We've decided to do something with the horde (pardon the pun) of minis we have around here... we're making Grab Boxes!

Each Grab Box will have 2 random rares, 3 random commons, plus a slashdance and sandbox tiger loot card guaranteed, along with each characters main card and ABCs.

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Posted by Steelwing on Sunday, March 21, 2010
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It's right around the corner, Realms that is.  Unfortunately, I will not be able to attend my local realms, but it didn't mean we didn't put in some good amount of test time, under the expectations of going...  With that in mind, I wanted to share the team I would have played, had I had the ability to go...

It's Blue (Not Green, but Happy St Patty's Day anyway... it's destructive... it's Prophetable... and I call it... "Battery Powered Fireworks" or BPF for short.






What you say? NO FLAMESTRIKE!?  NO IRANA?  Yes says I.  Flamestrike be damned, Irana go home, this team packs everything I love about this game, and wins quite handily.

Every two ticks, you're able to heal, doing damage with Namrah and having Vampiric Embrace kick in.  Sure, you'll have a minimum of two minis in line for a flamestrike, but with the amount of healing this team does, you would be surprised what all of it's 2 and 3 resist minis can live through.

Plus, you have Graccus absorbing damage and dealing it back, Savin playing the role of Battery, Sheep/Curse remover, and the one swing to end the game type attack... toss in a little healing and lightning bolts from our favorite Alliance shaman in Phadalus, and then round it all off with Velen, Call of Fire, and a powerful crit and you have the makings of some massively fun wins!
Am I saying this is the best 5V5 team?  No.  Do I think it can top 8 and win?  Most assuredly if you play well.  Does it have it's bad match ups, yes, like everything on the market, there is always a bad match up.  However, the raw survivability of this team, coupled with the direct damage of Velen's crit and Call of Fire, it's just more powerful in 5V5 than most things I've played with.
Already in playtesting, this has beaten Uber-Zoo, Jezzzzz (Jaina, Jezbella, Savin, Graccus, Irana), Archmage Arugal builds, Velen Super Walls, and Thrall variants.  I highly suggest giving it a spin and letting us know your thoughts.



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Posted by Steelwing on Wednesday, March 17, 2010


From time to time, our good friends here at Crits Happen take the timeto pen their thoughts, and as usual, our good friend Pojo has some interesting insight... enjoy!

"Suggestions From the Gingers"

 

World of Warcraft Minis players have spent what has felt like eons being the ‘redheaded step-child’ in the Upper Deck family.  At simply no fault of our own, our game merely took on the punishing position of riding sidecar to the TCG, thanks mostly to UDE’s unbelievable decision to force players to choose only one game in which to play competitively.  Being the more expensive of the two games didn’t help things a great deal either.  As any WoW Minis player knows, our game had several hefty hills to climb from the get-go. 

The initial burden to our playerbase was the entry price-point.  While most of us know that our game is actually fairly cheap to play, new players to the game who might have been eyeing a booster pack were met with sticker shock at a $14.99 MSRP.  Most collectible card games run boosters at $3.99, while even other miniature games (such as Heroclix) run boosters at $9.99.  At $15 a pop and only three units inside, it almost seemed to suggest that each piece is worth roughly $5.  Or, slightly more logical would be rares at $10, and commons at $2.50 each.  The problem with both cost examples here is that UDE failed to make pieces ‘worth’ this much.  This problem falls two-fold.  The first is that the majority of the pieces look like they’re a $.25 toy you might find at the local Family Dollar store (have you actually LOOKED at Bolvar – his face looks more like a Murloc than a man).  Sure, there are a couple of pieces that look very, very cool.  But when 95% of your collection is something a toddler would get bored with, there’s a problem.  The second issue of worth here is that hardly any commons are actually ‘worth’ being on the board.  Sadly, the same goes for many rares.  Monsters are a perfect example here as the majority of them will never see the light of day and seem to have purposely been made as ‘filler’.  Filler is typically okay in collectible games, but when you spend $15 on nothing but filler, there’s a major issue.  Every collectible game will have commons that simply won’t be played.  It’s the nature of a collectible line in which not all pieces are created fair.  Some have to be more valuable than others.  However, most games balance it well.  For every five worthless commons there will be two or three that are worthwhile.  But with WoW Minis, the ratio is so unevenly fair that it skews the worth of the set as a whole.  When the bulk of pieces you could pull aren’t worth more than $1, what’s the point of spending $15?

