Mean Streets of Gadgetzan: Preview of Revealed Kabal Cards

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The next expansion, Mean Streets of Gadgetzan, has been announced, and many of the cards have been spoiled already. This first preview discusses the announced cards from the Kabal classes of Mage, Priest, and Warlock.

The Kabal are one of the three gangs in Mean Streets of Gadgetzan. Their relevance in-game is the use of tri-cast cards. Kabal cards can be played by Mage, Priest, and Warlock. Grimy Goons cards can be played by Warrior, Hunter, and Paladin. Jade Lotus cards can be played by Rogue, Druid, and Shaman.

Kabal cards:


It is too early to tell how good Kabal Courier will be, but Discover tends to be far more powerful than instincts suggest. The fact it is from such a wide pool of cards might make this less strong than some other discovers however, and a 2/2 for 3 mana is very weak in general.

The custom spell from Kazakus is best explained in the video below. It involves three rounds of discover. 

Kazakus is an interesting card, and is bound to be popular with casual players. It does however look like it might be a strong playable card too. We have seen with many recent legendaries that many headline cards end up being tournament strength, and I don't see any reason for Blizzard to change this philosophy. Playing Kazakus with Reno Jackson in Reno Warlock seems like a certainty at this stage, but they will only co-exist in Standard for about four months and then Kazakus will be on his own.

Priest cards:


Unsurprisingly, given the hate Priest has received recently, Blizzard were eager to reveal a lot of Priest cards early. At first glance, the Kabal Talonpriest seems like an improvement on Dark Cultist, and is at least comparable. The potions seem to show that Priest is headed down a tempo based route, having the board with a Pint-Size Potion in hand could be terrific if the support is there. The Talonpriest suggests that it will be. It will be interesting to see if Priest is given a powerful 2-drop, if it is, then I feel we could see some powerful decks capable of snowballing to victory. I am going to pass on commenting on the Dragon based cards, as we do not know enough about which Dragons will be available after Standard rotates.

No Warlock cards have been spoiled at time of writing, and only one Mage card, which is pictured below.


Manic Soulcaster is probably not good enough for inclusion in a deck. If it does find play, it might be in a deck that survives a long time, and the Soulcaster can be used to get a combo piece twice. It is one of those cards that could pop up when we have all forgotten it exists.

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Pit fighter that lets you discover a card from your opponents deck and acts as dragon synergy activator? That looks... pretty good.

Kabal Courier looks like a good addition to renolock, no?  

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2 hours ago, Oddlane said:

I see Manic Soulcaster and Barnes setting up some interesting situations

Yes and no. I feel like those decks where Barnes is vital (Barnes/Ysh), it does nothing. In others, it's just a small boost to your chance of getting another mob. Even then, it's just the same old Barnes RNG.

I'm excited to see how it plays out, but I don't think it's going to be a defining card.

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I'll try to give my opinions on the spoiled cards and rate them, using this scale :



A : Obviously powerful, a multi-archetype staple, perhaps, a format-defining card.  (Tunnel TroggFiery War AxePiloted Shredder);

B: A decent card, your typical "bread and butter"; archetype staple; reliable niche card (Blackwing CorruptorCult SorcererBlood To IchorAcidic Swamp Ooze);

C: A mediocre or weak card that is a filler, outclassed by its peers or has a niche that's not reliable (Eater of SecretsStampeding Kodo;Stranglethorn Tiger; Infested Tauren);

D: It has seen play. Once. Something that's just really not great, but can occasionally make it in a meme deck, or via "get a random card" things. (Cone of ColdBloodsail CorsairStarfall);

F: Striclty unplayable. It exists to brick your random effect cards. (ShatterWispPurifyCaptain's Parrot).

Ratings are purely subjective, and, of course, opened up to debate. But I'll try to back them up with reasonable explainations.

One big thing to note is that I'll be giving two ratings - one for the current Standard, and one for going forward, in 2017-2018.


