Hearthstone Adventures: The Old and The New

League of Explorers Banner

Blizzard had released the next Hearthstone adventure and I still haven’t finished the Heroic versions of all the Blackrock Mountain bosses.

When the adventure was announced I rushed to do a few of them. Here are the decks I came up with.

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A lot of double taunt creatures in this deck help with Direbrew’s nonstop aggression. Then there’s some high attack minions to deal him damage. The Windfury card is what really pulls it together. Drop it on something like a Core Hound to deal a bunch of damage to Direbrew at once.

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Thaurissan’s challenge remains the same, you have to keep his wife alive. Only now instead of being a 1/3 she’s a 3/1. So you’re taking more damage from her each turn and she dies from just one stray point of damage. The solution? Flip-flop her attack and health with Crazed Alchemist, buff her health and heal her when Thaurissan gets all “wife-beaty,” and win in the end with the typical Divine Spirit/Inner Fire combo.

In this deck I also included a few cards to try and steal Moira. I never got the chance to use them, so I’m not sure what happens if you succeed. Let me know if you do! Either way, the minion theft cards are unnecessary to clear Heroic Thaurissan.

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For finishing off Executus and Ragnaros I give you the traditional Divine Spirit/Inner Fire deck. This one works a little differently. The idea is to kill Executus and Ragnaros in the same turn so Ragnaros doesn’t get to use his double strength hero power. The deck also has some Light Warden/Holy Champion heal combos to try and get some more minions with super high attack while sustaining yourself. Executus has 30 Health and 15 Armor while Ragnaros has 30 Health and 30 Armor. Coming up with 60+ damage in one turn might seem difficult, but this deck manages it well.

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Omokk kills a minion every turn. To get around that, we have to give him a lot of weak targets. Imp Master spawns a few and the Paladin’s hero power pumps out one every turn. Couple that with the Inspire spawning power of Silver Hand Regent and Murloc Knight and by the midgame you should be ending every turn with a board of 7 minions. The deck has a little difficulty starting because often you can’t play anything until turn 3 or 4 because Omokk will kill any minion you play by itself. If you stabilize after getting to the point where you can play some cards and hero power every turn, then you should win.

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Drakkisath has a nice thing going because he can play two cards every turn while you only get one card. So what do we do? Try to trade two for one as much as we can! Not much else to say about this deck. Getting Alexstrasza and Ragnaros are probably the most important parts to beating Drakkisath and you need them to get you a big advantage before he plays Twisting Nether. Winning this takes some luck and as you can see, a lot of legendaries.

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Defeating Razorgore means never letting his eggs hatch. They turn into 7/7 drakes once they reach 5 health. The deck has a lot of low cost minions so you can start keeping the eggs under control right away. Razorgore will build a little bit of an advantage while you concentrate on his eggs. You’ll take a lot of damage from his attacks, so the Tournament Medic is in the deck to help stabilize. Once you have enough minions the egg count will start reducing and you can slowly push back against Razorgore and win the game.

Now on to League of Explorers. The first wing is out, the second releases on Thursday, with a third and fourth wing coming after Thanksgiving.

League of Explorers has an Indiana Jones theme to it. Delving into ancient ruins to uncover forbidden treasure, trading witty insults back and forth with your trusted teammates, and battling Azerothian Nazis or something like that. All of these things and more are part of the League of Explorers.

Obviously there’s some new cards. I’ll be covering those and my opinions on them in a post later this week. For now I’d like to give some guides to beating all the Heroic bosses of League of Explorers first wing, the Temple of Orsis.

Zinaar Deck

Zinaar’s whole thing is that he has more cards and mana than you, but at the cost of giving you free stuff, specifically, a bunch of spells that cost 0 mana. To take advantage of that we make a deck that has Mana Addicts, Mana Wyrms, and Questing Adventurers in it (Flamewakers would also work). These get buffed every time you cast one of the wishes. You attack Zinaar with your buffed minions while freezing his hordes out with typical Mage freeze stuff. Easy win!

Phaerix Deck

Phaerix’s staff only makes him immune for Heroic and is a 3/8 for Phaerix while only being a 0/5 for you. A 3/8 is still killable with a Shadow Word: Pain spell though. Then proceed to do the typical Divine Spirit/Inner Fire nonsense. I had a perfect draw with this one where I got all three of the necessary cards in my starting hand. Phaerix had no answer for it and lost quickly.

