Contact Us

Use the form on the right to contact us over email.

If you want to contact us over other means of media, you can find all the relevant links here.



123 Street Avenue, City Town, 99999

(123) 555-6789


You can set your address, phone number, email and site description in the settings tab.
Link to read me page with more information.


With great insight Team Metaminds delivers you unique, knowledgeable and amazing guides, decklists, discussion posts and more that you'll certainly determine to be helpful for your Hearthstone experience.


Filtering by Tag: NeonPix

N'Zoth the Corruptor - Minions Die Another Day

Darius Matuschak

by NeonPix

The latest offering from Blizzard is another tentacle-thrashing Legendary in the form of N'Zoth the Corruptor (Or N'Zoth for short). N'Zoth reads; “Battlecry: Summon your Deathrattle Minions that died this game”.

            Now, I saw this and got over-excited (As I am prone to doing, spoiler season does some straaange things to me). Cogs began whirring until I realised that a LOT of the good Deathrattle minions go out of rotation as Whispers of the Old Gods hits in the Spring. Piloted Shredder, Boom Bots, and Sludge Belcher all go bye bye as WOTOG is ushered in. As we do here at Team MetaMinds, let's see what kind of impact N'Zoth will have on the new standard format, and what it's interactions are.

            Looking at the card in a purely one-dimensional fashion, he's (It's?) a Kel'Thuzad with tentacles. A ten-mana 5/7. Nothing spectacular, right? It's not until you take him out of his perspex box and look at it in rose-tinted spectacles that you realise it's a pseudo Mysterious Challenger. Before you don your helmet and destroy your Caps Lock, give me a chance to explain. N'Zoth can resurrect problems, and big ones at that. It's possible to create a stupendously sticky board that is practically impossible to deal with.

            Imagine the scene; It's late game, and you top N'Zoth. Let's draw upon those Challenger comparisons. You play Mysterious N'Zoth. And rather than spawn either nothing (After opening relevant secrets) or a slew of secrets that shut the game out, you spawn something like this;

            A 5/5 body that steals an opponent's minion upon being destroyed, a 4/5 body that spawns another 4/5 body when destroyed, a 4/4 Body that gives another “Secret” +3/+3 upon destruction, a 2/3 body that summons a 2/1, a 2/1 that draws a card, a 2/2 that gives everything +1/+1 upon death, or a 1/1 that hits everything for 1 damage when he gets smushed. And that's not even covering the class specifics.


            So Challenger gives you a 6/6 turn 6 with a plethora of options, but as a trade-off you have to play seven 1-mana spells that are dead draws effectively, rather than pro-active minions that can fight for the board independently. Yes, the argument could be made that Secret Paladin is amazing because of the curve available to Paladins, but we are in spoiler season, let a man dream!!

            The neutral minions listed above come together to form a board with multiple layers that are hard to undo. Not impossible, but super sticky. N'Zoth as a card can generate some serious card advantage through nothing but a battlecry and forces huge expenditure from the opponent to clear or poses an option to throw caution to the wind and get face damage in or clear favourably on their end what is effectively a 3-layered wall which regenerates advantage through Loot Hoarders, Sylvanas Windrunner and Cairne Bloodhoof.

            Popping a pin in the neutrals for a moment, let's consider the impact of class specific minions that could add to this line of play. The first card that jumps to mind is Tirion Fordring. N'Zoth can summon all of the above, including a Tirion Fordring offering an extra layer of protection and perhaps filling the void left by Belcher in N'Zoth's arsenal. A 6/6 Divine Shield Taunt that gives you a 5/3 Ashbringer upon death? Sign me up!


            Rhonin is a Mage Specific rattler that provides a 7/7 body and 3 Arcane Missiles upon death. Which potentially opens the door to Malygos plays.


            From here we look at Savannah Highmane. A 6/5 that summons 2 2/2s upon death. This isn't a legendary minion, so N'Zoth can summon TWO of these guys.


            Rogue can spawn us two Tomb Pillager, a 5/4 body that gives us a coin upon death.


            Mentioning Rogue, it has one of the more intricate plays N'Zoth offers. One would come to the conclusion that if a Deathrattle minion died more than once in a game, N'Zoth would summon more than one copy. This opens the floodgates to a potential board full of Anub'Arak, which summons a board full of Nerubians and an infinite supply of the creepy spider dude.


