Wednesday, 3 August 2011

The New Core Rotation

Have you seen the announcement?

Last night I wrote altogether far too much on the subject, largely fueled by all my lovely Scourgewar cards being practically unplayable in a few months' time. That's all going in the bin and I'll have something a little more reasoned on the subject in a couple of days - it's Battlegrounds at Ripley tomorrow and it'll be a hot topic, so will have more opinions rather than just my own to key off.

Be right with you.

Saturday, 30 July 2011

2011 Spectral Safaris - Stoke-on-Trent/Nottingham

With the release of the 2011 Class Starters comes a pack of tigers, released into the wild [Hobby Stores] around the UK for an entirely new batch of Spectral Safaris. I was lucky enough to be within easy reach of two on the weekend of 23/24 July 2011, hoping to take home some form of ride-on animal for my troubles following an intensive [not intensive] training program involving getting familiar with as many of the decks as I could find lists for.

23rd July 2011: Guys that Game, Stoke-on-Trent

A meagre 14 players attended GTG and given that I've taken home more of their prizes than I really should be entitled to, I was feeling pretty good. The Random Bag O'Decks gave me Horde Warlock, something I wasn't particularly familiar with, being unable to find a decklist on the net.

Two separate people tell me it's the "best deck".

Best deck

BEST DECK

BEST DECK

Horrid flashbacks to last year's Safaris, where I picked up Horde Priest ("The Best Deck"), and thanks to the random selection of allies I ended up with a deck that closely resembled a steaming turd with some nice Priest cards sticking out of it. I didn't do very well.

On first impressions the Warlock was pretty nice - everything looked a little fragile but there's no denying Dread Infernal is excellent in a format like this, and giving him +2ATK with Malistra the Demonmistress is even better.

My long-suffering deck test buddy Steve joined us in Stoke and was my first opponent. He'd pulled Alliance Hunter (also considered to be very good) but I came out victorious after dropping enough fat guys that his Blackcrow couldn't deal with. Loque came a turn too late - I had enough on board for fatal so ignored the cat and went for the face. [1-0]

Game 2 was against Shrewsbury Guy, playing Horde Death Knight. This one was a heartbreaker - I did everything right, flipping my hero to make him discard his one card in hand - a Gargoyle, and having a healthly life lead at that point due to how ridiculously aggro the Warlock can be.

Guy was topdecking while I was trying to press the advantage. The turning point came when he picked up a couple of bits of armour, stopping the clock my diseases put him on; the next card was a Citadel Enforcer's Claymore, and after a couple of swings we were in a situation where I had enough on board to kill Guy, and providing he doesn't draw any burn, he can't kill me.

Off the top: Death Coil. [1-1]

Following this I shuffled up opposite my testing partner, Dan Goodman, who had pulled in my opinion the actual 'best deck', the Priest. More on that later though. He didn't really get anything on the board that I couldn't deal with, I got big guys out early and it was over pretty quickly. Dan later lamented that he'd had to play both Warlocks back to back, and lost to both. [2-1]

Joe Sadowski, also making the trip from Shrewsbury, was up next, also packing the Priest, in what we dubbed "the REAL top table". He walloped me, and it quickly became obvious that the Warlock cannot win this match with burn spells alone - a Nethermaven Donna Chastain backed up with any of the instant heal spells will pretty much win games by itself. Unfortunately I found this out the hard way, finding myself in the awkward situation of facing down a Nethermaven with two burn spells in hand to kill it with. My options were attempt to kill it and maybe fail, or don't attempt to kill it and get killed anyway.

Circle of Healing spoiled my plans and that was all she wrote. Of all the games I played on Saturday, this was the only one where I felt the game was completely out of my control. [2-2]

Asher was my final opponent, no doubt looking for revenge for my Ultimate Peon victory. He was packing the Rogue and with a couple of clever Perdition's Blade tricks took me and my awful mulligan down in no time at all. [2-3]

Guy didn't drop a single game all day and took home an El Pollo Grande for his troubles; Joe won the Tiger from the random draw. My consolation prize was a whole pack; I forget what was in it, but it wasn't very good. No matter - onwards to the following day's Safari where I felt a little more confident of my chances now I'd seen most of the decks that the lists proved elusive for.

Sunday 24th July 2011: Chimera Nottingham

Today the Box Of Decks was not kind to me. Horde Shaman. Universally regarded as bad, a quick flick through at least revealed a pleasant surprise, in that the Masterwork Stormhammer at least functioned as a usable weapon.

Round 1 saw me against a new player, Neil Cherry - I think he might play Magic. He was playing Alliance Druid, but thankfully I managed to drop an Infusion of Earth on my Masterwork Stormhammer and finished up wondering if the deck really was that bad after all. [1-0]

Alan Jiang is a new face on the Nottingham WoWTCG scene, though not one I've met before. He shuffled up a Mage opposite me and after a decent game of board control, he dropped Gabble; smacked me in the face twice with it and as I tried to swing the Stormhammer for fatal he played the Mage thing that stops people from attacking, and smacked me a third time to take the game. [1-1]

Next up: Mark Scott! I think he got a shit mulligan. I can't remember much about this. [2-1]

Axl Bell was next with his Priest, and seemed a little confused about how he'd ended up doing so well. He was the best type of new player - calm and thoughtful, planning his every move. He did make one massive play error that I was able to punish - with a Nethermaven and a 2/4 on board vs my Vanda Skydaughter, he went straight for my hero enabling me to eat his 2/4 with Vanda, flip, then kill the big guy in one fell swoop. Unfortunately it did me no good as the Shaman's cracks started to show, with the majority of its allies boasting very little health they died to random bits of burn and smaller allies, despite the above situation. [2-2]
Better without the text

Axl's friend was watching the end of our game, before lamenting how bad his deck was. His deck? The Horde Warlock.