To kickstart things off - on all the triclass cards, or "Gang" cards:


The idea is definetly cool, but current iterations do not look great. It reminds me of multicolored cards in Magic: The Gathering, except for one huge thing. Being multicolored is a design thing that imposes strict disadvantage - a card is harder to cast because you need different types of mana. This drawback opens up space for card text to be good - and it will be balanced out in the end, because color screw is a very real thing. With those Gang cards coming in Hearthstone, design goes in a directly opposite way - being available to three classes is a strict advantage. You just can't make it good and don't stick an opportunity cost to make it fair. Also it would greatly reduce the diversity of the format. So it ends up undertuned, like it was with Inspire in TGT. 

Let's have a look on a Cabal Courier.

My main question is whether Discover on this cycle will look like "always one Mage, one Warlock and one Priest" or will it be pure RNG. Second option will render the card completely useless. A 2/2 body is just enough to make at least some relevance and get your mana investment back, and then the Discover still would be hard to make good, given the fact we're going in (sic!)the biggest Standard format we've ever had(!). I should give props to Courier though because it can be better post-rotation, when tempo will matter less and Discover will be more reliable.

Verdict : D for now, C in '17-'18.


I have to shoot first here and call out for flavor loss. He says "custom spell" but it's a potion. And that's a serious issue. He doesn't even look like an alchemist! And frankly speaking, I have absolutely zero idea who is this guy - he does not look generic like some new characters do, so it leaves me wondering even more.

Now, on the card itself - we haven't seen all the variants yet, but I'm already making some safe assumptions. First of all, we can say this guy is Reno Jackson best buddy, and that is entirely true - you get the condition met, you get some flexibility and then the 5-drop slot in Reno decks is usually not clustered. Pretty much no questions he makes the 30. 

My biggest issue with Kazakus - he is not Reno Jackson (thx, Captain Obvious!). But it's a big thing - Reno is not just a payoff card with a chunk of value that you get for Highlander-style deck. Reno covers the deck's biggest issue - inconsistency - by being a safety valve in case you're getting ran over. Kazakus doesn't do that, and that may render him totally unplayable when '17-'18 rotation kicks in.

Verdict : B for now, D in '17-'18.

The good ones : Priest is alive!

Cabal Talonpriest

A variant of fan favorite Dark Cultist that could not come at a better time. Priest actually has viable targets in Twilight WhelpWyrmrest Agent, and then some new generic minions, so I'm expecting Talonpriest to be all over the place. Makeshift Deathlords incoming!

Verdict : B+ for now, B in '17-'18.

Dragonfire Potion

Lightbomb is alive and kicking. Would it be anything other than Priest, I would try to say that "pushing archetypes that hard is bad" but a desperate time requires desperate measures. It's playable even with 0 Dragons in your deck. But I should mention Dragons on the other side of the table are not exactly extinct right now.

Verdict : B+ for now, A in '17-'18.

Drakonid Operative

Pit Fighter-sized Shifting Shade Dragon? It competes with Blackwing Corruptor and Azure Drake, but going forward in Standard I could not ask for a better filler. This is the definition of "bread-and-butter" for your Dragon Priests(much like the other 5-drops mentioned are). And Discover is just the cherry on top.

VerdictB for now, B+ in '17-'18.

Pint-sized Potion

It's a fairly good combat trick that is going to be handy if you are trying to play for the board. A couple of synergies come to mind as well, so it's not going to be shelved for a long time.

Verdict : B for now, B in '17-'18.

Potion of Madness

This one is probably the most striking of the pack in terms of being undercosted and reliable. Shadow Madness saw play but it's ultimately too expensive. This little one is just as good and comes in at a bargain cost. Sign me up.

Verdict : A for now, A in '17-'18.

Manic Soulcaster

It looks like a very bad version of Shadowcaster (hence the name), except all the good things about Rogue card have been taken out. You'll forget it exists and then will be getting golden copies out of your rank 5 rewards and be frustrated. I'm not giving it F because it's still a Spider Tank.

Verdict : D for now, D in '17-'18.

