cryptozoic's posterous

Archaeology 101

December 15, 2010

With our first shipment of Worldbreaker, the new set for the World of Warcraft TCG, comes new Cataclysm-themed recipes for the crafting program. In the past, players have had to collect different materials across a multitude of sets in order to craft a specific card. Starting with Worldbreaker and moving forward, players will only need to collect a stack of a single material to craft gear from the new recipes. For Worldbreaker, that material is the Tol'vir Archaeology Fragment. 

Tolvirfragment

Now you're guaranteed enough materials to craft an item with each booster box you open. Twenty-four packs, twenty-four fragments! Mail us your mats, or bring your fragments to a Darkmoon Faire and we'll craft any one of the three cards below.

1_crawlingclaw
2_scimitarofthesirocco
3_staffofammunae

Head to http://www.wowtcg.com/crafting to get your crafting form and see our other recipes. Our master crafters can't wait to level up our skills, so send us your materials asap! 

                                                            

Darkmoon Faire Orlando Player Packet is Live; NACC Date and Location

December 9, 2010

Silas Darkmoon, Sayge, and the rest of the Darkmoon Faire crew have packed up the tents and are taking the holiday off to spend time with family-- or play Cataclysm. One of the two.

That merry band will return in February as we head to sunny Orlando, FL for the first Darkmoon Faire of 2011, February 4-6. It's Core Constructed, and we expect to see lots of Goblins and Worgen from Worldbreaker, releasing December 14th. You can see the Orlando player packet here.

We also moved the date for the North American Continental Championship. The previous venue double-booked the room, so we moved to the Paris Hotel and Casino and will hold the NACC on June 16-19. This date is a big improvement as well; it's much better for students and our community. Nobody really wanted to test for the DMF and study for finals. We certainly would not want your poor marks on our collective heads. We'll have a schedule and hotel group rate in the future. Just know that the NACC is open to everyone and anybody is free to attend one Continental Championship. 

                                                            

Freedom From Gluttony

December 7, 2010

Recently, I got to spend a Sunday attending DMF Los Angeles, the first competitive event that used Worldbreaker. I love watching players enjoy new cards; each card set exists as this abstract Excel file for so long that I often forget the cards will turn into something real one day. Watching people have fun with the end result is the best part of my job (besides hearing Ben Cichoski quietly sing along to whatever pop song is coming through his Pandora feed).

Thekeytofreedom

I got a lot of positive feedback about the set from both familiar faces and new players, or at least new to me. Even factoring in some leeway (someone has to be pretty angry to go up to a stranger and tell them they think their work sucks), the conversations I had were overwhelmingly positive. Goblin, Worgens, Stash, Dragons—people were talking about how much they enjoyed these mechanics in Limited and how they couldn’t wait to start building around a couple of choice cards in Constructed. However, there was one bit of negative feedback I heard a few times: “Why are all the quests so bad?”

This was no accident—the quests in Worldbreaker were intentionally scaled back. While a couple of the quests that are tied to themes of the set are of a comparable power level to quests of years past, the power of the generic ones has been pushed down. Why do this? After all, most players can digest power creep more easily than they can the opposite, and prior to Worldbreaker, our quests had been ramping up in power level.

There are numerous reasons why we wanted to scale down. In short, we feel the game is too consistent, too extreme in play patterns, and just less fun overall with quests at their previous power levels. Quests were also responsible for who won and lost in more games than we liked. We want the game to be about your class and faction—the cards you’re actually casting—determining the winner, not the fluidity of the generic card draw. At first blush, this sounds like a strange argument. After all, everyone can play the same quests, so isn’t it balanced? But after much time spent observing and playing with Worldbreaker-style quests, I can assure you the new era of quests creates a significantly better play experience.

Let’s look at Innervate. Back in the day, Innervate saw a lot of top level play. This is because it drew cards at a far superior rate to the quests that were available at the time. Now compare Innervate to Rise and Be Recognized. Both convert one card into three (either three cards drawn, or resource+ two cards), and this is without factoring in things that reward you for quests, like Mounts or Green Dragonkin. One is a class-specific rare, a named ability that saw plenty of play in its time, and now it’s probably worse than a generic common that isn’t even especially good as far as quests go. This is why I chuckle every time I read a forum post that complains that “class X doesn’t have card drawing.” But this isn’t really about Innervate, or Life Tap, or any other old class-specific card drawing that has gone the way of the dodo. Really efficient generic card drawing from quests has all sorts of insidious effects on the game.