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Not sure if Duplicate and Lorewalker Cho do anything in this deck…

This boss was a lot of fun! Instead of trying to defeat the Temple, you are trying to get out as fast as you can. You need to survive ten turns while the temple’s guardians and traps attack you. Since you don’t need to (and can’t) attack your enemy, all you need to do is survive. Freeze Mage is perfect at surviving a long time and now the deck doesn’t even need a win condition like Antonidas! There is a specific sequence event for each turn as follows.
1. Summons a 6/7. You get to draw a card or gain a mana crystal.
2. Summons a 7/7 that also summons a 1/1 with Taunt every turn. You get to take 5 damage or flip a coin to take 0 or 10 damage.
3. Summons 2 8/8 minions with Divine Shield. A Rolling Boulder is summoned to the far right side of your board that destroys one minion to its left every turn.
4. Summons a 10/10. You draw 2 cards or gain 10 Health.
5. All minions are destroyed on both sides.
6. Summons 2 6/15 minions.
7. Summons a 7/7 that also summons a 1/1 with Taunt every turn. You can do nothing or reduce the turn counter by 1 and let the temple summon an additional 7/7.
8. Summons a 5/9 that deals 5 damage to you and all your stuff at the end of every turn (skipped if you summoned the 7/7).
9. Summons 3 10/6 minions.
10. Survive this turn and you win!

I hope all of this helps you beat a few more of the Heroic Hearthstone bosses!

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Blackrock Mountain Progress

With the new expansion for Hearthstone announced, what progress have I made in defeating the Blackrock Mountain Heroic bosses?

I’ve beaten two more since I posted about beating Grim Guzzler, Thaurissan, and Drakkisath.

I didn’t record my victories this time, but I did keep track of my decks.

First up, I defeated the Dark Iron Arena using a Freeze Mage deck. Here’s the deck list:

Dark Iron Arena Deck

If you’ve seen other Freeze Mage decks, the idea is pretty simple. Prevent your opponent from killing you until Antonidas is on the board. Then use Antonidas’ endless supply of Fireballs to destroy your opponent.

The deck works best if the computer drops Millhouse Manastorm the turn before you play Antonidas. That didn’t happen during my game, but the deck was still strong enough to get me a victory in one try. Just destroy threats as they come up and use Antonidas as a finisher.

The deck is expensive to craft, but it gets the job done in constructed and in Heroic mode.

The other Heroic boss I took down was Garr, the guy with all the exploding Firesworn.

Here’s my deck list:

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This deck is also pretty simple.

On Heroic mode, Garr’s Firesworn deal three damage per death and he starts with seven. That means if all seven blow up at the same time you take 49 damage.

Killing them off earlier helps, but you still take some damage.

So what’s the easiest way of preventing the Firesworn from activating? Silencing them!

Mass Dispel is the reason this deck works. And there’s tons of healing to save your butt too.

I won on my first try without even using the Inner Fire combo.

I kept my creatures alive by healing and adding health to them against Garr’s onslaught.

Once he ran out of threats I slowly took him out.

I also included Mind Control Techs and a Cabal Shadow Priest to steal the Firesworn. This turned out to not be that great. I’d replace them with either Circles of Healing or Gurubashi Berserkers if I was playing again.

Good luck against the Heroic bosses! I’ll post more guides as I best the challenges myself.

-GoCorral

Blackrock Mountain Wrapup

I haven’t posted anything about Hearthstone’s Blackrock Mountain adventure since it came out and I think it’s about time I got around to that.

The adventure was a lot of fun. The bosses had their own little quirks that you had to work around to win, but none of them were too hard.

The Mage class challenge was awesome and I have replayed it a bunch of times. The deck you get is a solid 30 Unstable Portals!

Unstable_Portal

I’ve tried my hand at a few of the Heroic bosses and beaten three of them. My decklists and a glimpse of how the decks work are available on YouTube at these links: Grim Guzzler, Emperor Thaurissan, and General Drakkisath.

Now that the adventure is over and I’ve collected all the cards, which ones are the best and most fun?

Hungry_Dragon

Hungry Dragon stays a favorite for me. You get a good creature and your opponent gets something useless or something that completely messes you up. Shieldbearer is one of my least favorite minions to pop for my opponent even though its usually trash.

Volcanic_Drake

Volcanic Drake is pretty good in Arena and might make mid-range Hunter much more viable. The Drake combines well with Unleash the Hounds. Drop the Hounds, wipe your opponent’s board, and then play the Drake for free.