The next hill (ie, mountain) our game had to climb was the obvious caution of investing into a game in which you have very little control of the outcome.  No one likes dice games.  I’d like to strongly repeat this, just in case Blizzard is listening – No one likes dice games.  Dice represent the obvious element(s) of chance and as such, they typically send up a red flag to any collectible gamer looking for a fun and skillful game to play.  Dice bring to any game the unpredictability of actions.  But most collectible gamers aren’t interested in investing lots of hard-earned money to play Monopoly.  For as obvious as each decision can be for any skilled gamer, when you have to roll to determine whether or not the decision was a correct one, there is a problem.  Statistics can give any skilled mathematician an edge, but as every mathematician knows – they’re just statistics.  Instead of representing the unknown, or the dangers of taking a chance, the dice represent a restriction placed on the level of skill one player can exert during the course of a game.  And while certain players exhibit perfectly how skill overtakes the disadvantage of dice (Ben Isgur, for example), there are many others who prove otherwise.  In fact, Isgur’s success almost helps to raise the question of why dice are an element – for if one player can achieve such success against the odds of an uncontrollable outcome, why bother having them there?  At the end of the day, no one likes dice rolling in a collectible game.  The fact that they represent chance means that a player’s skill is getting downplayed.  And that fact will never sell collectible games.

As time moved forward, we were stuck with the curse of constantly under-performing.  But the above hurdles were never addressed as rocks helping our game to sink.  Instead, attention was turned blindly to the fact that our numbers never reached the same height that our ‘older sibling’ achieved.  To punish us for the Nationals fiasco (64 seats were guaranteed spots to Worlds and only 65 showed), our qualifications for Worlds were turned sideways.  While 64 people qualified just for showing up, only seven players of Day 1 were allowed to move forward.  UDE believed that the best way to achieve success was to restrict the amount of players to participate in an already hamstringed game.  In an attempt to fix the horrifying problem of attendance, UDE consistently went out of their way to fumble, change, redo, limit, and botch all attempts of support.  Instead of trying to patch, repair, and remodel the broken home in which they had created, they instead turned the blind eye and let the game’s problems build.  The fact is that they had created something beautiful, but chalk full of problems.  And rather than caring about it and finding ways to fix it and help it bloom – they drew the shades, turned off the lights, locked the door, and left it for dead.

And now, nearly a month after the announcement was made that UDE lost the WoW TCG license, we’ve come to learn that Blizzard has indeed picked up the Minis license as well.

At the DMF, several Minis players bombarded the Blizzard plain-clothes representative with questions upon questions to the state of our game.  Only ten of us qualified for the DMF (and why would players travel to play in a tournament when UDE had already established a pattern of failing to pay several thousands of dollars in prize support to several players?) and all of us tried to stress that it wasn’t a representation of the state of the game, but rather a representation of what happens when a corporation turns its back on its players and, essentially, suggests that you should give your money and time to something else. 

So, as players, we’re left with nothing to do but to ask that Blizzard take note of the fact that our game (and your investment) can be salvaged.  It doesn’t have to be killed.  You don’t have to take the collectability aspect away from us.

Show your support for this game, before it’s too late.  Use the comments section of this post to voice your ways in which the game can improve.  Use your strength in numbers to give Blizzard a reason to move forward, rather than backwards.    The only reason they’ll have to kill us off at this point would be your silence. 

~Pojo


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Posted by Steelwing on Sunday, March 14, 2010


So again, 5V5 is right around the corner, and as the "which ABC is best" campaign is raging on at our last post, I wanted to take a spin on characters this time around.  There are several characters that hold great potential in 5V5.  Some, maybe you haven't touched at all, and some, you may play all the time.

As some of you know, I will unfortunately be missing Realms, for family matters, but I know quite a bit from my own playtesting.  So, without further ado, and again, in no particular order, here's the top 5 to choose from for most valuable mini in 5V5...

1.) Prophet Velen:


This guy is a beast, and in 5V5, he's a Monstrous Beast!  Pound for pound, it may be hard to out perform the Prophet in this format.  One of your ally's dies, you blow up Call of Fire for a potential 5 damage!  One to every mini on the board, and that's not even counting if they have pets out!  Add to that he can bring the Shaman love with Chain Heal, Healing Wave, Chain Lightning, or even that pesky Purge if needed, and it only gets better.  But wait, as they say on TV, that's not all!  Add in the final two factors of an amazing stat bar at 2/3/10 for an Epic, AND the value of his main attack crit, and it just is hard to find something as powerful with this many minis on the board


2.) Varimathras:


Damage you say?  Damage I give you.  Big V, as I like to call him, can dish it out as good as anybody.  Some may not play with V much, but I assure you, if paired with the right group, he is devistating.  Keeping him alive is a challenge at times, with only a 2/2/11 stat bar, but throw him some reroll capabilities, some warlock cards, and poof, you have the recipie for mayhem and disaster.  Ok, I'm Mayhem, he's Disaster, but I digress.  Have I mentioned Doom yet?  Doom is mass chaos in 5V5.  Read it again if you aren't familiar with it.  You spend 1 measly tick, and at the end of 5, debuffed enemy takes 2 damage.  If they die, everyone within 3 range of them takes 2 as well.  While many peeps will be playing the adjacency game, even if they spread out, this will get them.  Potential 10 damage + for 1 tick.  I don't think there is a tick to potential damage output in the game.  However, it's not guaranteed, and that makes it a challenge.


3.) Namrah


Speaking of Guarantees, Namrah delivers here.  As mentioned, the adjacency game will be big in this format, with so many minis, and so tight of quarters.  As such, ensuring every time Namrah deals damage that you heal one not just from her, but from everyone adjacent, well, it's just guuuuuud!  Potential abound with 5 plus healing points in one hit, without counting pets, and it just gets so valuable it's hard not to put her in an Alliance party you may be building


4.) Archmage Arugal


You Too Shall NOT PASS!  Oh wait, wrong mage.  Sorry.  You Too Shall Serve!  There's damage, there's healing, and then there's flat out mind control.  Nothing is more fun in this game than taking control of a mini, especially after they just ticked up like 4 ticks to throw a hammer and failed, and then use said hammer to pound an opponent's own minis into the ground.  Not withstanding the value of teleporting 3 as a move, Arugal packs a heck of a punch just with his main attack.  sneak in the mind control tricks, and potential for Flamgestrikes, Polymorphs, and coutnerspells, and Arugal is on top of the list for magical capabilities.  Sure he's Green, but hey, it's not easy being Green.


5.)  Grimdron



WTH!?  Grimdron!?  I know, you probably think I'm whacko or have had too much Kungaloosh right now.  No fair readers, I am not smashed.  If you think I'm mad, you are probably right.  However, I submit this hypothesis to you.  First, he's only 3 honor.  In a 5 man set up, most teams I'm seeing are between 35 and 45.  If you can come in at 25, think of the power you have.  Add in Demonic Portal possiblities, and the +1 health buff, and he's more than valuable in this format.  If you think it's a waste, just remember, there are plenty of teams that utilize one mini for nothing more than, oh, say... a Savin Battery?  Sure he lets you tick everyone by one less, but does he attack much?  Maybe once a game?  One heal maybe?  He's utility, sure, amazing utility, but utility, basically making you a 4 man team.  Grimdron here can offer +1 health to everyone, Demonic Portal, and the oft unused Demonic Curse.  Yes, you get one measly tick, and get to do 1 to the debuffed enemy and 1 to each of it's adjacent allies.  That, for a measly 3 honor, rocks.

So what's your take?  Sure there are others.  Savin, Morova, Enraged Fire Spirit... many can be put on this list, however I would love to hear from you, the readers, on your thoughts for MVP.



Who is the MVP in 5V5?
Prophet Velen
Vaimathras
Namrah
Archmage Arugal
Grimdron
Other (See comments below)

  
pollcode.com free polls



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Posted by Steelwing on Wednesday, March 10, 2010



So, with 5V5 and the insanity that ensues coming up soon, I wanted to take a poll of the peeps reading here and see what you think is the most powerful card for 5V5 when it comes to Action Bar Cards... Your finalists, and reasons why are listed below... please feel free to give us your thoughts on if you would have added anything or removed anything... you'r top 5 (since it's 5V5 of course) are... in no particular order...

1.) Flamestrike:

It's obvious why this one is in the top 5.  With all the powerful mages like Irana, Jaina, Morganis, Enraged Fire Spirit, and the Murloc, this baby opens up the damage and comes out of the flood gate with power to behold.  With all the "adjacency" tricks people will more than likely try (see Namrah, Thangal, Morova, etc) this will be a valuable way of pushing through damage from the get go!


2.) Ice Block:


Yet another mage card (I see a trend) here, and why not?  This card has already seen it's power taken to the top 8 of DMFs and other major competitions.  Ensuring that from 6 through 0 your mini is safe, sound, and more than likely (barring that nasty Purge), will live to blast another day, this ABC brings everything you need to ensure victory, if played right.