Quest Screw

Drawing up hands with no quests feels bad. Rowing face down often feels like losing, especially when your opponent is playing a bunch of quests. In the world of The Key to Freedom, this isn’t actually the case. Yes, it’s generally important to draw quests (or some form of card advantage) at some point in the game, but since your opponent won’t be questing until much later in the game, you have time to find your quests before the disadvantage becomes overwhelming.

However, when A Question of Gluttony and friends are the baseline, you actually are losing when you don’t draw quests right away. These quests are so good that they enhance, rather than detract from, the fluidity of your draw. They also have the habit of finding more copies of themselves, causing this effect to snowball. Quests were originally intended to grease the wheels and give players easy decisions when rowing early in the game, but they have evolved to a point where players are winning and losing a significant number of games based on the number of quests they draw early in the game, which is not where we want the pressure of the game to be placed.

Trait Map

Just about everything in the game engine is traited to one or more classes. If your class can’t do something, generic options exist to help with the problem, though they will do it at a much worse rate than the classes that do those things well. If you want to blow up some gear, play Warrior. If you want to play another class but you still want to blow up gear, maybe there’s an ally that can help, though it should be worse at this task than the Warrior abilities are.

Card drawing is another thing that’s traited in various ways to classes, but our best quests just dwarf the rate of all but the very best class-specific card draw. This is the opposite of the way it should be, and we would like to get back to the point where the Innervates of the world feel like cards special to their class, in the same way great dispel effects are to Priest or readying allies is to Shaman.

Consistency

Simply, there is such a thing as too much consistency. The WoW TCG already has so many things woven into the game engine to ensure consistency (you can always place a resource each turn, every resource can be used to play every card, the mulligan rule, and so on) that too often, things play out too similarly from game to game. This is one reason that some matchups in WoW approach 85/15 or 90/10 type percentages. While we think it’s desirable for people to play their cards each game, we don’t think it’s desirable for them to play the exact same cards in the exact same order each game.

Mid-Range Cards

Back in the day, plenty of mid-range cards found their way into Constructed decks. As time has gone on, decks have become more extreme, generally playing only cheap threats or expensive cards that win the game outright or come close to it. I believe the improvement to quests is a large part of why this is the case. Mid-range cards represent a huge tempo disadvantage when met with a cheaper reactive card; this tempo loss is crushing when your opponent can use the “difference” in resources spent to draw cards.

Imagine the following situation: It is turn six, and you want to play Thrall against a Mage player who has six resources up. You are worried about Nether Fracture interrupting your Thrall. Now let’s see what happens with two different sets of quests for you and your opponent. In one variation of this scenario, both of you are playing nothing but unlimited copies of “1: Draw a card” as your quests. In another, both of you have nothing but unlimited The Key to Freedom.

So, first of all, what are the odds that your opponent has the Nether Fracture? In the first scenario, it’s almost automatic, assuming he’s found spots in his curve to complete a couple 1-cost quests. In the other one, the odds are much lower. Then, there is the issue of consequences. In the first scenario, the tempo loss if your Thrall is interrupted is devastating. You’ve spent your entire turn doing nothing, and your opponent will be able to draw three cards with his remaining three resources. Here, it’s best to just use your resources drawing cards, assuming you have some late-game close-out in your deck that can’t be answered by something like Nether Fracture. This is compounded by the fact that the efficient quests make it easy to draw your win condition and easy to make all of your resource drops. In the second example, your opponent can’t follow up with any card drawing off his quests, so even if he does have the Nether Fracture (and again, the odds are much lower), he isn’t spending the remaining resources efficiently unless he has another card to follow up with in his hand.

These dynamics result in decks moving in one of two directions—either kill your opponents before they can make use of their quests, or play a win condition that circumvents any sort of removal (master heroes are the best example of this). Top level Constructed decks have been moving in this direction for a while now, even if players would never cite quests as the reason this has been the case. We would like our mid-range cards to have a home in top level Constructed alongside our Offender Goras and Illidans, but exceptional quests do a lot to prevent this from happening.