            Finally, we look at Dreadsteed. Arguably easier to execute, N'Zoth could fill your board with six 1/1 minions offering infinite trades each turn whilst getting digs in with the body of N'Zoth.


            In conclusion, N'Zoth is perhaps a bridge too far for even the most ardent innovators out there. The tools are there, by all means, but the process that the deck has to go through to get to a point where N'Zoth is a game-ender is a long one, and the game may be lost more often than won on the way to successfully casting this ten-mana win condition.

Call of C'Thun - An in-depth analysis of the upcoming archetype

Darius Matuschak

by NeonPix, feat. Darius

Picture the scene; 80,000 Hearthstone fans (MrDestructoid) are sitting in chat, proclaiming Naxx is out and spamming trumpWhat and forsenW eagerly awaiting the Americas Winter Championships to begin. After a ten minute countdown and a gratuitous helping of Reynad roasting, we are thrown to the desk with Ben Brode and Wong Yoo and all is well. Until Mr Brode dons a cape that wouldn't be out of place in a showing of “Hot Fuzz” (Ten points for Gryffindor if you get the reference). The lights dim, and Brode's already booming voice becomes even more sinister to a point where you would believe you were listening to Brian Blessed (That's my last British culture reference, I promise). 

We are then shown the cinematic for Whispers of the Old Gods (Herein abbreviated to WOGS). From this cinematic, we learn that Hearthstone is about to become very dark. We are shown some (let's go with questionable) cards from the upcoming set in Polluted Hoarder, Corrupted Healbot and Validated Doomsayer. From there we are introduced to the first of the “Old Gods” in C'Thun.

C'Thun reads “Play this minion, cast Avenging Wrath for 0 mana”. And that's all well and good, Until we were introduced to the concept of the cultists that are trying to awaken this Old God.

These two Cultists are only the beginning for the C'thun (I want to say) archetype, and with two copies of these cards alone, pushes C'thun to 12/12. Not bad, but you know me by now, any greasy looking archetype can be expanded on. With the information available to us at the minute let's look at what we can do with each class to maximise the impact of C'thun! 

Let's assume that we only have this five card line to be going on with, this gives us 25 cards worth of wriggle room for each class to base around a deck dedicated to the big squid god of tentacles, and for the purpose of this article we will assume that we are looking towards the standard format. 



To build a base for these lists, we need to first look at the pool of cards available to us in the neutral setting. Those guys who sit on the fence between Gul'dan and Thrall whilst they have their lovers spats, rather than getting involved and sorting out the problems they chip in from the sidelines. Mercenaries for hire if you will. Or snakes. I prefer snakes. 

Abusive Sergeant 


The stats on the cultists above are impressive. Aggressively costed if you will. These minions are admissible floaters once used, but these base stat lines offer the opportunity to trade, and trade well. To capitalise on these already sturdy stats, Abusive Sergeant can buff them further to trade in a more favourable manner. 


Youthful Brewmaster and Ancient Brewmaster 

Show me a card with a battlecry that triggers and is integral to your strategy, and i'll show you a Pandaren ready to take advantage of that effect. The ability to re-use the battlecry of Beckoner of Evil will add both two attack and toughness to the eventual C'Thun and two damage to the Battlecry. Which can be reused by this duo of Pandaren bouncers. 


Faceless Manipulator 

Following on with the theme of taking advantage of triggers, Faceless Manipulator can be used in many ways too, the first being granting a third and fourth copy of Twilight Elder. That and the manipulator offers synergies with a certain ginger explorer that i'll get to eventually. 


Emperor Thaurissan 

Thaurissan will help cut the cost of a one-turn blitz of effects that reign down an inordinate amount of buffs for C'thun. Be it cutting the cost of Beckoners, or the cost of that red-headed explorer, it's possible to combo out buffs for days, thanks to Thaurissan's discounts. 


Brann Bronzebeard 

Brann has had a colossal impact on the game since release (Don't say I didn't warn you) and it looks to continue the trend with the advent of WOGS. Brann allows you to trigger Beckoner twice in one summon. That's a +4/+4 buff to C'Thun, that's without Brewmasters and Thaurissan discounts. Dependant on the board state and stability, the discounts from Thaurissan when combined with Brann could leave you with a truly massive one-eyed squid god that could cheese you a game in a one turn swing. 


