Tag Archives: Hearthstone

United In Stormwind Set Discussion

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Well, its been long enough, I think.

I was originally going to post this after a couple of weeks, but ended up getting distracted and ultimately just fell behind in what I wanted to write about. Although, given how “United in Stormwind” panned out as a set, including its overall affect on the pace of the game, I am kind of glad that I waited, because oh boy is there a lot to talk about. With that being said, let us jump right in.

Combo Decks

I think it is fair to say that a pretty big chunk of the community, even before this set, were not the biggest fans of combo, myself included. With how bad hearthstone’s balance can get, combo decks of the past often felt completely degenerate and unfun to play against because they had basically every tool to succeed. The last significant combo archetype to rear its head before this most recent set was “OTK Demon Hunter,” a deck that, while admittedly fairly difficult to pilot well, as I demonstrated in my video hear, became one of the best decks of the format.

However, “United in Stormwind” turned the dial up to eleven, so to speak, as it introduced multiple new combo archetypes, including the now nerfed “D6 Quest Warlock,” “Quest Mage,” various versions of “Garrote Rogue,” and two different variants of “Quest Demon Hunter.” These decks not only have greater efficiency that the previous versions of “OTK Demon Hunter,” but also have the tools required to compete for and control the board. The pace of the meta shifted so rapidly that control decks, which were highly represented in tournament, have become little more than a tech against specific archetypes. The prevalence of these spell heavy combo decks has also forced other decks to make room for cards like “Cult Neophyte,” and to a lesser extent “Robes of Protection,” as a way of slowing them down by a couple turns.

Still, I don’t want to give off the impression that I hate combo decks universally. On the contrary, a meta which is fully based around control archetypes can get stale to play and is certainly not as interesting to watch. While the pace of the game is significantly faster, it also means that early game decisions matter a lot more, and players will get rewarded for matchup familiarity and playing around key turns from there opponent. Suffice it to say, there are good and bad things about the new suite of combo.

Were the Nerfs Enough?

This might end up being non-point, because, as of writing this post there has been a new patch announced with various changes, but it does still seem like some changes need to be made.

While the absolute monsters that were “D6” and “Quest Mage” with two mana Enchanter’s Flow are now things of the past, the pace shift in the meta is worth reiterating. An average game involving one or more combo decks usually lasts until around turn seven or eight, depending how fast it sets up. “Garrote Rogue” has been known to set up on average around that time, and the current iterations of “Handlock” which also plays the quest can have a board of threats down as early as turn six. Going from relatively more tempo focused meta which usually went 10 turns plus to the current meta has certainly caused a bit of whiplash.

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How much more heavily the game should be changed is up for the debate. Clearly the dev teams seems to agree that there is a problem, as according to the tweet making a total of 14 changes. It feels pretty obvious to anyone whose been playing the game at higher ranks that Warlock, in particular, is indeed a problem. “Garrote Rogue” as well has emerged as a strong contender, but considering the relative difficulty of the deck, including the fact that even pro players mess up the combo pretty often, it feels unlikely to be affected.

One card that many have despised since its release is Mindrender Illucia. This is because the cards swaps you and your opponents decks and hands. Most recently, the card has been used in “Aggro Shadow Priest” as a way of protecting your tempo swing from potential removal. Even though the card was nerfed early on from two mana, many have a problem with the design itself, saying it should be banned or removed from the game. I will not pretend like I have a particularly strong opinion on it, but I will say that the few times I have been Illucia’ed have made me feel pretty helpless.

The Design

While the competitive gamer in me can’t help but care about the current meta, the card game nerd in me also has to admit that the concept for the set was absolutely brilliant. My knowledge of World of Warcraft is fairly limited, considering I have only ever watched a few videos about the game, but there is a lot to appreciate about this set in terms of its design.

First, the return of a few mechanics. Obviously quest is the one most people got excited about initially, no surprise there. However, seeing new cards for the handbuff archetypes of Hunter and Paladin was fairly refreshing. In regards to hunter specifically, seeing the Elwin Boar along with the reference to south park in Sword of a Thousand Truths was pretty funny, if nothing else. While the quest does make it feel overbearing at times, mage getting some new tools for the spell mage deck is a fun inclusion.

On top of that, It feels like people rarely take the time to appreciate the card art in particular sets. It takes a lot of work to have as thematically cohesive an art design across 100 plus cards for one booster set, nevermind as often as the artists seem to do. “United in Stormwind” as a set focused on the city of Stormwind and the various characters associated with it. There is are a lot of royal designs, including a lot of knights and mages. However, the card art also makes it feel cohesive while giving the cards of each class a unique flair.