Game Duration/Complexity

Playing a 15-turn game where both players have full hands and make all their resource drops the entire time until someone plays a lockout is not fun for 99+ percent of people. Not only that, these games cause matches to go well into time at sanctioned tournaments, which is also the opposite of fun for everyone involved.

What should matter?

It would be one thing if quests were adding a lot of depth to the deck building process, but they don’t. You want to play roughly 10-18 of them, and it’s pretty easy to identify the good ones. Most players don’t really want to think about it, and new good quests only generate excitement for the most serious of players. This is especially true since they are purely generic cards. I guess there’s some fun if you’re the first person to figure out A Question of Gluttony is good, but once everyone has that information and there are four copies in every deck, what good is the card doing?

We have the option of living in two worlds. In the first, what matters is drawing cards at a slightly better rate than your opponent, playing an incrementally more efficient attrition game, and getting to your end game a half-turn faster. Or we can live in a world where the text boxes on the cards you are playing are what determine the outcome of games. We in R&D feel the game has been veering too far in the first direction for too long, and we want to slide it much closer to the second.

We know some people will be upset with the nerfing of quests. Keep in mind that we will still be making some good ones, but for a reason—a theme of a set, a cycle of class quests, and so on. But the era of A Question of Gluttony and its ilk is a thing of the past. The full effect won’t be felt for a few years in Core, and never in Classic, but please keep a few things in mind. First, since quests are generic, everyone is impacted by this exactly the same way. And two, we in R&D been playing in this “new world” for a while now, and the game is significantly more fun this way. While the transition may take some getting used to, we firmly believe it’s in the best interest of the game to ratchet the quests down from where they have been the last few years.

-Patrick Sullivan
Lead Developer, World of Warcraft TCG

 

                                                            

Live Coverage of Darkmoon Faire Los Angeles

December 4, 2010

The Darkmoon Faire in Los Angeles is going on now! Head on over to our official coverage page to check out all of the action, excitement, and Worldbreaker that this weekend has to offer!

 

 

                                                            

Take Flight at Darkmoon Faire Los Angeles

December 3, 2010

Onyxia, Ragnaros, Magtheridon, Illidan, Kel'thuzad-- you've faced them all, and down they went.

Celebration. Loots were collected, and you went on to your next adventure. While you likely took on those raids with two or three of your best friends, this one you must go alone.

At Darkmoon Faire Los Angeles, we're bringing in perhaps the mightiest being in all of Azeroth to duel the World of Warcraft TCG fans. One of our volunteers crafted her very own Alexstrasza costume. Not only will you duel the Life-Binder in combat, we armed her with a custom Alexstraza deck loaded with cards made just for her and the Master Hero featured in Worldbreaker, the brand new set featuring Cataclysm content.

Alexstraza

She's a dragon aspect. We never said things were going to be completely fair, but you aren't the type to back down from a challenge. Are you?

Don't worry. She doesn't bite. A mere mortal wouldn't be worth the energy. Face her army of red dragons this weekend at the Darkmoon Faire and win immorality-- that immorality a picture with our Alexstrasza and your name on our list of dragonslayers forever. 

                                                            

Worldbreaker Previews - In Her House She Waits Dreaming

December 3, 2010

Good day fellow World of Warcraft TCG players! And what a day it should promise to be, as we are to the end of the Worldbreaker preview cards. We’ve seen some really potent stuff to date, but as usual we’ve saved the best for last; the Master Heroes. Before I get into them however, I’d like to detour to some new twists on the old mechanic of dual class abilities.

We’ve had two blocks with dual class abilities, with Drums of War block giving us commons and Scourgewar block giving us uncommons. Now, starting with Worldbreaker, we’re going straight up the rarity chain all the way to epic. Let’s see what purple can do for us!

 

Avatar-of-the-wild

 

Ever since 6th grade math with Mrs. Pankowski, I’ve loved solving for X. This ability is incredibly flexible, and that’s clearly its greatest strength. It’s a late game finisher, it’s an early game removal spell, and it’s a mid game pressure applier. It fits perfectly into the Druid resource acceleration game plan, as even a master hero can’t waltz onto the board and immediately do 9 to 11 points of damage. And if you can ready the token, say, with Quickstrider Moccasins, that’s a boatload of damage. Who cares about lions and bears when this tiger could be the only ally you need?

