AZ2 Bounty 2: Orc Focus

    • AZ2 Bounty 2: Orc Focus

      This is the second bounty for AZ2 PvE theorycrafting. For the next 30 days, the focus will be Orcs. Submission deadline will be Wednesday, May 24, 2017 @ 11:59pm ET.

      I am offering a 1400 platinum bounty for each class setup that receives the most acclaim by your peers by the end of the 30 days. In other words 1400 platinum each for the chosen deck for Cleric, Mage, Warrior, and Ranger. That's 5600 platinum up for grabs! (Unfortunately I can't go higher than this currently on my own if I want to sustain this for the months to come.)

      In the case of an unclear result/outcome, I will let CoachFliperon make the final call as he is maintaining Campaign Adventurer's Guide | Decklist repository | Champions | Mercenaries | Ships.

      The budget of your deck is not an issue. Your goal is to make the best overall deck for each class. I understand that some encounters in the campaign will require whole new builds but the goal is to create a general optimized setup for each class that players can work towards as they climb to the current cap of Level 15.

      I apologize if this is not a perfect bounty process as it is the first. I hope to work with you guys to make it better in the future.

      Note: If there are any changes to be made to the bounty, I will update here ASAP.

      ~~~

      Requirements:
      • Champion must be at Level 15.
      • The race must be Orc.
      • One class per post.
      • If you have multiple decks, submit only your best deck for that class.
      • You may submit one deck per class.
      • Edit your posts as necessary and make note of the changes in your update.
      • Last edit time must be prior to deadline.
      • Please follow Submission Format.
      The main three goals of your deck should be and I hope the community will judge the decks based on these factors:
      • Consistency (how consistent is it?)
      • Flexibility (how well can it handle the majority of encounters?)
      • Speed (how quickly can it end the average encounter?)
      ~~~

      Submission Format:

      Class: <Class>

      Talents:
      • List
      • in
      • Bullets
      Decklist:

      Resources:
      • List
      • in
      • Bullets
      Troops:
      • List
      • in
      • Bullets
      Actions:
      • List
      • in
      • Bullets
      Constants:
      • List
      • in
      • Bullets
      Artifacts:
      • List
      • in
      • Bullets
      Equipment:
      • List
      • in
      • Bullets
      Mercenaries:
      • List
      • in
      • Bullets
      Details: <Explanation of strategy and usage of deck including potential substitutions (if available).>

      ~~~

      Prizes:

      Best Build of Cleric: 1400 platinum, 2x Set 6 Packs, 1x on-theme Rare
      Best Build of Mage: 1400 platinum, 2x Set 6 Packs, 1x on-theme Rare
      Best Build of Warrior: 1400 platinum, 2x Set 6 Packs, 1x on-theme Rare
      Best Build of Ranger: 1400 platinum, 2x Set 6 Packs, 1x on-theme Rare

      ~~~

      And the bounty grows due to the following sponsors!

      Sponsors:

      NicoSharp: 8x Set 6 Packs, 4x on-theme Rares
      HEX Support | HEX CoC | HEX T&C

      Twitch | Steam | HEX Furs Telegram | Sterling Starwatcher
    • Eraia wrote:

      Where last one was Cleric heavy, I predict this one will be Warrior heavy. Prove me wrong folks, let's see those orc mages and clerics ;)
      That should be an understatement, for a long time Orc Warriors were the cream of the crop for farming!

      The Wardens of Entrath is a large, open to public community of Hex enthusiasts with a mission to help and support Hex players and content creators alike!

      Find us on our Discord server or website!
    • Class: Ranger

      Talents:
      • Pet Training: Ferocity
      • Chew Toy
      • Pet Treats
      • Lay of the Land
      • Unlock: Flamebreath Wolverines
      • Survival Skills
      • Bonded for Life
      • Pet Training: Sic 'Em!
      • Ranged Expertise: Scattershot
      • Unlock: Bombardment
      Decklist:


      Resources:
      • 20x Ruby Shard
      Troops:

      • 4x Ashwood Soloist
      • 3x Escape Goat
      • 3x Hired Horn Cutthroat
      • 3x Boltspasm
      • 3x Psychotic Anarchist
      • 3x Righteous Outlaw
      • 2x Voice of the Ashwood
      • 3x Trueheart Skirmisher
      • 3x Stingshot Sniper
      Actions:

      • 4x Burn
      • 3x Fireball
      • 3x The Crowd Roars
      • 3x Lazgar's Vengeance
      Constants:

      • N/A
      Artifacts:

      • 2x Spectral Acorn
      Equipment:

      • Rending Hammer (The Crowd Roars)
      • Bursting Bauble (The Crowd Roars)
      • Hired Horn Boots (Hired Horn Cutthroat)
      • Sling Stone Sleeve (Stingshot Sniper)
      • Soloist's Suit (Ashwood Soloist)
      • Ash Hood (Voice of the Ashwood)
      Mercenaries:

      • Clatterclank
      • Spirit of the Triumvirate (Upgraded)
      • Gax the Sly Roller
      Details: 62 card deck is to take advantage of Clatterclank. This allows you to start every game with a 4/3 in play. Then its a fairly typical ruby aggro deck. The Crowd Roars and Lazgar's Vengeance get to take advantage of the extra free troop attacking from early on. Anarchist, Skirmisher, and the Crowd Roars give you opportunities to keep drawing as you dump your hand.
    • CoachFliperon wrote:

      Eraia wrote:

      Where last one was Cleric heavy, I predict this one will be Warrior heavy. Prove me wrong folks, let's see those orc mages and clerics ;)
      That should be an understatement, for a long time Orc Warriors were the cream of the crop for farming!
      Only Orc i have is a Warrior... and i'm out of slot to try other orc class so or i delete somthing or i submit only orc warrior (i have to level him)
    • Class: Orc Mage


