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[TGT] Arena Paladin

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I started arena again after I took a long break and drafted paladin. First run and I had a 6-3.
http://www.heartharena.com/arena-run/0ju873

Some of the cards I felt that are OP or overpowered:
  1. Murloc Knight - esp. power up and get another Murloc Knight + a Silverhand Recruit
  2. Seal of Champion - basically a free kill at the early stages
  3. Mukla's Champion - if you have board or Muster for Battle before hand
  4. Kvaldir Raider - somewhat effective since it's only a single threat
If you see them in arena drafts, my recommendation is to pick them.

Update: It is way scarier when fencing coach turn 3, then play it turn 4 with a free hero power. But then you've basically skipped turn 3 by only playing a 2/2... so there is a trade off. - credits to FuryBull

Arena 12 Wins Deck - Paladin [TGT]

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My 1st Arena 12 wins deck. Mid-range Paladin. TGT.

http://www.heartharena.com/arena-run/3y5pwa

Final Score 12-2

Look mum, NO Murloc Knights & Mukla's Champion (well, perhaps a Silver Hand Regent...) and NO Legendary.

It was also 1K dust only!

Deck Tier score 69.2.



MVPs are the 3 Krakens, Redemption+Elven, Silver Hand Regent, Stormwind, Aldo PeaceKeeper, 2 Spellbreakers, 2 TrueSilver, Defender of Argus. The bench players also contributed a lot like the taunts. Btw, DO NOT depend your life on Joust. Just treat it like a bonus.

Deck



Rewards



Perhaps to highlight 2 choice differences from Heartharena:
  1. Fencing Coach vs Gnomish Experimenter - Chose Fencing Coach. Hoping to get a Murloc Knight or Mukla's Champion, sadly none. I cannot afford my Kraken to become Chicken. Also not many spells (just Consecration and Redemption).
  2. Defender of Argus vs Emperor Cobra - Chose Defender of Argus. Paladin has Silver Hand Recruits. Always tried to buff 2 minions. Synergy with Silver Hand Regent, Fencing Coach and Maiden of the Lake.

Deck Reward



Yum, yum, Twilight Guardian. Good for the TGT Dragon Priest deck...

Arena 8-3 Deck - Hunter [TGT]

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Hearthstone arena picked Hunter for the first time (no Paladins, Rogue, Druid or Mage choices). Heartharena Deck Tier score only 63.3.

I was hoping for 3 wins to breakeven.

Final score 8-3.

Rewards 190 gold, 20 dust and 1 pack. Pathetic.

Hearthstone LoE Strategy Guide - The Temple of Orsis

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The Temple of Orsis

Personally, I used Dragon Priest to clear the whole 1st wing. After playing, I recommend the following below.

Zinaar

Normal: Draw a card. Give your opponent a Wish.
Heroic: Draw a card. Gain a Mana Crystal. Give your opponent a Wish.

For normal, I guess you can clear with any class. You will have an easy time with Priest, Rogue, Mage and Mill Druid. My son even cleared it with Face Hunter.
For Heroic, I will recommend Flamewaker/Mana Wyrm Spell Mage and Mill Rogue.

Recommended Class: Normal (any class), Heroic (Mage, Rogue, Druid)
Recommended Cards: Flamewaker, Mana Wyrm, Frostbolt, Mirror Image, Ice Lance, Fireball, Flamecannon.

Sun Raider Phaerix

Normal: (Passive) Phaerix is Immune while he controls the Rod of the Sun.
Heroic: The Staff will gain a +3/+3 boost whenever Phaerix has control of it, and the player will not benefit from having control of the Staff.

For normal mode, I played Dragon Priest and it was a breeze. I reckon Deathlord Priest with Divine Shield, Inner Fire, Lightwells, Light of Naaru, Velen's Chosen, Lightwarden, Dark Cultist, Holy Champion, Temple Enforcer and Kel'Thuzad will do the trick. Tip, bring SW:Pain and Death, and Acidic Swarm Ooze.

Recommended Class: Priest
Recommended Cards: Shadow Word: Pain and Death, Deathlord or Sunfury Protector, Divine Spirit, Inner Fire, Lightwell; Silence or Ironbeak Owl, Acidic Swarm Ooze.