3.) Fog of War:



Perhaps you are fearing hunters, or the elusive Uber-Zoo people have chatted about.  Maybe you think Vashj is going to make a strong going, or, perhaps you are concerned with all those mages coming your way using the above two cards.  If so, then Fog of War is your best friend.  Especially if you can utilize it with a goblin Shredder to keep reloading your Ozzy Osbourne Fog Machine.


4.) Fear:


Shifting gears to those nasty Warlocks, while many people may think Jhuroon and Corruption are awesome, in this tight knit battle set up, Fear could prove to be a Warlock's best friend.  If you are getting overpowered after an untimely death or two, this will help level the field for a tick or two.  If you are ahead, you can easily control the board and whomever you don't want to deal with.


5.) Sulfuras, Hand of Ragnaros



I still remember 40 man Fridays, with running all nighters to get to Rag and praying this would drop for my Paladin.  Alas, it never did.  Now though, I own 3, at least in this game.  With the potential protectors, Gracci, Berserking Tauren, and other hammer wielding folks, Hand seems like a solid way to ensure you get damage on the board for taking a beating.  And with the threat of Uber-Zoos, hunters, or pets in general, that doesn't suck smacking them back a few times for free.  (ok, maybe not free if you take damage, but you get me.)

So what is your favorite?  Why would you choose it?  Vote below and leave us your comments!  However it works out, good luck to you in your playtesting for Realms!


Which ABC is the most powerful in 5V5
Flamestrike
Ice Block
Fog of War
Fear
Sulfuras, Hand of Ragnaros
Other (Comments below)






  
pollcode.com free polls

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Posted by Steelwing on Tuesday, March 9, 2010


Unfortunately, I don't have much time today, but I do have thoughts...

Today I'd like to talk about Honor.  More specifically, Honor and 5V5.  If you don't watch out, 5V5 can get big, REALLY quick.  Sometimes BIG (pardon the pun) isn't so bad.  Sometimes it's uncontrollable though.

Some of the common themes I keep hearing are Namrah, Velen, Jaina, and even some Thrall.  ALL of these a have good options they bring to a tight knit team, but all are relatively expensive, Namrah being the most affordable for positives she brings to the game.

Still, sitting down for a 60 minute marathon with a 20 to 25 honor 5 man team, could easily out race a team with say 40 to 45 honor no problem.  Especially if you end up running a bunch of cheap but effective characters.  Something like Magistrix Enaria, Blindlight Murloc, Marlowe Christophers come to mind for cheap and effective options here.

Additionally, pieces in the 5 and 6 honor realm, next to the right mini, look awesome.  All of a sudden, Omedus next to Thrall may survive longer and kill more!  Grumphreys next to Jaina, boom headshot!  Even something like  Bleakheart and Arugal can make a solid showing in this format if run right.

I think overall, the biggest thing for 5V5, will be value for honor.  Namrah, potentially, can heal 5 damage in one attack.  That's a BIG swing.  Varimathras, while not as efficient, can do the same sort of thing however you are now at 10 for one mini and have to fit 4 more in, whereas with Namrah, you have as solid an attack, and less honor with all the benefits.

Someone like Marlowe Christopher, next to said Namrah is like, um, yeah, rOcking!  Fel Armor, plus Namrah's heal is like casting flash of light on him and like rolling 50% every time guaranteed.  Plus, those two minis both pack firepower, and are barely over the cost of a Varimathras.

Horde has it's values too.  Magistrix Enaria is 4 honor, can bring polymorph, counterspell, arcane flux, and most importantly to a mage in this format, flamestrike.  All for 4 measly honor.  Throw her next to Illiana Sunshield and you have a cannon with padding for barely more than one legendary.

Meanwhile on the gang-green side, you have Daggum Ty'gor, who at 5 seems average, until you realize, WAIT, I can distract someone into a flamestrike from my murloc?!  Awesomeness!  Yes, for 9 honor, you can add a Blindlight Murloc and a Daggum Ty'gor to your team, allowing you to distract  opponents into your flamestrikes and laugh while doing it.

Everything has value if you combine it with the right pieces.  So while some people may be banging away at 5 x 8 honor minis, what's your thoughts on some value chain options?  Who of the weenies would you add to make an impact immediately to your teams?  Let us know!

On the side, I want to take a moment and thank everyone who reads, has read, and continues to read my stuff here.  I lost someone very special to me this week and I want to make sure everyone out there who enjoys my ideas and meanderings, knows that you mean something to me and I'm thankful for all the friendships I've made through this wonderful game.  Keep critting and I'll keep writing, licenses be damned!


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Posted by Steelwing on Wednesday, March 3, 2010

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