Blog Archives

Dungeon Run Strategy

I had a much longer article started on the various strategy considerations one needs to ponder in order to clear Hearthstone’s Dungeon Run game mode with all nine classes. Then I realized that perhaps a TL;DR version might be better. So here it is:

Passive Buff:

  • Captured Flag (+1/+1 to your minions)
  • Cloak of Invisibility (permanent Stealth)

Treasure:

  • Wax Rager (5/1 Deathrattle: resummon)
  • The Candle (4 damage to enemy minions, reshuffle into deck)

You can win without this combination of passives and treasures, and you can absolutely lose even if you get all of them. Dungeon Runs are the typical Hearthstone clown fiesta of RNG cranked to 11. But the short version is that giving all your minions +1/+1 allows you to counter a ton of boss gimmicks, permanent Stealth bypasses targeted removal and bad trades, and Wax Rager can usually win the game on the spot with infinite value.

As far as deck composition, you will want two things: creature-based tempo plays and an emergency value generator. Spells are incredibly discouraged in Dungeon Runs, as Boss health generally makes it impossible to kill them before getting overwhelmed yourself, and several Bosses actively punish spell use. At the same time, it’s possible to run out of gas if you’ve been trading all game, and bosses have more cards than you do. In those cases, having an Antonidas or Lyra can pull you from the brink. Those value cards just can’t be your win condition themselves, as they are much too slow versus the bosses that win on Turn 5.

And… that’s basically it.

If you’re looking for tips regarding specific classes, it can basically be summed up as:

  • Shaman/Druid/Rogue: Picks Jades.
  • Everyone Else: RNGesus will guide you home

Priest was by far the worst class for me, although Shaman cut it close. In both cases, the starting deck is just bad, so you have to lean hard on getting good Passives/Treasures and strong card picks after each boss. I had perfect picks in half a dozen of my Priest runs, and it still took a total of 15 attempts before I squeaked by. Even then, the winning run was due Lyra giving me a Power Word: Glory, which I was able to leverage into an incredibly unlikely win versus Waxmancer Sturmi as he repeatedly copied the enchanted Sylvanas.

 

Advertisements

Dungeon Runner

I have spoken about Hearthstone’s Dungeon Run mode before, but these last few weeks I have finally figured it out: Dungeon Run is the mobile version of Hearthstone.

That is, of course, a pretty silly thing to say considering a feature-complete version of Hearthstone is already an app. In fact, you can only access Dungeon Run from within the regular Hearthstone app. But having played it at work pretty regularly now, consider the following:

  • It requires no prior card collection
  • Randomized bosses/abilities for variety of experiences
  • No Rope, e.g. time limit on turns
  • Relatively fast games
  • No real penalty for losing (or winning)
  • Can stop and start at your leisure

The last point is a bit dubious, as I have had my Run prematurely canceled when I closed the app in the middle of a match and came back hours later. But aside from that, as long as you complete the current match, I have been able to come back and choose my set of cards for the next round.

In short, I have been having a lot of fun with Dungeon Runs on mobile that I was not having playing at home. And that is largely because I wouldn’t play regular Hearthstone at work, because I might have interruptions that would cost me a game (and ranking). Clash Royale has the same issue, honestly, but losing 2v2 is not a big deal, and each round takes a maximum of 4 minutes in any case. And on the flip side, playing Dungeon Run at home feels pointless because there aren’t any rewards or real “reason” to, comparatively.

Not that it would happen, but I honestly think Blizzard should just release Dungeon Run as a standalone app in the future. Hearthstone on mobile is incredible bloated – the latest balance patch was over 700 MB worth of downloads, and the overall install sits at 3.41 GB, which is absurd for an app. Then there are all the 3Dish animations for cards and minions that are not strictly necessary and could be simplified. So, size, CPU usage, patching… all of those things could be scaled back and optimized as a standalone package.

Or, I suppose, I could try finding a good CCG-ish app that already does those things.