Hunter has longed for a replacement for Aimed Shot, and this could well be it. That mid to late game reach that it used to be famous for on the back of cards like Fury kept it relevant on the tournament scene for some time. When you’re staring down the possibility that a huge token could come flying out of your opponent’s hand to crush you if you let your guard down, you’re going to have to play differently. That caution could allow the hunter to do other things in the meantime, waiting for the perfect opportunity to solve for X and win in one fell swoop.

 

Vigil-of-the-light

 

This card breaks one of the fundamental rules we’ve been accustomed to seeing on most other cards of its ilk; it doesn’t care about how many resources you have in play. While it does have the drawback of sitting in play attached to its target, I’m sure you won’t mind too much as the ally it’s attached to is healed to full every turn. And yes, that’s every turn, not just your own! Seems fair, doesn’t it?

Not like we needed another reason to love Darkness Calling and other similar quests, but this ability sure sends us back into the card vaults looking for ways to load up our graveyards with big fat allies. This card may be the direction the older Highlord Tirion Fordring decks go in the future. Especially in a limited format, being able to bring back your biggest ally directly into play and then have that ally slowly eat the opposing team thanks to continual healing is incredibly powerful. I’m pretty comfortable with this being epic!

And now, for the moment you’ve all been waiting for/scrolled down past walls of text to see! I present to you Ysera and Alexstrasza in all of their aspectful…ness…y... glory!

 

Ysera

 

Let’s start with the Dreamer. As befitting a dragon she’s got a huge maximum health total, and of course some of that static ATK we’re used to seeing on master heroes. She also comes with Mend 3, which is a fine way to keep yourself in the game for an incredibly long time, and some extra card draw to make up for the fact that you may not have that many quests around when she shows up. Oh, and remember that running theme throughout the Green Dragonflight cards we’ve seen so far, all that stuff that makes them care about face down resources? Yeah, about that. With a resource row full of face down cards, you’re looking at a turn 10 Ysera; with any kind of extra help, you could be dreaming your way to victory as soon as turn 6 or 7!

 

You’ll also notice that she has no class restrictions, so we can use her in whatever deck we like with whatever reputation we want to pair with her. Want to be druid with cards like Utopia? Done. How about warrior with Anger Management? Sure thing! Maybe even rogue with Vigor and Bloodsea Brigand’s Vest? There are a lot of ways to generate extra face down resources, and I’m sure there’s a competitive deck out there that capitalizes on them with a card like Ysera to cap off the acceleration.

 

Alexstrasza

 

Well well, what do have we here? A master hero that may fit in a more aggressive deck? Be still, my heart! The Life-Binder has incredible power over lesser mortals and thrives as they do, as her text demonstrates. With her own hefty Assault 5 she packs quite a punch herself, and she’ll be keeping your allies around to apply more and more damage despite most of your opponent’s best efforts to the contrary. She’s the gift that keeps on giving, and she makes sure that your allies keep on giving too.

 

Like Ysera, she has no deckbuilding restrictions, so feel free to use her however you’d like. You can go with hunter for access to pets and their larger stats, or you could go with druid for tokens and across-the-board pumpers like Gift of the Pious. She also synergizes incredibly well with assault allies, as they get artificially larger ATK values on your turn. Cards like Staff of Sinister Claws and Riveted Abomination Leggings work well with this idea, and may be enough to power out Alexstrasza well before turn 10.

 

With the Shattering upon us, I hope you’re as excited as I am to venture out into the new post-Cataclysm world. I’m really eager to see where the Core metagame goes with the rotation out of March of the Legion block, and I think we have a lot of really solid cards to start building off of in Worldbreaker. I know I’ll be brainstorming ways to abuse the two new master heroes. Until next time, have a happy holidays!

 

-Jim Fleckenstein

 

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Worldbreaker Previews - What Gorebelly Wants, Gorebelly Gets

December 3, 2010

Since when has Gorebelly, or all Arms Warriors for that matter, ever been much for words? I'll save you the introduction. Take a look at Juggernaut.

 

Juggernaut

 

When a Warrior wants to hit something, nothing else is going to get in its way.

When Gorebelly wants to hit something, everything gets out of the way and whatever gets charged is probably going to die.

Juggernaut is the Warrior equivalent to Squall Totem. While you can't use this ability as an instant trick to stall the opponent, you can still use it to temporarily clear the way of Nathanos Blightcaller and his blighthounds, a couple of spirit wolves created by a Feral Spirit, or even a couple of Weldon Barov's peasants. The exhaustion effect is impressive enough, but an added assault 3 lets your hero get in for some damage as well.