Blackwing_Corruptor

Blackwing Corruptor is pretty much an auto-include if you’re building a dragon tribe deck. The Battlecry effect is just so strong. Get a decent sized minion and probably eliminate one of your opponent’s minions as well. Awesome card.

Drakonid_Crusher

Drakonid Crusher is another winner for Arena. 6 mana for a 6/6 isn’t bad. It’s only got 1 worse health than Boulderfist Ogre. And Drakonid is a dragon so it can activate the Battlecries of Blackwing Corruptor and other similar cards. Best part is that if you’re already winning and you drop Drakonid, you get a 9/9. Even bigger than a giant! Solid draft in Arena. Not so good in constructed because you usually need things other than huge creatures in constructed.

Dragonkin_Sorcerer

Dragonkin Sorcerer is terrifying when a Paladin plays it. It’s stats are average for its cost, but if the Paladin drops a buff spell on it, look out. And its a dragon for that dragon synergy as well.

Emperor_Thaurissan

Emperor Thaurissan made a lot of combo decks much more viable. Specifically Freeze Mage and Combo Druid. If the cards necessary for lethal are all 1 mana cheaper then the combo can be pulled of in one turn instead of two if needed or at an earlier turn thatn previously possible. Thaurissan is a great card.

NefarianMajordomo_Executus

Nefarian and Majordomo Exectus both underperformed my expectations to be honest. Nefarian often gets you spells that are completely useless in your current situation. Exectus is often a liability because becoming Ragnaros reduces your health to 8. In what situation would you want your health to go that low? Usually if its already that low. And if it is that low, then your opponent will just deal damage to you instead of Exectus.

Resurrect

Resurrect is one card that I’m excited to see more of. I’ve heard that it combos well with Injured Blademaster because it comes back at 4/7 instead of 4/3. I’d like to see if slightly modifying a Preist deck could make this card awesome, but I don’t play that much Priest anymore. I’ll give a try sometime! Maybe for the Heroic bosses.

Imp_Gang_Boss

Imp Gang Boss is a really nice Warlock card. Demons are getting better and better as Blizzard releases more of them. Imp Gang Boss is chock full of demons and quite difficult for your opponent to fully remove. Pretty much a solid card in any situation.

Lava_ShockFireguard_Destroyer

Lava Shock and Fireguard Destroyer are the two new Shaman class cards. Lava Shock is definitely cool. There are a few Shaman decks I’ve wanted to try out in the past, but Overloading too much stopped those decks from working. Lava Shock could fix that. And Fireguard is just a good card for its cost. It will almost always be worth the Overload cost you pay for it, just like Crackle.

Druid_of_the_Flame

Druid of the Flame is a good Druid card and it counts as a Beast to combo with Druid of the Fang. I once had Druid of the Fang, Druid of the Claw, and Druid of the Flame all out at the same time and I felt very naturey. You’ll almost always play the Druid of the Flame in 2/5 form just like Ancient of War, but its a good card regardless of the false choice.

Quick_Shot

Quick Shot is the latest upgrade to the Face Hunter deck. Out of cards? Why not deal damage and draw more cards! Plus it allows for more burst from the hand to surprise your opponent with lethal when they thought they were safe. Good card.

That’s all the new cards that stuck out to me. I’ll be posting more YouTube guides to beating the Heroic bosses as I manage to do it!

-GoCorral

New League of Legends Map

So pretty!!!
So pretty!!!

As some of you may have heard, League of Legends is coming out with a new map for next year.

The new map will be replacing Summoner’s Rift. It’s more of a visual update with additional changes to the Jungle that Riot makes every year.

First things first though! I’ve played the map and it is in fact quite pretty even on lower graphics settings.

One of the goals of the new map is to visually differentiate every zone of the map. The two bases should FEEL different.

Blue base uses a lot of straight right angles while red base uses a lot of curves. The blue minions wield hammers while the red minions wield axes.

The jungle quadrants are also differentiated. The whole upper left side now looks corrupted due to the Baron’s vile influence on the terrain. The left blue side is rocky and barren. The top red side is dry and desolate. The right blue side is ancient and mysterious. The bottom red side is lush and green.

At least in theory. My experience was that the top and bottom sides felt noticeably different than each other and different from the blue sides. Unfortunately, the two blue sides did not feel different from each other.

The jungle minions have been changed as well. The four basic old camps consisted of Wraiths, Wolves, Golems, and the Wight. Now those are Birds, Wolves, Golems, and a Big Frog. Riot gave them some madeup names that I probably won’t ever use.