"Oh, no no no. Give this to me, let me show you."

The next 20 minutes were a rather cathartic lesson in How To Play Horde Warlock, with the unfortunate recipient none other than Axl. He put up a really good fight but my failures against Joe on Saturday had taught me well and I knew exactly what I needed at every point.

After lunch, another new player! Wen Jie Lee is more accustomed to MTG and I think I only won this due to some rule mixups between games. He dropped a T3 Master of the Hunt to my T3 Stormhammer, a T4 Tesla, hitting me for 7; I took another 5 after attaching an Infusion of Earth to the mallet and killing the serpent. A turn or two later he completed the Essence of Enmity revealing another Tesla, then... didn't play it.

I ground out the win in the end, and asked about the Tesla following the game. He had forgotten that I would take combat damage when attacking the pet, so figured that the seven damage wouldn't be worth it until later in the game when it could be used as a finisher. [3-2]

More limitations of the Shaman deck beginning to show. A fun one is the inclusion of Zerzu - a 2/4 for 3, who upon entering play, heals all damage from all Nature allies you control. Nature allies who, for the most part, have two health. Maybe this will help me kill two Cerwyns with my Boki Earthgaze...

An old hand showed up for the penultimate round, playing Mage - Den Holland was pretty upbeat about the deck after Tom's 1-4 performance in Stoke suggested it wasn't all that. Den had the answers for everything - I played a guy, there was a Fire Blast or a Scorch waiting. Eventually I ran out of cards after keeping a potentially average hand, and he ran rampant. [3-3]

The game was over so quickly we had time for a friendly. The tables turned completely this time, I was even able to Frost Shock a Cerwyn and simply ran riot over his board for three or four turns before Stormhammering him to death. Get it right and the deck's not so bad; get it wrong and you're fucked.

Finally, James Goode-Hamy. Another Rogue. Some more Perdition's Blade tricks. A board full of guys that deal extra damage to exhausted characters, a Gouge, and 16 damage in one turn. I eventually stabilised, killing all but one ally, and dropping a protector. James was out of steam and topdecking, but I was well within killing distance with perilous little health remaining. He topdecked something to give his ally Assault 2 and Stealth, and I was done.

My next card, Chain Lightning - something I could have done with a few turns prior... [3-4]

Maybe next year I'll get it right. One day.

Tuesday, 12 July 2011

Twilight of the Dragons - previews have started!

Over at the Cryptozoic Blog, the official previews have finally started for the game's fifteenth set, Twilight of the Dragons. I'm going to skim over them quickly as there's twelve new cards - thirteen if you count Deathwing, who has been known of for a short while [big chin, not to be played with Dr. Boom, costs 60], and nobody wants to read my tripe about that many cards.

So. Starting off with the new ability pairs. Each class will have a pair of cards like these - one that destroys something and one that does something for you when it is destroyed.

It's a nice idea in principle - everyone loves synergy. I'm not sure these were the greatest example to show off the new cycle though. Favor of Undeath is a nice all-round card - it'll let your small guys trade up and will potentially let you kill two opposing allies with one of yours. Twisted Death Pact is less impressive - if one of your cards is attracting removal from your opponent, you lose that card. Paying 2 for a 3/3 is not too bad in that situation but it does require you to have two resources available, but more importantly, you're spending a card and not getting an amazing result out of it even after that.

Gardos Gravefang is the fabled 'Blue Anti-Broderick' that was mooted a while back by Cryptozoic. Granted he's not quite as impressive in a vacuum as everyone's favourite Undead, but he does exactly what it says on the tin - if your Gardos trades with your opponent's Broderick, Gardos will put that very same Broderick on the bottom of their deck, changing him from the greatest 1-drop ever to something strictly worse than Waz'luk.

Zor'dul Deathbinder is about the only thing I can envisage destroying with Twisted Death Pact, and even then - you've spent two cards, drawn one, and gained a blank 3/3 for a net cost of three resources.

You can save yourself a lot of hassle by just playing Kor Cindervein instead.

I think Zor'dul will be good in limited for those times that you go first but I really don't see it setting the world alight just yet.

Next up are a few of the rares. Taking this block's 'slightly underwhelming 7-drop slot' (previous holders: Darkness, Devastation) is Lyrana of Eldre'Thalas. She will at least leave a mark when she joins your party but without significant work building your deck may be largely underwhelming that late in the game.

Probably proving why I am no good at this game is Flamebringer Gaxix - an ally which interests me much more than Lyrana, simply down to how much easier it is to make his power useful. A potential 8/7 for 6 is simply good value and while his five health leaves a little to be desired, the potential bonuses make him highly playable in limited and worth pissing around with in constructed at the very least.