      Talents:
      • Spell Sprites
      • Learning
      • Telekinesis
      • Chaos Missle
      • Open Mind
      • SP Boon
      • Mental Superiority
      • Wordly Knowledge
      • SP Buff
      • Guardian Golem
      • Golem Graft
      • Concentration
      Decklist:


      Resources:
      • Ruby shard x 10
      • Wild Shard x 6
      • Crackling Vortex x 4
      • Well of savagery x 1
      Troops:

      • Lightning Elemental x 3
      • Psychotic Anarchist x 3
      • Arena Regular x 4
      • Goremaster x 3
      • Reactor Bot x 3
      Actions:

      • Chlorophyllia x 3
      • Crackling bolt x 4
      • Crackling clash x 4
      • Crackling sprout x 4
      • Crushing blow x 3
      • Fuel for the fire x 3
      Constants:

      • N/A
      Artifacts:

      • Spectral Acorn x 2
      Equipment:

      • Gardener's hat
      • Shocker attachment
      • Dandelion Arm Guards
      • Clashing Boots
      • Twisted Shuriken
      Mercenaries:

      • Zurxathil
      • Xorak
      • Slamvolt
      Details:

      Playing this deck is all about abusing charge gain and winning quickly. Most consistent win is turn 4 although the game can play out in a number of ways. Goremaster is the obvious win con with turn 3 play him (or turn 2 if you play chlorophyllia turn 1) then next turn play several crackling cards to do 100+ damage. Reactor bot is a less potent version of Goremaster. Crushing blow is included to assist in pushing this combo damage through. With this build you can reliably cast your racial spell at least twice by turn 3 so you can also win simply swinging with a raged up sprite or elemental to win by turn 4/5. Finally if you can't manage either of the above you have a lot of charge gain to tempo your opponent with telekinesis while swinging through with your anarchists to dig.

      Although I prefer psychotic anarchist to allow you to draw into a Goremaster combo you can remove them and the well of savagery for 4 x Rockslider to provide another charge abuser with crush.

      Due to your low life total you will always have Xorak passive active which helps you rush down your oppoent. Slamvolt is obvious for the extra charge gain. Zurxathil is used for merc encounters and encounters which start with a signficant opposing troop in play (the Orc mage deck's biggest weakness) as I find a blood/sapphire Zurx deck deals with both easily. Although I believe Zurx is the best fit for covering the weak matches he can be exchanged for any merc of your choice as his passive isn't vital.

      Happy to hear any feedback/fine tuning recommendations for this deck. Although Orc Mage isn't the best race/class combo I find this build gives consistent and relatively speedy dungeon clears.
    • Class: Orc Mage


      Talents:
      • Spell Sprites
      • Mental Superiority
      • Affinity: Mages (critical)
      • Telekinesis (critical)
      • Learning
      • Open Mind
      • Worldly Knowledge
      • Secret Knowledge
      • Chaos Missle (critical for certain dungeons, e.g., Mosquitos)
      • SP Boon
      • SP Buff
      • Guardian Golem
      Decklist:


      Resources:
      • 5 x Blood Shard
      • 5 x Ruby Shard
      • 4 x Well of Hatred
      • 4 x Ayotochi Coins
      • 4 x Necropolis Coins
      Troops:

      • 4 x Stalagmage
      • 3 x Smitebringer
      • 3 x Lava Shaper
      • 3 x Stingshot Sorceress
      • 3 x Qutzal Gorecaster
      • 3 x Emberleaf Evoker
      Actions:

      • 4 x Call the Grave
      • 2 x Gain Ground
      • 3 x Elegy of Death
      Constants:

      • 3 x Dread Factory
      • 3 x Forgotten Forge
      Artifacts:

      • 2 x Spectral Acorn
      • 2 x Cerebral Jack-hat
      Equipment:

      • Deathly Cowl
      • Tablet of the Revenant
      • Stalactunic
      • Factoring Fingers
      • Commonwealth Sandals
      Mercenaries:

      • Spirit of the Triumvirate (gives 3 troops sped, steadfast and flight)
      • Corporal Hadrian (gives 2 cards mobilize, which can be used to set up a diligence attack)
      • Hawkor
      Details: This build centers on Diligence kills and getting 7 drops out on turn 3. Can often win on turn 4 and 1/2 (you make your last play on turn 4, and the diligence damage on turn 5 wins the match; technically turn 5 win but match is over turn 4, so calling it 4 1/2). For matches that last longer, you can usually control the board anyway with the early 7-drops.

      Troops:
      Stalagmage is there to provide one of the two methods by which you will defeat opponents. If he is down, every single troop in your deck becomes a diligence damager, provided you have the Stactunic.

      Smitebringer deals double damage. This includes diligence damage gifted by a Stalagmage. Get 2 Stalagmages down in front of this one, and a single diligence "attack" deals 8 damage, just from the smitebringer alone (the 2 point gift stacks).

      Lava Shaper helps with point removal. He is also a good target for Telekinesis, as you can re-use the deploy for 3 damage ability while at the same time stack on more diligence damage that any Stalagmages might gift him.

      Stingshot Sorceress is there as a flyer, and as a back-up way to get more point removal from her ability to gift a card in your hand 3 points of damage.

      Qutzal Corecaster can make very short work of your opponent given all of the diligence damage available to you; try and get him out by turn 3 with Elegy of Death.

      Emberleaf Evoker is a nice beefy 5/3 that can be free to play by turns 3 or 4. For this reason, try and save the Elegy of Death's for other targets.

      Actions:
      Call the graves is there to get back fragile troops; with only 1 life, your Stalagmages are going to be visiting the graveyard. Another great way to use them is to attack with something knowing it will die, but also knowing you will bring it right back to stack on additional 2-point gifts from the Stalagmages. When a battle lasts more than 5 rounds, the Lava Shapers get chosen as sacrificial lambs (well, lions really) alot.