Uh… any recommendations? Aside from Shadowverse, of course – I’m looking for more Ascension-esque than a competitive CCG. I’ve heard good things about Slay the Spire, but that’s Steam only.

[Hearthstone] Seriously, Blizzard?

The latest round of Hearthstone nerfs have been announced ahead of the set rotation, and they’re great… if it was 2016.

HS_Patches

The biggest news in there is the nerf to Patches, a card that was released in December 2016 and has been a meta-defining, chase Legendary ever since. Blizzard has acknowledged his power several times, but their explanation for the timing is… well…

As we move closer to the new Hearthstone Year, we had some concerns about allowing Patches to remain in his current state after moving out of Standard. Patches’ strength has caused almost every class to add some Pirates just to benefit from him, and his early game power forces control decks to include a good answer to him. This change should give Wild players more flexibility when building their decks.

What the literal shit, man? Can that be read any other way than “we are fine with Patches’ current state in Standard”? I mean, obviously they were fine with the card’s broken state up to this point as evidenced by a lack of any nerf for over a year. But to me, this just says that Blizzard genuinely believes that card set rotations should be the arbiter of balance in this game. And that’s fucking nuts.

Granted, Corridor Creeper is also getting deleted from the game nerfed in this upcoming patch. That does not particularly make me feel any better though, because A) how they nerfed it, and B) what they didn’t nerf. All Corridor Creeper needed was to only count your minions, rather than every minion. Hell, most of the pros that previewed the card felt like it was Epic trash because they read it that way to begin with. Instead, they turned it into literal garbage that you will be very disappointed to open in a pack after February. Meanwhile, no changes to Cubelock or Ultimate Infestation, etc etc.

Why does any of this matter given the clown fiesta that is Hearthstone’s RNG? Well, I still like playing the game occasionally. And really, the RNG does not particularly bother me – sometimes it’s in your favor, sometimes it’s not. The more fundamental problem is Blizzard’s current balance philosophy undermines any faith I have in the game’s long-term direction. Set rotations are not how you balance a goddamn game… unless the entire goal is pump & dump. Sell those packs to people chasing overpowered Legendaries/Epics and then nerf them later so the next set appears just as OP as the last. Otherwise known as the Supercell Gambit (Clash Royale says Hello).

It’s all cynical, unnecessary bullshit. These are supposed to be games, not vehicles for quarterly profits. I mean, they are that too, but I shouldn’t have to open the latest expense report to understand what the designers are smoking and where they are taking the game’s direction.

The Dungeon Runs

Hearthstone’s latest expansion, Kobolds & Catacombs, introduced a new single-player feature: Dungeon Runs. Designed to emulate roguelikes, it has you face off against a random assortment of bosses – eight in total per run – with each success resulting in selecting between three sets of three cards, which then get added to your current deck. Sometimes you get bonus cards, which can either just be overpowered cards, or passive effects like doubling your starting HP, or having your Battlecry effects trigger twice.

Dungeons Runs are the most entertaining addition to Hearthstone in years. And the least rewarding.

Just to be clear, there are NO rewards to Dungeon Runs. Well, unless you count a card back for clearing all the final boss with all nine classes. No daily wins, no quest credit, nothing. “Fun is its own reward!” For now, that is indeed holding my attention steady. However, considering I could be playing on ladder, or casual, or even in a Tavern Brawl (most days) and be getting rewarded while also having (less) fun, I am actively harming my collection progression. And let me tell you, Blizzard has the thumbscrews firmly in place this expansion, as usual – all the staple cards are Epic or Legendary. So, in effect, I am having fun at the expense of my future self.

Beyond that, Dungeons Runs can be extremely frustrating too. Yeah, Hearthstone is always random, sure. But this game mode is about sixteen different layers of RNG, starting from what cards you are offered, which bosses you encounter, what your random effects do, which cards you draw, what cards your boss draws, etc etc etc. Fights that should have been easy are instead lost from a single coin-flip. This isn’t like Binding of Isaac where your reflexes could theoretically save a bad run.

