I've suspected that HearthArena's not been entirely on top of the meta for a while, but seriously, what in the blue hell!? There's no deck I can fathom that would want Bittertide Hydra over Cabalist's Tome.
Just between you and me, HearthArena, I know what this is about. You miss Fel Reaver, I get that. He was a good guy and a lot of people didn't understand him, but you did. Sure, Bittertide Hydra reminds you of him, but they're not the same. I gotta be honest with you, though; Hydra's not the guy you think he is, or even the guy you want him to be. The thing is, Fel Reaver's moved on... and so should you.
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Showing posts with label screenshots. Show all posts
Showing posts with label screenshots. Show all posts
Friday, May 5, 2017
HearthArena, We Need To Talk
Labels:
Arena,
Bittertide Hydra,
Cabalist's Tome,
fail,
Fel Reaver,
HearthArena,
Hearthstone,
screenshots
Saturday, December 12, 2015
Trolled by Hearthstone - Rogue Challenge
I should really record more of my Hearthstone experiences. I'm basically a human highlight reel... for Trolden, of course.
I started working on the final League of Explorers wing the other day. Overall, I'm really happy with this adventure - the bosses (particularly the Rafaam fights) are interesting and actually feel like boss fights. Many of the cards added by the adventure have influenced the meta significantly, making it more diverse than ever.
Still, my RNG being what it is, things happen that just want to make you scream. Here's a screenshot of my first attempt at the Rogue Challenge, right before I hit 'Concede'.
Turn 1 Varian Wrynn into The Beast and Emperor Cobra with a Webspinner played for extra insult? Really?!? Sometimes I hate you, game!
I started working on the final League of Explorers wing the other day. Overall, I'm really happy with this adventure - the bosses (particularly the Rafaam fights) are interesting and actually feel like boss fights. Many of the cards added by the adventure have influenced the meta significantly, making it more diverse than ever.
Still, my RNG being what it is, things happen that just want to make you scream. Here's a screenshot of my first attempt at the Rogue Challenge, right before I hit 'Concede'.
Turn 1 Varian Wrynn into The Beast and Emperor Cobra with a Webspinner played for extra insult? Really?!? Sometimes I hate you, game!
Labels:
adventure,
Class Challenge,
Hearthstone,
League of Explorers,
Rogue,
screenshots,
Trolden,
trolled
Thursday, June 4, 2015
10 Win Trial!
![]() |
| My first 10-win trial deck. Pretty OP! |
Suffice to say, Spellweaver and Hearthstone have at least one thing in common: When drafting, always pick Fireball!
Labels:
10 Wins,
digital card games,
free to play,
online CCG,
screenshots,
Spellweaver,
Trials
Thursday, December 18, 2014
T'was A Twelve Win Arena!
I sat down to what I thought was going to be a quiet, boring and early night to play a little Hearthstone arena. I was only 33.3% (repeating of course) correct. With the holidays in full swing, I think I'll tell you what happened in poem form.
T'was a week before Christmas When I drafted a deck
Of epic proportions,
I could tell it would wreck.
The options were top-tier,
The best for a mage.
I knew when I played it
That people would rage.
I crept through the house
To find someone to tell,
But they were asleep
And my friends were as well.
So I sat at my PC
And began to play.
Blew through two opponents,
This deck was OK!
I battled a priest that
Thoughtstole like a boss.
He had me out-valued,
The game was a loss.
I tried to keep calm
As I gained some more wins,
But this deck was so brutal
I started to grin.
On Argent Commander!
On MAX and Sunwalker!
On Yeti and Kodo,
And a lone Gilblin Stalker!
It wasn't just minions,
I had lots of spells.
Two Frostbolts, two Polys
And a Fireball as well!
Three pretty secrets
And a Mad Scientist.
I can tell you for certain
This deck will be missed!
So I relished the games
As I trampled each foe,
Playing calm and collected,
Wins started to grow.
I took on a pally. The game was big-league,
But when push came to shove,
Jaina died to fatigue.
Twice I saw Deathwing,
but I had a surprise.
Mad Scientist's deathrattle
pulled out Vaporize!
My final two matches
Were against old Garrosh.
One was so close
It was almost a loss.
I won the twelfth game
And I stared at the key.
So glowy, so showy,
And waiting for me!
I reached for the mouse
When I stopped with a thought.
The voice in my head said,
"Better take a screenshot!"
Then I opened my winnings
And shouted with glee,
"May you all draft a mage
And have great RNG!"
[UPDATE] I turned the poem into a video which you can see here.
Labels:
12 Wins,
Arena,
Christmas,
Hearthstone,
Mage,
poem,
screenshots
Sunday, December 14, 2014
Well Mekt! (Paladin)
The new cards from Goblins vs Gnomes has made for an interesting meta on ladder so far. There's supposedly a resurgence in both handlock and control warrior, though I've run into far more priests, mages and rogues. I've barely seen hunter and it seems like shaman is dead again. Paladin has a number of great new cards now and actually seems playable (Muster For Battle and Quartermaster are both cool).
I wasn't fortunate enough to get most of the good pally cards though, so I started tinkering with the new mechs (see what I did there). After seeing all the low-cost mechs and the Mechwarper it was obvious that a swarm deck was worth a try.