Temple Escape

Escape!: Encounter new obstacles! (Every turn)

No opposing Hero health, just minions and 1 trap. Just watch out for Turn 6 - Look out! The ceiling's collapsing!

Recommended Class: Normal (Priest), Heroic (Freeze Mage)
Recommended Cards: All the Freezing spells, Ice Barrier, Ice Block, Doomsayer

Secret Paladin

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I have not been posting for a while. Secret Paladin might be an old deck after LoE came out. However, I still like to post this due to 3 potent points.

1. It recks me
2. It is fast (win or lose, good for ranking)
3. No Legendaries (cheap)



I am not sure whether to rename this deck to Sickening Paladin if you cannot kill the Secret Keeper/Knife Juggler and it starts to buff up/knife you and gets redemption etc. Even with board clears, the divine shield (shielded minibot, coghammer) protects the buff up (avenge, BOK) minion. So, it can be a bit annoying. Anyway, this plays a bit like face Hunter. Credits to Muirhead.

There are definitely different flavors of it, like replacing Piloted Shredders with TrueSilver Champions or 1 Quarter-Master. It is fast off the block, thins the deck and sickening draw to keep the pressure up. Perhaps the new Reno decks with board clears is one of the counters and of course, freeze mages. If you can kill the buff up Mysterious Challenger (sequence - Repentance/Noble sacrifice, Avenge, Redemption & Competitive Spirit) with a BGH or removal, it can be devastating for them as they do not not have legendaries.

Bonus video

Hearthstone - Standard Vs Wild

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Changes to Hearthstone:
  1. 9 more card slots - Total 18 card slots altogether
  2. Standard Format - Deck built solely from a pool of cards that were released in the current and previous calendar year, along with a core foundation of the Basic and Classic card sets (which will always be valid for Standard). Standard will only battle Standard format deck
  3. Wild Format - Decks built on any available card. Wild will battle with Wild format deck
  4. Tournaments & esports - Based on Standard format.
  5. Arena - Based on Wild format.

Standard promises a fresher Hearthstone experience!
  • Standard will help make for a more dynamic and balanced metagame.
  • A select set of cards makes each new card have more impact!
  • The developers will have more freedom to design exciting new cards.
  • It lets newer players jump in faster without having to collect as many cards.

Personally, I felt this is a good change. Both in keeping entry level for new players easier and also the meta fresh. Likewise, even experience players need to keep up with the card collection.

Hearthstone Filter by Keywords

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I have already experimented successfully for the following filter keywords in case you want to construct a classic deck + previous/current year expansion/adventure.
  1. Basic
  2. Classic
  3. Nax
  4. GvG
  5. BRM
  6. LoE
  7. Lengendary
Case is not sensitive i.e. it does not matter it is upper or lower case.

Now, everyone, get in here! (oops, it's nerfed...)

Hearthstone - Rank 5

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Best rank 5 so far for me this season. Aggro Shaman to rank 8 and push with sickening, I mean Secret Paladin to rank 5 (up-and-down).



Hearthstone Whispers Of the old Gods (WOG)

Hearthstone Patch March 2016

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Google Play patching that is causing the client to display pink/purple screens after patching to 4.2.

Workaround

  • Go to the app settings and select clear data and then run the app again.
OR
  • Alternatively you can just delete and reinstall the app and that should resolve the issue.

Hearthstone WOG - Forbidden but not Forgotten

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Forbidden Flame



Some of the Forbidden Flame uses I can think of (saw in comments that it is mage?):
  1. Pyromancer - free 1 damage, similar to Circle of Healing
  2. Classes that cannot activate/kill your own minions easily
  3. Warrior - another way to activate your own minions e.g. Gromash Hellscream, Patron, Frothing Berserker, enrage minions
  4. Spelling enhancing minions - can activate or kill minions. Imagine with Malygos.
  5. Mage - free fireball with Antonidas. Free 2 damage with Flamewaker
However, some general consensus is that mage spells are much better than Forbidden Flame but it is more flexible.