Also, can I just say that Azari is a complete bullshit last boss? I’ve gotten him like 80% of the time, and it essentially means I have to chew through 70 HP with just half my deck – he automatically destroys your top 2 cards each turn. And he starts with 2 mana crystals? And that hero power costs zero? Some of the bosses are unfair, but goddamn.

Perhaps I would be more upset if there was a defined prize at the end. So in that sense, Blizzard might be doing me a favor.

Regardless, I remain fairly surprised at how compelling the game mode can be, and how ingenious in a way. If you are a brand new player with a small collection, Dungeon Runs give you a peek at how powerful older cards could be, or new cards for that matter. In that sense, it can be a pretty good advertisement for buying a few packs and hoping to pull one for everyday play.

I do wonder what Blizzard intends to do in the next expansion. Will Dungeon Runs be supported? Will there be newer cards, newer bosses, or anything else? Most people are saying “No,” but a flood of posts on Reddit got Blizzard to change their mind with DK Rexxar, insofar as his hero power will incorporate newer beasts going forward. Which pretty much ensures that Blizzard won’t be doing that sort of ability ever again, but good on them changing their minds.

Love/Hate the Meta

Metas are interesting things.

In Hearthstone, the latest expansion (Knights of the Frozen Throne) just recently came out. New expansions and nerfs and such destabilize the meta in CCGs pretty well, and this expansion more than most. Whereas the previous Hearthstone meta was all about Pirate Warrior and aggro, the new one is more Control-oriented. Well, that and Jades. And Murlocs. So, basically, Druids and Paladins are 60% of the entire field until people get done experimenting and deck lists get more refined.

I so, so hate this transition period in Hearthstone. Because honestly? Hearthstone isn’t a CCG I especially like to experiment with. I like when the meta is stable, and I have a pretty good idea of which cards my opponent could be playing on any given turn. About to be Turn 7 against a Mage? Better watch out, because he’ll deal 4 damage to my creatures by playing Flamestrike (as a somewhat dated example). In other words, having some knowledge about common net decks allows you the ability to constructively play around cards. When people are throwing everything against the wall to see what sticks, you either have to play around cards they don’t have (and get wrecked), or not play around cards they do have (and get wrecked).

And, to be fair, some of my acrimony is based on the fact that I have so few of the new cards. Crafting Legendaries without a stable meta is extremely risky, as the value of any particular one is dependent on what rises to the top of the heap over time. Craft the “wrong” Legendary and it will take ages to get enough Dust to craft the actually useful one.

Thus, I like a well-seasoned Hearthstone meta over this period of chaos.

Meanwhile, the Clash Royale meta has been stale for almost half a year now, and it’s driving me nuts. Supercell had a balance patch in the last few weeks, and it has definitely caused some cards to go from Hot to Not pretty damn quick (e.g. Night Witch). Some of these changes have had noticeable ripple effects – nerfing Night Witch means that Executioner is less necessary as a hard counter, which then lets cards that were countered by Executioner to flourish, and so on.

…but ultimately the meta is still stale as shit. Win conditions are still Hog Rider, Royal Giant, Golem/Giant beatdown, LavaLoon, Splashyard, and Siege. About the most interesting development in the past few months has been the Bridge Spam strategy, 3 Musketeers + Heal, and maybe Miner + Poison. Now, perhaps nine different win conditions sounds like a lot, but the problem is that these strategies are so oppressive if one doesn’t actively “hate” against them, that you end up needing to use cookie-cutter counters for half (or more) of your deck.

For example, you’re going to need something to deal with Beatdown, which consists of stacking a bunch of glass cannons behind a slow-moving tank. Most people go with Inferno Tower, which can melt tanks after a charge-up period. Beatdown decks have counters to this, of course, which often reset the charging, if not blowing the tower up entirely (e.g. Lightning spell). So, you’ll probably need two strategies to counter… but that second strategy can’t be something like the Mini P.E.K.K.A, because Lightning blows him up too. Often, the strategy then becomes to ignore the tank and rush the opposite lane, hoping that the other player drops his glass cannons there instead of behind the tank.