My first choice for a mech-centric deck was warlock for card draw and burst damage. That might still be viable, but the class mech costs 4 and hard removal is expensive. Additionally, Jeeves can often cover card draw making the warlock's hero power a bit less useful.
Paladin seemed like a strong choice with Truesilver Champion for mid-range removal and Equality to answer game stoppers like Mal'Ganis. The hero power is often more relevant too for trading with Equality and getting extra juggles, so here's the current deck. I've recently swapped out Spider Tanks for Aldor Peacekeepers. They often make for great tempo plays early on and can help slow down huge threats later. Initially the deck included Abusive Sergeant, but I pitched them for Consecrate (mainly to combo Equality, but useful on its own too).
In any case, my success with this deck has been pretty good and it's ridiculously easy to play. On ladder, I've out-valued zoolock, outpaced rogue, and often rushed through secrets mage with little trouble. Facing control, it often depends on how good of an Equality you can get, but that's the way it goes.
Mulligan strategies are easy: ditch anything that costs 3+, though Harvest Golem can sometimes be kept. Play Mechwarper early if you think the opponent doesn't have an answer, otherwise Knife Juggler or Micro Machine is a threat on board that needs removed immediately (and will likely allow for Mechwarper to go unchallenged next turn).
I think Mechwarper's going to get nerfed soon because it's just dumb how good it is, especially since most mechs are already relatively well-costed (and there's tons of cheap ones). Overall, this deck feels about as cancerous as Face Hunter back when Buzzard and Hounds cost 2 mana each. I almost feel bad for playing it, but since it seems like shaman got the short end of the totem this expansion I guess it's back to cancer rush... until I get bored and finally make a mage deck (don't hold your breath though).
[EDIT: Name changed to "Well Mekt!" from "Stupid Robots"]
I wasn't fortunate enough to get most of the good pally cards though, so I started tinkering with the new mechs (see what I did there). After seeing all the low-cost mechs and the Mechwarper it was obvious that a swarm deck was worth a try.
My first choice for a mech-centric deck was warlock for card draw and burst damage. That might still be viable, but the class mech costs 4 and hard removal is expensive. Additionally, Jeeves can often cover card draw making the warlock's hero power a bit less useful.
Paladin seemed like a strong choice with Truesilver Champion for mid-range removal and Equality to answer game stoppers like Mal'Ganis. The hero power is often more relevant too for trading with Equality and getting extra juggles, so here's the current deck. I've recently swapped out Spider Tanks for Aldor Peacekeepers. They often make for great tempo plays early on and can help slow down huge threats later. Initially the deck included Abusive Sergeant, but I pitched them for Consecrate (mainly to combo Equality, but useful on its own too).
In any case, my success with this deck has been pretty good and it's ridiculously easy to play. On ladder, I've out-valued zoolock, outpaced rogue, and often rushed through secrets mage with little trouble. Facing control, it often depends on how good of an Equality you can get, but that's the way it goes.
Mulligan strategies are easy: ditch anything that costs 3+, though Harvest Golem can sometimes be kept. Play Mechwarper early if you think the opponent doesn't have an answer, otherwise Knife Juggler or Micro Machine is a threat on board that needs removed immediately (and will likely allow for Mechwarper to go unchallenged next turn).
I think Mechwarper's going to get nerfed soon because it's just dumb how good it is, especially since most mechs are already relatively well-costed (and there's tons of cheap ones). Overall, this deck feels about as cancerous as Face Hunter back when Buzzard and Hounds cost 2 mana each. I almost feel bad for playing it, but since it seems like shaman got the short end of the totem this expansion I guess it's back to cancer rush... until I get bored and finally make a mage deck (don't hold your breath though).
[EDIT: Name changed to "Well Mekt!" from "Stupid Robots"]
Labels:
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Goblins vs Gnomes,
Hearthstone,
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Mechwarper,
Paladin,
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Tuesday, November 25, 2014
K.T. Best Buds (or Kel'Thrallzad)
Like the majority of Hearthstone players (Hearthstoners?), I've spent the last few months enjoying the craziness that is deathrattle-based decks thanks to Curse of Naxxramas. Warlock can run it's own Zoo variant (or hybrid) and even priest has some good builds, but I find shaman to be the most fun.
Shaman has a great selection of removal (that isn't as reliant on combos like Auchenai + Circle) as well as minion buffs and minor card draw. Thrall's biggest weakness of course is a lack of self-heals, so it pays to play control to avoid getting too weak.
As you can imagine, the deck is chock-full of deathrattle minions. I've opted to go a little less aggressive in the early game by not including 1-drop deathrattles. The early game for this deck is mostly about keeping the opponent from overwhelming you while you build towards CrazyTown.
Undertakers aren't necessarily must-haves in the opening hand here, but are great if you have a strong followup on turns 2 and 3 (say Creeper and Harvest Golem). Another option is to use your hero power often in the early game and save up for a big Undertaker turn later. Of course this tactic is only advised if the opponent is playing a slow early game - board control almost always takes precedence.
You'll notice that the majority of class staples are missing from this deck. This was done to maximize the gimmick and see how shaman performs using other cards. Frankly it's a bit unoriginal to swap out 5-6 cards and call it a "new" shaman deck (though I'm also well-aware that deathrattle decks aren't original either). In any case, the deck performs reasonably well despite the absence of supposed "auto-include" class cards.