Forbidden Shaping



  1. Help smooth out your mana curve
  2. Late minions can be game changing esp. at 8 or 9 mana.

Hearthstone WOG Update

Hearthstone Legendary

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Guess what I unpack this week? One step closer to completing Control Warrior.


Fleeing the Complex Hints

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I was playing Stick War: Legacy when I came across this game on PC or Mac.

Well, I got all the Henry the Stickman Fleeing the Complex achievements.

The walkthrough is here
http://henrystickmin.wikia.com/wiki/List_of_Medals

But, drop me a comment if you want to know specific screenshots. Not so straight-forward even with the walkthrough.




Hearthstone Nerfs Apr 2016

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Total of 12 cards are being nerfed.
  • Druid - 3 cards
  • Silence/Removal - 4 cards
  • Powerful neutral minions - 5 cards.

Druid

  1. AOL - draw down from 2 cards to 1 card.
  2. FON - no charge. Cost down from 6 to 5 and treants remain.
  3. Keeper - health down from 4 to 2.




Silence & Removal

  1. IBO - cost up from 2 to 3.
  2. BGH - cost up from 3 to 5.
  3. Hunter's Mark - cost up from 0 to 1.
  4. Blade Flurry - cost up from 2 to 4 and damage only minions.





Powerful Neutral Minions


  1. Knife Juggler - attack down from 3 to 2.
  2. Leper Gnome - attack down from 2 to 1.
  3. Arcane Golem - no charge. Health up from 2 to 4.
  4. Molten Giant - cost up from 20 to 25.
  5. Master of Disguise - stealth until next turn.






Btw, almost 2K comments on Hearthstone Battlenet and growing. Lol.

Hearthstone WOG Twin Emperor Vek'lor OP

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Just had my first taste of WOG in order to get the free packs. I used aggro warrior to get the 2 wins and 7 wins.

Winrate was not too bad until I met up with warrior with a +10 armor minion if C'Thun has at least 10 attack and he used it with Bran so +20. Fine, his anti-aggro strategy works. Priest, Druid and Hunter were pretty bad match-up too.

Wait until you meet the Druid with Twin Emperor Vek'lor. But before even that card, the Druid was buffing his C'Thun all the way but as an aggro, I knew I needed to finish him off perhaps about turn 7. Then he played taunts after taunts. Also removals.



A few WOG cards that left me with a particularly deep impression. I find 2 effects with a decent body to be ridiculously broken e.g. taunt + buff C'Thun.
  1. Twin Emperor Vek'lor (7 mana) (2 x 4/6 taunts) - The new Dr 7 or Emperor 7 rather.
  2. Dark Arakkoa (6 mana) - 2 effects! Taunt + buff C'Thun. What's more, a common card!
  3. Cazed Worshipper (5 mana) - Taunt + buff C'Thun again. At least it's an epic.
  4. Fandral Staghelm (4 mana) - decent body but the combine both effect is out of this world
  5. C'Thun's Chosen (4 mana) - 2 effects! Divine shield + buff C'Thun. Common...
  6. Disciple of C'Thun (3 mana) - 2 damage + buff C'Thun, wtf. Combine with Bran for extra results...
  7. Twilight Elder (3 mana) - Soft taunt as it buffs C'Thun every turn. Common again.
  8. Beckoner of Evil (2 mana) - decent body + buff C'Thun. Common.
It's like you want to ignore those C'Thun buffing minions and try to go for face to end the game before turn 10. Then 5, 6, 7 the taunts started to appear, sometimes Druid's taunts. What's worse if it was combined with Bran and the effect was doubled. My friend Markos even showed me how it was done with a Druid's +2 mana crystal that turn at turn 8 and end the game with a spectacular 36 damage clearing my board with Bran and killing me...

Who said Druid was nerfed.

All WOG cards.

Spartania: Casual Strategy Tips - Part 1

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I am playing Spartania: Casual Strategy and it is pretty fun. It is somewhat similar to CoC except it's more like a side-scrolling 3D attack/defence game. Emily Goldring did a super job of a very comprehensive Spartania: Casual Strategy Review so I will not cover that here.

