Bucharest, Romania

September 15th, 2016

It’s another week of travel for compLexity, as our Hearthstone division takes to the sky once again. coL.HS’s Jan “superjj” Janßen and Simon “crane” Raunholst head to Bucharest, Romania for Dreamhack Bucharest 2016, where 16 of the worlds best players will compete for $20,000 in prizes.

superjj will begin his run in Group B along with Ekop, Rdu and Tessin, while crane begins in Group A with Xixo, Kolento and angeloshaggy.

Prizes

  • 1st: $10,000
  • 2nd: $4,000
  • 3rd-4th: $2,000
  • Top 8: $500

Format

  • Round of 16: Double Elimination Group Stage
  • Round of 8: Double Elimination Bracket
  • Last Hero Standing
  • Best of 5
  • Each player must bring all 9 classes

 Location

Join us in withing both players the best of luck as they travel to Bucharest this weekend!

Busy Week for coL.HS

September 13th, 2016

It’s exciting times for Hearthstone competitors everywhere, as recently the calendar is stacked with events. compLexity Gaming’s cardslingers have their work cut for them in the next few days with superjj, Crane, and Loyan all competing in various high-stakes tournaments for glory.

The compLexity squad has found success in the regional qualifiers for WESG. Loyan, Crane and superjj have managed to advance to the Top 4 of their respective countries, with JJ and Crane only a win away from qualifying and Polish juggernaut Loyan needing two wins to make it to Kiev. The chance to represent their nations and their teams is close though, and the prestigious WESG tournament might have three coL players present.

However those qualifiers will end, two coL players will be present in Bucharest over the weekend for certain. Both Crane and superjj have been invited to participate in the 16-man tournament at DreamHack Bucharest, trying to continue their good performances. Crane will be trying to build off of the Silver medal at DreamHack Valencia, while JJ tries to continue on the road of success last seen with his dominant Swiss performance at Insomnia58. The tournament will kick off on Friday, September 16th.

Last but not least, compLexity Gaming will also be a part of perhaps the most special tournament of the year – the inaugural BatStone event. Organizer Firebat, 2014 World Champion of Hearthstone, is challenging the meta and dominant formats with his own take on it. The first edition will feature several card banned from competition, giving the Hearthstone community a glimpse into the “What would happen if…” world. After the community was asked to voice their opinions, the five most hated cards in the game were cast to sideline. Those included hated Legendary cards like Yogg-Saron and Barnes, but also class staples like Fiery War Axe, Tuskarr Totemic and Call of the Wild. In addition to the five banned cards from the community, each player could also ban a card from the tournament. That list was revealed earlier today and featured “mana cheat” cards like Innervate and Preparation, Zoo favorites like Doomguard and Darkshire Councilman, Thrall’s favorite weapon Doomhammer, Mage’s Ice Block, as well as two legendary cards in Ragnaros Firelord and Fandral.

Without those cards in the mix, expect the meta to look wildly different as several of the staple decks of the current meta like ZooLock, all Druid decks, aggressive Shaman, Rogue, Hunter and clown fiesta decks featuring Yogg have been eliminated from contention. Who of the top players will be able to adjust best to the new circumstances? coL player superjj will be matched up with the elite players of Hearthstone, including World Champion Ostkaka, multiple time European Champion Thijs, DreamHack Austin winner Chakki, Insomnia57 champion Ness, as well as the three amigos from Cloud 9 in Kolento, StrifeCro and Tidesoftimes.

So support compLexity.Hearthstone throughout their adventures this week in multiple tournaments, starting tonight with the QuickDraw Team League spectacular.

Image courtesy of Firebat

Misunderstood Cards in Karazhan

September 8th, 2016

By Simon “Sottle” Welch

As a community, we are awful at evaluating cards. It’s just a fact. It’s nothing to be ashamed of, but the community at large is always way off base in terms of which new cards are going to be powerful and which are not. The Pro Player community does a better job on average, but things still slip under the radar or get overhyped. The expansion history is littered with Dr. Booms and Darkshire Councilmen that were not picked out as strong cards in the plethora of Youtube card reviews, but ended up being absolute powerhouses. Seriously, go back to your favourite streamers review of GvG or Whispers, the hit rate is usually pretty dang low. We suck, we must accept this and move on.