Conclusion

While I cannot say that “United in Stormwind” is my favorite set competitively, and in a lot of ways has made me significantly less interested in playing constructed, I would be remiss to not highlight the amazing work the art and design team did in creating it.


Do you play “Hearthstone” at all? How do you feel about “United in Stormwind?” Let me know in the comments.

If you are interested in reading more from me, check under blog to read my most recent stuff, or look below for some related posts. Also, if you would like to support Animated Observations, consider donating on Ko-fi or through paypal, or pledging on Patreon. You can even support by just liking and sharing this post.

Buy Me a Coffee at ko-fi.com

Check out my writing blog, Solidly Liquid!

If you can’t, or just don’t feel like it, no worries. Thank you all for reading, and goodbye, for now, friends!

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Hearthstone “Forged in the Barrens” Set Thoughts and Predictions

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Hearthstone’s year of the Gryphon is already moving pretty fast, and its first expansion is set to release at the end of this month. There were many changes in the last year for Hearthstone, with the introduction of a new class and a few new game modes as well, with an additional format in “Classic” scheduled to arrive, along with the newest set “Forged in the Barrens.”

There also just happened to be an entire core set rework that I never really touched on, but since my schedule is busier than ever and my focus is at an all time low I never really got to talk about it, so I’ll give my quick thoughts now. In summary, I think the core set rework and standard change is a really good idea. There were definitely a lot of older cards that just were not good and probably are not getting played ever again. Additionally, the idea of a rotating core set makes prospects of playing standard over an extended period of time much more interesting. This is because, along with new expansions, the base level cards that everyone has access to will change, making the game feel much more fresh over time.

With that being said, here are my thoughts on “Forged in the Barrens.”

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Spell Schools/Tags

This is also more of a game wide change as opposed to a set specific one, but it does affect the upcoming sets as well, so it is still worth talking about. Tribes in most cards games, be it “Hearthstone,” “Yugioh,” “Magic,” etc are used both to increase the power of specific archetypes and also to control which archetypes have access to specific effects. The ladder two in particular are fairly comfortable with the idea of spell tags and using them to control the power of a card.

“Hearthstone” is a game that has gone through a lot of changes even its relatively short lifespan, changes which have created a lot of decks that players would consider gimmicky or unfun to play against, such as “Malygos” combo decks. Having certain effects like spell damage only interact with certain kinds of spells significantly lowers the ability for singular cards to create entire archetypes in the future. In this way, the inclusion of spell tribes not only feels unnoteworthy, but in a lot of ways necessary for the health of the game.

Frenzy

There have been a lot of new keywords added to “Hearthstone,” particularly in the last few years of the game, but not all keywords are created equal. Some, like “Discover” have added a lot more randomness and overall focus on value generation to the game than in its earlier days. Others, like “Overkill” and “Corrupt” have had a lot less of an impact on the meta, outside of just adding some ok cards to the standard pool.

While it is still really early to make a definitive judgement on anything thus far, “Frenzy” feels like it will end up somewhere in the middle. For those unaware, Frenzy effects activate the first time a minion would survive damage, which makes it almost like an enrage effect of old. A fair amount of the minions with the keyword have relatively high health totals to help trigger these effects, but that might not be enough.

Even with the core set rotation, and with the addition of a lot the new cards in “Forged in the Barrens,” most classes still have access to a fair bit of high damage and hard removal. However, there will still be plenty of times when no such removal exists or it just is not drawn, meaning “Frenzy” might just have a better chance. Also, the inclusion of the “Rush” keyword on many of the newer cards means it might be a be a bit more viable than other proactive keywords such as “Overkill.” Still, only time and statistics will be able to speak to the new mechanic’s effectiveness.

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Diamond Cards?

Alternate arts and cosmetic changes have always been a topic of discussion in the “Hearthstone” community, and in the last year or so Blizzard has delivered a lot more in this realm. The updated rewards system in the form of the battle pass brought with it a whole host of rewards, including new hero portraits and a new version of the coin. The year of the Gryphon is expanding on this idea, and introducing a limited number of diamond cards that will be accessible through the paid version of the battle pass.

The battle pass was another controversy that I did not cover, partly because of time but mostly because other people did it a lot better than I could. It definitely sucked at first, put the continued adjustments to experience requirements and improvements on received experience from play has made it feel significantly more rewarding than its advent iteration. Where was I? Oh yeah, diamond cards.