There's also no standalone 4-drops here, but I often find you'll be spending those turns clearing the opponent's board or shoring up your own with smaller minions and totem support.
The late game is an-all star cast of legendary deathrattles and K.T. their best buddy. If you don't have Cairne or Sylvanas, you can opt for other useful legends (Black Knight and Loatheb immediately come to mind) or large, value minions like Boulderfist or Sunwalker (which is wonderfully frustrating to your opponent alongside Kel'Thuzad).
Reincarnate allows you to make some ridiculous plays, especially if you can get Baron Rivendare to stick around. Take a look at this recent board against a Handlock (who prior had Twilight Drake, giants and a Watcher all with Argus/Sunfury buffs).
Warlocks are a decent matchup in general - mulligan as if you're fighting Zoo and if it's Handlock just save the removal to help bring down their upcoming giants. You can usually afford to play slower against Handlock and out-value them in the end. Priests can be a problem if they're running heavy on theft-based cards (Cabal, MC, Shadow Madness, etc.) alongside already efficient removal like SWD.
I don't clearly recall games versus Control Warrior, though I'd imagine Brawl being hit or miss depending on what you have on board. Miracle Rogue has the ability to cause trouble as well with board clear and Saps, though it's somewhat dependant on what they draw into.
I'm anxious to dive into Goblins vs Gnomes, but for now I'm relatively content with the absurdity of deathrattle.
Shaman has a great selection of removal (that isn't as reliant on combos like Auchenai + Circle) as well as minion buffs and minor card draw. Thrall's biggest weakness of course is a lack of self-heals, so it pays to play control to avoid getting too weak.
As you can imagine, the deck is chock-full of deathrattle minions. I've opted to go a little less aggressive in the early game by not including 1-drop deathrattles. The early game for this deck is mostly about keeping the opponent from overwhelming you while you build towards CrazyTown.
Undertakers aren't necessarily must-haves in the opening hand here, but are great if you have a strong followup on turns 2 and 3 (say Creeper and Harvest Golem). Another option is to use your hero power often in the early game and save up for a big Undertaker turn later. Of course this tactic is only advised if the opponent is playing a slow early game - board control almost always takes precedence.
You'll notice that the majority of class staples are missing from this deck. This was done to maximize the gimmick and see how shaman performs using other cards. Frankly it's a bit unoriginal to swap out 5-6 cards and call it a "new" shaman deck (though I'm also well-aware that deathrattle decks aren't original either). In any case, the deck performs reasonably well despite the absence of supposed "auto-include" class cards.
There's also no standalone 4-drops here, but I often find you'll be spending those turns clearing the opponent's board or shoring up your own with smaller minions and totem support.
The late game is an-all star cast of legendary deathrattles and K.T. their best buddy. If you don't have Cairne or Sylvanas, you can opt for other useful legends (Black Knight and Loatheb immediately come to mind) or large, value minions like Boulderfist or Sunwalker (which is wonderfully frustrating to your opponent alongside Kel'Thuzad).
Reincarnate allows you to make some ridiculous plays, especially if you can get Baron Rivendare to stick around. Take a look at this recent board against a Handlock (who prior had Twilight Drake, giants and a Watcher all with Argus/Sunfury buffs).
Warlocks are a decent matchup in general - mulligan as if you're fighting Zoo and if it's Handlock just save the removal to help bring down their upcoming giants. You can usually afford to play slower against Handlock and out-value them in the end. Priests can be a problem if they're running heavy on theft-based cards (Cabal, MC, Shadow Madness, etc.) alongside already efficient removal like SWD.
I don't clearly recall games versus Control Warrior, though I'd imagine Brawl being hit or miss depending on what you have on board. Miracle Rogue has the ability to cause trouble as well with board clear and Saps, though it's somewhat dependant on what they draw into.
I'm anxious to dive into Goblins vs Gnomes, but for now I'm relatively content with the absurdity of deathrattle.
Labels:
Baron Rivendare,
deathrattle,
decklist,
Hearthstone,
Kel'Thuzad,
screenshots,
shaman,
Undertaker
Saturday, October 11, 2014
World Building is Serious Business
I've been spending a fair amount of time nearly each day helping to build the spawn city and other important locations for The Lazy Dog's "Magical Chaos" Minecraft server. It's intended to be a public server with a mix of survival and roleplay/quest/storyline elements based on the popular "Magic World 2" modpack from FTB (with several distinct changes).
While working on builds are fun and rewarding, we make sure to take breaks and just have a bit of fun. During a little downtime, a couple of our builders ended up making some avatars of a number of our teammates.
I thought these were pretty amusing caricatures. They remind me a lot of the 8-bit era, particularly the early Final Fantasy games. All of the team that's seen these little guys so far have gotten a kick out of them, so it's likely they'll be a fixture on the server officially somewhere. For now though, I should get back to work - there's places to build, quests to write and penguins to launch... ;~P
While working on builds are fun and rewarding, we make sure to take breaks and just have a bit of fun. During a little downtime, a couple of our builders ended up making some avatars of a number of our teammates.