Neutral Impact 

Hypothetically speaking, Thaurissan could stay on the board and trigger twice. From there, this line of play is available turn ten; 

Brann Bronzebeard (One Mana) Nine mana remaining 

Faceless Manipulator > Brann Bronzebeard (Three Mana) Six mana remaining 

Beckoner (Zero Mana) +8/+8 

Beckoner (Zero Mana) +16/+16 

Youthful Brewmaster (Zero Mana) Beckoner returned to hand 

Youthful Brewmaster (Zero Mana) Beckoner returned to hand 

Beckoner (Two Mana) +24/+24 Four mana remaining 

Beckoner (Two Mana) +32/+32 Two mana remaining 

As we are living in magical christmas land, I feel that this play (whilst unlikely) has the greatest potential impact using only neutral cards, and is possible with ten mana leaving C'Thun with a massive 38/38 body and an Avenging Wrath for 38 total. Assuming that the life total and total toughness on the opponent's board doesn't top 38, you win the game. 

Disclaimer: All of the following lists will at least include two Youthful Brewmasters, two Beckoners and a C'Thun, hence they're not lists that feature 30 cards.



Steven: Warrior doesn't offer much to the archetype. The main thought behind this list is along the same vein as the standard tank Warrior list, armouring up to a point where you are effectively untouchable outside of incredible burst. 

The synergy whirlwind provides with Acolyte and Armorsmith allows extra draws and further tanking along some tiny area of effect damage for those pesky 1/1 minions that can soak up the damage of the eventual C'Thun. 

The only out of the norm pick here is the double Brawl. The idea behind double Brawl is there to reset the board somewhat (Something that is a theme throughout these lists) and wipe potential targets for the following turn's C'Thun play. 

With the amount of armour the deck will accumulate throughout the game, I feel that this list has strong potential to see turn Ten through this mechanic and double Brawl. 


Darius: Personally, I think C'Thun Warrior could be fantastic. With the release of C'Thun, we might be able to see a comeback of the elusive, yet never quite popular MidRange Warrior. The list I brewed is actually decently versatile: If you get ahead on board using the C'Thun minions amongst others to trade efficiently, you can capitalise on it further similarly to a Mech deck does nowadays. Since you're running sticky minions, it's hard for opponents to get rid of them, except for the occasional Brawl or Twisting Nether. 

In case you do fall behind however, you have a nice array of removal to save your buttocks. Running two Taskmasters you are bound to Execute a threat, and with Double Bash/Shield Block a Shield Slam will do plenty. 

In case it goes to the late game, and you need to remove an immediate threat like say Chromaggus, a combination of Ancient Shieldbearer + Shield Slam will provide similarly to a Shieldmaiden + Shield Slam does nowadays. The new Warrior card also allows you to stall until the mighty C'Thun hits the board. There is plenty of draw potential as well, with Acolyte teaming up with Taskmaster, potentially achieving a double draw thanks to Brann. 

Varian is a personal piece of flavouring that I think could be amazing however: The only card you wouldn't really want to pull would be C'Thun himself, since you'd miss his Battlecry, but it'll still be another massive minion. Varian could easily turn a lost board into a huge comeback with style.



Shaman does not have the luxury of an inherently good hero power, and as a result, needs to run Sir Finley Mrrgglton. The hero powers you endeavour to find here are Armour Up, Lesser Heal and to a certain extent Shape-Shift. This is all in an attempt to make it to that turn ten where the combos become available. 

From here, we play standard Shaman shenanigans, without the primal desire to Smorc, rather control the board and keep health and toughness to a minimum. 

Healing wave can hit one of two desirable targets in C'Thun and Alexstraza which is incidentally included to improve the effectiveness of C'Thun. 

Cards like Lightning Storm and Hex are to be used to sweep health from the board with the choice to play C'Thun the following turn. The standard Brann/Thaurissan link-up is also included to fly us away to magical christmas land and deliver us those dream scenarios as detailed above. 

The Fire Elementals allow us to curve out into a more aggressive Mid/Late game whilst not affecting the end game target.



Rogue, I feel has massive potential for a C'Thun list. Between spells such as Gang Up and Shadowstep, the possibility to make a C'Thun with a possible 50/50 stat line. That is frankly insane, should it get to that point. 

A 50/50 stat line allows you to kill a Warrior with full health and 20 armour, A handlock player at full health with double Molten Giant and Sunfury Protector, and practically anything maining Reno Jackson. 

Preparation/Sprint is available to plough through cards (Whilst hopefully not drawing C'thun) whilst the other Rogue spells such as Backstab, Betrayal, Sap and Vanish clear the way to face for our squid based overlord C'Thun. 

