilities of cards? Probably. They have already shown themselves to be willing to do these things starting from back when they removed Purify from Arena. Is Ultimate Infestation rigged to occur more often than Swipe, beyond that of occurring more often due to being in a smaller pool of cards? Maybe, maybe not. We don’t have the stats to show it either way.

Geek Generation out.

Hearthstone: Witchwood Monster Hunt – Hagatha

Hello everybody, Geek Generation here with a review on the Witchwood Monster Hunt’s finale, Hagatha.

The finale is a straight up boss fight with Hagatha, with no deck building or intermediary bosses. You start of as Houndmaster and get Toki, Darius and Tess as Hero card board clears in your hand. The finale is nice in that all the monster hunters are present for the fight, quite a thematic finale, i would say.

There’s no way you can win as Houndmaster without transforming the hero. The Houndmaster’s deck is only a couple cards. With every hero you transform into, a chunk of cards gets added to your deck. Toki and and Darius is only useful as a board clear. To win the value game against Hagatha, you’ll definitely need Tess’s ability to Scavenge.

Passives

Houndmaster
– Crystal Gem (+1 mana cyrstal)
– Lunar Signet (trigger minion’s deathrattle upon play)
– First Aid Kit (heal 2 health to all friendly characters at end of turn)

Lunar Signet is the worst as you didn’t get the build your own deck to fill it full of deathrattles. Crystal Gem is not that good either, because in the long value game, it didn’t matter whether your started with 1 or 2 mana crystals. As long as Hagatha’s start is not too explosive, a normal start for you is fine.

First Aid Kit is the best in my opinion. It helps to keep your health pool high so your don’t die to any Al’Akir shenanigans.

Toki
– Double Time (extra cast for every first spell)
– Expediate (minions cost 1 less)
– Robe of Magi (+3 spell damage)

Expediate is generally good, but outclassed by the other two passives. Mainly because you’ll eventually morph into Tess and both Double Time and Robe of Magi complements very well with Scavenge.

Personally, i feel that Double Time isn’t that good in this fight. With Tess, you tend to be Scavenging up Polymorphs and Jade Lightning. The unreliability of the second cast makes playing spells difficult. You don’t want to turn your Mukla’s Champion into a frog. Which in turn results in hand size management difficulties. My hand tends to be choked full with high cost minions that i simply do not have the time to play and spells i cannot play as the first one for fear of destroying my own board.

Darius
– Tactical Reinforcements (reduce cost of card in hand by 2 after firing cannon)
– Pillage the Fallen (replace weapon with a new one whenever it is destroyed)
– Entrenchment (minions have +2 health)

Tactical Reinforcements is easily the worst choice, the cannon goes away after you transform your hero. Unless you’re using Darius as the final champion, but Tess has way too much value to do give up on. Still.. for some reason, i chose Tactical Reinforcements -_- 😀

I didn’t think Pillage the Fallen was good in Darius’s personal hunt, i don’t think it has changed in the fight against Hagatha. It might work with Houndmaster’s First Aid Kit, but Hagatha’s minions are all usually giant size. You won’t be hitting minions with weapons very often.

Entrenchment is the only choice left, it’s not very strong, but it’s not terrible also. It can help your minions to survive a random Volcano.

Tess
– Cult of the Wolf (hero power costs 1 and can be used twice)
– Sticky Fingers (cards cost 1 less if didn’t start in deck)
– Cloak of Invisibility (minions have stealth)

Cloak of Invisibility might be useful for Antonidas or Questing Adventurer end game. But that’s only 2 minions out of so many cards, i feel that Cloak of Invisibility is not the best in slot for Tess passive.

Both Cult of the Wolf and Sticky Fingers are strong choices. Personally, i think if you picked Double Time for Toki, it’s better to pick Sticky Fingers. Mainly because, alot of the time, your hand would be so full that you can button twice without milling yourself. And if you chose Robe of Magi for Toki, then it’s better to pick Cult of the Wolf to make up in value.

Tips

As a general tip, try not to play the heroes on curve. Keep them for a turn later to hit one more minion. Toki on 4, Darius on 6, Tess on 9. And always keep in mind not to overcommit starting from turn 8, until Hagatha has played Almagamate. Always keep in hand some variety of answer to Almagamation until it has been dealt with. Though i don’t know if Hagatha has more than one Almagamate.

Hagatha has a pretty op weapon which i don’t remember the name. It has 3 attack, lifesteal and can increase its durability. It the weapon becomes troublesome, don’t forget that you can destroy it with Blingtron 3000. That said, don’t play Blingtron for tempo. Keep it for Hagatha’s weapon, unless she milled her weapon during the early turns.

All in all, Hagatha is not too difficult to fight as long as she does not do any Al’Akir shenanigans or Hadronox recursion with Lich King in the graveyard. Survive the early game, survive Almagamate, and eventually you’ll outvalue Hagatha with Tess’s Scavenge.

In terms of balance, rng plays too big of a role. I’ve had games where Mute tears Toki apart in the early rounds of the Hunt. There’s one boss that can play a spell that fill its board with gnomes on turn 4. And gnomes are not small little things. Rin is a gnome! Deck building is less forgiving. You can’t build a fast aggressive deck as the end bosses are all value grind.

Personally, i think Witchwood Monster Hunt is pretty well made in terms of thematic experience. I like Toki and Tess alot. The extreme value from card generation is an awesome experience, even at the risk of encountering Troggzor.