      Gain Ground is there to get you an alternative way to get a Gorecaster into the crypt early while giving you a card draw. You really want to use your spell power for telekinesis when possible, but soothsaying plus Elegy of Death gets your Gorecasters on the board the quickest. Gain Ground is more a mid-game card or a turn 2 card if you have nothing better to play on turn 2.

      Elegy of Death is there specifically for the Qutzal Gorecasters and the Stalagmages. There will be times when you need a Stalagmage out who has more than 1 defense. Most of the time you won't, though, so then just use it for whatever.

      Constants:

      Dread Factory and Forgotten Forge are there more to provide a way to exhaust your troops without being forced to attack.

      Artifacts:
      Spectral Acorn and Cerebral Jack-hat are there to speed up your deck, simple as that.

      Strategy:

      There will be some dungeons where you want the Stalgmage out asap, and others where you want to focus on your other troops. For AZ1, the spitefire elemental is one example of not even bothering with Stalagmages. Also, do not get the dreadlings going on that one (you can use the exhaust ability on the dread factories up to 4 times, just do not go 5). Another place in AZ1 of note is the final battle in the tomb of the rose knight: Better to build up your board with artifacts and constants than to race.

      In AZ2, for the Gnoll King get through the Craven Gnoll fast, but then back off and build your board. Try and steal a Brutetown Carver from the opponent's crypt. When facing the final opponent (the Gnoll King), remember that Vargar is a prismatic card with diamond ... the Gnoll King has no diamond shards in his deck, so...).

      Speaking of which, against the Kraken dungeon, plan on saving all your spell power specifically for telekinesis against those dang tentacles. You do not really have a great way to deal with 8/8's unless you have a powered up (from Elegy of Death or Rage) troop. Although, Smitebringers shine here once they get to 4 damage.

      The rest of the dungeons are pretty straight forward, if you are going shortest route to clear. One final note: you really only need 4 resource (2 ruby, 1 blood, + 1 more) to run everything, so use the coins to dig into your deck when possible.

      The post was edited 2 times, last by Tekumel ().

    • Class: Orc Mage


      Talents:
      • Affinity: Mages
      • Spry
      • Secret Knowledge
      • Self Knowledge
      • Wordly Knowledge
      • SP Buff
      • Spell Sprites
      • Learning
      • Learn Spell: Telekinesis
      • Learn Spell:Chaos Missile
      • SP Boon
      • Guardian Golem
      Decklist:


      Resources:
      • 4 Quash Ridge Rubble
      • 4 Well of Hatred
      • 2 Necropolis Coins
      • 2 Ayotochi Coins
      • 9 Ruby
      • 4 Blood Shard
      Troops:

      • 3 Fang of the Mountain God
      • 4 Stalagmage
      • 2 Lightning Elemental
      • 3 Hunger of the Mountain God
      • 4 Arena Regular
      • 3 Lazgars Bloodsworn
      • 2 Whirling Brutalizer
      • 3 Smitebringer
      • 1 Zanya Bloodfist
      • 2 Xocoy, High Cleric
      Actions:

      • 2 Crushing Blow
      • 1 Cry of Gawaine
      • 2 Blitz
      • 3 The Crowd Roars
      Constants:

      Artifacts:

      Equipment:

      • Gladiator Helm (Arena Regular)
      • Bursting Bauble (Crowd Roars)
      • Mountain Gods Vest (Hunger of the Mountain God)
      • Kingmaker Gloves (Crushing Blow)
      • Boots of Bloody Tribute (Fang of the Mountain God)
      • Rending Hammer (Crowd Roars)
      Mercenaries:

      • Augustine (charge)
      • Mooof (body)
      • Clatterclank (charge)
      Details: Chaos Missiles to Clear pesky x/1 Troops or to set up good Whirling Brutalizer Swings.
      Deck has Good Charge Generation that is exploited with Arena Regulars.
      This lets us cast spells regularly. Main Spells are Frenzy (Rage 2) either on Spellsprites, Smitebringers or Xocoys or Telekinesis to do away with Blockers if Crowd Roars does not suffice.
      In Machine Graveyard it is highly recommended to do the branch that gives you damage avoidance for 10 on your robot for final boss 3 damage aoe.
    • Class: Ranger


      Talents:
      • Pet Training Ferocity
      • Shared Excercise
      • Overwatch
      • Chew Toy
      • Pet Treats
      • Lay of the Land
      • Scattershot
      • Eye of a Sniper
      • Hunting Party
      • Improvised Fire Bomb
      • Survival Skills
      • Bonded for Life


      Decklist:


      Resources:
      • 17 Ruby Shard (Edit 16 shards)
      • 3 Ayotochi Coins (Edit 4 coins)


      Troops:

      • 3 Psychotic Anarchis (Edit)
      • 4 Embertongue Skarn
      • 4 Ghostblade Duellist
      • 3 Escape Goat
      • 3 Hire Horn Cutthroat


      Actions:

      • 3 Combat Training
      • 4 Seeing Red
      • 3 Impulse (Edit)

      • 4 Cremate
      • 4 Burn
      • 3 Fuel for the Fire
      • 3 Crushing Blow (Edit)
      • 3 Soul of Battle (Edit)


      Constants:

      • None


      Artifacts:

      • 2 Spectral Acorn


      Equipment:

      • Molten Corona
      • Pulse Keeper
      • Leather Dueler's Duds
      • Conflagration Handguards
      • Hired Horn Boots
      • Flamethrower


      Mercenaries:

      • Baxoth
      • Clatterclank
      • Katsuhiro


      Details:

      Consistency: Most powerful plays start with turn 1 Duelist (eq: readies each time you play a ruby card) and turn 2 Fuel, but can still do 30 or so damage by turn 3 a lot of the time. A cremate in the opening hand helps as you can scrounge the dreadling (Baxoth) to play it for 3 and synergise with Duelist or Skarn / clear blockers for the pet.
      Flexibility: Can clear Kukatan and GMG very quickly. Higher health champs in Kraken more problematic.
      Speed: usually wins turn 3 to 5, can win turn 2 with Duelist, etc. mentioned above.
      Bonus: Pretty cheap deck with only rares being Anarchist and Goat.
      Weakest element is the Impulse, doesn't really help getting a turn 2 / 3 kill, but does help reload if the game goes later than you wanted. Impulse and Anarchist too slow as deck mostly wins turn 3. (edit)

      The post was edited 1 time, last by xbete ().