Dark Iron Skulker is something of whimsy perhaps, but it's another area of effect card that can put in work sweeping before the C'Thun is played.



Paladin as a class has cards in it's arsenal that really appeal to the squid deck, the most apparent of these being their area of effect spells and combos. Equality plus Wild Pyromancer or Consecration offers board wipes to set up for a full-face C'thun. 

From this the deck can curve out into a more control-oriented deck through use of cards like Keeper of Uldaman and Tirion Fordring. With Dr.7 being lost to the wild format, Dr.8 is still a very viable option that can stave off aggro decks, should you reach that point in the game, and the ashbringer can also be used to clear the way for C'thun's stare. 

Truesilver Champion is also a great option at the paladin's disposal, clearing the board of a potential 16 points worth of health whilst clawing back health through use of the sword itself. 

Outside of those points, the Paladin hero power is a great way of maximising the impact of the damage output of C'thun. Whilst keeping 1/1s on the board there is an always the option of trading those in to bigger minions to ensure some of the eyeball blasts make their way to their desiredlocation, and everybody knows face is the place. 



While we all know Hunters LOVE to go face, they are also very efficient at keeping a board quiet through a combination of spells. Spells such as Powershot, Multi-Shot and Explosive shot are (some say over-costed) spells that deal damage across several minions in one activation. 

Hunter's Mark and Unleash the hounds are also stellar ways to keep the board quiet whilst buffing the living tar out of C'thun. When you add the Hunter hero power to the mix, the effort put into getting the opponent within range of the C'Thun eye blast is made very easy. 

Dreadscale is a mini Baron Geddon, dealing area of effect damage to everything on the board, whilst Hunter's Mark deals with high priority targets. 



Ball of Spiders and Savannah Highmane are at the top of our curve, both serving different purposes. The Ball of Spiders keep your hand stocked with options generated by the game, and as a result are admissible throw-away bodies that can be used for efficient trades whilst Savannah Highmane presents the opponent with a problem that requires an instant answer, and forces silences or hard removal in the later portions of the game.



Warlock could play C'Thun in one of two ways. It could adopt the Zoo philosophy of play, or the handlock ideology. The Zoo philosophy would be better served in a deck that is Zoo and nothing else, in my opinion. You're just adding fluff and frills when mixing C'Thun into the Zoo list. 

As a result, the optimal C'Thun list would look something like a Handlock list had thrown-up on a Zoo list and neglected to clean it up. 

The standard Zoo baseline of Mortal Coils and Power Overwhelming roll through Dark Peddler and onto the more Handlock choices of Sylvanas and Molten Giant up top, with plenty of area of effect spells through the middle in Hellfire, Demonwrath, Shadowflame and finally curving out at Twisting Nether for a total board wipe come turn eight or sooner when used in conjunction with Emperor Thaurissan. The Power Overwhelmings can be used in conjunction with the early game C'Thun buffs to keep you out of trouble until you get into the realms of dropping C'Thun. 

Alexstraza can also be used to either bail yourself out of trouble from over-zealous tapping or it can be used to land the opponent within that sweet spot of around 15 health for the squid blast to provide the desired effect.



Steven: Mage generally doesn't have the best set-up to accommodate C'Thun (I'm expecting tweets in two months time telling me how wrong I am when C'Thun Mage is tier zero and i'm hiding away in a cave on Dagobah) *More points for gryffindor if you get that one.* 

I worked with the tools available to me, and the Mage list I came up with is an odd take on Freeze Mage, which offers the security of the Ice Block/ Ice Barrier secrets and eventually bursting out on turn 9 with Alexstrasza and either Archmage Antonidas or C'Thun itself. 

The list is teched out with the standard Thaurissan/ Brann/ Manipulator/ Brewmaster line that is the backbone of any C'Thun list that we have built up to now. 

This list in my opinion is the worst one I have built from the nine classes, but we here at Team MetaMinds are all for equality, and Mage has to make a showing when mentioning all other classes.


Darius: When I first saw C'Thun, the first cards that sprung to my mind were Duplicate and Echo of Medivh. And then it hit me: Both of them are going to go out of rotation as soon as Whispers of the Old Gods hits!

So with the cards we have left, I agree that C'Thun Mage is probably not going to have a major impact. However, this nifty little Echo Mage variant, using C'Thun minions instead of Giants, could be a decent deck to play in Wild! 