Since it is purely a cosmetic addition and only limited to a certain number of cards, I do not particularly mind its inclusion. Die hard fans of the game who are looking to have a 100 percent complete collection are probably going to be a bit mad that they have to spend even more money, but, at the end, of the day it is a really cool looking addition that does not take anything away from gameplay for money.

No More Infinite Value!

The mechanical theme of “Barrens” contrasts significantly with the previous year. Much of the card design in the Year of the Dragon focuses on getting value off of value in continuous chains. This created a lot of polarized opinions, with a certain part of the player base being ok with it and many saying it creates an unhealthy degree of randomness in a game that is already largely defined by it.

However, the game’s newest set seems to be returning to designs of old, which focus complimenting specific game plans rather than being on card engines. Personally, I think this will leave the game in a much healthier state than it was before. If the priest mirror match can teach us anything, its that a meta defined by balancing infinite value with consistent tempo is one that is destined to become boring after a while.


Are you looking forward to “Forged in the Barrens?” What do you think of the recent changes? Let me know in the comments below.

If you are interested in reading more from me, check under blog to read my most recent stuff, or look below for some related posts. Also, if you would like to support Animated Observations, consider donating on Ko-fi or through paypal, or pledging on Patreon. You can even support by just liking and sharing this post.

Buy Me a Coffee at ko-fi.com

Check out my writing blog, Solidly Liquid!

If you can’t, or just don’t feel like it, no worries. Thank you all for reading, and goodbye, for now, friends!

Hearthstone, Meta Diversity, and Why It’s Important

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Feels like its been a while since I have talked about one of my favorite games of all time, probably because it has been. Not without good reason, obviously, as it has been an insane and frankly, still very depressing year. Still its worth remembering everything that happened.

The game got a whole new class in the form of Demon Hunter that ended up terrorizing the meta for quite a while. After all, when you give a class whose identity is built around attacking the opponent in large bursts the ability to also clear boards and also draw a bunch of cards, that’s usually a recipe for being broken.

On top of that, there was a return to old mechanics in the form of Dormant minions from “Ashes of Outland,” and the introduction of Dual class cards in “Scholomance Academy.” In the list of new mechanics we also got a contender for one of the worst in the games history: Corrupt, which requires you to play a card of a higher cost first in order to get the corrupted effect.

More recently though, the meta seems to have settled down, and, outside of the recent rein of Evolve Shaman and the currently dominating Ramp Paladin, it feels pretty open. It is not often that I get to say something like that considering the game’s extremely long history of broken mechanics, but with a lot of cards in “Madness at the Darkmoon Faire” feeling a bit underwhelming, and the “Darkmoon Races” mini set only brining a few more relevant cards to the table, there are plenty of decks siting in tier two that can succeed.

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Which is a good thing, right? Well, yes. Oftentimes I see people complaining about stale metas, and while yes fighting the same decks over and over again certainly is not the most fun, it does come with some benefits. When there are only a few decks that are considered top tier, as the case currently in the wild meta, it makes the predicted matchup spread significantly smaller. This, in turn, means that there is smaller pool of decks against which one needs to reasonably come up with counter-play. Thus, less competitive decks ostensibly makes “figuring out the meta,” and by extension winning, much easier.

However, people are people, and as much as competitors want to be good at something, they also want it to be fun. Cards games like Hearthstone and Magic the Gathering implement rotating formats for that reason, so that if a particular strategy becomes dominant, or the game just becomes to stagnant, there is a built in way of changing the game at some point.

Now, as previously mentioned, there are times when the game needs to change much more rapidly than that, as certain strategies becomes so dominant as to feel nearly unbeatable. This is why having a card game be online is convenient because it allows the developers to make adjustments to cards that become too powerful.

What was this post about? I don’t remember. While the last year of Hearthstone, much like the year in general, was tumultuous, there is reason to believe that it will get better.


How do you folks feels about Hearthstone these days? Let me know in the comments below.

If you are interested in reading more from me, check under blog to read my most recent stuff, or look below for some related posts. Also, if you would like to support Animated Observations, consider donating on Ko-fi or through paypal, or pledging on Patreon. You can even support by just liking and sharing this post.

Buy Me a Coffee at ko-fi.com

Check out my writing blog, Solidly Liquid!

If you can’t, or just don’t feel like it, no worries. Thank you all for reading, and goodbye, for now, friends!