I thought these were pretty amusing caricatures. They remind me a lot of the 8-bit era, particularly the early Final Fantasy games. All of the team that's seen these little guys so far have gotten a kick out of them, so it's likely they'll be a fixture on the server officially somewhere. For now though, I should get back to work - there's places to build, quests to write and penguins to launch... ;~P
Labels:
1.6.4,
8-bit avatars,
FTB,
funny,
Magic World 2,
Magical Chaos,
Minecraft,
screenshots,
server,
The Lazy Dog
Saturday, October 4, 2014
Doctor Meets Doctor - Hypixel Hyjinks
Last night a few of us Lazy Dogs went on Hypixel to enjoy some minigames. Wellxam was streaming (you can watch the VOD below) and we met up with someone who looked... familiar.
Labels:
Hypixel,
Minecraft,
minigames,
screenshots,
The Lazy Dog,
videos,
Wellxam
Wednesday, July 9, 2014
Video Card Woes, Warmachine: Tactics, Mordessa and Deneghra
My new PC is here and working... kinda. I've been having major trouble getting my video card to work. I'm going to try some other cards soon and hopefully I'll get this mess straightened out. I'm finally using a "modern" OS (Windows 7-64bit from WinXP SP3), and to be honest it feels like more trouble than it's worth.
A number of older games require a lot of extra tweaks and setup just to get them running. To get Gothic I running on Steam, I ended up restarting the PC about 6 times, installed a mod, installed Microsoft Compatibility Administrator, downloaded a file to install through that program, and made several compatibility mode changes to files. You know what I had to do on XP? Just click the 'Play' button. Is backwards compatibility for the 32-bit PC era really that difficult?!?
Anyway, tabletop gaming fans will enjoy this bit of news - Warmachine: Tactics is now on Steam Early Access! Check out the awesome launch trailer:
Until I can sort out the graphics card situation, I'm checking out some old titles I picked up during the Steam summer sale. I've been playing a lot of Enclave lately, mainly because I enjoy the art style. It mostly reminds me of the Warhammer Fantasy setting, which I'm really fond of. Though Steam tags the game as RPG, it's really an action game in a high fantasy world.
While playing, I ended up completing the Light campaign and began the Dark. Your missions in the Dark campaign are primarily given to you by an evil sorceress named Mordessa, who I think may be the inspiration for Cryx's warcaster Deneghra in Warmachine. Here, take a look!
A number of older games require a lot of extra tweaks and setup just to get them running. To get Gothic I running on Steam, I ended up restarting the PC about 6 times, installed a mod, installed Microsoft Compatibility Administrator, downloaded a file to install through that program, and made several compatibility mode changes to files. You know what I had to do on XP? Just click the 'Play' button. Is backwards compatibility for the 32-bit PC era really that difficult?!?
Anyway, tabletop gaming fans will enjoy this bit of news - Warmachine: Tactics is now on Steam Early Access! Check out the awesome launch trailer:
Until I can sort out the graphics card situation, I'm checking out some old titles I picked up during the Steam summer sale. I've been playing a lot of Enclave lately, mainly because I enjoy the art style. It mostly reminds me of the Warhammer Fantasy setting, which I'm really fond of. Though Steam tags the game as RPG, it's really an action game in a high fantasy world.
While playing, I ended up completing the Light campaign and began the Dark. Your missions in the Dark campaign are primarily given to you by an evil sorceress named Mordessa, who I think may be the inspiration for Cryx's warcaster Deneghra in Warmachine. Here, take a look!
![]() | |
| Mordessa from Enclave |
![]() |
| Deneghra from Warmachine |
Labels:
Deneghra,
Enclave,
Gothic I,
incompatibilities,
Mordessa,
rants,
screenshots,
Steam,
videos,
Warmachine: Tactics,
Windows 7
Sunday, June 8, 2014
Hearthstone "Elite Skills" Update Part 4 - Priest
![]() |
| Image courtesy of battle.net |
Hearthstone patch 1.0.1.1337, known as the "Elite Skills" Update, will be coming soon™*, and here's the MMOaholic's exclusive previews for the priest!
Labels:
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Elite Skills Update,
emotes,
funny,
Hearthstone,
new cards,
new patch,
parody,
priest,
screenshots,
trolled
Thursday, April 24, 2014
Hearthstone "Elite Skills" Update Part 3 - Hunter
![]() |
| Image courtesy of mmocast.com |
Hearthstone patch 1.0.1.1337, known as the "Elite Skills" Update, will be coming soon™*, and here's the MMOaholic's exclusive previews for the hunter!
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card generator,
Elite Skills Update,
emotes,
funny,
Hearthstone,
hunter,
new cards,
new patch,
parody,
screenshots,
trolled
Thursday, April 17, 2014
Hearthstone "Elite Skills" Update Part 2 - Mage
![]() |
| Image courtesy of mgbeach |
Hearthstone patch 1.0.1.1337, known as
the "Elite Skills" Update, will be coming soon™*, and here's our exclusive previews for the mage!
Labels:
card generator,
Elite Skills Update,
emotes,
funny,
Hearthstone,
Mage,
new cards,
new patch,
parody,
screenshots,
trolled
Tuesday, April 15, 2014
Hearthstone - The "Elite Skills" Update
Hearthstone patch 1.0.1.1337, known as the "Elite Skills" Update, will be coming soon™*, and we've got exclusive previews of exciting new features, changes, and cards!