People are going to play Wild... Right?





Stephen Priest.png

Steven: Finally, we look at Priest. Priest as a class supports the idea of colossal area of effect damage through liberal use of the Auchenai Soulpriest and Circle of Healing combo, alongside Holy Nova. 

While the deck has lost Lightbomb, it still has a lot of cards that affect the board state, such as Entomb and Cabal Shadow Priest, whilst keeping yourself just out of reach of the damage your opponent can inflict. 

Alongside these combos, the deck mains one copy of Confessor Paletress. The deck can re-stabilise and throw legendary minions at the opponent while healing in the process, which forces hard removal that could otherwise be used on the C'Thun that is coming later on in the game. 



Darius: I took a different approach towards a potential C'Thun Priest. Now a minion-based Priest, similar to Dragon Priest, sadly falls out of question due to vital cards like Velen's Chosen and Dark Cultist are passing away. While a Control list seems to be the more obvious one, I feel like it wouldn't keep up to say an Elise list.

So hereby I present to you: C'Thun-Velen-Combo Priest!
Since C'Thun is a Combo in itself already, and the minions provide decent bodies, we need card draw and a second potential win condition. This is Velen + Double Mindblast. If you feel spicy, you can add a Malygos to this list too. It will be pretty hard to pull off, and the lack of Lightbombs is infuriating, but I have a dream. A dream that this Combo will prevail.

The new Priest Legendary could potentially come in handy as well, reproducing a Velen, Thaurissan or Malygos (If they survive one turn, hint: They usually don't.)



Darius: With the already announced Druid nerfs, it can be a bit difficult to look at Druid as a potential class for C'Thun fans. The newly announced Druid card that synergizes with C'Thun is neither horrible nor spectacular in my book: Yes, a 4/10 for 4 Mana is extraordinary, and even when played at 4/5 it's alright, but the effect most likely won't be triggered on curve, and "alright" usually does not make the cut.  

Due to the good stat lines on C'Thun minions so far though, they lend themselves to a feature of the Druid class that is frequently overlooked: A nice array of buffs! With card like Mark of the Wild, Power of the Wild or even Cenarius, you should be able to keep your Templer in particular alive and well! Strong taunts like Druid of the Claw or Ancient of War will make sure to protect them as well. 

In general the archetype lacks something that make it stand out, like say C'Thun Rogue. Due to cards like Innervate and even a nerfed Savage Roar, Druid is a versatile class that can take all the toys from other classes and make them work anyway. C'Thun Druid will work, similarly to the way Mech Druid works: It "works", but really you're better off playing a different class to fulfill your C'Thun needs. 



Steven: In summary, I am far more excited for C'Thun after writing this article than I was before writing it, and I was the equivalent of a toddler at christmas back then. The lists I have put together above are to serve merely as a guide, a template, building blocks. 

While I am sure that C'Thun will have an earth-shattering effect on the landscape of Hearthstone (although it may take a while for people to agree with that statement) Blizzard appear to be embracing the idea of Archetypes. It's the beginning of a revolution in this card game. A revolution that doesn't generally tie to any specific class. A set of nine or so cards that follow one theme that can be splashed into any class and still create the desired effect is the very definition of an archetype, something I am very excited to see become a regular thing in Hearthstone. The process of applying these “Nine or so” cards to each class promotes the idea of creativity in the community. Granted, this creativity will all but evaporate when the cards hit twitch and the streamers have screenshots of their list plastered under gratuitous adverts.

Darius: Okay, okay, I'll bite. The C'Thun archetype looks pretty cool, and with upcoming cards that support it further, it could turn out to be the next Dragon archetype: Not Tier 1 but certainly Tier 2/3. I'm not sold yet on the Pandaren Brewmasters and using 5 Mana to reproduce a 3 Mana minion, but I've been wrong before.

From the lists we've brewed so far, I'm probably most excited for C'Thun Warrior, Rogue and Paladin. Depending on how hard Blizzard hits the Nerf hammer upon Druid, it might be relevant too, but only time will tell. And that C'Thun Mage list? Definitely going to try it out as soon as I can!

Tournament Structure – Single Elimination and Swiss Supermen

Darius Matuschak

by NeonPix

Hearthstone as a competitive card game has a vast wealth of possibilities regarding tournament structure. Lots of us have been there, playing in a single elimination tournament and losing unjustly to a set of match-ups that favour the opponent inherently and subsequently crashing out of the event. It's a grim set of circumstances beginning a tournament on the bubble, and having an event won by someone who isn't strictly the “Best player”.