With all this in mind, when the overwhelming reaction to One Night in Karazhan’s card reveals was “meh”, I wasn’t too worried. I’m not going to say I knew that X card and Y card were going to be strong, but the ideas were there, the new mechanics were there, and the synergy possibilities were there. Some things that we didn’t expect were just going to work. While there was a lot of hype over Menagerie Warden, which was going to immediately break the game and make Beast Druid the best deck the world has ever seen (right up until it…didn’t), there were a lot of cards that have had a great showing so far that weren’t predicted to be game changers. I’m as bad as anyone else and am not for a second saying that I called all the below correctly, but here are the biggest misses in community perception:

Ironforge Portal

I can definitely understand this one. This card just shouldn’t be good. We’ve learned from cards like Master of Evolution and Piloted Sky Golem in the past that 4-drops can be really sketchy when it comes to a random outcome. The pure math says that it’s around 3.2/4.2 as a mean result, which is not exactly earth-shattering, but the really scary part is the low-roll potential. Faceless Shambler, Eerie Statue, Keeper of the Grove – there are a lot of really terrible outcomes. What was missed though is that, prior to Whispers of the Old Gods and Standard mode, Control Warriors wanted to play in a way that omitted all win-conditions from their own deck and just relied on killing everything the opponent plays.

Standard distracted us from this plan for a little while because C’Thun and N’Zoth took over as the kings of Control decks, but a huge part of the reason why the Fatigue Warrior strategy disappeared is because of the departure of Shieldmaiden. Now don’t get me wrong, Ironforge Portal is no Shieldmaiden (which by the way, Trump compared to Priestess of Elune when it was first revealed), but gaining armour and putting a minion into play that can occupy your opponent’s mid-game for a turn is exactly what that style of deck was looking for. This innocent-looking card has opened up the possibility for Warriors to return to Killin’ ‘em all.

A Tier D card (the lowest tier) according to Frodan’s Twitter poll over 1100 votes. Nope, no way.

The Curator

Alright, this time, I actually can’t quite believe that people thought this was bad. Let’s try and break this down as best we can. Ancient of Lore was considered one of the most oppressive cards in the game for a very long time, to the point where Blizzard, infamously frugal with their nerfbat, chose to take action against it. Ancient of Lore was a 7 Mana 5/5 that mostly drew you two cards and was sometimes used to heal for five. So far so good.

Now, lets live in the world where Curator draws two cards. Not a difficult proposition to achieve. Dragon Warrior can play Fierce Monkey and Finley, a Beast deck is probably already pretty close to running Drakes for refuel anyway, etc, etc. So if Curator ends up drawing two cards, we’ve achieved Ancient of Lore status with arguably better stats, and a Taunt effect that can be compared to the secondary effect of “healing” you. Sounding reasonable yet?

It seems bizarre to say that this card was overlooked but the simple data says it was. 58% of 2800 votes rated this at 2 or below out of 4 on Frodan’s card review, awarding it a C Tier rating. I’m sure everyone reading this was wise enough not to make that mistake though. Right?

Maelstrom Portal

It might look like an unassuming effect, but the key point missed by many is that Tempo removal is just. So. Good. It’s printed so sparingly in the game for good reason. In such a Tempo-focused game, where board dominance is often king, the ability to “kill a thing and play a thing” is always going to be at least worth a look. So how do we go from worth a look to good? Well, there’s just so much utility. It can be played on curve to break board tension between an Argent Squire and a 3/2, it can be a much needed ping effect for a class that struggles to do one damage, it hard counters popular cards like Living Roots and Forbidden Ritual, and if you roll Spell Damage Totem it’s a freaking 2 Mana Consecration with a free minion!

The warning signs went off early when HotMEOWTH took Rank 1 Legend with a Maelstrom Portal Shaman, and since then the card has seen play in basically every possible build of Shaman. Even if Lightning Storm might seem like a stronger AoE, it is the unassuming Portal that has brought Aggro Shaman back kicking and screaming into the Zoo matchup after suffering for so long.

Tier C according to the poll data. A comfortable B at least, surely.

Malchezaar’s Imp

The bizarre misses keep on coming. I can help you out here with a piece of sagely advice so you can avoid making this mistake in the future. Simply use the following evaluation strategy: Is it a 1 Mana Warlock minion? If yes: Probably good in Zoo.


Malchezaar’s Imp, Darkshire Librarian and Silverware Golem made the DiscardLock archetype stronger than ever.