The buffs have also changed. The Blue Golem is now called the Sentinel and the Red Lizard is called the Brambleback. The Sentinel is almost the exact same as the old Blue Golem. His little lizard buddies have been replaced by smaller rock buddies though.

The Brambleback looks quite different. It’s more like an animated thorn bush than a Lizard Shaman. Its little buddies have been similarly changes to little thorn bushes.

Another change was to the walls. Riot made it so the width of a wall is roughly matched by its apparent height to give you a clue on whether you can jump the wall with an ability or Flash. If its too high, you can’t! Pretty simple addition for clarity’s sake. Riot loves clarity.

Those are all cosmetic changes. Maybe they changed the buffs that Nunu gets from minions as well, but I don’t know yet. The true gameplay changes come at Baron and Dragon.

They both fight a lot differently. If you played Ascension then you already got a glimpse of where Riot hopes to take boss fights. The Ascendant Xerath had attacks with zones you could dodge out of with good reflexes. The same is true for Dragon and Baron.

Plus, both have a knockback now which will make it harder to sneak these objectives over the wall. They’ll knock you into the river at some point and the opposing sides wards will see you there if they weren’t granting vision of the pit.

Overall, the map was a great visual upgrade with very few gameplay changes. There are more gameplay changes coming, but right now those are restricted to the PBE. We’ll have to wait and see on those! Or you can check out videos on Youtube like I have.

I’m excited for the new map and I hope you are too!

-Mister Ed

Heroic Kel’Thuzad

 

The ideal situation against the big bad lich boss.
The ideal situation against the big bad lich boss.

Beating Heroic Kel’Thuzad was a pain.

What are Kel’Thuzad’s advantages over you in Heroic? EVERYTHING!

He starts off with 20 armor and 45 health.

If you’ve played against him then you probably already know that he has two hero powers.

His first hero power is used for free very turn. It freezes you and deals you 3 damage.

His second hero power is unlocked when you remove Kel’Thuzad’s armor or when you finish your tenth turn, whichever comes first.

The second hero power costs 8 and allows Kel to steal a random minion from your side of the board. And when his hero power changes he also gets two 5/5 minions with taunt.

Plus he’s got some of the best cards in the game in his deck.

I tried so many decks against him. I tried Paladin, Shaman, and Mage before I landed on Divine Spirit/Inner Fire Priest once again.

The Paladin deck I tried was too slow to build a board presence against Kel’Thuzad. The 3 damage a turn from his hero power brought me down before I could get the buff train rolling on my minions.

My Shaman deck focused around dealing lots of early damage with Dust Devils, but Kel killed the Dust Devils every time with Frostbolt.

The Mage deck I created had some success. It could consistently survive to Kel’Thuzad’s second stage, but it faltered at that point.

The Mage deck was a Secret deck. Mad Scientist and Ethereal Arcanist featured heavily in it.

I usually broke through Kel’s armor with a buffed Arcanist.

Then Kel would transform, drop two huge taunt minions, and steal my Arcanist.

I couldn’t figure out a way to recover from that.

Sooo… Back to the Divine Spirit/Inner Fire Priest! Here’s the deck list:
Circle of Healing x2
Silence x2
Inner Fire x2
Power Word: Shield x2
Northshire Cleric x2
Divine Spirit x2
Lightwell x2
Loot Hoarder x2
Novice Engineer x2
Deathlord x2
Imp Master x2
Stoneskin Gargoyle x2
Shadow Madness x2
Lightspawn x2
Holy Nova x2

Just the usual jazz for Divine Spirit/Inner Fire, but with the addition of a bit more card draw to get the required pieces. The Loot Hoarder and Novice Engineer will hopefully take some of Kel’s removal spells with them as well.

The Silence is added to remove any taunts that Kel might get. Racing him was how I won and I wouldn’t have been able to do it without the Silence. Ironbeak Owl might work just as well though.

Getting a big beastie should be fine, but then Kel will transform and get his minion stealing power. What do we do then?

That’s why I put Imp Master in. Kel will steal a 1 attack creature more often than not, so he’ll just avoid using the ability entirely.

Shadow Madness is also quite useful against Kel’Thuzad because he runs Dark Cultist and Sludge Belcher. If they die on your side of the field then you get the deathrattle as well!

While the deck is pretty simple, the boss fight is still quite hard. I beat Kel’Thuzad on my tenth try after going into fatigue and being one turn from losing.

But I unlocked this baby!