In this article we will be exploring the options available to tournament organisers to combat this feeling of rage and salt from being donked out of an event, and exploring the pros and cons of each structure.


Single Elimination

Arguably the most efficient if not most cut-throat structure available to tournament organisers, the single elimination event does exactly what it says on the tin. You lose one best of five match and you're done. This offers a very streamlined tournament experience with clearly defined timings. You can as an organiser forecast when each round will begin and end to a degree, which enables the players to get into a rhythm and know what to expect.

Whilst single elimination offers this streamlined experience, it can award the event to the luckiest player on that day, not necessarily the best player which can lead to disenchanted players. To encourage repeat participation, I feel that single elimination is not the best tournament structure by a country mile, but whilst this is the case it's a very good structure for satellite events offering participation to other events, where the high turnover of players can be a positive factor in inflating the prize pool for the main competition.

Single elimination offers the most excitement for the neutral spectator, offering emotional highs and lows that can be played out on Twitch, however this statistically unfair tournament may not award the win to the “Best” player, which is why this isn't the only structure at an organiser's disposal.


Double Elimination

Double elimination functions in the same way a single elimination tournament would, only offering the player a second life. Losing in a double elimination event places the loser in a “Losers bracket” which offers the losers an opportunity to continue the tournament with one life remaining and the chance to clamber back up into the effective “winners bracket” later in the event.

Whilst this structure offers that “Second bullet” it is limited in terms of players available to participate, and in larger events there is a requirement for group stages much like the recent “Curse Trials” which spreads the event out over three or more days and offering that second bullet to players that don't qualify for the finals bracket straight away.

Swiss Format

Swiss events are a mainstay of competitive card games stretching back over 20 years. The swiss structure offers players a league structure where each player plays x amount of games dependant on players entered in a round-robin style format. These games will be set in stone, and really offers the best player at that event to persevere and earn the title without the “donk factor”.

The swiss structure pairs players based on matches won, and their tie breakers beyond that. The gulf in class between players becomes realisable by the third round, as the classically trained players will face one another rather than the people that have stumbled through single-elimination matchups. This rewards consistency towards the latter stages of this “Swiss structure” process, as single elimination brackets are drawn up at the end of the Swiss portion of the event and players are seeded relative to the position they finished in this league. First seed plays eighth, second versus seventh and so on.

This swiss event can be controlled by timed matches, and offers the possibility of ties. Whilst the pessimists among us will point out that intentional ties could become a thing and make a mockery of the structure, this process has been tried and tested for years in the TCG world, employed by Magic the Gathering, Yu-Gi-Oh and Pokémon. These ties could be applied within the sets of games played during the match. For example, if there are two fatigue players in a best of 5 set, there is a high chance that they could be going past the time allotted and would have to work out who gets the win. The player with the most wins after the final game once time is called would be declared the winner. Unless the players are then tied 1-1 or 2-2, then points would be awarded for a tie similar to a Football match. Three points for a win, One for a tie, and zero for a loss. This generates a league table in which players can be defined by their performance across the day, not judged by a storm in a bottle.

A swiss event with one-hour rounds can traditionally be run within a day, subject to players present, or even possibly two days. Some of the larger TCG events house 1200+ players. This means there are over eleven rounds of swiss, followed by a cut to either a top 32 or 64.

With the controls on time, and reward for consistency through removing the donk factor, I feel that a swiss event would be something Blizzard could look to employ on a more regular basis, as it rewards the good players, not just the lucky ones.


In my opinion, there are arguments for all three formats. These could be employed for specific events. Dreamhack use the swiss format for their LAN events to great success, where as exhibition tournaments on Twitch use the double elimination format. Certain events call for different structures, although I feel that Swiss to top-cut should be the universal method of separating the Legends from the Innkeepers.

I would love to hear opinions on this, so sound off in the comments with opinions on what makes a tournament a success and a failure, relative to structures and organisation.

Discovery – A Philosophy in Duality

Darius Matuschak

by NeonPix

With League of Explorers, Hearthstone players were introduced to a new mechanic in Discover. This mechanic may not seem all too game-breaking, even a novelty at best, but in Hearthstone having more options than your opponent will inevitably put you in a better position thanks to the information gathered throughout the earlier stages of the game. Whereas the traditional “Draw one” mechanic is a great way to net advantage, the Discover mechanic provides you with the chance to “Create a copy” one of three cards to answer the early plays made by your opponent whilst not pushing you one card closer to fatigue.