This is my current defence and it is very effective against the barbarian's attacks. So far, I have been breached perhaps fewer than 5 times (usually 2 levels higher) by the barbarians and no player has ever been successful yet.



I tried to find strategy and tips online but I was in vain. So, I am here to help you. If I have the chance to restart again, I may play differently especially after reviewing the lowest level top 50 player GodIsAlive/JesusIsKing (currently level 32 / rank 26) and also Xinot20002645 who has just overtaken MisterE to be No. 1.

My initial strategy was to build a solid defence so that I can get ambrosia by successfully defending the barbarians' attacks. Since I need 1300 ambrosia for the next builder, I cannot wait passively to collect 2 ambrosia bottles that randomly appear on top of the commander's tent. I noticed that I only get attacked by the barbarians when I am online at the defensive screen. So, I actively stayed on the defensive troop's screen as often and as long as possible to increase my chances of being attacked by barbarians. After the second builder, everybody is even game as you cannot recruit anymore.

Defensive Tips

  1. Ambrosia - Why am I stating this as number 1? You need the second builder as soon as possible unless you are willing to pay. Collect your daily gift. Build a solid defence against barbarians and players. Stay at the defensive troop screen as often and as long as you can to collect your winnngs. You will constantly need food to replace your troops. Don't worry, this game favors the attacker.
  2. Line of Defence - it is NOT the slanted up 45 degrees 3D first row visually. This IS VERY IMPORTANT. It is actually the vertical line. I observed the archers/range or melee units will approach/attack the nearest structure/building nearest to it from the vertical line. Try to arrange your ranged building/units as vertically as you can in order to have all of them focus-fire on the melee units.
  3. Defensive Buildings - I believe you would have known this already. Prioritize to get and upgrade the defensive buildings (archer towers/catapults) to the maximum for the level you are in as soon as you can. Why? Defensive buildings have higher AoE and pin-point damage and health than your units especially early stages. Even at late stages, archer towers (1.7K hp) will take forever for the archers to take them down and also devastating pin-point damage. The catapults will still out-perform/out-live your magicians. Also, it does not cost food to replace when destroyed, unlike units. Only shortfall is out-ranged by archers and cannot move forward which can be a pro. Units move forward and get killed by focus-fire.
  4. Resource Buildings - I place them in front of my archer towers as defensive buildings. You can argue that I need to protect my resources and people can surrender after raiding your resources. What good is it if you are completely overrun and lose half of your resources anyway. I observed the computer AI barbarians using another player's troops is perfect at deploying units. If you do not have the resource buildings to screw up their timing, the AI will be perfect at decimating your units every time. It's archers will take down your towers and catapults with their superior range. Then it's melee will meet your troops with the range plummeting you from behind. Just like what you do offensely, except perfection no matter the distance. They will overrun you once your defensive buildings are down. The resource buildings will screw up their timing and funnel their melee to be killed by your static defences and range. Your units will finally rush out to kill their magicians and archers. Which bring to my next point of building, troop or unit placement.
  5. Building, Troop or Unit Placement - My initial placement was melee in front and range behind. I noticed that there was no focus-fire or cohesion when the barbarians attacked. Melee walked forward and get picked off by their archers' focus-fire and my range arrive too late. After lots of experiments, I found the optimum placement. Resource builidngs, archer towers, catapults, magicians, archers, tanks, horseman (yet to get the other units yet) vertically. With this kind of placement, quality fewer troops with focus-fire and cohesion can overcome a force of superior numbers. Of course, humans like you and I can overcome with superior archers to take down the static defences and magicians, then follow up by magicians, tanks, commander and horses which I will cover in part 2 of my offensive tips.
  6. Resource - Not too sure this is coincidental or programmed (or paranoid)? Whenever I have high resources stored especially gold, I am almost always attacked by barbarians of same or higher levels. So, I always flush my resources upgrading and only attack when I need them. This is also protection against real players anyway. So far this is my observation.
  7. Upgrade - Try to avoid breaks in your upgrades so let those long haul upgrades go overnight while you sleep.
Stay tuned for the Part 2 - Offensive Tips.