I don't know what to say about Blade of the Burning Sun. It can be used on turn 4, doesn't require any additional resources and merely requires you to put a load of fire cards in your deck. You can even reveal Alexstrasza and give your allies Assault 25 if you're lucky.

Is it too good to be true, or will it end up being one of those cards that is just not quite good enough, like Worldbreaker's Aspect of the Wild? As the UK's resident 'Pinprik Guy' I am looking forward to going back to flinging fire around for a living even if my little impish friend can't be with me.

As for Caelestrasz, he's a more expensive, less-restricting Spectral Kitten that gets bigger with the aid of his brothers. I'm sure there are plenty of ways to abuse this, though the example I keep trotting out (which will probably never, ever happen) is untapping with Korialstrasz in play, then playing this guy to create a board of an 11/11, a 12/13 and five 8/8s. Worth noting that his power affects himself, so he will always be a 5/5 barring external influences.

So far I've ignored Terrastra, largely due to the fact he looks a bit like Skeletor. His first power is decent - giving your hero static ATK is never to be sniffed at, but the second one is more interesting. 

Cards like Magni and Cairne from Worldbreaker took a little while to catch on, but now it's hard to deny that getting a 1/1 for free is great value for money. So, getting a 2/1 should be better, right?

Having to pay 6 for Terrastra does take the shine off that a little, and while you can now stash that second Adam Eternum for a little extra firepower, I don't think he's likely to make too many waves on the tournament scene. Maybe we'll see a new version of the Paladin Lava Dredger deck that also spawns 2/1s?

The Obsidian and Twilight dragonflights make their debut in this set too - bringing with them some much-needed utility with their ability to destroy things when they themselves hit the bin. The Obsidian Drakonid pops abilities, and the participation card for the Twilight release celebrations pops allies when it dies.

The Twilight flight, on the other hand, appear to feed off the destruction caused by the Black flight...

Finally, though, someone who is so eager to fight by your side that when the elements align they will do so for free. He is billed as "Azeroth's Greatest Champion" and I find it very difficult to argue:


Wednesday, 6 July 2011

Spiders and Starters [2011 EUCC and Spectral Safari]

This past weekend, the 2011 European Continental Championships happened. And on that weekend, a Scotsman named Marko walked away with thousands of pounds of Apple equipment having beaten Europe's finest by allying himself with some spiders and throwing lots of stuff in the bin.

Doesn't sound too good on paper, does it? Well, seeing as I lent practically all of my cards out for EUCC I've got no decks of my own to talk about, so I'd like to discuss Marko's instead.


The deck can be described quite succinctly as "aggro". The key cards are Azjol-Anak Champion, All Things in Good Time, and the cards that benefit from entering or being in your graveyard - Uruka, Incendiary Totem, Stormstrike Mace and Broderick.

I had chance to play a couple of games with a very similar version of this deck before handing it over to Matt Light (who Top 64d with it - well done mate). Despite looking a bit like a horrible pile on paper, the deck is surprisingly explosive in pretty much every way. 

It draws tons of cards - Elemental Vision will quite often draw you a card and net you another positive effect from the cards that hit the bin, Conversing with the Depths has drawn me five cards for three resources more than once, and if all else fails, All Things in Good Time will draw three for eight resources. Grazzle Grubhook sifts through your deck for you, and has a funny name to boot. Grazzle Grazzle Grazzle.

It does stuff 'for free' - Grazzle Grubhook is a miracle worker in this deck, and quite often you can streamline your hand and gain benefits from the cards you discard. Activating Grazzle and discarding a Uruka in response to your opponent's draw is a surefire way to lose friends - and best of all you got a card out of it.

It shits out damage like you wouldn't believe. Let's say it's turn four. On turn three I played an Azjol-Anak Champion. It is a 3/3. On turn four I attack with it, and after it enters combat, I complete All Things in Good Time, discarding a Uruka, an Incendiary Totem and a Stormstrike Mace, readying the champion and also turning it into a 6/6. Combat concludes, you take 6 from the spider, 3 from the Totem and however many from Uruka - and the spider can attack again.

Then I drop a resource and play Edge of Oblivion or Feral Spirit. Does that sound good?

Of course that's something of an unrealistic expectation to have happen every game, but the deck shines in its resilience - even when you don't deal twenty damage on the third turn you will still be able to put your opponent on the back foot for very little effort on your part.

This deck was a breakout hit at the North American Continentals, though Marko has made a subtle change to the decklist that did so well back then. See those two Wavestorm Totems? They were Wind Shears in the original decklist - and given the furore over the Bunny Deck which I spoke about briefly a week or two ago, it was largely expected that the deck Marko played would pack extra Wind Shear to deal with it, as it was suspected the deck would be ubiquitous at EUCC.

Instead, it had a mere eight pilots, only two of which finished with a positive win/loss record.

Wavestorm Totem is a great card for the mirror match, and a lot of other matches to go alongside that. Not only does it prevent your opponent from doing too many shenanigans readying their allies several times during a turn, it also lets you make extra use of the Stormstrike Mace - readying your opponent's allies to bounce them back to their hand!

