Hearthstone Arena 3: A priestly taste of frozen thrones

Knights of the Frozen Throne is out, and I tried my hand at Arena for my first two runs.

Both of them were Priest, and I went 3-3 and 1-3, so not a good start. Here´s my first impressions

New cards I played

Necrotic Geist

I played with and against this in 5 games, and in 4 of them it produced major value and board presence. If played into a double trade situation you can basically force your opponent into killing it or face an army of replicating 2/2s. Not bad, but a little clunky.

Devour Mind

A bit weaker version of Cabalist´s Tome. I think it´s weaker because the variance is greater. On the other hand, you learn about 10% of your opponent´s total cards, which is valuable. Write them down, always.

Embrace Darkness

Horrible Card, as expected. The 4 mana discount off of Mind Control is not worth the pile of disadvantages this brings: It does nothing the turn you play it, it can be silenced before it goes off, your opponent can trade the minions away, and when you finally get it, it has summoning sickness. This last one kills the card, and I think you should avoid drafting it.

Tomb Lurker

You will find yourself in a situation where you topdeck this and think “Hmm, which deathrattle guys died this game?”. This is basically a late game card, because on-curve it loses to 2-drops and there is little chance for deathrattlers to die beforehand. Value-wise this should be okay if it triggers, even if you only get a Mistress of Mixtures or something.

Grim Necromancer

Filler card, Pick it if you must, but it´s nothing special. See Dragonling Mechanic

New neutral cards I played against

Bone Mare

A nightmare! This is one of the cards I expected to shake up arena play, and so far I´m not disappointed. 9/9 worth of stats, half of which has Charge and Taunt? Sign me up.

This is very similar to Firelands Portal in terms of value and tempo gained. You can go from one weak minion on the board to two threatening ones with only 7 mana.

Right now, Heartharena is not yet updated, but I suspect this will be above 90 points, which is really high for a neutral common.

Cobalt Dragonscale

5/5 for 5 is always playable, and if this triggers it´s a big pile of stats. And the opponent is forced to trade into the buffed minion. Good card.

Bone Drake

6/5 for 6 and drawing a card seems strong. With this and Cobalt Dragonscale, I am wondering if the dragon density is high enough for the Dragon Gamble  in Priest draft :take a medium strength dragon such as Midnight Drake or Faerie Dragon early in the draft, to try and get Drakonid Operative / Netherspite Historian going.
Just an idea at the moment, probably a bad idea.

By itself, this card is obviously good value.

Mindbreaker

This seems decent and reminds me of Saboteur, 7 worth of stats for 3 mana and locking out the next hero power use of your opponent. Just make sure you can trade it away or work without your own hero power on the next turn.

Corpse Raiser

Also a strong card. This is somewhat similar to giving a minion divine shield before trading it. I think playing this on curve and simply trading 4-mana guys is actually really strong.

Class cards encountered

The class cards I encountered so far were nothing special.

Doomerang seems okay until you realize that you have to play weapon cards, most of which are bad.

Druid Of The Swarm might be good, 1/5 aggro stopper or soft removal in the late game.

Runeforge Haunter seems pointless. Again, do we really want to draft Weapon Rogue? 🙂

Breath of Sindragosa might be strong, it kills many 2- and most 1-drops. Need more data.

First thoughts on the Meta

My first impression of the meta is that again, long term value play is rewarded. Between the Taunts and the new lifesteal mechanic going for an aggressive strategy seems risky.

 

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Nephilim – Chapter 3 “Hunters and Gatherers”

(Disclaimer: This is a synopsis / battle report of the a session within my Nephilim RPG campaign. This serves to give some context to the fiction I post.)

Synopsis

Meeting Harvey

Sha Naqba Imuru manages to catch Harvey Reeves, another follower of the Chariot Arcanum, while he is still in Berlin.

At first, they have a bit of trouble confirming each others identity, both of them being rather suspicious of the other. Luckily, each one of them can prove that they indeed are the right person, and no blood is shed.

Harvey has a lot of information for Sha Naqba Imuru to take in:
With a machine of his own design, he detected the incarnation event of each of the five Nephilim that Skaro had gathered to her, except that there was a sixth signal, which he could not triangulate properly.

He also knows about a bit about Golems, and gives up some promising leads.

After a while, Sha Naqba Imuru departs, but not empty-handed. He has received a mysterious bronze cube, that is supposed to teach him a lot… if he should manage to activate it.

A night at the Musem

Sil’Faron is the only one of the group who is not in possession of his stasis object yet, and he is planning to rectify this shortcoming.
His stasis is still held within the Pergamon museum and the group decides to break in at night to liberate it.

After careful scouting of the area, watching the guard cycles, they settle on entering via the roof.
They quickly locate the stasis in a room filled with debris, and learn that a Moon plexus is present at the main attraction of the museum, the Pergamon Altar.

Everything goes according to plan, until Gealach discovers that the object of their desire is locked within a glass vitrine, which she breaks, alarming the security guards that were patroling the area.
The group manages to leave the roof with the item, but are cornered on the backside of the museum, with guards approaching from both directions.

Gealach subdues one with an alchemical spell, putting him to sleep.

Sha Naqba Imuru however, had a different opinion on how this engagement would proceed. His solution is less gentle: He shoots, and kills, one of the guardsmen, allowing the group to escape.

After this display of violence, almost all of the other security people back down, they aren´t paid nearly enough to stand in a killer´s path.
One of them thinks himself a hero and pursues, but is swiftly knocked out by Kek.

Our protagonists flee  before the police arrives, and an argument ensues, mainly between Gealach, who opposes the killing of innocent humans, and Sha Naqba Imuru, who sees no fault in his actions. After all, one cannot build a Golem from inside a prison…

The following weeks

In the weeks that follow, some of the group visit Skaro alone, and Kek learns that his wish to meet someone from his Arcanum will be granted sooner than expected.
A warrior from the Strength Arcanum named Theseus is on his way towards Berlin, and has agreed to meet Kek and Skaro at the Hall of Justice.
Finistur dreams again, of the night in Düren, a park in the modern age, and again, of the night black cat with the strangely colored eyes…
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Gamemaster´s perspective

This was an interesting session in which I learned quite a bit about game mastering.
The meeting between Sha Naqba Imuru (one of the players) and Harvey was very interesting, but maybe a bit too long, so the others had to wait a bit too much.

The museum scenario was an experiment.
I did not prepare much, only a map (based on the real Pergamon museum, which you can see here.).
I made some NPCs for the guards and set up a basic patrol routine. That´s it.

I made no plans on how the players would engage with this and offered no help.
I could have imagined any of the following:
  • A frontal assault (two out of the five players have very combat focussed avatars.)
  • An Ocean´s Eleven style operation (I´m actually not sure if I pushed the players towards an entry at night or if that was just the obvious option)
  • A mission impossible style “smash and grab” through the roof, which the group did.

An interesting idea that came up was to break into the basement and work their way upwards. This would have put me in an interesting spot, since I obviously had no map for the basement. I would have like to see this. 🙂