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Realm Qualifiers & Champs Prep
Michael Lum
11/6/2009

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Today I'm reporting on my recent Realm Qualifier (open constructed) experience in Vancouver and giving some general advice on prepping for the open constructed Realm Championships coming up in November.

Forming The Gauntlet

Although the activity in open constructed died down due to the Realm Qualifiers recently being block constructed and Worlds following the same format, nothing new has been added to the mix of cards other than the 4 crafted rings. While it's true that these rings will make an impact on the tournament scene, we cannot accurately predict their use other than by predicting decks that will be affected by them – and many won't have them yet, either.

Therefore, it's best to first go with the tried and true – build the gauntlet out of net decks already established. The NACC this year provides a good starting list, which I'll go over here. You'll only notice one major thing – almost all players were gunning to take down “Black Ice” – and they obviously did it well, as he makes no appearances in the top lists.

First off, go with the list that listed the X-1+ record players – while other decks may have formed the top 8, these decks went through the ringer and there was no draft to interfere with their constructed “rating”.

Andy Hoang – 9-0

Hero: Nicholas Merrick

Allies
4 Gromble the Apt
4 Jeleane Nightbreeze
3 Mikael the Blunt
4 Adam Eternium
4 Myriam Starcaller
4 Weldon Barov

Abilities
4 Spell Suppression
4 The Taste of Arcana
4 Fizzle
4 Blast Wave
4 Combustion

Location
4 Eye of the Storm

Quests
4 A Question of Gluttony
4 Wanted: Hogger
3 The Defias Brotherhood
2 Corki's Ransom

Side
4 Ice Barbs
3 “Scrapper” Ironbane
3 Greatsword of Horrid Dreams

Andy's deck blew through the competition during the constructed Swiss rounds. Expecting Black Ice to be abundant, Andy had several good choices to deal with the frost gnome, but it also forced other decks to deal with all of its threats. Although it doesn't really have a turn one aggressive play, its Taste of the Arcana and Fizzle can put a halt to the opponent's early plays, and then it can switch gears into aggression by playing untargetable allies, accelerating with Gromble into Myriam or Weldon, or simply dropping Adam with Eye of the Storm. Combustion is an amazing finisher that can easily take out an opposing Weldon and his tokens, and avoids issues with untargetable and Escape Artist allies, such as the problematic Dimzer. For the same reason, Blast Wave can take care of early threats and Weldon protectors so that Nicholas can get through on his own – and also serves another duty of easily destroying Hogger for a quick pair of cards.

The side deals with decks that like to draw with Ice Barbs (which seriously Slows down even mundane quest completion) and is heavy on the equipment hate; not only to pop those weapons but to take care of pesky armor that would prevent the damage that this deck deals so quickly. Greatsword is amazing for stopping ferocity, and can be key to being able to target things like Dimzer and other escape artist/untargetable allies.

Andy's deck is incredibly aggressive and can maintain its board position and tempo due to Gromble and Taste of Arcana, well-placed Spell Suppression, and timely use of Fizzle. If you play one turn behind (due to Fear of Taste of Arcana) you'll be in a bad position; but if you play two turns behind due to Gromble and Taste, you've pretty much lost the game.

Dealing with this deck is very similar to Black Ice – have armor or something to get around Taste of Arcana (or simply force him to play them), be prepared for the ally suite (note the additional problem of the untargetable Jeleane and remember Myriam) in some fashion, and remember that Combustion can suddenly end the game – if his one ally's ATK were doubled and hit your hero, would you die? If yes, you should play more cautiously. Unlike other mage builds, this one doesn't include healing or Nether Fracture, so you're safe to use cards like Owned! and to do small amounts of damage over time. Racing it might be a safe bet if you have healing as well.

This deck will most likely be a popular choice as it is relatively consistent and was piloted to a high finish in the recent NACC.

Related articles:
Interview with Andy regarding his deck choice:
http://entertainment.upperdeck.com/w...id=52&aid=6448

Feature Match:
http://entertainment.upperdeck.com/w...id=52&aid=6463

Feature Match in Semifinals vs. Phil Cape:
http://entertainment.upperdeck.com/w...id=52&aid=6564

Corey Burkhart – 8-1

Hero Kil'zin of the Bloodscalp

Allies
4 Sha'kar
2 Bonechewer Behemoth
3 Offender Gora
4 Bloodsoul
2 Doshura Risestrider

Abilities
3 Fork Lightning
4 Storm Shock
2 Earth Shock
2 Lightning Bolt
4 Lightning Arc
3 Grounding Totem

Equipment
2 Aegis of the Vindicator
3 Blackout Truncheon
4 Retainers Blade
4 Whispering Blade

Locations
3 Eye of the Storm

Quests
3 One Draeni's Junk...
4 Falling to Corruption
4 Orders From Lady Vashj

Side
2 Doshura Risestrider
1 Earth Shock
1 Grounding Totem
1 Fork Lightning
3 Crackling Purge
2 Band of the Inevitable

Corey's Kil'zin deck won the NACC this year, and therefore you'll likely see incarnations of it everywhere you go. Kil'zin has consistently been one of the fastest aggressive decks out there, and last year was definitely “the deck” that you had to test against to beat.