The assault on Juggernaut is particularly impressive since it gives this Arms talent some versatility. With Squall Totem, you were only going to stall the opposing board or exhaust everything for a quick win. With Juggernaut, it can act as a method of clearing the way for a win, but it can also serve as a very hard to answer form of removal for aggravating allies. With a Broderick Langforth in the graveyard, this is already capable of taking out annoying allies such as Myriam Starcaller.

Naturally, one of the first things I thought of when seeing Juggernaut was “strike-out”. This card fits perfectly into the Classic Constructed Arms Warrior Strike-Out decks with Rak Skyfury. The best part about Juggernaut is in its power to push through opposing players without the need for a weapon. With Kor'kron Vanguard, Broderick Langforth, and multiple Juggernauts, it's very possible to defeat an opposing hero with one or two quick swings even if you don't have a weapon in play. It wouldn't be surprising to see this easily integrated into the Kungen the Thunderer decks from the 2010 World Championship, such as the one Pat Eshgy ran to a successful finish.

Juggernaut is also great for Arms Warrior decks looking to take the equipment route to victory. One of the biggest problems with winning the game through Jin'rohk, The Great Apocalypse is fighting through the army of protectors that many of the ally decks can make. With Juggernaut, you can quickly remove protectors from the equation while also boosting the destructive power of your Jin'rohk. One Juggernaut and a successful Jin'rohk attack will get rid of six non-hero cards on the opponent's field, and that's not even counting any other weapon bonuses that are being applied.

While it's easy to sing the praises of the Horde Arms Warriors, what with Gorebelly being the unstoppable juggernaut in the art and everything, Juggernaut also shares some sweet synergies with Alliance cards. Draenei Arms Warriors can make use of Great Elekk to add some extra power to Juggernaut's assault damage. And, of course, everyone's favorite board sweeper Mikael the Blunt is the perfect ally to use with Juggernaut. You can use this Warrior talent to exhaust everything on the opponent's field, and then your Mikael the Blunt will hit everything when all of the opponent's heroes and allies ready on their next turn.

Worldbreaker will be charging its way into stores, similar to how Gorebelly charges into unsuspecting victims, on December 14th. The Darkmoon Faire in Los Angeles is tomorrow, and I hope to see you there!

Oh, and if you think this card is impressive, be sure to check out Jim Fleckenstein's previews today. They're pretty jaw-dropping awesome...but you should expect that from Master Heroes by now, right?

 

-Mike Rosenberg

 

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Life on the Road

December 2, 2010

Q: When is a game more than a game?

 

A: When you routinely travel around the world to compete with thousands of dollars on the line.

 

Unless you've been living under a rock, then you've probably noticed Cryptozoic recently announced their Organized Play schedule for 2010-11.

 

Here are some fun facts:

 

  • From February to November, there are 20 events scheduled in seven countries.

  • The NACC, EUCC, World Cup and World Championship will also have a Darkmoon Faire running on the side.

  • The World Championship and World Cup are set to give away a combined $350,000 (!) in prizes.

 

If reading that didn't raise your heart rate, then I've got news for you my friend. You might just be (un)dead.

 

 

Why would I—Can I—How do I—Play in these tournaments?

 

Why should I?

 

I get it. Hundreds of thousands dollars and loot cards for playing the World of Warcraft Trading Card Game doesn't interest you. Luckily, the tournament circuit offers more then the occasional Spectral Tiger.

 

There is the obvious appeal in traveling to strange and exotic lands. Pair that with meeting fellow card-flopping enthusiasts from around the world while testing your competitive merit and you have a recipe for one heck of a weekend getaway. Anyone who loves the Warcraft universe and/or trading card games will not be disappointed with making the journey to any of these events.

 

Can anyone play?

 

The majority of the tournaments scheduled through 2011 are open to anyone. Two are not.

 

Realm Championship (April)

 

If you're anything like me, then you love talking trash. It's one of the reasons to roll out of bed each day. Winning your Realm Championship is like winning the right to dunk on people in your respective realm at will for an entire year. The winner of each Realm will get their travel paid for to the World Championship in Amsterdam. In addition, each Realm Champion gets free entry into all high-level events ran by Cryptozoic for a year. In order to compete, you'll have to do well in Realm Qualifiers which will be held during the first three months of the new year leading up to the event.