Filtration is an idea across all card games that provides the pilot of any specific deck to “filter through” the cards irrelevant to the match-up at hand to find the key cards that inherently combat the opponent's strategy. This recently became an idea in Hearthstone through the aforementioned “Discover” mechanic. With this mechanic at your disposal (in theory) you can wander into any match-up and discover the cards that undo all of the work that that player is putting a slow down (and in some cases a complete stop) to their strategy.

What the Discover mechanic offers players is the opportunity to tech-out lists without sacrificing efficiency. Granted, you won't always discover the Foe-Reaper that outright stomps a board of tiny minions, or even the Power Overwhelming that could unlock that Arcane Golem. It's merely a window to counter-pick, and counter-picking and counteracting strategies is what makes a compeitive card game tick. Putting a tool in the hands of a skilled player that gives you the key to an answer for any situation is something that can really separate players on the ladder, as forward planning is needed when discovering the cards. From curving out efficiently to predicting the threats incoming from the adversary and seeing how this fits into the hand you've been dealt is where the skill lies. It's this ability in particular from a plethora of other reasons that I believe Discover is one of the greatest mechanics ever introduced to Hearthsone.

We begin our journey of discovery with Sir Finley Mrrgglton. Finley is a one mana One/Three which offers you the option of picking a new hero power. This in-turn gives you the ability to counter-pick the opponent's class in the ladder setting. For example; Shape-Shift or Fireblast would be efficient against the Paladin class, dealing with the infinite One/Ones whilst using a matched outlay in a two-mana hero power. The shining examples here though are the effects that Finley can have on Aggro matches. Versus the aggro match-up, you may have the option to discover either the Priest or Warrior hero power, mitigating some of the heavy damage coming in early and often, whilst on the flip-side Finley has created the option to push Burst Shaman forward through giving Shaman a more aggressive hero power in either the Hunter's hero power or something a little less face oriented in Mage or Druid. Also, Finley reads “BASIC hero power”. As a result, the hero power discovered by Finley can later be upgraded by Justicar Truehart. This further extends the advantage generated by Finley in the above mentioned scenarios.

Next up, Druid got a new toy in the form of Raven Idol, which for One mana offers the player the choice of either “Discover a Minion” or “Discover a Spell”. This card in itself allows the player to clamber away from a terrible mulligan by providing them with options to play early game dependant on the matchup they have wandered into, or can improve an already stellar mulligan by filling the cracks in a dreamy curve. Late game, this card can be used to fill out awkward curves or to find combo-enablers. Reynad has initially found success on ladder by pairing this card with Malygos, bumping the amount of burst that can be played in a turn by discovering any spell that does damage from an option of three cards.

Druids aren't the only decks out there foraging in the undergrowth for more efficiency, as Mage were presented with the Ethereal Conjurer. This is a Five mana Six/Three that discovers a spell.

Whilst aggressively costed at Five mana, this enables the player to play Conjurer and almost certainly play the spell found on their following turn. The options that the Mage encounters can help on many fronts including bridging the gap between Five and Seven mana, which isn't a notoriously huge turn for the Mage class or can offer low-cost spells as fodder for Archmage Antoniodas.

Priests were given the Museum Curator which for Two mana offers a One/Two body which discovers a deathrattle minion. Whilst this has less of an impact on match-ups as the cards discussed above the impact it does have is in the consistency generated by the Discover mechanic. The deathrattles available covers cards such as Sylvanas Windrunner and each of the Shredders. This gives the priest a host of sticky options to slow the game down to their pace to enable the late game combo-oriented plays that Priests love to do. Alongside those higher-curved cards, there is also a chance to discover some lower-cost minions such as Harvest Golem, Haunted Creeper and Leper Gnome among other diamonds. Museum Curator is definitely one of the cards with a massive scope for playability that we can take away from this expansion.

Warlocks were given the Dark Peddler, a Two mana Two/Two which Discovers a One mana cost card. This fits perfectly into the low-cost efficiency of the Zoo mentality whilst providing options on top with which to trade effectively and round out any odd-mana turns the Warlock may have whilst still providing a solid turn Two Two/Two body. Options include Mortal Coil, Power Overwhelming, Voidwalker, Flame Imp, Leper Gnome and Zombie Chow. These paired with an already sturdy Two/Two body on the board can create a snowball effect heading further into the game.