Labels:
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Curse of Naxxramas,
Elite Skills Update,
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screenshots,
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Friday, April 11, 2014
Hearthstone - Curse of Naxxramas Announced
Today Blizzard announced some details concerning the upcoming Adventure Mode that's being added to Hearthstone, and it sounds pretty impressive.
"Curse of Naxxramas" will be the first Hearthstone Adventure, based upon the Naxx raid from WoW. When released, all players will have access to the first of five wings of the dungeon (The Arachnid Quarter). Each week after, a new wing will be accessible for purchase with either in-game gold or real money, the amounts of which have yet to be announced.
The rewards for completing each wing include new cards (including a guaranteed new legendary for each wing) themed around the denizens of Naxxramas. There's a lot of neat Deathrattle-based cards along with some others, all of which look pretty exciting.


Personally, I'm really pleased by this announcement. Adventure Mode has been hinted at already, but the amount of content announced today is more than I expected. New cards, multiple wing unlocks, and replayable content all in one package sounds amazing.
With the relative ease of being able to play Hearthstone for free, I've been wondering how Blizzard was going to be able to financially sustain the game in the long-term (other than cosmetic purchases and new cards). This sounds like an interesting option. I'm sure somewhere people are already crying about "new content locked behind a paywall, making the game pay2win", but they're missing an important detail...
Purchasing access to a new wing doesn't give you new cards automatically (at least from the description in the announcement). You still have to complete it and the challenges for each class. Even if that proves to be simple, it doesn't mean that the cards rewarded will be so powerful that they ruin the game for everyone else. Baron Rivendare seems to be the most abusive of the preview cards (just imagine him alongside Cairne, Sylvannus, Harvest Golem, or even Loot Hoarder), but we don't have all the information just yet. Overall, Curse of Naxxramas looks like a welcome addition to Hearthstone, and I can't wait to try it.
"Curse of Naxxramas" will be the first Hearthstone Adventure, based upon the Naxx raid from WoW. When released, all players will have access to the first of five wings of the dungeon (The Arachnid Quarter). Each week after, a new wing will be accessible for purchase with either in-game gold or real money, the amounts of which have yet to be announced.
The rewards for completing each wing include new cards (including a guaranteed new legendary for each wing) themed around the denizens of Naxxramas. There's a lot of neat Deathrattle-based cards along with some others, all of which look pretty exciting.


(All images courtesy of Blizzard)
But wait, there's more! After completing a wing, you can revisit it with each class to attempt special challenges. Completing those challenges earn you new class-specific cards. In addition, as wings unlock over the weeks of this release, the cards from those wings will start showing up in the Arena card pool. Curse of Naxxramas adds 30 new cards to Hearthstone, which is one of the most requested additions to the game.
Personally, I'm really pleased by this announcement. Adventure Mode has been hinted at already, but the amount of content announced today is more than I expected. New cards, multiple wing unlocks, and replayable content all in one package sounds amazing.
With the relative ease of being able to play Hearthstone for free, I've been wondering how Blizzard was going to be able to financially sustain the game in the long-term (other than cosmetic purchases and new cards). This sounds like an interesting option. I'm sure somewhere people are already crying about "new content locked behind a paywall, making the game pay2win", but they're missing an important detail...
Purchasing access to a new wing doesn't give you new cards automatically (at least from the description in the announcement). You still have to complete it and the challenges for each class. Even if that proves to be simple, it doesn't mean that the cards rewarded will be so powerful that they ruin the game for everyone else. Baron Rivendare seems to be the most abusive of the preview cards (just imagine him alongside Cairne, Sylvannus, Harvest Golem, or even Loot Hoarder), but we don't have all the information just yet. Overall, Curse of Naxxramas looks like a welcome addition to Hearthstone, and I can't wait to try it.
Labels:
adventure mode,
Curse of Naxxramas,
expansion,
Hearthstone,
new cards,
screenshots
Tuesday, April 8, 2014
Aggrologist - Warrior Deck
I had this silly deck idea last month based off of "minions taking damage" effects. I originally called it "Popcorn", due to the thought of Leper Gnomes sitting behind an Abomination waiting for it to explode, causing a chain reaction.
This last week, we saw an answer to Warlock Zoo and Aggro Hunter in the form of Contrologist Warrior by Shoctologist. It's an effective deck, but with all the epics and legendaries, it's also pretty expensive to build.
That in mind, I present the Aggrologist. It's a slightly more budget-friendly deck that can also clean up against the aggro-heavy meta. If you notice, this deck plays a lot of similar cards to Contrologist, and at first that was a happy accident on my part.
When I realized that Contrologist was a thing, I actually added several cards to further mimic it. The idea is to let your opponent think you're playing Contrologist, when in fact you're more equipped for rush/burst.
In my tests so far (which admittedly have been Casual Play and a few matches at Rank 17 as I start laddering again), this deck does well against Zoo, Hunter, and even Miracle Rogue. It has a pretty poor matchup versus priests, mainly due to Cabal Shadowpriest and Auchenai Soulpriest (as well as priest's hero power).
So, let's go over the cards and see how they fit!
Execute and Shield Slam are spot removal to take care of big threats/taunts. Try to use them sparingly (especially against late-game focused decks), but do what you have to in a pinch.
Whirlwind is an "enabler", allowing you to Execute something large, destroy a horde of hounds, or proc any number of your minion's abilities. It's best used when you can do several of these things at once.