So, in practice, there are really only three kind of decks, not 9+: Beatdown, Cycle, and Chip Damage. Personally, I have always enjoyed Chip Damage decks, as my favorite card in the game is Furnace, which spawns suiciding Fire Spirits every couple of seconds. It’s definitely out of meta, but that hasn’t bothered me too much, up until Beatdown/Cycle decks became refined enough to counter Chip Damage decks by accident.

“Just adapt.” Of course… except in the 4000+ bracket, if your cards aren’t at par (or over-leveled) with everyone else’s, you are at an incredible disadvantage. A level 9 Fireball (4-mana) will one-shot a level 8 Wizard (5-mana), and likely deal some tower damage at the same time; a level 9 Wizard will survive with a sliver of health. These sort of unit interactions are critically important in guiding your strategy, and will make or break games. Thus, I couldn’t change strategies if I tried – unless I wanted to drop down the ladder for months until I scrounged up enough gold to level other cards.

Hmm.

Originally, I thought there was a contradiction between how I felt about the Hearthstone and Clash Royale metas. In Hearthstone, I hated the fluidity of the early expansion meta, whereas in Clash Royale I hated the opposite. But thinking about it, the common denominator is how onerous it is to adapt to either meta. I can’t experiment in either game because I’m not willing to spend more cash. Without cash, my mobility is extremely limited. With low mobility, I cannot adapt to changing metas, which means I effectively get shunted off the playing board when my cards get hard-countered.

It sucks, man. The more you like these “F2P” games, the more punished you get.

Looking Forward

Everything got put on hold due to my Darkest Dungeon infatuation. Now that I might be coming out of that fugue state soon, I wanted to take stock and see where things are headed everywhere else.

Final Fantasy 14

I have officially paid for an entire month’s subscription without logging in once.

The good news on this front is that my miserly ways will allow me to get Heavensward for free should I buy Storm Blood. I haven’t actually bought anything yet though, for the very real chance that I never make it to the original endgame. For example, one of the things that happened right before I drifted away from playing was a 20+ minute DPS queue for a mandatory “dungeon” which consisted of a single boss and no trash. Mandatory. Because reasons.

Guild Wars 2

While I have not logged into GW2 for a hot minute, there was a period of a few weeks where I was logging on everyday to complete the daily quests “achievements” for 2g and a few assorted goodies. Especially the One Free Level books every week or so. It is not as though there is particularly much to do in GW2’s fashion endgame, but it gets really boring running through the same beginning zones over and over whenever you try finding a class that is fun to play.

That said, there is supposedly another expansion coming in the Fall. And just like with FF14, buying the expansion gets you the previous expansion for free. So, no thanks ArenaNet, I’m going to pass on the recent $15 Heart of Thorns deal.

Hearthstone

New expansion comes out in August, and it’s set in Northrend. Time will tell how the new cards affect the meta… but to an extent, it almost doesn’t matter. I never really play Hearthstone more than an hour or two at a time, maybe once or twice a week. Most of the time I find it almost as fun (if not moreso) to watch other people play on Twitch. Say what you want regarding how RNG makes skill meaningless, but goddamn does it make spectating amusing. All of the excitement and none of the salt, because the bad stuff isn’t happening to you!

As usual, I expect to spend zero real-world dollars on the expansion. Gold and Dust should be enough to hold me over, as it has in the prior few expansions.

7 Days to Die

Since I last brought it up, 7DTD has rolled over into 16/16.1 Alpha Stable release. There aren’t any major changes to anything, but this does mean that the dev team can start working on A17 and “settlements,” whatever that ends up looking like. If the devs end up adding actual NPCs into the game (rather than Traders who don’t move from their counter), that will change the gameplay rather significantly. After a while, one gets used to easily meleeing zombies to death with clubs; Bandits with firearms sniping from rooftops would be something else altogether.