The Ultimate Downfall of Card Games: Power Creep

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It is hard to talk about the evolution card games, both online and paper, without mentioning the genre’s most fatal flaw: power-creep. Now, because card games have been around for such a long time, and because many of them have grown quite old, there are many examples of this phenomenon that have been discussed in detail elsewhere. Still, as someone who has spent years in multiple different communities, I want to share my perspective on the issue.

First, for those who aren’t familiar with cards games or gaming terminology in general, power creep describes the gradual increase in strength of cards, both to compete with the current best cards of any given meta as well continually generate interest from players in the game. Over a long period of time, this usually results in cards that are significantly stronger than anything that came out during the initial period of the game.

There are a lot of obvious negatives to this phenomenon. For one, power-creep makes it so that it is very hard for someone to leave a given game for any extended period of time and then return to the game, because it likely that by the time that person gets back a lot new game mechanics have been added that are necessary to learn in order to play the game at a high level.

Another is that those who enjoy a specific archetype/playstyle will likely not be able to play with that deck indefinitely. This is because power-creep will inevitably start favoring another archetype/playstyle depending on what kind of cards are made more powerful in an given format.

Then there are the less obvious negatives, like the fact that increasing the power of cards does not necessarily drive any outside interesting in the game, but rather only serves to keep the already existing player base interested. This because even with all of the advertising in the world, a potential new player only has their pre-existing knowledge to go off of which, by definition, is probably not a lot.

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One of the few positives, though, is the increased interest for already existing players. As a former Yugioh player and current Hearthstone player, I can tell you that the prospect of a new extra deck mechanic in Yugioh, as well as the introduction new keywords in Hearthstone was and is always incredibly exciting. Constantly expanding games also make it so that there is a continued sense of community among any given player base.

Regardless of the positives and negatives, though, the reality is that it is very hard to deal with power-creep in any meaningful way. One non-direct solution that games like Magic the Gathering have adopted is simply introducing different formats with different rules. This makes it so that players only have a specific-meta game, and thus make it a little easier to understand. However, this does not inherently limit power-creep in any way, as it is like that new combinations of cards will be discovered depending on the format.

Card games could also introduce new cards less often, thus decreasing the amount of power-creep in a given time period, but this has the effect of causing existing player bases to be less interested in the game and potentially even quitting.

There is also the question of is power-creep even necessarily that bad. After all, part of the appeal of competitive card games is seeing just how successful people can be in different formats, whether that be aggressive metas, control, tempo, or even burn and combo decks.

Personally, while I don’t find it particularly fun to constantly learn new game mechanics and deal with whatever overpowered BS comes out during a given expansion, and I cannot deny the fun I have theory crafting and deck testing with other people about the game. Overall, I think the best solution to power-creep is design a game such as DC Deck Builders, one that can use expansions, but doesn’t need to, and that is versatile enough to have multiple winning strategies and also rewards people for skillful plays.


What’s your opinion on power-creep? Let me know in the comments below.

If you are interested in reading more from me, check under blog to read my most recent stuff, or look below for some related posts. Also, if you would like to support Animated Observations, consider donating on Ko-fi or through paypal, or pledging on Patreon. You can even support by just liking and sharing this post.

Buy Me a Coffee at ko-fi.com

Check out my writing blog, Solidly Liquid!

If you can’t, or just don’t feel like it, no worries. Thank you all for reading, and goodbye, for now, friends!

5 of the Most Influential Cards from Scholomance Academy

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With all of the cards from the newest Hearthstone set Scholomance Academy finally revealed, It is safe to say that this set is going to have a lot of influence on the direction of the game going forward. Certainly not as much as Ashes of Outland did with Demon Hunter, but enough to be more significant than a normal new expansion, especially with the introduction of dual class cards and the new mechanic spellburst. Today, I want to talk about how Scholomance will affect the meta, and list what I think will be the five most influential cards of the set.

Lorekeeper Polkelt

While its current decklist is surprisingly tight, it is very likely that Lorekeeper Polkelt will find his way into the current iteration of Quest Warlock. His ability to reorder one’s deck with the highest cost cards on top will make it much easier to find win conditions in the form of Dragon Queen Alexstrasza, Malygos, and base Alexstrasza. It is also likely that Polkelt will find his way into a number of tempo and control decks as a way of improving one’s curve in the late game. It might even its way into an aggro deck as a finishing tool that will let them draw into their high end cards. Polkelt’s influence resides in his wide range on utility across classes and deck types. He is certainly not a card to be underestimated.