The lone Abusive Sergeant is there because I have only one Shield Slam and wanted something cheap. Cleave may work well here too.
Leper Gnomes are early damage to whittle down life totals or trade up with. They're a solid choice in most aggressive decks and were part of the basis for this deck
There should be no question as to the inclusion of Fiery War Axe. It removes Grizzlies, Void Walkers, and other obstacles. Heroic Strike performs a similar role, but has the added bonus of surprise additional damage.
Slam is an enabler mainly for setting up Execute (and drawing a card), though it can be used for your minion procs or a straight up 2-damage to kill an opposing minion. You'll notice several sources of card draw in this deck, so drawing from Slam isn't necessarily a requirement.
Amani Berserker, Armorsmith, Acolyte of Pain, and Frothing Berserker are your proc minions. They all like it when things take damage, sometimes even themselves. Take advantage of that.
Cruel Taskmaster serves as both enabler and a small minion, fitting the deck perfectly. Shield Block is card draw and armor rolled into one sweet deal that empowers your Shield Slam and gives you some additional "health" to make up for your weapon attacks into minions.
The last four cards are indeed expensive to craft, but I feel they are vital to the deck's success. This deck isn't cheap, but it's still cheaper than Contrologist.
Leeroy Jenkins is pretty absurd, borderline broken, and great as a finisher. Brawl is likewise really powerful and can clear a board like nobody's business. Black Knight kills taunts dead, and functions as a third far costlier Execute (or an overpriced yeti, depending on your matchup). Gorehowl is a recent addition to the deck, which is used for cleaning up opposing minions while yours run rampant, or providing burst damage to finish the game.
If you actually read the Contrologist writeup, you'll notice that Aggrologist could very well be defined as a "worse version of the other" and I'm not going to dispute that. If you have the dust to craft what's required to play Contrologist then by all means enjoy it. If not, Aggrologist still does well against the aggro meta for the cost... assuming you don't want to play zoo/hunter yourself, that is.
[UPDATE] At the moment, I'm not really happy with this deck. It's fine against aggro, but it really falls short to heavy control decks. I'll be doing more tweaks and tests at some point, but the meta is shifting again (hunters are evolving) and I've neglected ladder enough this month already.
This last week, we saw an answer to Warlock Zoo and Aggro Hunter in the form of Contrologist Warrior by Shoctologist. It's an effective deck, but with all the epics and legendaries, it's also pretty expensive to build.
That in mind, I present the Aggrologist. It's a slightly more budget-friendly deck that can also clean up against the aggro-heavy meta. If you notice, this deck plays a lot of similar cards to Contrologist, and at first that was a happy accident on my part.When I realized that Contrologist was a thing, I actually added several cards to further mimic it. The idea is to let your opponent think you're playing Contrologist, when in fact you're more equipped for rush/burst.
In my tests so far (which admittedly have been Casual Play and a few matches at Rank 17 as I start laddering again), this deck does well against Zoo, Hunter, and even Miracle Rogue. It has a pretty poor matchup versus priests, mainly due to Cabal Shadowpriest and Auchenai Soulpriest (as well as priest's hero power).
So, let's go over the cards and see how they fit!
Execute and Shield Slam are spot removal to take care of big threats/taunts. Try to use them sparingly (especially against late-game focused decks), but do what you have to in a pinch.
Whirlwind is an "enabler", allowing you to Execute something large, destroy a horde of hounds, or proc any number of your minion's abilities. It's best used when you can do several of these things at once.
The lone Abusive Sergeant is there because I have only one Shield Slam and wanted something cheap. Cleave may work well here too.
Leper Gnomes are early damage to whittle down life totals or trade up with. They're a solid choice in most aggressive decks and were part of the basis for this deck
There should be no question as to the inclusion of Fiery War Axe. It removes Grizzlies, Void Walkers, and other obstacles. Heroic Strike performs a similar role, but has the added bonus of surprise additional damage.
Slam is an enabler mainly for setting up Execute (and drawing a card), though it can be used for your minion procs or a straight up 2-damage to kill an opposing minion. You'll notice several sources of card draw in this deck, so drawing from Slam isn't necessarily a requirement.
Amani Berserker, Armorsmith, Acolyte of Pain, and Frothing Berserker are your proc minions. They all like it when things take damage, sometimes even themselves. Take advantage of that.
Cruel Taskmaster serves as both enabler and a small minion, fitting the deck perfectly. Shield Block is card draw and armor rolled into one sweet deal that empowers your Shield Slam and gives you some additional "health" to make up for your weapon attacks into minions.
The last four cards are indeed expensive to craft, but I feel they are vital to the deck's success. This deck isn't cheap, but it's still cheaper than Contrologist.
Leeroy Jenkins is pretty absurd, borderline broken, and great as a finisher. Brawl is likewise really powerful and can clear a board like nobody's business. Black Knight kills taunts dead, and functions as a third far costlier Execute (or an overpriced yeti, depending on your matchup). Gorehowl is a recent addition to the deck, which is used for cleaning up opposing minions while yours run rampant, or providing burst damage to finish the game.