Mass Effect: Andromeda

I really should go ahead and start finishing this, shouldn’t I? Just to say I did.

Funslope

I have been musing a lot about Hearthstone and Clash Royale lately.

In Hearthstone, I bought around 22 packs of the latest expansion with accumulated gold and… things didn’t feel particular satisfying. A lot of duplicate commons, and only one Legendary (the hunter quest). I kinda screwed myself over inadvertently though, as I opened a pack reward from the Tavern Brawl, which ended up being Carine, a duplicate Legendary of mine, thus removing my pity timer.

According to Reddit, the latest expansion will cost you about $400 to get all the cards. Let that sink in a moment. $50 will get you 40 packs, and I opened about half that and got hot garbage. Spending enough money to buy a AAA videogame on release will likely not even get you remotely competitive in a F2P game.

This sort of begs the question though: how much should it cost to be competitive in a(ny) game?

On the one hand, I think cost analyses for an entire expansion are a bit ridiculous. Out of the 135 cards available, how many are actually any good? Cutting out the terrible Legendaries will reduce Dust cost by 1600 apiece, for example. Then there is the consideration of whether you really need all the cards on Day 1. There are going to be weeks and weeks of Un’goro, during which you can accumulate more packs naturally. Granted, if you are still buying Un’Goro packs a month before the next expansion’s release, you won’t have any buffer there.

On the other hand… well, it’s all terrible. A bunch of cards just rotated out, so if you aren’t rolling in the latest expansion cards you may as well just give up. Or go play Pirate Warrior and hope the other guy doesn’t have one of a thousand new taunts.

Clash Royale is a different F2P game, but I am encountering similar breakpoints. Specifically, I had a deck that I focused all my in-game resources on, the meta shifted, and now my deck gets hard-countered very easily. You can switch your cards out, but leveling cards takes increasing amounts of gold, and thus I can only field under-leveled cards against people with focused decks.

How easy should it be to max out your stuff though?

Personally, I feel that answer should be “immediately” for competitive PvP games. What is the point of a ladder in these games if you can buy your way to the top? It honestly reminds me of the gacha games, which have “VIP Levels” that unlock as you spend more money buying diamond currency. Well, except these gacha VIP levels are permanent and don’t reset each time new cards come out.

Alas, this is not the case.

What is worse is the simple fact that these games also do not have logical endpoints. They are fun. Then, gradually, they are less so. At what point on the Fun Gradient can you draw a line? I suppose games like Hearthstone are little more cut-and-dry since expansions are released, cycle out, and otherwise contain clear demarcations on the calendar. Clash Royale, meanwhile, does not. I am having less fun than I did a few months ago, but still more fun than either nothing or another game. So I continue to play, with internal injuries accumulating from the dissonance.

And just to be clear: these games are engineered this way. Payslopes? More like Funslopes. And at the bottom of this slope is just a money-pit that you fill with cash to try and make a softer landing.

Hearthicide

One of the interesting quotes going around the block this weekend:

“Hearthstone is killing itself” – Superdata
GamesIndustry.Biz

The short version of the situation was summed up by GameRant:

In a February report about the worldwide digital games market, SuperData spelled out a not so positive picture for the Blizzard card game. It says that in February, Hearthstone revenues on iOS and Android hit the “lowest” since those versions of the game launched and is “down significantly year-over-year and month-over-month.” The desktop version of the game has also experienced declining revenue but they have been less severe, likely due to the support from more “hardcore” fans.

SuperData blames this fall on recent “unpopular” gameplay changes to the game, which have resulted in a “sharp decrease in conversion on mobile.” Although Blizzard has attempted to fix problems with the game, such as addressing problems with arena drafts and nerfing certain OP (over-powered) cards, this hasn’t been enough. Several professional players have also ditched the game recently, citing the game’s reliance on randomness (rather than actual strategy), as a reason for them to look elsewhere.

I would kinda like to read the Superdata report itself to see if they provided more context, but the paywall is kinda significant.

Think I’ll pass, thanks.