Vectus

While not having an obvious home in any of the current competitive archetypes, Vectus is another card who’s versatility will likely give him a spot in many decks, even those for which deathrattle is not the main focus. For one, 6/6 worth of stats on turn five is pretty impressive by itself, especially split across three bodies. On top of that however, depending on the copied deathrattles, Vectus can also generate a large amount of value, which can set up for the following turn. All of this will make him a threat to watch out for.

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Soulciologist Malicia

Malicia, along with the rest of the Soul Fragment package, is likely going to be a strong option for both Demon Hunter and Warlock for the foreseeable future. Not only do the fragments themselves provide healing to classes that have historically benefited greatly from it, the payoff cards for adding in fragments for classes can be quite potent. On top of that, because the fragments are cast when drawn affects, there is zero risk in clogging your deck. Malicia, arguably being the best, will likely be the bane of many people’s existence.

Sphere of Sapience

Scholomance has also introduced, along with many other mechanics, the first neutral weapon. While it may just be 1 mana make 4 of your draws slightly better, those slightly better draws could be the difference between winning and losing in a lot of cases. Though it will probably not see much play in aggro style decks, tempo and control decks will likely experiment a lot with this card. If watching Yugioh has taught me anything its that believing in the heart of the cards can often be the answer.

Secret Passage

Though Legendary cards often do have the biggest, flashiest affects, they certainly are not the end all be all of the game. Often times games are one with smaller, more consistently present affects, like with Secret Passage. To say the card is good would be a huge understatement. While Rogue currently has a lot of value generation already in the form of Galakrond and secrets, after the rotation of last years sets, this card will likely be the bread and butter of most decks for the class. Though its impact will not be immediate, it certainly will be felt.

There have been a number of sets in Hearthstone’s life span that have defined competitive metas. Witchwood introduced the even and odd deck restriction in the form of Gen and Baku, and Ashes of Outland introduced the horrifically unbalanced at launch Demon Hunter. All though at first glance Scholomance Academy lacks any meta defining cards, the ones listed here do have the potential to do so. Only time will tell now.


What are your favorite cards from Scholomance Academy? Let me know in the comments.

If you are interested in reading more from me, check under blog to read my most recent stuff, or look below for some related posts. Also, if you would like to support Animated Observations, consider donating on Ko-fi or through paypal, or pledging on Patreon. You can even support by just liking and sharing this post.

Buy Me a Coffee at ko-fi.com

Check out my writing blog, Solidly Liquid!

If you can’t, or just don’t feel like it, no worries. Thank you all for reading, and goodbye, for now, friends!

Looking Back at Hearthstone: An RNG Nightmare, but Still Incredible Fun

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Ever Since its release in March of 2014, “Hearthstone” has enjoyed an incredible amount of popular support. Even after more than six years since its initial release, it still has 10,000’s of players. On top of that, despite Blizzard’s relatively recent controversy over its position on player speech during its Grandmasters event, It still boasts a solid competitive scene, with many prominent esports teams, including Liquid and T1.

However, despite both of those things, “Hearthstone” has almost always been a gamed ruled by RNG. Whether it be the card that started it all, Yogg-Saron, or the more recent mechanic Discover, which prompts a player to pick one card of a given three, it has become an accepted part of reality for those playing the game.

There are, of course, benefits and drawbacks to RNG. It definitely makes watching the game more interesting. Given that there is an increasing RNG in the game, it becomes even more likely that a given player high rolls on a given effect. The possibility of that high roll always keeps the entertainment value high as well.

RNG also presents an interesting challenge for the player. Even though the effects are by definition random, one could argue that being able to manage ones resources well enough to overcome any potential random benefit for the opponent is the sign of a truly good player.

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However, that is not necessarily always the case. Some RNG is so powerful that it can be hard to deal with even as a good player. A good example is the recent card Dragon Queen Alexstrasza, who when played adds two random dragons to that players hand. There is currently a larger number dragons in standard play, which means the variance on its effect can range from a minor benefit, to a game swinging play.

This can be frustrating to deal with, especially in situations where one player has performed nearly perfect in a game, but even so losses to one good random effect.

Despite these large competitive failings, though, “Hearthstone” still remains a largely entertaining game. With every expansion comes many new cards, play-styles, and experimental decks worth trying. Even though some competitive metas can feel stale, as was the case after the release of “The Witchwood,” the balancing team has become much more liberal in fixing problem cards and has definitely made more of an effort to limit big RNG effects, like Yogg-Saron.