If you actually read the Contrologist writeup, you'll notice that Aggrologist could very well be defined as a "worse version of the other" and I'm not going to dispute that. If you have the dust to craft what's required to play Contrologist then by all means enjoy it. If not, Aggrologist still does well against the aggro meta for the cost... assuming you don't want to play zoo/hunter yourself, that is.
[UPDATE] At the moment, I'm not really happy with this deck. It's fine against aggro, but it really falls short to heavy control decks. I'll be doing more tweaks and tests at some point, but the meta is shifting again (hunters are evolving) and I've neglected ladder enough this month already.
Labels:
Aggrologist,
Contrologist,
decklist,
Hearthstone,
screenshots,
warrior
Thursday, April 3, 2014
A "WTF, Hearthstone?!" Moment
So, my friend Mandelsage just sent me a Hearthstone screenshot. How many weird things do you see?
He was playing ladder and started a new game. After choosing his opening hand, the game had him at six empty mana crystals. A wild Healing Totem appears, and he is given a face down card. Mind you he was playing mage and his opponent was a rogue... so where did the totem even come from???
After attempting to use the hero power, the animation stuck at this point. The "End Turn" button was inaccessible, and the game ended in a loss for him.
What the heck happened here? Some kind of weird connection mix-up or something? It looks like he was part of someone else's game. Maybe this is the early implementation of spectator mode or something. ;-)
He was playing ladder and started a new game. After choosing his opening hand, the game had him at six empty mana crystals. A wild Healing Totem appears, and he is given a face down card. Mind you he was playing mage and his opponent was a rogue... so where did the totem even come from???
After attempting to use the hero power, the animation stuck at this point. The "End Turn" button was inaccessible, and the game ended in a loss for him.
What the heck happened here? Some kind of weird connection mix-up or something? It looks like he was part of someone else's game. Maybe this is the early implementation of spectator mode or something. ;-)
Labels:
glitch,
Hearthstone,
Mandelsage,
screenshots,
spectator mode,
WTF moments
Monday, March 24, 2014
WAR Stories - Lands Most Odd
Welcome to what I believe will be my final tale from adventuring in Warhammer Online. This one is actually less of a story and more of a "look at what I found" kind of post, so enjoy the show!
Stinkvat, the Explorer
After the first server merge, Stinkpot the goblin shaman needed renamed. I think the game recognized the word 'pot' and thought I was making a drug reference in my name, so I had to alter it. Once I got things straightened out, I set off exploring, questing, and grinding achievements.Eventually I got bored and started wondering if the game had any hidden areas... and if I could find them. I used to explore all types of hard-to-reach places in WoW via careful jumping and those wonderful Noggenfogger potions and figured it was worth trying in WAR as well. It turned out there were many spots to go exploring, and even a few surprises to be found!
I'd like to explain the wheres and hows of getting to these spots, but I did this a number of years ago and have since long forgotten all that. On to the pics!
I found these guys not long after hopping up some foothills and exploring the highland a bit. I've never actually seen test NPCs hidden in a live MMO before, so I thought this was an exciting find!
Unfortunately, they didn't do much but walk around in a little group. My guess is someone was testing how a patrol of several members would work and forgot to remove them.
Moving on, I made my way to a canyon of some kind. I peered over the edge to discover some missing terrain, which is common when exploring these areas.What was not common was the castle hidden underneath! From this angle I could see a large hallway, but it seemed there was much more to it.

Following the edge, I ended up at a zone line and could see even more of this hidden fortress. By the design it appeared to be a High Elf structure, and I was worried it could contain guards that would be none too pleased at the sight of a goblin wandering around. I kept my distance a good while and sought out a way to view the place from a different angle.
Working my way around the building, I found some water to swim in that allowed me to see from underneath the terrain.I swam around the castle, snapping these images as I went.
Unfortunately, there seemed to be no safe route back out of the water I had gotten into. This is also common - you're in a place you're not intended to be and often there is no way back. Curiosity got the better of me, and I had to get closer...this was the end result.
As you can see, there clearly were NPCs in the castle. I think I died from falling out of the world, I don't really remember. In any case it was a fun little journey and I got to see things not meant to be seen.
Labels:
exploration,
glitch,
screenshots,
test NPCs,
WAR,
Warhammer Online
Friday, March 14, 2014
WAR Stories - The Cave Chicken
I'm here once again to share some pictures and memories of my experiences in the now defunct Warhammer Online. I do not seem to have screenshots relating directly to the story at hand this time, which is unfortunate because it is quite an interesting tale! Just so we're clear, the pics will mostly not match the story (but should still be fun to look at).
Stinkpot The Cave Chicken
Stinkpot was an eccentric goblin shaman that enjoyed traveling far and wide, wreaking havoc and causing as much trouble as possible. In fact, a common pastime for Stinkpot was sniping away at the Order from hard to reach locations in Howling Gorge.This time, however, Stinkpot was on an exploration mission and had forgotten to scout an essential location before leaving to the next tier.
This would normally be a mere hassle where one would turn around and go back through the entrance, waiting on the previous tier area to reload, but Stinkpot had just gained enough experience to be "overqualified" for the old tier. One had to be careful when returning to a lower-level area in WAR, as entering their RvR zones labeled you as a troublemaker/griefer, attempting to harass newer players.
![]() |
| Destruction HQ |
On this rare occasion, Stinkpot wasn't concerned with combat - just reaching his destination and getting out as fast as possible. It just so happened that the location in question could only be reached by entering an RvR zone. Stinkpot cautiously stopped at the border, carefully studying his map to find the quickest route to the location.