    • Hellfire Blessings


      Class: Orc Cleric


      Talents:
      • Key Talents
        • Enhance Blessing: Empowerment
        • Aura Aspect: Good Karma
        • Blessed Birth
        • Child of the Right Hand
        • Premonitions
        • Divine Altar
      • Other Talents
        • Enhance Blessing: Life Essence
        • Hale
        • Healing Aura
        • Affinity: Cleric
        • Righteous Path
      Decklist:

      Resources:
      • 16 x Ruby Shard
      • 2 x Quash Ridge Rubble
      • 3 x Ayotochi Coins
      • 2 x Talysen's Memorial
      Troops:
      • 3 x Lightning Elemental
      • 3 x Kindling Skarn
      • 3 x Veteran Gladiator
      • 2 x Psychotic Anarchist
      • 2 x Quash Ridge Tusker
      • 3 x Embertongue Skarn
      • 2 x Ashwood Firebrand
      Actions:
      • 3 x Intimidating Display
      • 2 x Lazgar's Vengeance
      • 2 x Once More Unto the Breach
      • 3 x The Crowd Roars!
      • 3 x Burn
      • 2 x Burning Tendrils
      Artifacts:
      • 2 x Spectral Acorn
      • 2 x Cerebral Jack-hat
      Equipment:
      • Reptilian Faceplate (modifies Kindling Skarn)
      • Bursting Bauble (modifies The Crowd Roars!)
      • Chest of Electrical Force (modifies Cerebral Jack-Hat)
      • Conflagration Handguards (modifies Burn)
      • Combat Trail Blazers (modifies Psychotic Anarchists)
      • Rending Hammer (modifies The Crowd Roars!)
      Mercenaries:
      • Tafford the Tireless (More Blessings)
      • Clatterclank (Get a 1st turn Charge power activation for more blessings)
      • Mooof (potentially get a body on the field for even earlier blessing beatdown)
      Details
      This deck revolves around playing as many blessings as possible and has cheap troops to take advantage of playing a Blessing that will give both +1/+1 and Rage 1. In fact, the best troops for this are the Skarns. Blessings played while you have Skarns in play will often be the death of an opponent. This deck will regularly have turn 4 wins by taking advantage of HUGE skarns from all the blessings and cheap actions.

      The rest of the deck plays support, primarily as either cheap actions or cheap card draw. You also have some late game reach with Lazgar's Vengeance and Burning Tendrils.

      Tips
      • The best hands have a blessing and a skarn. I will often take advantage of the free mulligan to try to get these in my opening hand. The talent Premonitions helps here as well.
      • The deck plays with a comparitively large shard count despite having a very low curve. Beyond preventing shard screw, the larger shard count makes it easier to play the non-basic shards as well as become discard fodder for some of the draw spells in the deck. In addition, the Ayotochi Coins are usually always saved for their ability.
      • While Divine Altar is primarily for duplicating Blessings, there are two Orc clerics (Quash Ridge Tusker and Veteran Gladiator) that could also get duplicated.
      • The Crowd Roars! is awesome card draw, but the ability from the Trinket equipment is invaluable for this deck. The Skarns lack any sort of evasion. So unless you have run out of gas, it's often better to keep The Crowd Roars! in your hand to invalidate chump blockers. Intimidating Display and Veteran Gladiator also help in this regard.
      • Little problem with Kukatan or Machine Graveyard, but Kraken dungeon can be obnoxious since an 8/8 tentacle can be difficult to remove for a Ruby deck. Generally the strategy for encounters that have Kraken tentacles is either aim to be blisteringly fast or play a more controlling game and get a skarn large enough to take out a tentacle when it attacks.
    • Class: Cleric


      Talents:
      • Hale
      • Blessing of the Immortals
      • Life Essence
      • Healing Aura
      • Aura Aspect: Good Karma
      • Enhance Blessing: Empowerment
      • Blessed Birth
      • Child of the Right Hand
      • Discipline of the MInd
      • Premonitions
      • Cleanse
      Decklist:


      Resources:
      • Blood Shard x17
      • Quash Ridge Rubble x4
      Troops:

      • Tezozo x3
      • Bloodsoaked Brawler x3
      • Fury of the Mountain God x3 (Minor Blood Orb of Frenzy//Minor Blood Orb of Intimidation)
      • Darkspire Tyrant x1
      • Fang of the Mountain God x3
      • Darkspire Priestess x4
      • Claw of the Mountain God x3
      • Hunger of the Mountain God x3
      • Darkspire Acolyte x3
      Actions:

      • Herofall x3
      • Casualty of War x3
      • Kog'Tepetl's Thirst x3
      • Blood Aura x2
      Artifacts:

      • Spectral Acorn x2
      Equipment:

      • LIfetake hood
      • Infectious Toxin
      • Mountain God's Vest
      • Bloodsoaked Knuckles
      • Sneaky Sneakers
      • Hungering Battle Axe
      Mercenaries:

      • Hoo'vis O'Shearskin
      • Rifkun Bonespike
      • Gax, the Sly Roller
      Details:

      Prologue:
      Working on this particular build was far more time intensive than my coyotle build for the last contest. Notably, I didn't have an Orc Cleric and there were no Campaign Orc Cleric decks on hex.tcgbrowser when I checked. So, I partly built the deck in anticipation that we would not see many builds in the competition for this class. I basically created three decks before I got here. I started with a Clerics/Rush deck centered around both Tongue of the Black Crucible and Furybringer. Despite the obvious combo potential, it was far too slow as centering a deck around 3 drops makes it far behind most mercenary decks. I looked at a few possible "Clerics matter" decks, but the options for Blood-Ruby are thin. I also tried a BR charges matter deck and a RW charges matter deck. BR was meh, RW was fine, but slower than I wanted it to be and inconsistent in getting the game-winning pieces. Mono-ruby looked like an option, but I didn't see a way where it wasn't an inferior Cardboard Tube Samurai Red Ranger deck. My last hope was mono-blood and I feared that it would, like mono-ruby, be an inferior version of the Count Davian deck, but it has become very much its own thing. I started with the AZ1 base that a few players found, though I think @'NicoSharp''s build was the first one I had for my Orc Warrior back in the day. Then I updated it for the new sets and adventure zone while also making it useful as a Cleric deck. Finally, I played the deck through the optimal node series in every dungeon to make sure it could solo it. It can. I also tested a few off-optimal path nodes and haven't had any problems yet.

      Actual Discussion:

      First, let's chat about talents.

      The talents here allow us to spend quite a bit of life having Mountain God themed cards in play and sacrificing three life a turn (or more) to the Hunger of the Mountain God to make him as big as possible and run over things. Hale, Healing Aura, and Life Essence all serve this purpose. Orcs pay a penalty on blessings by having their healing effects halved, but we get to give a troop in play rage as a benefit. So, we want to make those blessings worth it and Blessing of the Immortals, Life Essence, Good Karma, Empowerment, Discipline of the Mind, Child of the Right Hand, and Blessed Birth serve that purpose.

      Premonitions is a bonus talent that is amazingly important for this deck as it allows you to fix a poor hand/mulligan. This talent is phenomenal. We are often looking for a Hunger, Fury, a shard, removal, or a blessing depending on our hand state and AI opponent. Cleanse can be re-allocated, but it helps in a few marginal cases where dazed might be annoying.

      All of this makes our blood aggro game stronger and more consistent. Blessing of the Immortals is a bonus when it hits, but we are fine when it doesn't. Namely, we are hoping our unblockable troops or Hungers are getting hit by the additional rage, +1/+1, and speed triggers.

      Second, the Deck.

      Our main theme is to have fast orcs that win the game while enable other, bigger troops to come out if we haven't won yet. Acolyte and Brawler will do much of the work in the early game. Our big finishers are Hunger of the Mountain God and Fury of the Mountain God as the former gets too big for the AI to deal with and the latter becomes a cheap or free 4/4, speed, unblockable troop that attacks in (often with rage).

      We also have a darkspire subtheme that allows us a late game wincon. Sometimes our early win strategy doesn't work, so the 1-of Tyrant is a fine finisher.

      Our removal suite is great. Casualty of War with equipment can often wipe the board against a theme deck (and there are so many in the AZ2 dungeons), Herofall removes the toughest troops that may threaten our wincons and decrease the likelihood of seeing them a second tim, and Kog'teptel's Thirst is a flex card that either makes our dudes better or removes pesky x/1s. Drawing a card can be a late game bonus.

      Blood Aura is a way for us to get a combat trick in and get life drain back in the deck. The equipment makes this a double trick sometimes and allows us never to really worry about losing to damage. This is probably the most replaceable card in the deck right now.

      Equipment:


      • Lifetaker Hood is more of an upgrade for the deck over Hood of the Darkspire. If you are worried about draw, that might be a better option, but it only works on one card and it comes in the very late game. There has been about one game where Tyrant died and the game wasn't over. If you cut the Blood Auras, then Hood of the Darkspire becomes the only other option unless you find another helm-based card.
      • Infectious Toxin makes Casualty of War the best removal in AZ2 as the vast majority of encounters in dungeons lack factioned troops.
      • Mountain God's Vest gives our Hungers crush and it outperfroms the Claw and Acorn chest pieces.
      • Bloodsoaked brawler's Knuckles makes it hard to block in the early game and seems to be a necessity.
      • Gloves of Betrayal is a considerable option here as it allows you to steal a troop in most encounters. We want our Acolytes to have speed to trigger both Hunger and Fury. We also want to build up the Acolyte's quickly for when they die and hopefully proc damage to the opponent's face.
      • Finally, Hungering Battle Axe supercharges our Hungers into game winners. I originally built the deck with the Darkspire Longblade and planned to make the deck more about sac/darkspire effects, but underperformed compared to the raw power of Hunger.




      Mercenaries:

      The best part of working on this deck is that I picked up some great mercenaries beyond the average 3 every deck runs. Here we run Hoo'vis to give two random troops speed. This is great for our deck as speed wins games and we already get another speed troop from our level 15 racial talent. Rifkun gives three troops +1 attack and this does stack if it hits the same troop twice. More damage is good. Finally, Gax gives two of our troops -1 cost which makes the deck faster if we hit them. 1 cost troops becoming free and 2 cost troops becoming 1 can make the deck a full turn or two faster.

      Charges matter so much less in Orc Cleric. We like blessings, but we like troops more, and so the mercs here are great at doing their job well.

      Edit: Mostly formatting and grammar. Some small clarifications.

      The post was edited 1 time, last by Zubrin ().