A pretty inspired choice all in all. Congratulations go to Marko once again for taking the tournament down - if you want to know more, maybe read some of the feature matches that are linked to here.

--

The Spectral Safaris are coming up soon - there are ten locations in the UK hosting one and I will be lucky enough to attend one on both days of the Safari weekend. Like last year, the Safaris will be played with Class Starter Decks and a Spectral Tiger will be given out as a door prize to one player who completes the entire event.

I, along with many others, wasn't especially impressed with last year's Class Starter decks. They were a nice idea and were probably great for new players, but as a player of about two years at that point, they basically boiled down to one thing - stall to turn 7 and play the big powerful guy whilst having something in hand to kill your opponent's big powerful guy. Add to that the randomisation aspect of the decks, where you were given a set pack of abilities for your class but a random selection of allies, and the relatively low power level of the decks, and they made for something of an awkward experience.

This year they've got things right in a lot of the places that matter. Steve and I have four decks between us - Horde Warrior, Horde Death Knight, Alliance Paladin and Alliance Priest. Each deck is a fixed sixty cards so you always know what you're going to get, and the contents have been themed somewhat.

The Horde Death Knight hero is an undead, and his ally friends are all Death Knights, Undeads, or both. The Paladin deck features a large number of Humans and Paladins, and so on. As a result the decks feel thematically cute and also make it more reasonable to prepare for what your opponent might be playing when they sit down with a particular deck.

Last night we swapped the decks around a bit and had a few games. Before we started the Death Knight was the clear favourite - Gargoyle is very good indeed and Unholy Ground will just run rampant if left unchecked. However, on the night it did not perform as expected, losing every game that it played. The Priest deck is very heavy on healing (including the excellent Holy Talent, Circle of Healing) and can make games go very long; the Warrior is not so reliant on armour to win now and can quite easily rush you with the aid of Battle Shout, and bizarrely, the Paladin deck was my personal favourite - full of cantrip* effects, this one is swimming in card advantage, as well as some quality rare cards - Holy Shock is excellent whichever way you look at it, Wrath of Turalyon has its uses and Seal of Wrath is... well, it's ok I guess.

What makes Seal of Wrath playable is the inclusion of weapon cost reducer effects - Edgemaster's Handguards lets you swing weapons for 1 less, as does Andiss Butcherson. Have both in play and that Angry Dread you control is swinging for free, dealing 2 and then a further 2 from Seal of Wrath. Add in cantripped heals, Hammer of Justice and a solid (if expensive) flip, the Paladin deck is a surprise package that I would not be at all unhappy to unwrap come Tiger Day.

If I had one complaint, it would be about one of the cards in the Horde Death Knight deck - Dark Cleric Jocasta. Remember how I said that all the allies were either Undead or Death Knights? Well, Jocasta was printed as a way of recurring your allies from the graveyard, and she works great. Unfortunately, when Whitney Gravecaller exists, Jocasta seems like an awkward choice to include...

Anyway. Go win some tigers. If you're a new player then this is the absolute perfect event for you - find out where your nearest Safari is, turn up and wreck some face. It will be worth it.

*A cantrip effect is basically a card that gives you an effect, and then draws you a card - Hammer of Justice for instance.

Sunday, 19 June 2011

The Metagame - Choose Your Weapons Wisely

Not all games are created equal.

Some - chess, for example, start both players off on an even keel and the only real advantage to be gained that is not down to pure player skill is winning the toss to go first. The fist-fight of games.

Others, like, say, Monopoly (a game I personally hate) does just the same, only introduces several random elements such as dice rolls and Community Chest cards to effectively throw a spanner in the works at any point during the game. The Russian Roulette of games.
Cunt

And then there's the trading card game. A style of game where you have literally millions of different configurations of cards to choose from, and you configure them to your tastes. The duel to the death of games. Choose your weapon wisely.

--

In a trading card game, there is no such thing as a 'best deck'. If such a thing existed then there would be little reason to play anything else, and the game would become remarkably stale very quickly, as every time you go to play the game you will always play the same deck, against the same deck.

As it stands, every deck has its foil. Let's say you go to a tournament, and 50% of the tournament are playing a particular type of deck. Let's call this "Rock". You go to the next tournament, and more people have picked up that Rock is really good, and so now 80% of the field are playing it.

Now you have a brainwave. Rock is very vulnerable to certain cards, so you throw them into a deck and give it a name - how about "Paper"? The next tournament comes along and 88% of the field are playing Rock, and now you are playing your super secret deck that walks all over Rock. You are at a natural advantage in this position.

The next tournament comes around, and 75% of the field are playing Paper, but someone has come along with a new concoction that beats your all-conquering Paper deck - and they called it "Scissors".

You get the idea. This is a basic implementation of a metagame - choosing your weapon based on what you expect everyone else to choose. Bringing a gun to a knife fight.