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Drakonid Operative seems absolutely nuts. What's possibly its strongest feature though is that discover mechanic, you basically get to look inside your opponent's deck and see 3 cards! That info can be so incredibly important. You can find out specific tech cards, spot niche decklist changes, see what removal isn't in hand but still in deck etc. This card will be MVP of the entire list imo.

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On 11/7/2016 at 5:10 AM, YourGod said:

Let's go Priest! Time for a rebound. 

So glad to see that 3 slot filled.

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On 11/7/2016 at 6:19 AM, PaasHaaS said:

Drakonid Operative seems absolutely nuts. What's possibly its strongest feature though is that discover mechanic, you basically get to look inside your opponent's deck and see 3 cards! That info can be so incredibly important. You can find out specific tech cards, spot niche decklist changes, see what removal isn't in hand but still in deck etc. This card will be MVP of the entire list imo.

Definitely gives a nice indicator of what you're facing, but I can't think of many decks where you haven't figured out the majority of the time by turn 5. Maybe if there are 2+ variants of a control deck? Even then, I feel like most of them have something to hint.

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10 hours ago, Blainie said:

Definitely gives a nice indicator of what you're facing, but I can't think of many decks where you haven't figured out the majority of the time by turn 5. Maybe if there are 2+ variants of a control deck? Even then, I feel like most of them have something to hint.

Spotting which deck your opponent is playing will indeed just be confirmation a lot of the time. It will still be useful to spot some subtle differences between some decks or varieties of them though, or the spot tech cards like a harrison jones, mc tech, yogg, alex etc.  Getting a bit of a read on your opponent's hand is another big part of it though. You know that the cards you see can't be in your opponents hand. Playing this later in the game actually tells you quite a lot, as by this time they will have played at least 1 copy of a lot of their cards, so if you see certain spot removal or board clear still in there deck you know they have nothing right now.

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6 hours ago, PaasHaaS said:

Getting a bit of a read on your opponent's hand is another big part of it though. You know that the cards you see can't be in your opponents hand.

I think this is definitely a better appraisal of how it could be used. I wonder if things can appear twice or if seeing two Brawls, for example, means the opponent has two brawls left in their deck.

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    • By Aleco

      These four mistakes come up way too often, and they can be easily avoided.
      These four mistakes Hearthstone mistakes come up all time on the ladder, but they can be easily avoided by adopting new some heuristics.
      Decision trees in Hearthstone grow very tall. Most of these decision trees grow far too tall for us to ever traverse them completely before our turn timer expires, especially if we find ourselves in a situation we've never been in before. For me, that happens just about every game. Practice can help reduce the number of situations we've never been in before, but at some point we'll need to adopt a few heuristics along the way to help us make decisions in a timely manner.
      In this guide, I'll walk through a number of very common mistakes I see on the competitive ladder, which to me are obvious examples of poor heuristics at work. My hope is that we can learn some newer, smarter heuristics by asking ourselves why these misplays are so common, and that we can use these new heuristics to avoid similar mistakes in the future. With that said, please keep in mind that it is sometimes correct to make these mistakes, because there are exceptions to every rule in Hearthstone. The goal of this article is to outline examples of bad Hearthstone heuristics so we can replace them with better ones, not to claim that the so-called mistakes I outline below are the wrong thing to do 100% of the time.
      With that out of the way, let's begin!
      Mistake #1 - Missing Hero Powers