The dire portents are somewhat interesting, because as recently as January the reports were all glowing about Hearthstone had cleared $394.6 million in 2016. Then again, perhaps that was just your sort of standard end-of-year update, and this February news showing a more concerning trend.

The question I always have: is it really randomness that’s the issue here? Certainly for Lifecoach it was an express reason. And perhaps for the pros at the top where the delta between player skill is so razor thin, randomness effectively makes up a disproportionate amount of the outcome.

But, honestly? As I mentioned a month ago, the problem is Team 5’s fucking ass-backwards balance philosophy. Back on January 13th, the devs officially stated that they were “looking into” the Pirate disaster they introduced in Mean Streets of Gadgetzan. You know, the expansion that came out on December 1st? The nerfs themselves did not occur until the very end of February. So we got 1.5 months to acknowledge a problem, then another 1.5 months to move on a solution. Then, even after the nerf, 14 of the 16 players in the HCT Winter Championships brought Pirate Warrior.

Were the nerfed cards absent? Yes. Does Pirate Warrior still consistently kill you on turn 5? Also yes.

Triple threat.

That is the problem. You have pretty much 100% of aggro decks (and some midrange) running a Pirate package. If you aren’t facing Pirates, you are facing Jade Druid, which completely murders Control decks in two different ways (endless threats + zero fatigue). And if you happen to get lucky and aren’t facing Pirates or Jade Druid, you are facing Renolock, which is a match best described as a JRPG boss fight – get them to low HP, they heal to full, get them low again, and then they transform into Jaraxxus. If you aren’t playing one of those three decks, you are blood for the blood god.

Journey to Un’goro is coming out soon, and I am finding it difficult to imagine the meta shifting that much. Pirate Warrior loses Sir Finley, which is a one-drop Legendary that allows the Warrior to switch his hero power into something else. That is a bigger deal than it sounds, but not something that derails a turn 5 win with decent draws. Jade Druid loses a few cute moves with Brann, but is similarly otherwise unscathed. Reno Jackson himself is leaving, which is a big deal to Renolock, of course. Then again, Handlock did fine for years before Mr. “We’re going to be rich.”

You can see the entire new set yourself. What jumped out at me were the vast increase in Taunt cards, which is good. Taunt Warrior with the Rag hero power Quest is probably going to be a thing. Shaman elementals seem pretty powerful as well. I like the Druid cards, for the most part. But again, all that being said, will whatever new decks emerge actually be better in practice than Pirates or Jade?

I have my doubts.

And we haven’t really even gotten to the other parts of Hearthicide, which is doing practically nothing in the face of competitors like Shadowverse throwing out 10 free packs for their latest expansion. We’re getting some free stuff each day for logging in, I guess, but it’s hard to tell. In any case, Team 5 has got to get off their ass and at least put on the appearance of doing something, or Hearthstone is going to be competing with Heroes of the Storm soon. For last place.

Shadowverse Gameplay

I have talked around Shadowverse quite a bit over the past month or two. The reason is that I haven’t bothered really playing the competitive aspects of the game; I have instead been clearing the “story” mode against the AI. Oh, and logging in every day, because of the rather generous log-in rewards.

Actually, let’s get that out of the way first: one of the biggest draws of Shadowverse is its generosity in the reward department. New accounts receive the same bonus card packs that were awarded to people when new expansions are released, which means you can expect to crack open 30+ packs right after signing in for the first time. On top of that, there are the aforementioned log-in rewards, which ends up being two free packs, a free Arena run, and increasing amounts of gold on 15-day basis. Maintenance at 3am? Have some more card packs. Then there are also Achievements that reward gold/dust. Oh, and three daily quests a day.

In short, there are a LOT of freebies. Especially compared to the misery Hearthstone.

For the most part though, the freebies are kinda required. Decks in Shadowverse are 40 cards, compared to Hearthstone’s 30. Additionally, instead of there being a 1 Legendary limit, Shadowverse lets you stuff three of the same kind of Legendary into a deck. And just as in Hearthstone, getting a Legendary to a class (or Craft, in this case) that you don’t care about is effectively wasted (you can still dust it though). This is why it is important to reroll, as I talked about before.