Darius is fun in a way too. He makes the Inspire mechanic good. But.. the Inspire mechanic is not a Witchwood mechanic. It’s not even in the Standard format..

Houndmaster is.. uninspiring. I didn’t even see that many variations to the upgrades of Houndmaster’s hero power. I think Houndmaster is reminiscent to Hunter’s weak identity. What Hunter’s identity? Vaguely something to do with beasts. Face decks, because hero power. But i digressed.

If you haven’t played Monster Hunt, give it a chance. It’s so much better in quality than than the previous Dungeon Run. Ok so much for now, Geek Generation out.

Hearthstone: Witchwood Monster Hunt – Toki

Hello everybody, Geek Generation here.

I like Toki’s story arc alot. Future Toki coming to the past to stop herself from doing something that they will both regret. In terms of character development, Toki wins the rest of them, imo.

Toki’s theme is rng, moderated by the hero power that lets you reset the turn to try again. But rng is still rng, 50% chance of success still means 50% chance of failure. Pushing the button lets you roll the die again, not change the odds. So if playing Tinkmaster on turn 3 does little to advance your game plan but has the potential to lose you the game, maybe it’s better to reconsider doing nothing at all after failing the first time.

A bonus effect of Toki’s power is that you can use it to test for enemy secrets. You really want to play Time Warp but don’t know if there’s a Counterspell in the enemy’s Christmas Tree; use the button to your advantage.

With Toki, you can build into a very strong Exodia-like deck. The passive Double Time, which doubles the first spell you cast every turn is a very strong one to pick. It upgrades the value of every Unstable Portal and Primordial Glyph. And if you picked Open the Waygate bucket, you could take two extra turns, which is really insane.

Toki requires abit of careful deck building though. Her deck has a very weak early game. Picking an elemental bucket or two is often a good idea, especially if it contains Firefly, Tar Creeper or Leyline Manipulator. Leyline Manipulator is really good for Toki. It discounts minions too!

Toki also does not really have any built in end game plan. Picking an entire random-effect deck might seem like you’re working her button efficiently, but you still need some non-random way to kill off your opponent. Try to pick up one or two Antoinidas or Arcane Giants.

The strongest passive for Toki, imo, turns out to be the unassuming Rewind, the one that gives you one (only one) second chance if you lose the game. When a game is restarted via Rewind, both you and the boss get back the same after-muligan hand (you could draw differently after that) (so make sure you mulligan properly!). Which makes the first few turns give a nostalgic feeling of deja vu. Like you’ve travelled back in time. Kudos to the developers for a mechanic well-made.

The reason why Rewind is the strongest passive for Toki is because future Toki has an improved Rewind called Alternate Timeline. It’s a 10 mana spell that resets the game like Toki’s Rewind, except that Toki’s (your Toki) health does not reset. The odds are against you for fighting a full health future Toki with less than optimal health. Especially so if you have a weak start against a fast start.

Which is where your Rewind comes in. After future Toki casts Alternate Timeline (which she seems to always do) (and it seems like the spell is removed after that), you try your best to win. But you’re more likely to die instead. That’s when your Rewind kicks in and resets the game once more, and more importantly resetting your health to full, for a fairer fight.

So don’t worry if you don’t see your Double Time or spell damage passives, pick Rewind if you see it. With a little luck, since it’s Toki’s theme, you’ll win the game. Geek Generation out.

Hearthstone: Witchwood Monster Hunt – Houndmaster

Hello everybody, Geek Generation here with a review on Witchwood Monster Hunt’s Houndmaster. I’m kind of excited to play this, because Hunter and Beasts theme is one of my favorites.

It seems Houndmaster’s pool draw Beasts and Deathrattles from all classes. Unfortunately, i’ve only encounter one upgrade to Shaw’s button, which is a passive to upgrade Bloodhounds with +2 attack.

Personally, i hesitate to grab the upgrade as both passives. Sure 5/1 dogs are great, but 3/1s tend to get the job done well enough. I would think it’s better to have another passive to complement your less ferocious dogs. To that end, i think the passives that give you an extra mana crystal or the one that gives your minions +2 health works pretty well with the Bloodhounds.

A note on the +2 health passive, it doesn’t work very well with Swift Messenger. You won’t get a 2/8 | 6/4 variation. Somehow, the messenger looks forward into what being in play is like and you get 2/8 | 8/2 variations.

Anyway, Knight of the Wild is great with the Bloodhounds. And be sure to pick up Bubba if you pick this passive. The passive affects all Bloodhounds, including Bubba’s.

There’s a minion that’s a 3/3 rush that transforms into a 5/5 every turn that it survives. In theory, it’s a great immortal minion, but in practice, it’s a terrible minion. Shaw doesn’t have that many Taunts to protect the dude, more often than not, the dude’s a dud. Don’t ever pick him.

Unlike Tess, Shaw should stay away from Lock and Load. Don’t ever pick it. Lock and Load doesn’t work for Houndmaster. His cheap spells are really weak. And one game, against Glinda, i was in topdeck mode trying to answer her board, i drew Lock and Load into Play Dead into Stampede.

Glinda with her Kabal Traffickers, Voidlords and her resilient 6/3 that shuffles back, imo, the only way to beat her is to prseent your offerings to N’Zoth. Sure, who needs a ton of Baron Rivendares. But N’Zoth makes the bucket worthwhile. Also, pick up the Deathrattles trigger straight away when you pick the Deathrattle strategy. Last but not least, that 5/5 that gains 3 Deathrattle from your deck is very good for a Deathrattle themed deck.

Ok so much for now, 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.

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.