      Example Situation
      It's my Aggro Secret Mage opponent's turn 8. I have control of the board and the only hope for my opponent is to burn me out. They cast a Firelands Portal to my face, play The Coin, and Frostbolt my face. On their turn nine they play an Arcanologist, the secret from it, and ping my face with Hero Power, stranding 2 Mana and 1 damage forever.
      Why It's A Misplay
      The reason to Fireblast over Frostbolt on turn 8 is obvious - you're never going to get that Fireblast back. The Frostbolt will always be there for you on a future turn (with certain exceptions, such as Counterspell), but a Hero Power unused is a Hero Power lost. If you're reasonably sure that the Mana will be there for Frostbolt on a future turn, then playing Frostbolt instead of using your Hero Power is permanently stranding one point damage in a game where every point counts.
      This mistake can also come up whenever a player passes on their Hero Power for a 2 or 3 Mana spell which doesn't effect the board, such as a Secret or card draw spell, so long as they would have had the Mana to cast that spell next turn anyways. The Frostbolt over Fireblast play just happens to be the most common of these mistakes, as Aggro Mage is a relatively popular deck in the current ladder environment.
      Why do players make this mistake?
      My best guess is that it comes down to a misunderstanding of the Hero Power as resource. Just like Mana, cards, and your life total, your Hero Power is a finite resource. The number of times your Hero Power can be used in a given game (excepting cards like Auctionmaster Beardo) is equal to the number of turns you get in that game (minus turn one, I suppose). Each turn your Hero Power goes unused is a tick of that resource you'll never get back.
      This view of the Hero Power as a finite resource will do you about as much good as a screen door on a submarine if you're getting beaten down by an aggro deck, where the only thing that matters is playing for board. However, there are a number of decks and matchups where this heuristic is a useful one. A Fatigue Warrior stalling things out in the late game or a top-decking Face Hunter in need of those last few points of damage could be in a position where they need to use their Hero Power every single turn in order to win. Though you probably won't miss out on more than one or two Hero Powers per game due to mistakes like the one I outlined above, those one or two Hero Powers can often prove to be the difference between victory and defeat.
      Mistake #2 - Playing 1 Drops To Die

      Example Situation
      I'm on Cubelock and I'm going first. I play Kobold Librarian on turn one and pass. My Warlock opponent plays Mistress of Mixtures and passes back.
      Why It's A Misplay
      Assuming both me and my opponent will Life Tap on turn 2 (which we did), I will end up one card and 4 life ahead of my opponent on this exchange. The Deathrattle trigger on the Mistress of Mixtures will heal me for 4 (2 damage from the Kobold Librarian and the 2 damage from Life Tap) while my opponent is still at 30 life. Meanwhile, the Kobold Librarian drew me a card with its Battlecry. Now we start a new game of Hearthstone on turn 3 where I'm at 30 life, my opponent is at 28, and we have an even number of cards in our hands despite the fact that I went first. Advantage? Me!
      Playing the Mistress into the Librarian on a future turn won't yield us better results. For example, if you play the Mistress on turn three you would just end up healing back the 4 points of damage you took from the Librarian's 2 extra attacks, and you'd still be down that card. Playing it later than that would result in an even greater net loss of damage. The move here is to pass the turn.
      Another misplay cut from the same cloth as this one would be to play a Grimscale Chum into a Northshire Cleric, a Mage/Rogue/Druid Hero Power, or a Vilefin Inquisitor. In all of these scenarios, what you are signing up for is a situation where an on-board play from your opponent will put you in an unfavorable position. Wouldn't it be better to hold on to the Grimscale Chum until it can be played alongside a Gentle Megasaur, Coldlight Seer, or Rockpool Hunter? It will probably generate more damage over the course of the game if played in combination with those cards.
      To be fair, there are a number of games where playing Mistress of Mixtures into Kobold Librarian is the correct move. For example, you might be playing against a Zoolock and be in the unfortunate position of having nothing in your opening hand which can interact with the board until turn 5. In the Cubelock vs. Zoolock matchup, card advantage is far less important than extra damage from the Librarian. We should be able to find a way to win the game eventually so long as we can survive to the part of the game where we play a million Voidlords, so we should make plays that preserve our life total as much as possible. On the ladder you often won't know if your opponent is on Zoolock or Control Warlock if all they've done is play a Kobold Librarian, but the numbers will tell you that its safer to assume Cube or Control than Zoo.
      Why do players make this mistake?
      Your role in the matchup is key to understanding whether or not you should play to the board (and sometimes into less-than-favorable trades), or to hold onto your minions and play for card advantage. In the Cubelock vs. Cubelock matchup, the game is way more likely to come down to card advantage than chip damage. The Mistress of Mixtures might not seem like an important resource, but it has value as a 2 health minion for Defile clears and is an extra card in hand to cheapen the cost of Mountain Giant. This is to say nothing of how rewarded you get for holding on to that Mistress if you topdeck a Mortal Coil for the Librarian in the next few turns. That said, I don't think the reason I see this misplay so often is because my opponent's don't understand their roles in matchups. I think they happen because players go on auto pilot use bad early game heuristics. Having made this mistake on numerous occasions, I know from firsthand experience how easy it is to fall into the trap of thinking "it's good to play to the board early" or "I should be using all of my Mana", and plop down a 1 drop on turn one without hesitation.
      A better way to think about the early game would be to weigh every option available to you. In early game situations such as this one, we are dealing with a very limited number of alternative decisions to playing that Mistress of Mixtures. If we took the time to ask ourselves "what alternatives do I have to playing this minion right now, and are any of them better?",  I think we'd find that the only alternative we have is to not play the Mistress of Mixtures, and that it is in fact the smarter play. 
      Mistake #3 - Not Respecting Combos