In reality, the metagame is not so simple. One day someone will show up with "Geyser" - a deck that turns Paper all mushy, rusts Scissors shut and will slowly weather Rock down, and then the cycle begins all over again, and the metagame diversifies, and the need for more elaborate metaphors increases which is why I'm going to stop them here...
The leaning tower of Geysir. Beats Death Wish apparently

I'm writing this now due to what turned out to be a poor metagame call on my part for the latest tournament I attended. A few months back I attended the Zapped Giants Open, and having had a lack of inspiration for what to play, simply took the fastest deck I could get my hands on - and it turned out to perform amazingly, netting me my first Top 8 finish in a large tournament. In the Top 8 I was roundly beaten, largely by one card that effectively shut large parts of my deck off. [Extract of Necromantic Power]

A couple of months later I took the same deck to the UK Realm Championships, having made a few tweaks to the deck to combat the very situation I found myself in at that previous tournament. [added 2 Talisman of the Horde] This is an example of metagaming, also commonly referred to as 'Teching' - making concessions in your deck to help with a specific matchup as you expect it to be present at the tournament you are visiting.

Even then, at this point if I face my 'bogey deck' I am at an instant disadvantage, but cannot make too many concessions to it as this will make my deck worse against the other decks in the field which I am traditionally strong against. [My only real option was to replace one or two of Broderick, Onnekra, Rosalyne and Bloodsoul with otherwise worse cards like Scout Omerrta and Gartok Skullsplitter (who isn't completely terrible to be fair)]

Just yesterday I took the same deck to Manchester for a tournament, hoping that by now, everyone would be bored of the deck that beats me and I would be able to steamroller the field once again. Unfortunately the deck I hate was out in force, I faced three of them and lost to two of them and finished in a rather rotten 22nd place as a result.

At this point I am playing Paper in a field full of Scissors and Geyser (yeah, I know) and no amount of player skill is going to change the fact that I'm going to have a tough time - and that's exactly why the metagame is so important. Choosing your weapon wisely can give you an instant advantage before you even play a card.

--

Where things get complicated is when you get involved with smaller and larger metagames. If you play in a playgroup, you will have a regular set of people to play against - and they make up the fabric of your local metagame. At our local playgroup, everyone loves Death Knights, but very few of them play the card I struggle with. This is part of the reason I was so soundly beaten by it the first time I encountered it!

A small metagame works in a similar manner to a larger metagame, but the tweaks you make to do your deck do not necessarily do so - if you have a group of 8 and you build your deck to beat everyone else's deck in your local metagame, you may not find that your deck is strong against a different group of people. This is an easy trap to fall into when deckbuilding - it's easy to find an answer card for a specific situation but if your deck is full of answer cards for specific situations that you don't come up against due to playing against different people then you will struggle somewhat.

Knowing how to wield your weapon is tough. Choosing the right weapon is just as difficult.

--

A perfect example of the requirement to pay attention to the metagame has happened recently at the 2011 North American Continental Championships (NACC) - Tim Batow and some friends have come up with a fantastic concoction of a combo deck which they've simply dubbed "Bunny Deck". For this reason alone I am interested (my wife and I keep two rabbits and so anything bunny-related is automatically awesome).

Insert obvious Walrus joke here
The deck has made quite a splash with one pilot in the NACC top 8 and two more in 9th and 11th overall, only losing out on tiebreakers. To sum the deck up, the deck contains 40 quests, most of which cycle through the deck looking for particular things, and most of which cost 1. The deck also contains ten mounts - so most of those one-cost quests can be completed for free. The engine is provided by Unending Breath, which lets you play with the top card of your deck revealed, and quests can be completed off the top of the deck; the kill comes from Krazal the Eggregator, who every time he is revealed from the deck, creates a 1/1 Bunny Ally Token. Once enough have been amassed on the field, Turane Soulpact (the deck's hero) flips, hurls them all at the opposing hero, and they die in a literal hail of bunny. This usually happens on Turn 4.

This deck is very likely to be popular at the upcoming European Continental Championships (EUCC) - so the questions you have to ask yourself are:

- How much of the field will be playing Bunny Deck?
- Can my deck beat Bunny Deck?
- If my deck can't beat Bunny Deck, how much do I want to change for the sole purpose of enabling me to beat Bunny Deck, at the expense of potentially making my deck worse against other, 'normal' decks?
- Should I play something else entirely due to the presence of Bunny Deck?

Welcome to the metagame.

--

Also, I hate Monopoly.

Thanks to Tyma and co from the ZG Podcast for the Rock/Paper/Scissors analogy - first time I'd heard it described like that and it makes perfect sense.

Zapped Giants Open 2 Part II or something [18/06/2011]

I am very tired. It still strikes me as odd that a day of sitting on your arse throwing cardboard around is so mentally draining.

After the success in the Ultimate Peon event two weeks ago, things went a bit awry. I started testing Zaritha using the Leggings of the Tireless Sentry with mixed results - most notably I was running out of cards far too often. I picked up a separate list without the leggings which fared a little better, sleeved it up and arranged to borrow the remaining cards I needed from my playgroup on the Wednesday before the event while at our Battlegrounds.

Tuesday night we find out the store is not opening on Wednesday. I have no more time to test and a deck missing some of the most important cards with no real way of getting hold of them, so I sleeve up ol' faithful [Witch Doctor Koo'zar] instead and cross my fingers that everyone will be bored of Death Knight after the humping it's been giving me recently.
I don't have these :(

To cut a long story short, we had a turnout of 33, played seven rounds, and three of those were Death Knights.