Ready to attempt this mad dash, Stinkpot raced across the land into contested territory. Shortly after, a puff of smoke appeared around him and quickly dissipated, revealing his now incredibly vulnerable form. Stinkpot could see members of the Order nearby heading in his direction, and he thought he heard someone shout "Get that chicken!". It was time to run.
![]() |
| I think this is a Chaos Spawn... |
Scanning the area, Stinkpot spotted a small cave opening partially submerged by the river. It looked like the only place to hide, and was certainly better than treading water out in the open. He drifted across the river and into the hole.
Inside was a short tunnel with little breathing room, and at the end was a small raised area to get out of the water. Thankfully, there was nothing else in the cave, meaning Stinkpot wouldn't fall victim to some random animal or monster attack. Listening carefully, Stinkpot could hear the Order looking for him nearby. They seemingly missed the cave entrance and left a few moments later.
![]() |
| I still don't know what the heck that thing was supposed to be. |
The polymorphed goblin swam to the back of the cave to think of a way out. Stinkpot's eyes lit up as he thought, "Ah ha! My teleportation scroll will get me out!"
He reached for his pockets, but quickly came to the realization that he was a chicken now and couldn't activate the magic of the scroll. Disappointed, he sulked in the back of the cave with no hopes of escape.
After what felt like ages, Stinkpot heard a trumpet in the distance. It was a war call, and anyone who answered it could be magically whisked away to the field of battle - a way out! Stinkpot cried out, answering the call to arms, and all went black. When his vision returned, Stinkpot was back to his old self amongst his Destruction teammates, ready to assault a keep.
(For those of you that need a more literal description, I was stuck in the cave as a chicken with no means of escape because I couldn't use any abilities or items. Luckily, the Call To Arms feature was recently added then, allowing me to click on it and teleport to the battle. Otherwise, I would've had to wait for another player to find and kill me, or find an admin for assistance.)
Labels:
chicken,
RvR,
screenshots,
WAR,
Warhammer Online
Thursday, March 13, 2014
WAR Stories - The Creeping Corpse
I mentioned a while back that I would tell some of my most memorable stories from playing Warhammer Online, and I was a bit hesitant to do that as I thought I lost all my screenshots. Stories are nice, but some visuals really help break up the wall of text.
While doing some computer maintenance the other day, I happened upon a number of WAR pics from previous adventures. Now seems like a good time to tell those tales and share those images.
He visited the leaders of all the Order cities, who usually sent him on
missions far away... most likely in hopes that he would never return.

Like a bad penny though, Halic would come back, and eventually the leaders started ignoring him entirely.
Halic took to finding more unconventional means of adventure, scouring the city for anyone in need of help.
Eventually Halic found action on the fields of battle, hunting down heretics and the servants of Chaos. One such day, he found himself at the ominous Highpass Cemetery.
Order and Destruction were vying for control of this location, and after dispatching numerous foes, Halic was struck down.
(Note that death comes frequently in RvR, and while it makes little sense from a lore standpoint, characters respawn after a moment to rejoin the action. Not that I'm a fan of permadeath in most games anyway.)
Upon resurrection, Halic wasn't quite himself. Though quite alive, his body continued lying about like a corpse. When he raced across the battlefield, he slid along the ground on his back. Oddly enough, he could even fight quite well while appearing to remain motionless.
Using this knowledge, Halic crept across the graves of the eerie cemetery, playing dead until opportunity presented itself with a lone straggler. Slinking up from behind, the last thing Halic's prey would see was what appeared to be a corpse writhing on the ground, thus foreshadowing their own fate...
While doing some computer maintenance the other day, I happened upon a number of WAR pics from previous adventures. Now seems like a good time to tell those tales and share those images.
Halic, The Creeping Corpse
He visited the leaders of all the Order cities, who usually sent him on
missions far away... most likely in hopes that he would never return.
Like a bad penny though, Halic would come back, and eventually the leaders started ignoring him entirely.
Halic took to finding more unconventional means of adventure, scouring the city for anyone in need of help.
![]() |
| Adventure, anyone? ...Anyone? |
![]() |
| I don't think I'll be accepting quests (or anything else) from this guy. |
Eventually Halic found action on the fields of battle, hunting down heretics and the servants of Chaos. One such day, he found himself at the ominous Highpass Cemetery.
![]() |
| Actual image missing. Here's an alternative death screen. |
(Note that death comes frequently in RvR, and while it makes little sense from a lore standpoint, characters respawn after a moment to rejoin the action. Not that I'm a fan of permadeath in most games anyway.)
Upon resurrection, Halic wasn't quite himself. Though quite alive, his body continued lying about like a corpse. When he raced across the battlefield, he slid along the ground on his back. Oddly enough, he could even fight quite well while appearing to remain motionless.
Using this knowledge, Halic crept across the graves of the eerie cemetery, playing dead until opportunity presented itself with a lone straggler. Slinking up from behind, the last thing Halic's prey would see was what appeared to be a corpse writhing on the ground, thus foreshadowing their own fate...
Labels:
death glitch,
Highpass Cemetery,
RvR,
scenarios,
screenshots,
WAR,
Warhammer Online
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