Spartania: Casual Strategy - Maintenance

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Announcement

***IMPORTANT NOTICE***
Hello Fellow Spartans!
Because of an unexpected server error, some of you may have lost a few hours of progress... Our servers are currently offline in order to prepare them to prevent such issues from happening. We understand and are truly sorry for the trouble and frustration, and as an apology every user that was affected by this has received 1000 Ambrosia bottles.

We're working hard to avoid such errors in the future, and we thank you for your patience and understanding. Good luck, Commanders!

Spartania: Casual Strategy - Server Up

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Announcement

We are pleased to inform you that the servers are back up and running, and we've added some extra security measures to avoid such incidents in the future! We'd like to remind you that you can always contact us at contact@spartonix.com if you ever need our help with anything involving Spartania!

Spartania: Casual Strategy Guide & Tips - Part 2

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Spartania Offensive Strategy/Tips

If I have the chance to buy ambrosia and replay Spartania: Casual Strategy all over again, I would have done it differently. I did mention that in my previous post after reviewing the lowest level top 50 player GodIsAlive/JesusIsKing (currently level 32 / rank 26) and also Xinot20002645 who has just overtaken MisterE to be No. 1.
Update: I will review Dennsimus and pablomat who are very successful at low levels right now since the game rules has changed a bit.

Firstly, I would have spent some money to get the 2nd builder immediately. No commission for that, but kind of save you a lot of heartache, trouble and time to get that 2nd builder.

Secondly, this game favors the aggressor or attacker which I would have devoted all or most of my resources to my offensive upgrades. Why? E.g. If you pour in 3/4 of your resources to offense, you can defeat an opponent who put in 1/2 of his resources in defence, simple Maths. Of course you can argue about good defensive formation and bad offensive troop release but if the gap is too wide, you will be overrun. Also, you can get back your resources quickly by looting barbarians/players. Contrary, getting them organically from gold mines and food producers takes forever.

Let us take a look at Dennisimus offense who has reached top 50 at an impressive of only level 41.





Spectacular, but nothing special about it. Maximum level 20 (now raised to max 30) troops which is expected since he is in the top 50. However, an observation is that there are about 3 rows of archers since they are capable of taking down static defenses at long range at a safe distance. Archers at level 20 can be devastating which I would call for a nerf against buildings. Similar to other top 50 low level players like Xinot20002645 (I suspect maybe bots since there are quite a number of them with same prefix) as well. What is surprising and common is that there is no horse (could be take long time to upgrade and dies easily).

Let's take a look at the defence.





I have visited the rest of the top 50 low level players like pablomat and GodIsAlive/JesusIsKing. They have one thing in common. With the exception of Castle and static defences, the rest of the buildings are at low levels or level 1! Some do not even have gold mines at all! But all this makes sense since they need the upgrades in offense and looting barbarians of same or lower levels with super offensive upgrades will have no or minimal loses. Hypothetically, if you always stay on the offensive screen, you can never get attacked by barbarians. However without defence, you are unable to get ambrosia bottles to speed up your upgrades.

Offensive Strategy/Tips


  1. 2nd Builder - Get the second builder immediately
  2. Offensive Upgrades - Prioritize and speed up your upgrades in offense, especially tanks.
  3. Troop Release - My release. The trick is to spread out the damage without dying. I have not got the elephant yet so will update later.
  • Archers
  • Magicians (I have seen high level players releasing magicians first)
  • Tanks (1-by-1 spaced a distant apart)
  • Commander (spaced a distant apart from the last tank)
  • Horses (after or just before commander dies, or their last catapult or magician)
  1. Arena - I do not find them enticing now, since I am only level 34. Perhaps level 40. Also entrance needs gold and no ambrosia bottles for winning. Looting barbarians achieve the resources and defending barbarians get ambrosia bottles to speed up upgrades.
  2. Revenge - Do not willy-nilly get your troops killed. Scout them and only attack them when they have been overrun by barbarians and waiting for the reinforcement. They have 6 mins and usually I will not spend the ambrosia bottles to reinforce immediately. So scout them whenever you are free. Make them paranoid after attacking you.
Just for the record, it is an honor for Marketing Manager Kfir of Spartonix, makers of Spartania to visit our blog. I will reply to them soon.
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