 

World Championship (November)

 

This is for all the marbles, including a $50,000 first place check and the notoriety of being the World Champion for 2011. In order to qualify, you'll have to compete and do reasonably well in your Continental Championship. Realm Champions will also be invited. Should you whiff on those qualifications, Cryptozoic will have several alternate ways to get queued. Keep your eyes peeled for future announcements.

 

This year, I expect to see a lot of new faces while on my quest for Spectral Tigers. For many of you, this might be the first season where you pack up your bags and leave your city/state/country to play cards. For me, it started back in 2007 when March of Legion was the newest set and Myriam Starcaller was but a twinkle in R&D's eye.

 

 

(Not So) Humble Beginnings

 

The year was 2007. My favorite 80s franchises were getting remade on the big screen, social networking was all the rage and I was playing the World of Warcraft Trading Card Game heavily. It was a simpler time, really. Oh, how things have changed!

 

My interest in our Warcraft inspired trading card game grew after some local card-floppers made sure to harangue me at every passing moment. With the way in which they were pitching the card game, you would think they were sales consultants for Blizzard; they were very passionate about the game they played.

 

At any rate, I eventually gave the game a shot and, much like my experience with Las Vegas buffets, it quickly became a love affair.

 

Now here's what you have to keep in mind: the 2007 version of me was not the same as the 2010 version of me. You might even say I was an arrogant little...dude. See, at the end of '07 I had experienced some amount of successes with poker and other endeavors, and much of that had carried over to the new year. So when I heard about qualifiers for the inaugural Realm Championship, I figured I would one-shot it without any problem.

 

Lets just say my actual experience differed slightly. After finding out that our Omedus the Punisher Rush deck was a big pile of ugly, our group eventually got qualified through several repeated attempts in the Realm Qualifiers around the state.

 

Leading up to the Realm Championship, we spent a couple of weeks in hibernation preparation. Our "gauntlet" was highlighted by Laurent Pagorek's DMF Stuttgart winning Runetusk Discard deck and the popular Desecrator Stormclaw Rush deck.

 

Once the tournament rolled around, I hoped to Voidfire Wand my opponents to death while fellow card-flopper Tim Corzine went to battle with Form of the Serpent and Twig of the World Tree.

 

Tim was a local guy from my town in Oregon. We got together often to play cards - typically pilfering through his collection to make decks. As we would quickly become good friends and travel around the world together for the WoW TCG, we each experienced some amount of good fortune under the tournament lights.

 

Fast forward to round 8 of the Realm Championship. Both Tim and I were sitting at one loss a piece. I lost quickly after finding out that I was drawing dead to Ressa the Leper Queen's flip (I had no way to keep my Voidfire Wand in play). Tim on the other hand smashed his way through to the Top 8 in spectacular fashion.

 

The quarterfinals pitted Tim's Traitor druid against Yanna Dai'shalan, a token-themed swarm deck. After trading wins in the first two games, Tim was on the play for the deciding game.

 

Unbeknownst to our hometown hero, time was on the verge of being called as he used Twig of the World Tree to plow over an opposing ally and take his first damage. Just as Tim was writing down the change in life totals, the judge explained that time was called in the round.

 

As a spectator I leaned over and read Tim's hand: three copies of Wrath were sitting unused. Had Tim realized that there wasn't enough time to play out an entire game three, he could have domed his opponent for nine with his Wraths and easily advanced.

 

Sadly, it wasn't to be as his opponent was able to zap him with a pair of Moonfires to seal his fate.

 

Parlaying One Top 8 Into Many

 

I guess you could say our first foray into a mid-level WoW TCG tournament was fruitful. Tim did end up making the Top 8, which let him cash out for a few hundred bucks in loot.

 

The Darkmoon Faire made its way out to the northwest the month after our Realm Championship. Being that Seattle was only a five hour drive away, we once again got to work preparing for the event.

 

It was deja vu as I finished one match win away from the Top 8 while Tim shot through the field like a heat-seeking X-51 Nether-Rocket. This time he made it all the way to the finals before getting 2nd place.

 

From that point forward, Tim and I parlayed those winnings into future travel around the globe for the World of Warcraft Trading Card Game. While we haven't Top 8ed every tournament, we've each had success sprinkled throughout the last three years.