The deck packs some seriously explosive damage capabilities; in one turn it can easily do five points of damage from the hand, or possibly more with ferocity and weapons involved, and its ally suite doesn't necessarily have to attack to finish the job, thanks to Bonechewer Behemoth.

One of the neat tricks of this deck is its ability to instantly play a Blackout Trucheon on the opponent's turn to exhaust a hero or ally; but also to instantly kill an ally by destroying the Retainer's Blade already in play – giving this deck a pseudo-instant kill ability which can be used pretty easily. It's also hard to interrupt as it's an equipment rather than an ability.

This deck has an easy answer to several of the standard problems. Weldon? No problem – Lightning Arc the tokens and you can swing into the hero. Or, simply kill the offensive man and hit the hero for 5 with Forked Lightning. Issues with Hesriana? Grounding Totem is there to save the day, and also saves you from aggravating cards like Shadowburn. Being rushed by Koo'zar blitzes? Aegis of the Vindicator and Lightning Arc can buy you the time you need to get your own game into play. Eye of the Storm is more likely to be used aggressively, exhausting protectors so you can get at the hero, but doubles for defense if you need to save your guys for a turn so they can swing in on the next. Adam is easily kept at bay with the threat of weapons, and Mikael is too late as the damage is done with your allies before he might get to pick them off. Turn 1 plays include Offender Gora, Bloodsoul, Whispering Blade, Stormshock, nevermind the ever present hero flip that effectively has your opponent starting off with three damage.

Answers to Kil'zin? This has been discussed on multiple forum boards, just like the Black Ice problem, but in short cards that Heal and prevent are one route to try (priests and paladins have the easiest time in this regard). The other is to focus on an even more aggressive route; Koo'zar may be able to outpace Kil'zin, and Black Ice can control the board better; but then it just might come down to the draw. As for individual counters, speed is the key. Warriors have some easy answers in Sudden Death and Smash (with Pummel or Shuriken as a nice counter to abilities), mages should love Taste of Arcana, Fizzle, and Conjurer Cinnamon Rolls, priests have Shadow Word: Death and Greater Heal (beware of Earth Shock), warlocks have Eye of Kilrogg, Shadowburn, and Banish to the Nether (beware of Crackling Purge in game 2), and druids have access to Hibernate (giving extra resources doesn't matter too much to Kil'zin) and Natural Order. Playtesting is the key – find out what works for your playstyle and get used to expecting Kil'zin's plays.

Related articles:
Feature Match:
http://entertainment.upperdeck.com/w...id=52&aid=6453

Feature Match – Quarterfinals vs. Tim Rivera:
http://entertainment.upperdeck.com/w...id=52&aid=6559

Feature Match – Semifinals vs. Skyler Stewart:
http://entertainment.upperdeck.com/w...id=52&aid=6566

Feature Match – Finals vs. Phil Cape:
http://entertainment.upperdeck.com/w...id=52&aid=6569

Isamu Teal 8-1

Hero: Nicholas Merrick

Allies
4 Myriam Starcaller
4 Consul Rhys Lorgrand
4 Gromble the Apt
4 Jeleane Nightbreeze
3 Adam Eternum
4 Instructor Giralo
3 Weldon Barov

Abilities
4 Fizzle
4 The Taste of Arcana
4 Blast Wave
3 Nether Fracture
3 Spell Suppression
2 The More the Scarier

Locations
4 Eye of the Storm

Quests
4 Tabards of the Illidari
4 Wanted Hogger
2 Corki's Ransom

Side Deck
2 “Scrapper” Ironbane
1 The More the Scarier
2 Counterspell
2 Metalmorph
2 Blade of Wizardry

Isamu's deck made it to the quarterfinals where he played against Andy Hoang sporting the same hero, and lost the match, but still took a game. Due to the fact that it uses Nicholas as well, you most likely will see Andy's deck or a hybrid of Isamu's and Andy's at your Realm Championships, but it's a good idea to test against this version as well. This one aims to quickly put out allies and relies more on its allies for its victory, maximizing the use of Myriam with Giralo and hitting hard with Rhys and Adam for the win. The deck also controls the board more, avoiding the use of Combustion in favor of The More, the Scarier.

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