In terms of gameplay itself, things are remarkably similar to Hearthstone. Players gain 1 mana crystal per turn. There is no interaction on your opponent’s turn, and they can choose to attack you or your minions. There are 5 slots on the board for creatures/amulets (instead of 7). Creatures can have Taunt (Ward), Deathrattles (Last Word), Battlecry (Fanfare), and so on. One interesting wrinkle is Charge, which Shadowverse splits into Rush vs Storm. Rush allows a creature to attack other creatures (not players) as soon as its played, whereas Storm has no restrictions. Given how many issues Hearthstone has had over the years with OTK (one-turn kill) combos via Charge, I feel like Shadowverse’s dual take it superior.

A lot has been said online about how Shadowverse is a deeper game already than Hearthstone. In some ways this is accurate. Amulets are a type of card that can stick around on the game board (taking up a creature slot), having constant or triggered effects. We really haven’t see that design space explored in Hearthstone beyond Tavern Brawls. And while there are some random effects, there certainly aren’t nearly a fraction of the kind in Hearthstone.

Oh look, even the computer drops 8/8s on Turn 3.

One of the bigger deals in every Shadowverse match is Evolve. Starting around Turn 5/6, players can spend 1 Evolve point per turn to beef up a minion on the board and possibly trigger extra effects. The default bonus is giving the minion +2/+2 stats and Rush. Sometimes it’s those stats plus something else. Sometimes the minion doesn’t get buffed at all, and instead a powerful effect occurs. Regardless, knowing when you must Evolve and when to hold it is a tremendously important part of every game. And given that you can Evolve any creature, the dilemma comes up in each match.

Beyond that though… I’m not actually certain how much deeper Shadowverse’s gameplay actually is in practice. There are certainly way more mechanics than Hearthstone already, including ones that would be “too confusing” for people unable to handle more than 9 deck slots. But when you look at the top meta decks in Shadowverse as of 3rd week of March

  • Daria Tempo Rune 9.54%
  • Midrange Sword 9.15%
  • D-Shift Rune 7.37%
  • Face/Aggro Sword 6.45%
  • Aggro Blood 6.28%

Runecraft decks account for nearly 17% of the meta, with Swordcraft bringing up 15.6% (technically 20% in top 10). In other words, nearly a third of the meta consists of two classes, just looking at the top 5 decks. Looking at the top 10, nearly 30% of the meta is made up as aggro/tempo. Is that worse than Hearthstone’s current Pirate meta? Nope. But when you look at these top decks, it is not as though there are particularly deep interactions going on with convoluted cards. Even with D-Shift Rune, you are basically stalling the game long enough to drop a 7/7 and a few “take another turn after this one” spells. The average Renolock in Hearthstone has more turn-to-turn decisions to make.

What you can give credit to the Shadowverse devs for is their dedication to relative balance. Three weeks ago, Daria Tempo Rune was a whopping 19.31% of the entire meta by itself. Roach Tempo Forest was 10.59% by itself. Key cards in those decks were nerfed, and the meta shifted over the past few weeks to its current situation. Compare that to Hearthstone, where Ben Brode and company sit on their asses in the hope that the problem goes away on its own, or that the next expansion (months from now) fixes it. Because… reasons.

In any case, we’ll see how things go. Shadowverse is apparently the #2 digital CCG on the market out there, although it is facing competition from Gwent, the Elder Scrolls one, and other such games. I haven’t played those others, but I will say that at a minimum, Shadowverse is about 1000x times better than Hearthstone on mobile. Which makes sense, as Shadowverse was originally a mobile game that was brought to PC, whereas Hearthstone is the opposite. If you’re just looking for a CCG to play on PC though…

…well, let’s see where Journey to Un’goro goes. If the meta is still pirates/Jade, we’ll have issues.