 

The next stop for Cryptozoic and the World of Warcraft Trading Card Game is Darkmoon Faire Los Angeles. From my new stomping grounds in Las Vegas, I plan to bring a group of 12 to the event. For many of them, its going to be their first high-level tournament.

 

For anyone still on the fence about going, consider this. Over the last few years I've done a serious amount of traveling to play this game. Sometimes I've done horribly at these events. Occasionally I've done well. But one thing remains the same from event to event— I've always had a great time.

 

-Phillip Martin

 

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Worldbreaker Previews - I Choose You!

December 2, 2010

Welcome back to another exciting preview for the Worldbreaker expansion. Today we analyze a new tool for the masters of shadow and flame, the Warlock class. This ability shows that a slight twist on an old card can change its usefulness and the amount of play it can see.

 

Summoning-portal

 

You see, a long time ago, a Mage ability called Portal was spoiled as one of the first powerful universal search cards back in the March of the Legion expansion. Unfortunately Portal did not see a lot of play, since Mages tended to not have the space for Portal in a deck packed with abilities and Illidan or Myriam Starcallers and every other good Alliance ally. However, Portal's time to shine may be now, thanks to its shift to a much more ally-based class: Warlock.

Search cards are extremely powerful for several reasons. First of all, playing a search card essentially gives you more copies of the card you want to look for. Assuming you are playing a full playset of Summoning Portals and a full playset of Hesrianas, you are essentially playing eight copies of the powerful demon ally! That is not going to be fun for the already powerful worgens!

There are other hidden benefits to Summoning Portal thanks to the new Stash mechanic of Worldbreaker. Summoning Portal can now search out cards that are good reources. Imagine you are playing with the new King Magni or Cairne, or even some of the new Dragonkin, and you have no quest to place for the turn and plenty of cards you know you'll need later in your hand. You can easily search up one of these Stash allies, and then place them as a resource and generate their virtual “immediate quest” abilities. As more powerful Stash allies are printed, this type of play can only increase in value.

The last main way to use search cards like Summoning Portal is to fill your deck with various “1 ofs” or “silver bullets” as they are typically referred to. A search card allows your ally suite to play double duty. For an example of this, take a look at th Zaritha decks based around the powerful search card Ancestral Awakening from Darkmoon Faire Antwerp. You will notice that while the core engine of the deck based around Adam Eternum and Crusade Engineer Spitzpatrick remained as a “four of” in the deck, the win conditions and silver bullets such as King Varian Wrynn, Weldon Barov, Pappy/Scrapper Ironbane, Iravar, and Collidus the Warp-Watcher were all cut down tremendously. Summoning Portal can be used in a similar way, but can have a potentially even greater effect. Since Warlocks are able to control opposing allies pretty well, especially with their own pets, you can focus your efforts on these silver bullets and win conditions.

There are a lot of potential silver bullets from each faction to search for with Summoning Portal. First, either side should look to include at least one copy of Rhuunom in their decks to fight off potential attachments, since you never know when you might run into opposing Devouring Plagues, Gift of the Earthmothers, or various opposing damage-over-time effects such as Death Knight diseases. For the Alliance, you can always fish out various members of the Ironbane clan, similar to the way they were used in the Zaritha deck. You can also search out the various Justicars from the Wrath of the Lich King block such as Justicar Broxlo Frostnuggle or Justicar Nordar Stonegrave in order to neuter opposing classes. It will also allow you to hit your key plays through various mid range allies such as Jaina, Lady of Theramore or Weldon Barov.

On the Horde side, their various “comes into play” triggered allies become even more sought after answers to opposing threats, and now allow you to play with less of them. The main difference in Race/Class combinations between the aforementioned Portal and Summoning Portal is that Orcs now have access to this effect, since there were no Orc Mages at the time Portal was printed. The Orcs based aggro-control deck gains a very powerful tool in hitting its most important plays during a turn that the deck didn't have many exciting plays on to begin with. It would not surprise me if this archetype started making a comeback, anchored by the power of its late game allies of Thrall, Warchief of the Horde and Garrosh Hellscream (the new Warchief of the Horde coincidently). Even if you do not go “all-in” on the Orc theme, having access to the powerful Blackfist clan orcs from the Drums of War set give you a lot of adaptability to varied metagames.