Round 1: vs Damio playing Erondra Frostmoon

Luckily for me Damio led off with no Extract, so I went fast and dropped angry guys. If you don't know what the deck does by now, have a read of the previous Zapped Giants Open entry, or the Realm Champs one. [1-0]

Round 2: vs Duncan Tang playing Paladin Lava Dredger

I've not really tested Koo'zar against Paladin simply due to the difficulty in finding anyone playing one to test against! I was initially unsure as to what his deck did but as soon as he played a T1 Pirate Bob Machine I twigged, and simply vomited my opening hand onto the table including a wonderful turn 4 Flameblade -> Flip -> Enforcer -> Babagahnoosh which all but sealed the deal. 

The deck revolves around Repurposed Lava Dredger and about a billion stash cards - it's a cheeky way of accelerating yourself into an early Ysera and then hopefully a way of actually winning the game, which judging by the friendly we had afterwards, is easier said than done! [2-0]

Round 3: vs Will Booker playing Zaritha

This is my favourite matchup! Honest. It's one of those unfortunate matches where I can have the Best Hand, but if the Zaritha player has the Best Hand too then theirs beats mine and I get salty.

I opened with a Cairne Token and a one-drop, Will opened with A Question of Gluttony; I dropped a Shadowfiend, clattered in and left the resource open to play the Shadow Word: Anguish I had in hand, and Will followed with another Question; after drawing a stack of cards, he followed with a third Question (if I recall correctly), then I went ahead with my third turn, planning to leave a resource open as always for the Mikael that was surely going to join the board shortly, but either I screwed up and played stuff in the wrong order or something but I got caught out with no ready resources, my board Mikael'd to death and then a Voice of Reason entered play and that was basically it. [2-1]

Round 4: vs Chris playing Erondra

Another Death Knight! Erondra is probably the worst of the lot - Grumdur is a nightmare, her flip is a nightmare and the Extract is a nightmare. I think I did about eight damage in the face of double Grumdur and extract. [2-2]

Round 5: vs Stevie playing Death Wish

This was probably my favourite game of the day simply due to all the faces Stevie pulled during the course of the match. I had a great hand and got to work, winning the dice roll - his T1 was a quest, his T2 was a facedown resource, and then instead of doing anything proactive he completed A Rare Bean. "If I don't hit with this I've lost" he told me, calling Rare and hitting Tanks for Everything, Dalaran along with a set of Greaves. At this point he tells me he has eight cards in hand, so discards a Hailstorm, killing my Cairne Token, Broderick and Ruby Flameblade.

I have the turn three to end all turn threes - another Flameblade, flip, Ruby Enforcer, Babagahnoosh discarding Uruka for five points of damage, and the game is over shortly after.

If Marko hadn't hit with A Rare Bean I'd have had him on 38 damage by the end of turn 3. [3-2]

Round 6: vs Josh Lowe playing Baeltor

"The thing I like about this hero is that nobody knows for sure what spec you're playing", Josh told me after our game. While technically he's right, I'm still not convinced that there is a good enough Blood or Frost deck that's worth bluffing for at present.

Either way he merked me with double Extract and I failed to find a Talisman in either my opening hand nor my mulligan. [3-3]

Round 7: vs Joe Sadowski playing Vorix

Vorix is another deck I've not had chance to test against, though I am aware that Rogues are in general a pain in the arse for me, along with everyone else. When he played Raze removing one card to kill three of my guys on his second turn, then Annihilate to kill my Babagahnoosh, then a second Raze for nothing, to kill my second Babagahnoosh, I was out of options.

I even topdecked like a champ - after playing Babagahoonsh for the first time I then drew a second, then the next turn offered me a Sava'gin - so I dropped both of them only for Sava'gin to eat a Deathblow and Baba the aforementioned Raze, followed by a last-ditch Shadowfiend which hit a second Deathblow. [3-4]

Not my finest hour overall then, finishing in 22nd place - and not helped by the fact that after every game, I offered a friendly due to the amount of spare time we had - digging out my Hunter BM Control deck that I was considering playing. Out of all the opponents I played against, it fared very well indeed, and if I recall correctly it only lost to Death Wish and Vorix (after Vorix stole a gun and a pair of trousers using Steal Steel and shot me to death with them, the bastard). 

We had a quick tournament afterwards too, and I finished 3-1 with the Hunter, winning the final game with an Avatar of the Wild off the top for 11, followed by a resource then Planned Assault for another 11/11 tiger. Fun times.

Despite the poor result, it does give me the perfect opportunity to tackle a subject that I've been itching to write something about for a while - Metagaming, what it is and what it does. I'll come to that in a separate post shortly as I want a cup of tea and a sandwich. I'll do all the mouseovers later. [edit] done!

--

Big ups to Ross Silcock for running a tight event, and to everyone that came down from the far reaches of Scotland, Middlesbrough, and any other playgroups I may have not realised were in attendance; further big ups to Lammy for turning up on time and taking the top spot. This is what happens when you turn up on time Lammy! You win shit.

Sunday, 5 June 2011

Ultimate Peon 2011 - Stoke-on-Trent [04/06/2011]


It's been quiet on here for a couple of weeks. Post-Realms I've been preparing for the event that happened today - the Ultimate Peon Championship, a win-a-box tournament in the Lazy Peon format.