    • Class: Orc Warrior

      Talents:
      • Fury
      • Berserking
      • Warlord: Agility
      • Warlord: Parrying
      • Training: Combat
      • Reinforcements
      • Training: Deployment
      • Training: Tactics
      • Enhanced Training Regimen
      • Blacksmithing
      • Old War Wound
      • War Preparations
      • Commander
      • Boiling Blood
      DECKLIST:

      Resources:
      • Blood Shard x10
      • Ruby Shard x9
      • Well of Hatred x4
      Troops:


      • Graven Geist x3
      • Dread Botanist x4
      • Gravestalker x3
      • Hunger of the Mountain God x2
      • Dread Apprentice x4
      • Dread Driver x3
      Actions:


      • Bitter Dread x3
      • Casualty of War x3
      • Burn x3
      • Purging Flames x3
      Artifacts:


      • Cerebral Jack-Hat x2
      Constants:


      • Pool of wrath x1
      • Dread Factory x3


      Equipment:


      • Infectious Toxin (Mandatory)
      • Mountain God's Vest
      • Conflagration Handguards
      • Purple Pointed Surgers (Mandatory)
      • Graverazor (Mandatory)
      Mercenaries:


      • Baxoth of Korru (Mandatory)
      • Count Davian (Mandatory)
      • Sister of the Herd


      Details:
      Obviously, deck revolves around utilising dreadlings. Baxoth is there to provide you with a starting dreadling in graveyard which is useful for utilizing dread apprentice and in some fights so you always have at least 1 damage with purging flames (mosquite fight in kukatan for example). Playing this deck you will be living on the edge most of the fights, especially the one in which opponents starts with troops in play, since berserking works on his troops as well. That's why Count Davian is mandatory, each health point counts.
      Purging Flames is the card of the day, in most of the games it is a pure win card. Pool of wrath fills the graveyard as well, if there is no dreadling generation in sight. Bitter Dread would be much better with equipment, but gravestalker is a beast with his equipment, especially if he gets Trained trait. then he is practically unstoppable.

      Tips:
      Deck needs to be changed for fire elemental fight versus Wiktor. Various opponents in great machine graveyard could be a problem (most notably the crane operator guy, who starts with walls in play). In other match ups you should be fine.
      Always try to have a troop in your starting hand. Doesn't matter which one, but Orc race power should be utilised o its maximum (Speed and rage 1 to one random troop in hand).
      Win conditions vary highly, one game you will win with graven geist and the other you will perhaps do it with bitter dread (conscripting mortartrike driver is sick :D )
      EDIT: Ofc, Crowd Roars is the best addition this deck could hope for.


      Here's a interesting screenshot:

      The post was edited 1 time, last by Smradd ().

    • I'd like to sponsor this as well, but the pack tax on my inventory may be a bit too difficult to manage... So....

      2x Set 6 Packs / 1x on-theme Rare - per winner = 8x Set 6 Packs / 4x on-theme Rares

      I may have an entry here too, if I can get some other obligations taken care of first ;)
    • I figure there will end up being plenty of them, but how could I resist bringing one of my favorite orc warrior setups to the table? For this bounty challenge, I'd like to present the Arena Grand Champion--an Orc Warrior with a deck themed around pleasing the Mountain God by stoking up a furious team of powerful troops and personally wading into the fray to Battle enemy champions into submission. Orc Warriors can get their Battle up to a whopping 5 damage straight to the face--let's see what we can do to capitalize on that, shall we?

      Here's the nitty gritty for this one:

      Class: Warrior

      Talents:
      -Fury
      -Berserking
      -Boiling Blood
      -Affinity: Warriors
      -Warlord: Agility
      -Warlord: Strength
      -Warlord: Concussive Blow
      -Warlord War Machine
      -Training: Combat
      -Reinforcements
      -Training: Deployment
      -Training: Tactics
      -Enhanced Training Regiment

      Decklist

      Resources:
      * Ruby Shard x10
      * Blood Shard x7
      * Ayotochi Coins x2
      * Quash Ridge Rubble x4
      * Well of Hatred x2

      Troops:
      * Arena Regular x4
      * Bloodsoaked Brawler x3
      * Brutal Commander x3
      * Fang of the Mountain God x3
      * Hunger of the Mountain God x3
      * Splitskull Gladiator x3
      * Whirling Brutalizer x3
      * Te'talca, Orc Gladiator x1
      * Lorenzo the Wyrmsinger x1

      Actions:
      * Contract Killing x2
      * Crackling Bolt x4
      * Gore Feast of Kog'Tepetl x2
      * The Crowd Roars x3

      Constants:
      * Bloodlust x3

      Equipment:
      Gladiator Helm (Head) - Arguably the most important equipment in the deck, makes Arena Regular nuts for our purposes.
      Banner of Blood (Trinket) - Also amazing, will also quickly make this deck out of control when Bloodlust hits the board.
      Mountain God's Vest (Chest) - Straightforward, but excellent--give Hunger of the Mountain God the crush he craves!
      Bracers of Brutality (Gloves) - Phenomenal gear, allows Brutal Commander to help us cheat more troops into play.
      Gladiator's Dazzlers (Feet) - May not seem like much, but Splitskull Gladiators doling out dazed counters can bog the AI down.
      Rending Hammer (Weapon) - Probably one of the most powerful pieces of equipment in Hex, but it's a little unfair from how ridiculous it is. Potentially makes any casting of The Crowd Roars an immediate victory, really.

      Mercenaries:
      * Clatterclank - We consistently qualify for the charge and it ensures we start being able to Battle more or less immediately.
      * Spirit of the Triumvirate - I love how this can couple with Trained troop decks, even if it can potentially hit an already souped-up troop.
      * Flexible, I like Hoo'vis O'Shearskin for more free Speed on troops without it, but you can just as readily put another charge-friendly merc here.

      As mentioned in the Coyotle Bounty thread, I'm always a big fan of trying to get my characters in the PVE campaign to adhere to a strong, fun thematic core and work to flavor the deck and talents around that as much as possible. I already like trying to stick to same-race & same-class for my troop selections with decks, and happily Orc Warriors have some seriously awesome troops to bring to the field fulfilling precisely that.

      There's a lot of brutally effective synergy going on with this deck and talent setup, but the overall gist is the fun and brutality of getting to pummel just about any enemy champion into submission--personally--with Battle and effects that go haywire off of you gaining charges and using your charge power.

      How it all comes together:

      Arena Regular is the thematic backbone of the deck and works perfectly with the idea of an arena champion-styled orc warrior character bringing heavy hits to the field--not content to merely sit back as a commander! Every troop in the deck except for Lorenzo the Wyrmsinger is an Orc Warrior, which qualifies them for Bloodlust's effects--and also for Affinity: Warriors.