Finally, there are two powerful Scourge allies that can be assisted by Summoning Portal. In the fringe versions of the all-in Scourge aggro decks, you were forced to play with a full playset of Shade of Arugal to assist in the speed of getting him into play. Now you can just search him up when you're ready to trigger his Death Rattle, and you can also guarantee that you have Babaghanoosh the Grumpy to "go off" on your important turn. Sindragosa, the Frost Queen is the other powerful finisher that will be made stronger with Summoning Portal. If you are forced to play her as a resource early you can also be more assured of drawing her later as your win condition. I think Summoning Portal will be an important weapon in the Scourge arsenal.

As the metagame shifts in response to the release of Worldbreaker, Warlocks seem primed to jump to the forefront as the control deck of choice. I believe that Summoning Portal will be a major reason why.

See you all at the Worldbreaker release events in December!

 

-Scott Landis

 

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Worldbreaker Previews - Another round?

December 1, 2010

Worldbreaker has been the most anticipated set that I have seen since the game was launched back in 2006. This set is the first one worked on from start to finish by the Cryptozoic staff. Frankly, I'm stoked. So stoked, in fact, that the Cryptozoic guys are allowing me to show you a a new card today. Today's preview is somewhat normal to the class, but I can already see that this card will see plenty of play. Here's Breath of the Elements.

 

Breath-of-the-elements

 

Take a minute to read that again. It actually says "ready each ally you control"! Before Breath of the Elements, there were cards like Zugna, Windseer Apprentice, and Sepirion, where you would pay a resource when they became exhausted or when they attacked so that you could ready them. These cards were good at attacking multiple times. With Breath of the Elements, however, the Shaman can attack with each of his allies, and then ready them all up to finish opponents off.

The first and most obvious use of this card is to ready your allies for a second assault on the opposing hero, but you can also use it to maximize damage in a race situation. Picture this scenario: your opponent has a few allies in play and so do you. You send all of your allies into the opposing hero, and then use Breath of the Elements and trade your allies with your opponent's allies. The little added damage can be the amount needed later on to destroy the opposing hero. Another possibility in a race would be to attack them with you allies, and then use Breath of the Elements to ready up and attack them again. This damaging turn can significantly change the damage on their hero, which will change how the opponent plays against you after that turn. Having cards like this in your deck can quickly shift the tide of the game.

The most obvious deck this card fits into is the current Ringleader Kuma decks. While there are many different decklists that exist, the one that aims to defeat opponents on turn five or six will benefit from this the most because it acts like a second hero flip. The all-in version of Kuma was lacking in ways to win when the opponent held a way to deal with the hero flip damage for the turn. An activation from Eye of the Storm, or a key Squall Totem could have the Kuma player losing their big attack and most of their allies very quickly. However, Breath of the Elements allows the Kuma player to attack with his allies while also having a back-up second huge attack sitting on their hand. At five resources, this card beats out many of the most powerful abilities in the game that harm the Kuma deck such as Army of the Dead, Invoke the Nether, Gathering of Wits, and Burgle. The kuma player can attack all out, in hopes of finishing his/her opponent off before those amazing board sweepers take the game away.

The new Shaman ability also has some interesting uses to get around annoying card effects. When opponents hold Mikeal the Blunt to do the most damage possible, you now have a response to them playing the two drop Hunter: by readying your team! With your allies ready, Mikeal will be a simple 2/2 ally begging to get smacked by one of your larger allies on the next turn. Another situation like this is when the opponent plays Johnny Rotten, you can ready your allies in response so that they don't take damage. This card also allows the Shaman player to clear protectors out of the way, and it allows you to charge past Weldon Barov's peasant tokens.

The coolest and possibly most overlooked interaction of this card will be with the new totems. New totems are being changed to ability-ally cards which means that now they are affected by abilities that do not target allies. Card such as Fusion Totem, which required Shamans to exhaust their totems for a special effect, can now take advantage of your totem's getting readied by Breath of the Elements. The most exciting play will be smashing the opponent's hero for 20 with Tidal Mastery. You can exhaust your four totems for ten damage, and then use Breath of the Elements to hit the opponent again!

Breath of the elements will certainly be a card to look out for in the upcoming sealed and constructed tournaments. I'm glad that my lightning-wielding friends and I will have another great card to be building decks around!

 

-Corey Burkhart

 

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