      Example Situation
      I'm playing Combo Dragon Priest, and my empty-handed Dude Paladin opponent draws a Vinecleaver for turn. He has 2 Silver Hand Recruits and a Righteous Protector on board right now, and he can make 3 more Silver Hand Recruits this turn between the Vinecleaver attack and his Hero Power. He has lethal set up next turn if he can draw something like Sunkeeper Tarim, but I have a 4/6 Twilight Drake in play. He attacks my face with everything (the Vinecleaver, Righteous Protector, and 2 Silver Hand Recruits), puts me down to 10, and passes the turn. I proceed to draw a Potion of Madness, play it on the Righteous Protector, heal the Twilight Drake up to 8 health, and cast double Divine Spirit into Inner Fire for the 32 damage OTK.
      Why It's A Misplay
      If I was the player in the Murloc Paladin's seat, that Potion of Madness topdeck would make think about throwing my laptop out the window. In reality, this was a situation where my opponent was able to play around all but the most ridiculous of combos by attacking the Twilight Drake instead of my face. My 6 health minion was able to become a 32/32 with my Hero Power, two Divine Spirits, and in Inner Fire, but it would have taken me a lot more effort than that to pull off an OTK if my Drake was at 2 health after a Vinecleaver attack. Assuming my opponent was at 30 life, I would have needed to find 4 more points of health for my Twilight Drake through some combination of Power Word: Shields and Kabal Talonpriests to be able to OTK with a 2 health minion. 
      I'll let you in on a little secret, Combo Priests always have the combo. Well, not always. But in a number of situations (especially when you're ahead) its a good idea to play as though your opponent's hand and draws are the perfect combination of cards to kill you. If you have a significant lead on board, you're ahead in life, and the only way for your opponent to kill you is with their combo, see if there isn't a way to take away the combo from them if it doesn't change your clock significantly. Many aggro players do a good job of combining their cards in a way which maximizes damage output, but they don't know when to pivot their role in the matchup and become the "control" player, or how to play things safe with a lead.
      In the situation I described above, the opportunity cost for my opponent to attack my Twilight Drake was practically nothing. If my opponent attacks my Drake down to 2 health and topdecks a Sunkeeper Tarim, a Level Up, or a Lightfused Stegodon into +3 attack, I'm just as dead from 10 life as I am from 14. The attack to the face doesn't set up any kills with Dire Wolf Alpha or Dark Conviction, so there's practically no downside to attacking my Twilight Drake with Vinecleaver to substantially limit the number of  OTKs I have. There's also an argument for sending a couple of minion attacks at the Twilight Drake to finish it off, as this line would do a much better job of playing around Duskbreaker.
      Why do players make this mistake?
      Combo Priest OTKs have both won and lost me many, many ladder games. From my experience on the Combo Priest side of the table, I often find myself thinking: "Please don't attack my minion, I have the kill next turn if that minion keeps all of his health!". When I play against Combo Priests, my inner monologue goes a little more like this: "If he has the combo I should clear board and not attack face. Does he have the combo? Nah, I'll attack face. He had it?! What a luck-sack!". Sound familiar to you?
      One of the most useful heuristics for navigating combo decks from both sides of the table is the concept of playing to outs. I discuss this concept at length in my Legend in the Making series, but I'll do my best to summarize it here.
      In the example game described above, the cards my opponent failed to account for in their decision-making process were the combo pieces I need to kill him (Potion of Madness, 2 Divine Spirit, and an Inner Fire) and the cards he needed to kill me (Sunkeeper Tarim, Level Up, and Lightfused Stegodon). The cards I can kill my opponent with are my outs, and the cards my opponent can kill me with are my opponent's outs.
      When it comes down to scenarios where the game is likely to end in the next few turns, try to identify which cards can win the game for you outright if drawn off the top of your deck (your outs), and which cards  would win the game for your opponent between their hand and draws (your opponent's outs). Try to construct a sequence of events out of your opponent which leads to you losing the game, then see what can be done to prevent that happening. Next, try to construct a winning sequence for yourself and see what can be done to maximize the chances it occurs (this is generally much easier and less time consuming than seeing things from your opponent's perspective).
      In this particular example, there were a couple of plays my opponent could have made which would have both prevented lethal and set up lethal of their own. These plays are ideal, but there won't always be a perfect intersection between winning and not losing. When considering outs for both you and your opponent, you'll often need to make a judgement call as to whether you should attempt to maximize your own chances of setting up lethal, minimize your opponent's chances of setting up lethal, or go for something in the middle of both to play around a specific card.
      Mistake #4 - Setting Up Board Clears