For those who haven't heard of it before, Lazy Peon is a format that restricts your card pool to Commons and Uncommons only. This particular event was Core peon, best of one.

This was looking to be a pretty well-attended tournament and with a decent prize on the line and a completely blank slate of a metagame, I threw myself into deckbuilding and testing mode. The first obstacle with testing your new creation is how relevant the tests are - I took one of my first decks online and while it performed well, facing down King Genn Greymane and three Death Wish is not helpful when you're trying to figure out what really works for your deck. See also: Hesriana, Utopia, Dethvir...

I eventually whittled my card pool down to two decks. Lost by the wayside were a Warlock hand disruption deck, Rogue hand disruption, Mage interrupts/Everlasting Cold [all too inconsistent], Druid Dragonkin aggro [again inconsistent, but can shit out 12 damage from nowhere], Witch Doctor Koo'zar [everything dies too easily], and a comedy version of the Fel Trade/Phylactery deck that did the rounds a while ago. Let's just say that Fel Trading into Zophos or Madrea Bluntbrew is amusing but not quite as effective as King Varian Wrynn.

Anyway. Up until about three days ago, here's what I was playing.

General Lightsbane

3 Eye of the Storm
3 Call to Arms: Arathi Basin
4 Dark Horizon
3 A Rare Bean

8 Banshee Soulclaimer
4 Koeus
4 Mikael the Blunt
2 Pappy Ironbane

3 Bonefist Gauntlets
3 Greathelm of the Scourge Champion
4 Reaper of Dark Souls
2 Runed Soulblade

4 Plague Strike
4 Withering Decay
4 Blood Strike
3 Entomb
3 Tuskarr Kite
3 Death Strike

Yes; that is 64 cards. It was originally less, and went through a few variations - a version containing Grumdur to help against early rush (and turning on my flip), a version running Ymirheim Chosen Warrior, more diseases, no diseases... The biggest problem was that everything in the deck served a valid and important purpose so cutting was proving a nightmare.

Around this time I'd been doing some last-minute testing with Matt Cooper, who sadly couldn't make it in the end. He'd been saying all along he wasn't too fond of this deck, and I was beginning to agree - the more I played it, the less consistent the deck became, having originally contained largely even-costed cards so that Concerted Efforts would have a very high hit rate, and against decks that packed a lot of removal - like Matt's, which contained four Cromarius, four Munkin, and four Suspended Curse - it really struggled, as everything had a target.

It still destroyed the deck it was designed to beat (basically any deck with Aberration guys in it) but other than that, it wasn't performing as expected.

My other deck was more of a backup for a long time. It was the first one I really threw together that I was truly happy with, but again it needed cards cutting and was a bit rough around the edges, despite having enormous draw power.

Lord Benjamin Tremendouson

3 Eye of the Storm
2 Whirlwind Weapon
3 Call to Arms: Arathi Basin
4 A Rare Bean

4 Boots of the Resilient
4 Bonefist Gauntlets
3 Golem Skull Helm
3 Slayer's Waistguard
3 Draconian Deflector
4 Reaper of Dark Souls
3 Colossal Skull-Clad Cleaver

4 Bloody Ritual
4 Absolute Poise
3 Heroic Throw
3 Payment of Blood
3 Chaotic Rush
3 Reinforced Steel

4 Mikael the Blunt
2 Pappy Ironbane

I'd fallen out with this deck a little - the initial draft was the best for a very long time, which was pretty similar to the above only containing three Ornate Adamantium Breastplates over the Absolute Poise. Then I broke it a bit - trying to make my worst matchups better by adding Taunt and Annihilator - then deciding the other deck was better. Eventually the Taunt and Annhiliator came out, the armour numbers were tweaked a little bit, removing the Breastplate entirely and upping the Boots and Gauntlets to four-ofs, and adding in the Absolute Poise (Matt's suggestion - "Interrupt their Bloody Ritual, then win!") to give me some game against abilities before turn 7.

The deck isn't very subtle really. I spend the first turn doing nothing, the next four or five adding bits of armour to the table, then doing something to clear the opposing board, dropping a big weapon, and ending the game in two or three turns. Also I draw cards. Lots and lots of cards. Especially off A Rare Bean, with the deck's ~50 Uncommon cards.

Unfortunately the event wasn't as well-attended as hoped. Despite the prize pool (24 packs for the winner, 12 for second, and the rest declining based on attendance) only eight people turned up. I don't know how much of this is down to the Zapped Giants Open being scheduled for the 18th of June, but all the people who were travelling from far away for this are now going to that instead. It's a shame, but that's how it goes I guess!

Round 1: vs Asher playing DK DoTs

This was pretty textbook - that plan I mentioned earlier about tanking up, clearing the board and ending the game? That's just about what happened here - I had no play until the third turn, but after a few turns where I had less armour than there were DoTs on my hero, I resolved a Bloody Ritual, drew into several new pieces, dropped a Pappy and he ran riot for the rest of the game.