Jokes aside, this is a problem that comes up time and time again. It happened directly in the previous expansion when Possessed Villager was revealed and people asked “Is this better than Flame Imp/Voidwalker/Squire”? That question in itself is immediately leading people down the wrong alley. Zoo already plays every high quality 1-drop it can get its hands on, there is no reason why it can’t play more, and it will happily do so. When a new Mage 1-drop gets printed, it doesn’t have to be better than Mana Wyrm to see play. Cards are not always in direct competition with each other, it’s just not how deckbuilding works. Ideally you want a certain amount of redundancy in your cards to increase the consistency of drawing a solid curve. Zoo can take this idea to the extreme, because due to Life Tap they don’t get punished for overloading their deck with early-game cards.

Even if the card had no text it would still be a consideration in Zoo purely to have access to another 1/3 minion on turn 1. But I think also sliding under the radar is how absurd using Discard as a card engine actually is. It helps you to dig through your deck quicker and hit your power cards with greater consistency and it allows you cycle out dead draws like Flame Imp or Argent Squire in the late-game.

Low C Tier according to the community vote. In reality, could end up being a component of one of the strongest decks in the game.

Prince Malchezaar

Alright, so this last one is cheating a little bit. This is the exact opposite of everything else. Rated as the 4th best card in the entire set by Frodan’s Twitter poll, with 40% of 4000 voters giving it the maximum 4/4 rating.

No, guys.

Just no.


About the Author

Sottle is no stranger to the competitive environment. The compLexity Hearthstone player comes from an unorthodox background of being a Yoyo Champion in Great Britain, as well as virtually beating people up as a competitive fighting game player. Nerve-damage in his hand forced him to exchange the button mashing for the virtual card game Hearthstone. As a pro player he made his mark in the scene, as a caster he is a rising force, now the next step for him is to build up his name as a personality in the scene as well. Follow the Brit cast tournaments, play games, interact with his stream and have fun in Arena, the ladder or just Q&A sessions – Sottle is always the perfect mix between entertainment and education.

coL.HS Enters Deck Gauntlet 3.0 Team League

September 4th, 2016

Ever since the success of ATLC as a team league, the community has longed for another chance to root for their favorite players and teams in a high-stakes Team League. While Deck Gauntlet 3.0 is not quite as big as ATLC was, the element of players joining forces against the best teams in the world is similar.

Starting on Monday, compLexity Gaming will be one of five teams to premier in the new Deck Gauntlet format. Previously the tournament had highlighted the team aspect with stipulations and different gimmicks, and now they are embracing the Team League aspect full throttle. Teams of two will collide with a unique rule for their decks. All teams and players must bring decks for all nine classes, giving Hearthstone fans the chance to get unique glimpses of actual gameplay from the Priest class. Each team will have to navigate through a total of six classes to secure a win, with the other three classes being banned out in the process.

Going to battle for compLexity Gaming’s Hearthstone squad are the two participants that will also embark on a nine-deck-tournament journey later this month at DreamHack Bucharest. For Simon “Crane” Raunholst and Jan “superjj” Janßen, the Deck Gauntlet competition provides a perfect opportunity to tinker around with the strategy for DreamHack, while still competing in a high-stakes tournament against Hearthstone’s finest. Standing in as a substitute player, waiting for his shot, is newest coL.HS recruit Tugay “Mryagut” Evsan.

That team will be in action first on Monday at 8 PM CEST / 2 PM EST / 11 AM PST against the Russian squad of ANOX. The double-header to open the league will conclude later that day with a showdown with SK Gaming scheduled to start at 10 PM CEST / 4 PM EST / 1 AM PST.

After opening day, a duel with Na’Vi will be the highlight of Tuesday, followed by the game against Virtus.Pro on Wednesday to end the group stage.

So buckle up, bring out your red and black pom-poms and join us at the virtual Inn over at stream.me/DeckGauntlet for another big Team League competition in Hearthstone.

coL.cs @ Northern Arena

September 3rd, 2016

coL.cs are in Toronto, Canada for the Northern Arena 2016 event. The Northern Arena is an invitational tournament held at the Metro Toronto Convention Centre that will feature sixteen team from North America.