      The Situation
      It's turn 4 and I'm on Murloc Paladin against an unknown Warlock. I have a Vilefin Inquisitor and a Hydrologist in play, both with full health, and my hand is looking juicy. I have a Grimscale Chum, a Murloc Warleader, and a Gentle Megasaur. I play Chum into Warleader to set up the huge Megasaur turn, attack everything to face, and pass.
      Why It's A Misplay
      Playing the Grimscale Chum gave my opponent the 1 Health minion they needed to set up the full clear with Defile. They would have needed Hellfire to clear my board if I hadn't played the Chum, which means that giving them 1 Health minion effectively doubled their chances of being able to clear my board.
      Defile is one of the trickiest cards to use in Hearthstone - we shouldn't make it any easier on our opponents than it needs to be. Sure, sometimes they won't have the Defile or the Hellfire and you'll just win with Gentle Megasaur on turn 4, but in this particular scenario, why not hedge your bets and wait on the Chum? They'll still get blown out by Megasaur next turn if they don't have a Hellfire, and if you play into Defile you give your opponent a clean 4 for 1.
      Why do players make this mistake?
      I tend to make mistakes like this one when I get tunnel-visioned on making value plays and lose sight of the big picture. It just doesn't "feel" right to play our Murloc Warleader before our Grimscale Chum, it leaves value on the table. However, that doesn't mean it's the wrong move. We're very likely to win this game if we don't get our board cleared, and the reward of the Grimscale Chum's Battlecry is far outweighed by the risk of playing it.
      I think most players have a natural bias towards big, flashy plays that set up kills as quickly as possible if everything goes right, but that they don't slow down to think about what happens if things go wrong. A heuristic which can help remind us to slow down and consider our options in these scenarios might sound something like this:
      The strongest play is not always the best one.
      The "best" play for any given situation probably starts and ends by considering the unknown variables - the cards left in your deck, the cards your opponent is likely to play, etc. It's tempting to see the explosive potential in a play that's right in front of you and just go for it, to say "let's see what happens" and accept the consequences if things don't work out. I'd by lying if I said I never played straight into board wipes just to see if I could set up a turn 4 kill, but in a few of this situations it was actually the right move!
      There are a number of times where, as an aggro player, the correct move is to just go for it and accept the consequences if your opponent has the board wipe. However, there's a big difference between those situations and the one I outlined above. You won't always be presented with a choice between "going for the win" and "GOING FOR THE WIN!". Whenever you have to opportunity to assemble a board that is capable of winning the game, what do you really stand to gain by putting even more minions on it? Do you get to win more? Last I checked, "big wins" didn't count for extra stars on the ladder.
      The Hero Power is a finite resource. Use it or lose it forever. Its almost always better to Hero Power than it is to play a 2 or 3 Mana spell if you could just play that spell next turn (or the turn after). The first few turns of the game are really important - don't auto pilot them and throw away cards for free. There are very few options available to you in the early game, so take your time to carefully consider all of them. Playing your minions is not always the best option available to you. When you have a lead as an aggressive deck, it's often a better idea to protect that lead and to become the "control" player than it is to push damage to face. Try to think about late-game situations in terms of specific outs from both you and your opponent, and use those outs to guide where your damage should go. Winning is good enough! Committing more resources to the board than you need to win can set yourself up to get blown out by board wipes.
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    • By Zadina