Discovery isn't limited to class specifics however! There are a few gems worth discovering also! (See what I did there?)

We first take a look at Jewelled Scarab. A Two mana One-One which discovers a Three mana cost card. This smoothes the curve for any deck flowing from turn Two Scarab into something that either counter-acts early aggression or pushes on from the momentum gained in the early turns. From the combo-oriented Savage Roar to control based Mage Secrets to the hyper-aggressive Unleash the Hounds, this discover minion has the widest scope for finding cards that enable your plays or disable (if not only slow down) your opponents.

Tomb Spider is another Arachnid that generates efficiently relevant advantage through the discover mechanic. This time, we discover a Beast. This opens the door for Beast Druid to finally become relevant after months of “almost there” and “it needs one more card” encounters, alongside the obvious hunter synergy with Ram Wrangler and Houndmaster. The Beasts found here range from Haunted Creeper to Savannah Highmane all the way up to the ridiculous King Krush.

Gorillabot A-3 is a neutral card with massive potential. Offering a Three/Four body for Four mana, discovering a Mech whilst you control another can generate cards within Mech Mage which usually runs out of steam quickly, whilst offering the toolbox utility that the Discover mechanic provides. Options here include Mechwarper to accelerate your plays later on, Blingtron enabling the player to start the engine on the RNG train to big value all the way via Fel Reaver and Foe Reaper 4000.

Arch-Thief Rafaam is the final card we will be looking at, and it's one i'm still on the fence about. Whilst it boasts a stat line that would make any Big Game Hunter salivate (A whopping Nine mana Seven/Eight) this nemesis turned collection filler discovers a “Powerful Artifact”. These artifacts come in the form of Three different Ten mana cost spells which perform different tasks. The “Lantern of Power” provides a minion +Ten/+Ten, the “Mirror of Doom” fills your board with 3/3 Mummies and finally the Timepiece of Horror which deals Ten damage randomly split between all enemies, a souped-up Avenging Wrath if you will.

The major flaw in the card is the cost of the card itself, setting you back a meaty Nine mana, and returning a turn Ten play through the use of the Artifact discovered. Even to that point, it's a massive outlay of Nineteen mana across two turns for only Two cards, and there are far better options available for the cost laid out by this thief and his discoveries.

We finish with the cherry atop this already value-packed list of cards by looking at the Discover mechanic's interaction with Brann Bronzebeard. Every discover minion triggers with a Battlecry. Which Brann doubles. This enables the pilot of the deck to generate massive plusses through repeat discoveries being doubled by Brann and giving them the opportunity to just throw cards at the opponent that were “generated” without losing any advantage and simply wait for one to stick.

In this example play, we open Finley into a Dagger Mastery after the opponent's opening play of Living Roots into two 1/1 saplings. This decision was made based on a read vs Aggro Druid, offering a better mana outlay than Shape Shift to deal with 1 health minions. Then Raven Idol offered us this;

Considering the hand available to me at the time, Rend was an insta-pass based on there being no Dragons in the list I queued up with. That left Toshley and Baron Riverdare. Whilst Toshley would offer some unique tricks later on with Druid of the Claw, I felt that the curve available to me would have given the best value to Baron Riverdare, as even one resolution of the effect would put me so far ahead vs the aggro match up, that it would be a climb from there. Riverdare was the chosen one, and a few turns later, it provided the desired effect;

In essence, the discover mechanic is a pseudo-control on the RNG running rampant in this game. Offering you the opportunity at a card from a selection of three opens doors for punishment both ways, when the pick is made correctly the resulting plays will put you in great stead for oncoming turns, however the wrong call could undo the work you have put in.

All in all, I feel the discover mechanic is the toolbox that has been missing from Hearthstone for a long time now, and I hope that Blizzard continue to create Discover cards, diversifying the flow of a game and creating scenarios where the player's ability to correctly analyse a situation and pick the adequate answers becomes more of a prevalent process rather than a coin-flip card game.

Burgle – Living the Dream or a Walking Nightmare?

Darius Matuschak

Before the release of TGT, Burgle seemed to be one of the most anticipated cards at least going by the judgement of some players. The amazing potential and hopefully endless value it could bring was wildly discussed. So NeonPix decided to try out Burgle against every possible matchup, in every possible situation and analyzed its potential in-depth to make sure that you definitely know when to Burgle and when to leave it for a different matchup.

Read More