At one point I had all three Reinforced Steel out on the table. "This armour prevents five, this one six, this one... nine." [1-0]

Round 2: vs Ryan Taylor playing the Druid deck I mentioned earlier on

Ryan prodded me on Facebook the night before, mentioning that he was unlikely to come as he'd been unable to sort himself out a deck. Five minutes on MWS and five minutes in the cards box later, that was rectified with some recyclings of the decks that didn't quite make it.

The deck is pretty simple really - untap with Azure Skyrazor and win. It also has other Dragonkin and the Skinned Whelp Shoulders to pile on the early damage.

I mulliganed from an armour-less hand to something slightly better - Bonefist and Boots. This didn't faze Ryan much though as he proceeded to god-draw me - turn 1 Emerald Captain, turn 2 Ruby Flameblade, turn 3 Skinned Whelp Shoulders, turn 4 Azure Skyrazor, turn 5 Natural Repossession to destroy the Boots and hit me for a disgusting amount.

I flipped on my fourth turn to drop the first two dragons so that the shoulders wouldn't be quite so useful, and the only benefit of not having any cards to play early in the game is that I still held six in hand. Amongst them, a Reaper, a Cleaver, another Bonefist to join the one still on the table and a Heroic Throw, along with some other armour and a Reinforced Steel. On the opposite side, Shoulders and the Azure Skyrazor. I have five resources - I need to kill the Skyrazor or I'm buggered.

After a good four or five minutes' thinking, I opted to Heroic Throw the Skyrazor, discarding the Cleaver; I made a Reaper with 1ATK and finished off the dragon, preventing the damage with the gauntlets, and then played my new set of Gauntlets over the top. Sat on 24 damage and knowing how the deck can just do a ton of damage out of nowhere, I may have effectively used four cards and tapped out just to kill one ally, but desperate times.

It was the right choice. A dragon surfaced but the Shoulders weren't able to get through the wall of steel, and a few quest completions later I was sat with Pappy on board, seven cards in hand, fully suited and still holding that same Reaper - only now it was hitting for significantly more thanks to the Reinforced Steels on the table.

Still on 24 damage. [2-0]

Round 3: vs Dan Goodman also playing DK DoTs

This wasn't really a match I was looking forward to. We'd played pretty much this exact matchup over MWS a few days back and it hadn't ended so well for me. Luckily the deck threw me a bone - a couple of quests in the opening hand and a lovely curve of armour. I believe it went something like this:

T1 N/A, T2 Bonefist, T3 Boots, T4 Draconian Deflector, T5 Bloody Ritual, T6 Waistguard and Helm, T7 Pappy

By this point I was preventing each and every damage dealt to me by the DoTs Dan had laid over the course of the game, and when Pappy came down, popping one of Dan's diseases, he had to Obliterate and Blood Boil just to kill the Dwarven dickhead - leaving him with no cards in hand. He topdecked two diseases in a row but I'd killed him with a fat Reaper way before the damage became relevant. [3-0]

Round 4: vs Jack Fejer, playing Worgen, Warlocks, and a Worgen Warlock

Oh look - Jack in the final round! This has only happened at two individual Realm Championships, a Stoke RCQ and, randomly, the Scourgewar Release Celebration at Ripley all that time ago. On all but one of those occasions, Jack has been the victor, and the Realm Qualifier was an extremely similar situation - I'm 3-0, he's 2-1, and he knobbed me on tiebreakers to take home first place.

Not this time sonny Jim. He nicked my Bloody Ritual with a turn 3 Horatio Plaguetouch/Lesson (I did have to stare at Horatio for a couple of minutes as I've not seen him played since the aforementioned Scourgewar release) but after I flipped on an Alister and a Garet, then tanked up enough to prevent any hope of further damage being done, Jack declared a mis-row (perhaps another Bloody Ritual, I forget) and scooped up his cards in the face of impending sword/face action. [4-0]

So yeah - I won a thing! My prize was a box of War of the Elements, a pack of Archives, an Icecrown Citadel Treasure Pack, and a t-shirt that I'm not ever wearing because it's, umm, too big and for no other reason honest:


Anyone want to trade for a t-shirt?


With the benefits of hindsight, I wouldn't want to change a great deal of the deck; however, an extra Pappy would go a long way, and the Colossal Skull-Clad Cleavers really should have been Annihilators so as not to cause hand-count issues with the Draconian Deflectors, but I kinda don't own any which may be an issue.


--

A footnote regarding the two-pack we played earlier. Two-pack is a format where you open two packs of product, shuffle them face-down, pick a hero from the two that you opened, and start playing. This much is pretty much set in stone these days.

What differs from place to place is what you do when you play more than one round of two-pack. Some places open more packs, others use the same decks, but in Stoke, they have a unique twist on it. At the end of the game, you swap decks with your opponent. I'm not sure how I feel about this format, though there is some satisfaction to be derived from beating people with the deck they just told you was shit. Unfortunately I ended up with a genuine pile during the fourth game and faced off against my original two packs, which contained a Soridormi - which is not far off being a bomb in limited! Needless to say she joined the field and only left when my face was smashed into a bloody pulp.

Either way, I'm not sure how I felt about this format, and I'm old and don't like change, so I'm christening it 'Tard Pack'.

Dan Knight, thinking up new formats to play in Stoke