      A patch dropped last night bringing Arena updates, the ability to pre-purchase The Witchwood packs and some bug fixes.
      For starters, Patch 10.4 brings the already announced changes to Arena mode. The drafting process will now offer more compelling choices featuring cards of similar power level, but different rarities. Moreover, the nine Arena-only class cards, that were chosen during BlizzCon 2017, are being added to the game. Lastly, the increased chance to see cards from the most recent expansion has been disabled until The Witchwood is released.
      Yesterday, the first expansion of the Year of the Raven was announced. You can now pre-purchase The Witchwood from the Shop. This time, the pre-purchase bundle contains 70 packs, instead of the usual 50, so it is an investment worth considering.
      Lastly, there's also mention of a Year of the Raven celebration event. According to Hearthpwn, it looks like you'll be able to win up to 20 free card packs from Kobolds & Catacombs and The Witchwood by completing multiple daily quests each day. The details of this event are still a bit elusive, but there should be an announcement for it soon.
      Here are the patch notes:
      This Hearthstone update introduces pre-purchase for Hearthstone’s newest expansion: The Witchwood! This patch also introduces Arena gameplay updates, including all-new Arena exclusive cards that were chosen by the crowd at BlizzCon. We’ve also laid the groundwork for the new Hearthstone Year, optimized loading times, and fixed several bugs.
      Read on to learn more!
      The Witchwood
      Prepare to join brave heroes as they embark on a hunt for the source of an eerie curse in Hearthstone’s newest expansion. Read the official blog for more details!

      Pre-purchase now to receive 50 The Witchwood card packs. You’ll also receive the In a Dark Wood card back and 20 more The Witchwood card packs as a bonus! Use your new card back right away, and you can look forward to opening 70 card packs once the expansion arrives!
      New Year Party!
      We’ve prepared a special event for you to celebrate the upcoming Year of the Raven! More details to come soon! Arena Updates
      We’re trying out a new Arena format to make choosing cards more interesting and skill testing. New Draft Rules: Each pick in an Arena draft will now feature 3 cards of relatively equal power level, but mixed rarities. Picks 1, 10, 20, and 30 will continue to have a guaranteed Rare quality card or better. The increased chance to draft cards from the most recent expansion has been removed until the launch of The Witchwood. New Arena cards chosen at BlizzCon are being added to the Arena for a limited time.
      All cards that are excluded from the Arena draft pool remain unchanged. All the other existing Arena rules in place that affect appearance rates are unchanged.   Bug Fixes and Updates Hearthstone now loads faster on many devices. Fixed several minor UI and visual issues. Players can now create Blizzard Battle.net accounts via Facebook. Rakanishu now correctly displays in history during the King Togwaggle Dungeon Run encounter. [Mobile] Alternate Heroes that you do not own should now display their names in the Collection Manager. [iOS] Due to changes in iTunes, it will no longer be possible to purchase one-time only items for multiple Blizzard accounts from a single iTunes log in. Each account holder must log into iTunes separately to make those purchases. [iOS] Older iOS devices are now more stable when changing menus. (source)