Heroic Naxxramas

So good luck taking down the Heroic bosses of Naxxramas. My other Heroic boss guides can be found here: Maexxna, PatchwerkGlobbulus, GluthThaddiusSapphiron, Everyone else.

-Mister Ed

Heroic Gluth

The killing stroke is at hand!
The killing stroke is at hand!

Beating Heroic Gluth was a pain in the butt.

Heroic Gluth has three advantages over you.

First, he starts with a Unstable Ghoul and a Zombie Chow.

Second, his hero power activates every turn for free and reduces the health of all your minions to 1.

Third, his Jaws weapon card is freaking broken and terrifying.

Dealing with Gluth’s first two advantages is easy enough, but the game will be decided by how you overcome the Jaws card.

At first I tried a freeze Mage deck. I was hoping to get a Water Elemental down and just constantly attack Gluth with it. He’d always be frozen and I’d never have to worry about his Jaws.

Turns out its harder to keep a 1 health Water Elemental alive than I originally thought. Let alone survive to get it on the board against Gluth.

So I abandoned the freeze Mage and switched to a funky Priest deck. Here’s the deck list:
Circle of Healing x2
Mind Vision x2
Acidic Swamp Ooze x2
Youthgul Brewmaster x2
Shadow Word: Death x2
Thoughtsteal x2
Coldlight Oracle x2
Shadow Madness x2
Auchenai Soulpriest x2
Dark Iron Dwarf x2
Wailing Soul x2
Holy Nova x2
Holy Fire x2
Argent Commander
Cabal Shadow Priest x2
Alexstrasza

To avoid losing you either need Gluth to not draw his Jaws or you need to draw an Acidic Swamp Ooze.

Coldlight Orcale will help you find what you need faster and Youthful Brewmaster will give you the Ooze back to use again when Gluth plays another Jaws card.

Gluth will probably build a large minion army. I wiped his out with an Auchenai Soulpriest/Circle of Healing combo.

I’d taken a lot of damage from his horde of minions, but most of them were Zombie Chow. I gained 20 life in one turn!

The two best ways to reduce Gluth’s life are Alexstrasza and stealing Gluth’s Jaws with Thoughtsteal or Mindvision.

There are a few derpy things in this deck that I wouldn’t repeat.

Stealing minions with Shadow Madness and Cabal Shadow Priest was occasionally useful, but I think something like Shadow Word: Pain or Magma Rager.

Dark Iron Dwarf was also a bit off. I don’t think I ever played one. Every other card I had in my hand was always a better choice. I wouldn’t include that again.

Finally, Wailing Soul. The intent of this card was to silence Gluth’s health debuff. After the debuff is silenced you can attack with your minions and destroy Gluth’s stuff without trading. On Gluth’s turn he uses his hero power once more and all your minions are back at 1 health without having really lost anything from the earlier trade.

While the Wailing Soul play made sense, I was never in a position to make those trades. I played the Wailing Souls in the deck only when I needed a body on the board.

Some good cards would be Sludge Belcher and Mind Control Tech. Both of those give you two good minions on the board for the price of one card.

Anyways, the deck worked, but not on my first try. Took me awhile, but I put a leash on that zombie dog and took him for a walk!

-Mister Ed

Last Day of Work

No More Work Keys
My keychain has four fewer keys on it now.

On Friday I had my last day of work at my old job in the rice lab.

It was a bit anticlimactic to leave because a lot of the people I wanted to say goodbye to weren’t there on my last day.

Still, my two supervisors were there. We went out for coffee and talked about my future plans.

It was kind of nice to talk to them as friends. I heard about their families and what their lives are like. I’d like to be in their place in a few years, minus the Chinese immigrant status.

I packed up all my stuff from my job: computer, lab pants, old cords, and old notebook.

I had to leave behind a few things as well like my keys, my new notebook, and a few data sheets that are probably irrelevant at this point.

The last few weeks at work have been a little boring.

I was originally hired to sequence the genome of rice leaves, but that project got passed on to other people.

I was then put on a project of organizing the huge database of rice seeds in the storage room (probably over 10,000 varieties of rice all thrown into cardboard boxes).

I finished that project in June.

For the past two months I’ve been keeping an eye on the rice plants in the greenhouse and doing regular maintenance stuff in the lab.

It wasn’t anything fancy, but it wasn’t particularly challenging either.

I started at my Master’s program today and I felt a lot better almost the instant I stepped on campus. I get to learn things again! I’m so excited!

While it was sad to leave my old job and even sadder that I left it with a whisper instead of a party, I’m psyched for what’s coming in the future!

-Mister Ed