Prizes

  • 1st – $50,000
  • 2nd – $25,000
  • 3rd – $15,000
  • 4th – $5,000

Format

Group Stage

  • Round robin: each team meet each other team in its group
  • Best-of-one
  • Top two in each group advance to the playoffs

Playoffs

  • Single-Elimination bracket
  • Best-of-three

Teams

Match Results

Playoffs

coL.cs Echofox
0 0

Groups

coL.cs Rogue
2 0
coL.cs ACE
2 0
coL.cs Rogue
7 16

Stream

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#coLofDuty @ COD XP 2016

September 3rd, 2016

Click Here for the #coLofDuty @ COD XP 2016 Coverage Hub

Los Angeles, California

August 31st, 2016

compLexity Call of Duty takes to the skies as they head to COD XP 2016. The $2 million+ dollar tournament will see teams from around the world converge on The Forum in Los Angeles as 32 teams will play for the title of Black Ops 3 World Champions. The twelve teams who’ve qualified have reached the required limit of CoD Points to secure a spot, with six from North America, four from Europe and two from Australia/New Zealand. 

Prizes

  • 1st: $800,000
  • 2nd: $250,000
  • 3rd: $150,000
  • 4th: $120,000
  • 5th: $70,000
  • 6th: $50,000
  • 7th: $30,000
  • 8th: $20,000

Groups

Location

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Join us in wishing the best of luck to our gamers as they compete in the biggest Call of Duty tournament of the year!

Toronto, Canada

August 30th, 2016

compLexity Counter-Strike takes to the skies today as they head north to Toronto, Canada and the Northern Arena 2016 event. The Northern Arena is an invitational tournament held at the Metro Toronto Convention Centre that will feature sixteen team from North America.

Prizes

  • 1st – $50,000
  • 2nd – $25,000
  • 3rd – $15,000
  • 4th – $5,000

Format

Group Stage

  • Round robin: each team meet each other team in its group
  • Best-of-one
  • Top two in each group advance to the playoffs

Playoffs

  • Single-Elimination bracket
  • Best-of-three

Teams

Location

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Deckbuilding – Volume 1

August 25th, 2016

By Simon “Sottle” Welch

With new cards from the One Night in Karazhan expansion slowly trickling out into our eager waiting hands, knowing how to integrate them into your gameplan, and how to build a deck in general, is more important now than ever. As someone who spends a fair bit of time creating and curating decklists, I decided it was about time to share a few pieces of insight that I’ve picked up over the years. There are many aspects to deckbuilding, but in this first entry of what will hopefully be an ongoing series, I want to address two particular points; avoiding over synergising, and the role of single copies.

Over Synergy

Okay, so it’s a natural reaction, and to an extent we all do it. You get a new idea for a deck inspired by a new card and get immediately carried away making sure that every card in the deck fits with that one singular gameplan. We’ve seen this happen time and time again over the course of Hearthstone’s history. Originally Miracle Rogues were all in on the spell cycle and combo pieces, Aggro decks used to jam every minion with the word “Charge” on the front of it, and the early N’Zoth and C’Thun decks played every Deathrattle and Cultist they could get their hands on.

For a more contemporary example, let’s take a look at a deck that has started to gain a little bit of traction since the release of some nice Token cards in week one of Karazhan: Evolve Shaman. On day one we all looked at the new cards and thought, “Hey, you know what might work? Evolving these Pantry Spiders into 4-drops, let’s do that!” And suddenly the deck became defined by being an Evolve deck. In went the Bilefin Tidehunters and Sea Giants, and Gormok got slammed in to make sure you won the game immediately if your tokens stuck to the board. Here’s the thing though – that build wasn’t very good.

If your plan is working, you don’t need a bunch of other cards to make it work even better. You need fallbacks for when your plan isn’t working. This takes different forms in different decks – it can be direct damage, it can be card draw, it can be AoE removal, things which help you catch you up if your original gameplan has fallen flat on its face. The mantra is simple, don’t let synergy stop you from playing the good cards. Once people got over the initial bright lights of Evolving an enormous board of tokens, we quickly realised that just Pantry Spiders, Nerubian Prophets and Thing From Below was already plenty of synergy for the gameplan, and that freed up spots for Lightning Storms, Hexes, and card draw. You know, the good cards.

The question to ask yourself is not how much synergy you can pack into one deck, but instead what the minimum amount of synergy you need is for your gameplan powerful. Once you’ve established where the line is, you know how many other slots you have available to play the core cards for your class. These cards are core for a reason: they’re good in almost every situation and are just too powerful to omit from your deck for the cutesy stuff.