On top of that, with the addition of battlegrounds and more content in Solo-adventures, Blizzard has also given players more of a reason to stick around aside from just climbing ladder.

“Hearthstone” is definitely not a perfect game by any means. The RNG can be frustrating for sure, especially on top of already being a card game. Still, if one can get over that aspect, there is still plenty about it worth enjoying.


How do you all feel about “Hearthstone?” Let me know in the comments.

If you are interested in reading more from me, check under blog to read my most recent stuff, or look below for some related posts. Also, if you would like to support Animated Observations, consider donating on Ko-fi or through paypal, or pledging on Patreon. You can even support by just liking and sharing this post.

Buy Me a Coffee at ko-fi.com

Check out my writing blog, Solidly Liquid!

If you can’t, or just don’t feel like it, no worries. Thank you all for reading, and goodbye, for now, friends!

Top Five Things to Look Forward to in 2019

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Alright, I am not going to beat around the bush: 2018 was slow and painful. Maybe its just because I am at the age where I have a consistent job and so everything feels a lot slower because of that, but honestly, that’s not all there is to it. Emotional, politically and cultural it was tough. I lost a lot of friends and family, either through them passing away or just not being able to talk to them as much. I try to keep politics off of this blog as much as possible but it was an absolute dumpster fire when it came to U.S. politics this year. We also had a lot of unfortunate deaths this year, from people like Stan Lee to geniuses like Stephen Hawking. Overall, the year sucked. But as time mandates, the year will soon pass us by and into 2019 we will head. However, there are a lot of things, both anime and non-anime related that I am looking forward to in 2019. So, here are my top five things to look forward to in 2019.

5. Haikyuu! Season 4

Coming in at number five is something that I did not even realize was happening until a few days ago when I happened to stumble across an article on twitter: Haikyuu Season four. The show’s third season left it on a huge cliffhanger that made many fans wondering if a fourth season was even planned, but luckily fans will not have to wait to long, as the fourth season is planned for Fall of 2019.

Haikyuu was one of the first sports anime that I genuinely enjoyed watching. Volleyball is a sport that just seems much more interesting to watch because of how dynamic it can be in a matter of seconds, and most of the time Haikyuu manages to portray that extremely well.

4. Smite

Yeah, sorry League fans, I just have not had the chance to get into it yet, but I will try it at some point. Smite has been one of my favorite past times for about two years now, and it always relaxes me when I can just Que up into a ranked game and have some fun.

The developers at Hi-Rez have already made a few announcements about what the next version of the game, called season six, will look like, including new gods and changes to the main map. All of it has me pretty excited, and I can’t wait to see what they decide to do with game going forward.

3. Hearthstone

Much like Smite, Hearthstone is a game that I have a lot of fun within the time that I have been playing it. Getting involved in the Meta and trying to perfect my decklists are what keep me coming back. The newest expansion, Rastakan’s Rumble, has also added a lot of interesting mechanics and to the format. If I had to complain about one thing, its that Hunter is dominating the format pretty hard, and it is not super fun to have to go up against the same class and the same three decks 50 percent of the time, but other than that I eagerly await to see what will come.

2. Kingdom Hearts 3

It is finally here, the game that a lot of people, including myself, have been waiting a long time for. There are plenty of people, both outside the Kingdom Hearts fan base and within it, that will tell you that the series has a lot of problems, and chances are that a lot of those criticisms are correct. The series’ plotline has way too many characters, the story has become an absolute absurdity, and the number side games that are necessary to make it somewhat coherent only bolster both of these problems.

However, despite all of these problems, the series has still provided as lot of fun. Even if the series final installment ends up being complete garbage, I still feel good knowing the series will finally come to an end.

and now, finally…

1. The Aniwriter

Logo for The Aniwriter

Honestly, it would be a total lie to put anything else in the number one spot. Blogging has been a lot of fun for me, but more than that it has become a home for me, a passion. Here, I can do and say what I want without censorship. I have the creative freedom to write what I feel about any topic I choose.

So yeah, the thing I look forward to in 2019 is doing more of what I love, which is writing on this blog.


What are you guys looking forward to in 2019? Let me know in the comments below. If you enjoy reading The Aniwriter, consider donating to me on my Ko-Fi or using my affiliate links to buy stuff:

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If you can’t, or just don’t feel like it, no worries. I hope for all of you that your 2019 is better than your 2018. Thank you all for reading. Goodbye, for now, friendos!