      Every time you play a warrior, you'll gain a charge; every time you gain a charge, all of the Arena Regulars you have in play will deal damage to the enemy champion. Every time you Battle the enemy champion, you'll do a whopping 5 damage directly yourself--and the Arena Regular will pitch in an extra 2 damage apiece. With Warlord: Concussive Blow, you'll also make the enemy champion discard a random card every time you bop them on the noggin too--nice!

      Where things get gross is really thanks to Bloodlust with equipment, adding the effect of 'When an Orc you control deals damage to a champion, that troop gets "This deals double damage."' That effect stacks, it should be stated--doubled, quadrupled, etc. Surprise surprise, Arena Regular qualifies for that every time you gain a charge or use a charge power to plink the enemy--and as a result, even having a single regular + blood lust on the board when you play a resource, play a warrior or warriors, use your charge power, etc.--will quickly double and quadruple and so on their damage that they can rapidly and single-handedly deal massive amounts of indirect damage.

      For some extra fun oomph, Hunger of the Mountain God is our beefy backup who grows awfully quick when you've got indirect damage and Battle chunking away at the enemy. Fang of the Mountain God are cheap expendable sluggers who also get Mr. Hunger pretty stoked; Bloodsoaked Brawler can very quickly become completely unblockable, and Whirling Brutalizer plays wonderfully with all that indirect damage you can toss out to the enemy champion's face too.

      Crackling Bolt is our enabler to keep things popping off: use it for removal against particularly quarrelsome troops or keep leveling it directly to the enemy champion's face--preferably with some Arena Regulars in play. Use the extra charges to keep on Battle-whacking to your heart's content, too!

      The Crowd Roars! is a card so good it's unfair, but it fits -perfectly- with the theme of this deck. Use the reveal ability to avoid annoying swiftstrike or otherwise undesirable blockers, keep on pummeling damage in and pop it off with active-casting to occasionally lottery your way into match-winning landslides. Gore Feast of Kog'Tepetl remains a perfectly-themed and powerful card, all the better if you cast it for free with a roaring crowd as your finisher.

      Contract Killing is a bit of extra special removal for the occasional pain in the rear like Spitfire Elemental that will give your poor troops a bad day if you take it out with damage; you can also bust it out against troops with undesirable Deathcry effects in a pinch too. Brutal Commander is a meaty slugger who can help us cheat more and more troops to the board in a hurry, and Ayotochi Coins are a flexible source of additional charges and draw cycling in a pinch.

      Quash Ridge Rubble gives us flexible choices including extra Rage and you're almost always going to satisfy the Orc Allegiance condition. Te'talca, Orc Gladiator is a singleton fun Orc Warrior who can potentially give you another source of doubling damage after she transforms (the fact that she turns into an Orc Cleric then is immaterial, since we already got our charge from playing her initially.) Lorenzo the Wyrmsinger is the only real outlier from the orc gladiator theme--so let's pretend that he's our Orc Warrior's hype man here to sing up a blazing storm about how you're going to Battle and copy it to deliver 10 damage yourself in one go. Yowza!

      All in all, this is a very brutal, powerful deck and talent setup. Warlord War Machine is a fun added perk for having so many Warlord talents--and on the note of that, I did eschew Warlord: Parry in favor of being able to snag Enhanced Training Regimen--doubling the numbed of Trained troops in your deck from 25% to 50% is way more powerful than avoiding taking some measly damage if you weirdly decide to Battle an opposing troop instead of smacking the enemy champion in the face. Get back to smacking the enemy champion in the face!

      Pros: Fun, thematic, very very strong synergies, revel in wading into battle yourself and hammering the enemy in the face painfully and repeatedly; the combos in this deck are out of control and can overwhelm very readily.
      Cons: Berserking can be a little risky for chip damage if the AI gets ahead of you on the board or you don't get boots on the ground quite fast enough. Some of your key combo troops can be vulnerable to removal from board sweeps or the damned Spitfire Elemental.

      Nevertheless, this is definitely one of my favorite PVE setups and I highly recommend trying it out--it's tons of fun to play, oozes flavor, and you can optionally fist-pump and yell at your monitor when you beat down opponents yourself while your troops watch and cheer you on.

      The post was edited 1 time, last by Blackwood: Whoops accidentally listed Te'talca and Lorenzo at 3x instead of 1x. ().

    • Here is my mage list.


      Class: Mage


      Talents:
      • Unlock: Spell Sprites
      • Spry
      • Affinity Mages
      • Learn Spell: Telekinesis
      • Learning
      • Open Mind
      • Worldly Knowledge
      • Secret Knowledge
      • Self Knowledge
      • Learn Spell: Chaos Missile
      • SP Boon
      • SP Buff
      Decklist (61 cards):


      Resources x 23:
      • Quash Ridge Rubble x 4
      • Well of Hatred x 4
      • Blood Shard x 7
      • Ruby Shard x 8
      Troops x 24:

      • Quash Ridge Tusker x 3
      • Darkspire Acolyte x 3
      • Bloodsoaked Brawler x 3
      • Darskpire Priestess x 4
      • Hunger of the Mountain God x 3
      • Skittering Skarn x 3
      • Smitebringer x 3
      • Xocoy High Cleric x 2 with Minor blood orb of intimidation and major Ruby of Twinstrike
      Actions x 14:

      • Crackling Bolt x 4
      • Seeing Red x 4
      • Crushing blow x 3
      • Purging Flames x 3
      Constants:

      • None


      Artifacts:
      • None


      Equipment:

      • Head: Skarn Tail Skullguard
      • Trinket: nothing
      • Chest: Mountain God's Vest
      • Gloves: Kingmaker gloves
      • Feet: Purple Pointed Purgers
      • Weapon: Double-bladed swords
      Mercenaries:

      • Baxoth of Korru (+1 troop in Graveyard for purging flames)
      • Clatterclank
      • Spirit of the triumvirate (upgraded version)
      Details: It's not the most subtle deck that has ever been posted, in the purest orcish style.
      Thresholds: 1 Blood, 2 Ruby.
      The victory condition is to deal massive damage with evasive and buffed troops. In particular:
      - With the mercenary, Skittering Skarn and Serving the Mountain God talent, half of the troops have speed.
      - Spell Sprites and 3 other troops have flight (depending on mercenary).
      - 8 troops (3 x bloodsoaked brawler, 3 x smitebringer and 2 x Xocoy) are virtually unblockable, 5 of them deal double damage.
      - There are tons of ways to buff troops.