The role of singletons.

When I’m asked to check out a decklist on Twitter or on stream, there is no more common offence than loading up on a bunch of single copies. There’s a cognitive trap here that tells us if we put a bunch of single copies in our deck, then we will be able to react a wider variety of situations. This is rarely true though, and a refined deck list will consist almost entirely of double copies outside of Legendaries and tech cards. So let’s go over the common mistakes that people make when evaluating this dilemma. Keep in mind that I’m talking in general rules, and that part of what makes Hearthstone so glorious is that there are no general rules. But, if you’re looking for guidelines to live by, the tips below won’t steer you far wrong, even if there are exceptions to each of them.

“Why play two? I’m only ever going to need one!”

Yes, but if you’re going to need one, then you need to have two of them in your deck to make sure you draw one consistently. The classic example of this is Doomhammer in Aggro Shaman. Rarely will an Aggro Shaman have any use for a second Doomhammer in the course of a single game, but every list runs two because it helps you to draw your first one with overwhelming consistency.

Playing double copies helps your mulligans

If you’re playing two copies of important matchup cards in your deck, then you can choose NOT to keep them in your mulligan more often. This is an important and often overlooked decision point. Let’s say there’s card in your deck that is vital to the matchup, but it costs 5 or 6 mana. You don’t want to keep that card in your opening hand because it’s going to interrupt your early game cards and reduce your chances to draw the opening curve that you’re looking for. However, if it’s a single copy, you probably feel like you have to keep it, because probability states that you’re not likely to draw it again before you need access to it. When you double the amount of copies of it you have in your deck, you’re in a much better position to be able to throw that card away and trust that it’s going to return to your outreached arms in good time.

One of those cards is just better.

Sorry, it just is. If you’re playing two individual copies of cards that fulfill similar roles, the simple fact of the matter is probably that you just haven’t decided which of those cards is better most often. The temptation is to tell yourself that Card A is better in some matchups and Card B in others, and keeping both of them in your deck covers your bases, but this is counterproductive in the long run. You need to work out which of the cards is better most often and include that as a double copy. Let’s say you’re building an aggressive Hunter deck and you want a way to beat those stupid cheaty Taunt minions. You can’t decide between a Hunter’s Mark or an Ironbeak Owl. This is easy to test, just keep a note of every time you draw one of the single copies and wish it was the other. Over a large enough sample size, whichever cards is the winner gets that coveted double spot in your deck. Even when a card isn’t up against a direct competitor, there’s a good chance that if it’s good enough to see play in your deck, it’s good enough for you to play two. If there’s a card you’re including for a specific purpose, unless you’re playing a deck that cycles heavily and draws itself close to fatigue every game, you’re not going to see that card often enough in the right situations to justify the role you included it for in the first place.

That’s all i’ve got for now. Hopefully with this new found information you can out there and make the next meta-defining Karazhan deck. If you do, be sure to Tweet it at me, just be prepared to be shouted at if it breaks any of my rules…

About the Author

Sottle is no stranger to the competitive environment. The compLexity Hearthstone player comes from an unorthodox background of being a Yoyo Champion in Great Britain, as well as virtually beating people up as a competitive fighting game player. Nerve-damage in his hand forced him to exchange the button mashing for the virtual card game Hearthstone. As a pro player he made his mark in the scene, as a caster he is a rising force, now the next step for him is to build up his name as a personality in the scene as well. Follow the Brit cast tournaments, play games, interact with his stream and have fun in Arena, the ladder or just Q&A sessions – Sottle is always the perfect mix between entertainment and education.

Birmingham, UK

August 25th, 2016

compLexity Hearthstone takes flight again as SuperJJ, Crane and latest member of the compLexity family, Mryagut head to Birmingham, UK for the Insomnia Truesilver Championship! From the 25th to the 27th of March, up to 200 players will gather at the NEC, Birmingham, to play in a Swiss bracket, with the top 16 players advancing to the second day to compete for a guaranteed share of $30,000 USD.

Format

  • General: Bo5, “Last Hero Standing” format.
  • Stage 1: Swiss
  • Stage 2:Double Elimination Groups
    • Four double elimination groups for 16 players.
    • Top 2 from each group advance to Playoffs.
  • Playoffs: Single Elimination

Location

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Join us in wishing compLexity Hearthstone safe travel today and good luck as they compete at Insomnia!