      Play this like a normal aggro deck, control the early board with Chaos missile, burn and telekinesis. If there is no board to control, boost troops with frenzy, the game can be finished by turn 3 or 4 against most opponents, 5 or 6 against tougher ones.
      If things get out of hand, darkspire acolyte + equipment can turn the table by sending the right troop to its death, purging flames can clear the board (and the opponents graveyard), Telekinesis can buy an extra turn or clear the board from the only troop that can block your finisher...

      Card by card:

      • Quash Ridge Tusker: Great 1 drop, always play on turn 1 if possible. Combines well with darkspire acolyte too
      • Darkspire Acolyte: Good one drop but better at sacrificing itself in the end game.
      • Bloodsoaked Brawler: Virtually unblockable, can win games on its own when it's well buffed from the start.
      • Darskpire Priestess: Bringing some extra darkspire acolytes on the board is cool when things go wrong. Plus, it's a mage that combines with the affinity mage talent.
      • Hunger of the Mountain God: Amazing card that can get out of control super quickly.
      • Skittering Skarn: +1 and speed to 6 troops, and it has speed and swiftstrike itself, that's brilliant.
      • Smitebringer: Another game winner, combine with a few buffs (and if you have the chance to get one with speed it's even better)
      • Xocoy High Cleric: In the rare cases where the game is not decided on turn 5 (or on turn 3 if Secret Knowledge pops in), it should finish it easily.

      • Crackling bolt: Can be used to destroy small troops and gain charges or sacrifice an orc and finish the game earlier
      • Seeing Red: Super versatile card in this deck.
      • Crushing blow: With its equipment, it boosts all the attacking cards at once.
      • Purging Flames: A game changer if things go wrong. It was a close call between Purging flames and Lazgar's vengeance but since most opponents in the Great machine graveyards tend to fill their graveyards with junk, Purging Flames is much more efficient there.


      Cards that were very close to making it:
      - Lazgar's Bloodsworn
      - Brutal Commander + equipment
      - Eye of the black crucible + equipment (Goes well in this deck but not as good as Xocoy for similar role)

      That's it, I hope you enjoying playing it.
    • Not a regular submission, but I found an infinite combo that I was recommended to share here. Quash Ridge Rubble

      The Combo uses three pieces: Zoltog, Darkspire Acolyte (/w head equip), and Lazgar's Bloodsworn or some other repeatable sacrifice outlet. Assemble these three troops and once the opponent has no troops in play, you can combo kill them. How the combo works is you start with Lazgar's Bloodsworn sacrificing an orc with at least 1 power, causing Darkspire Acolyte to deal damage to the opposing champion if they have no troops. This damage will trigger Zoltog, giving you a Savage Raider to sacrifice and then you can sacrifice this Savage Raider to continue the loop. Brutal Commander does a good job tutoring up any pieces of the combo that you're missing and each of these cards are awesome even when you don't actually get a combo kill. Even if the opponent does have troops in play, they'll likely quickly get killed off by the Darkspire Acolyte.

      I use this combo in my Frost Ring Arena deck, so I'll share that.

      Champion: Sir Giles Rowan

      Resources x 20:
      5x Blood Shard
      4x Ruby Shard
      3x Shard of Hatred
      4x Quash Ridge Rubble
      4x Well of Hatred

      Troops x 31:
      4x Darkspire Acolyte
      4x Fang of the Mountain God
      2x Ridge Raider
      4x Quash Ridge Tusker
      4x Hunger of the Mountain God
      4x Fierce Warlord
      4x Lazgar's Bloodsworn
      4x Brutal Commander
      1x Zoltog

      Other x 9:
      4x Spectral Acorn AA
      1x Gorge of the Gore God
      4x For the Ardent!

      An aside is that this list doesn't currently contain Infernal Professor, but I've been testing that card a bit recently. It's an interesting because, in addition to thinning your deck and potentially being a source of self-damage to pump Hunger of the Mountain God, it can combo with Fierce Warlord. Fierce Warlord can pump itself if fetched by Infernal Professor or if paired with Ardent Recruiter, a combo that's the focus of another one of my FRA decks.
    • As the deadline has now passed, here are the following decks that have been submitted (that I think meet the requirements at first glance with some leeway - let me know if I've missed something or made an error):

      Clerics:
      Mages:
      Warriors:
      Rangers:
      ~~~

      Last piece of administration for this particular bounty: Please do not edit your submitted decks as deadline has passed. Since I will be on vacation for the next couple weeks, please allow 3-4 weeks (hopefully sooner if I can find time while I'm traveling) for testing and deliberation. Feel free to post your thoughts of the decks above and rate them.

      Thanks to everyone who participated and the Shin'hare Bounty has started as well!
      HEX Support | HEX CoC | HEX T&C

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    • After testing, the final decisions are as follows:

      Cleric: Zubrin - Steady deck with removal options. Like a juggernaut picking up momentum.

      Mage: HouseOfBrick - The Charge abuse is real. Nice theme going on here and nice deck too.

      Warrior: Blackwood - Fantastic Warrior deck. Minor risk if you run out of gas but very solid overall.

      Ranger: Angmar - Aggro my aggro. Fun.

      Congratulations to the winners and thanks to all who participated. Rewards should be going out shortly.
      HEX Support | HEX CoC | HEX T&C

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