Jump to content
FORUMS
Sign in to follow this  
L0rinda

Year of the Mammoth: Six Cards Leaving Classic

Recommended Posts

619nB8R.jpg

Blizzard have announced that the next Hearthstone year will be called The Year of the Mammoth. Six cards from the Classic set will be moved to a new Hall of Fame set, which can only be played in Wild.

The announcement explains that the new Hall of Fame set will include cards that are currently in the Reward set, but the big news here is the six cards that will be leaving Standard. You can see Blizzard's reasons on the link above, but I've given a few notes in this article. Those cards are shown below.

As well as the removed cards, there will be no adventures in 2017. Instead we will be given three full expansions that will be accompanied by a single-player mission, which will be used to enhance flavour, and offer challenges. This sounds like it will be along the lines of an adventure, but optional. I feel this is a great change, as it hurts nobody.

ZBCQKzH.png

Azure Drake is simply in too many decks. It is a hard card to nerf without making it weak, but it is pretty much as powerful as a 5-drop can be. Removing this to free up other 5-drops makes sense.

6NGP6Q5.png

The reasoning for Sylvanas is similar. Blizzard's words make a lot of sense on this one, and also give an insight into the future:

Blizzard LogoBlizzard

Similar to Azure Drake, it’s hard to see a card at the six mana cost out-value Sylvanas. In addition, Sylvanas has the most powerful Deathrattle effect in the game—as a comparison, the Priest card Mind Control costs 10 mana. We have exciting Deathrattle build-arounds coming soon, and in combination with Sylvanas, they would be too powerful for Standard.

This seems to imply that N'Zoth, the Corruptor will be making a big comeback soon!

mZYTnDj.png

I suspect a lot of people will be glad to see the back of Ragnaros. The Random element was often a contentious issue.

RCo1QyZ.png

The removal of Power Overwhelming is a bit of a surprise, but it seems that it has mainly been nerfed because of its strength in combinaton with cards like Leeroy Jenkins and Faceless Manipulator. I would also assume that Warlock is going to be getting some fun new toys to replace it.

gqz1mFk.png

Ice Lance has been removed to remove Freeze Mage and allow new strategies to develop. It is also interesting that Blizzard mention it will allow them to make cards that copy cards. That could also apply to Power Overwhelming, so I would expect something along those lines to be in the next set.

VvY10TL.png

Conceal leaving will make sense to everyone. It allows Gadgetzan Auctioneer to survive as an interesting card, and removes the annoyance of not being able to interact with your opponent.

 

Share this post


Link to post
Share on other sites

WOW! Those removals are insanely important... I'm a little annoyed at removing classics since they previously claimed they would always be a part of standard (which is why I crafted Rag). Actually nervous of what tools they will give control. Since these are mostly (not power overwhelming) finishers or critical value for control decks, and combine that with losing reno and a few other tools, we will see what they have learned and might give us.

Also a really brave choice to scrap adventures but slightly merge them with the expansions.

Addition after reading their article:

"We wanted to allow players to disenchant Classic cards that are being added to the Hall of Fame set for full dust refunds, but then felt that incentivizing players to dust their cool Wild cards was counter to our goal of making Wild awesome.

So instead, we're just going to give you the dust, and you can keep the cards!"

Blizzard... how do you always know how to make me optimistic about huge changes. Since I have max copies (non-golden) of all of these, that's a lot of free dust.

Edited by Laragon
  • Like 3

Share this post


Link to post
Share on other sites

Hopefully these changes mean that meta will shift to control.

But it's Blizzard, so it's entirely possible these changes are not really justified (I think everyone remembers how they nerfed a bunch of classic cards last year and now nobody plays them).

Share this post


Link to post
Share on other sites
8 minutes ago, Esmer said:

Hopefully these changes mean that meta will shift to control.

Not with these switches, it won't! The only of these six cards that can be found in an aggro deck is Power Overwhelming. This hurts midrange and control far more than aggro.

Share this post


Link to post
Share on other sites

As a wild player, this barely affects me. It gives me free dust, I get to keep the cards, what's not to like.

  • Like 1

Share this post


Link to post
Share on other sites
1 minute ago, Keizoku said:

Not with these switches, it won't! The only of these six cards that can be found in an aggro deck is Power Overwhelming. This hurts midrange and control far more than aggro.

Pretty much, but since standard was so fast, a lot of decks had to adapt. Freeze mage is played as the freeze face variant, miracle is played as face deck with pirates and Questing Adventurer. Still, Azure Drake is a big loss for a ton of control and slower midrange decks, and it will affect them heavily I believe.

Share this post


Link to post
Share on other sites

Im fucking sad... Blizzard just wants to kill the most decision heavy decks in the game..... Why do you have to kill all the combo decks?

Why do you want to turn hearthstone constructed into a midrange arena?

I dont understand.....

PS : i really hope the new expansion introduces new deck archetypes that are actually interesting to play.

Edited by CodeRazor

Share this post


Link to post
Share on other sites

Well, see ya hearthstone, was fun while it lasted.

 

I'm off to play paladins, a game run by a company which actually listens to their players and doesn't take a little under one year to "fix"(I use the term losely) any balance issue the game runs into. Oh, and where the skill involved in playing a hero is actually taken into account when addressing said balance issues.

Edited by JooBatanete

Share this post


Link to post
Share on other sites

3 expansions?

A year???

Wow, erm, I hope that 45-60 cards come with each adventure.

That's a lot of money if you want a decently full collection, every year?

I dunno, my son and I already use the same account because we cannot afford 2 decent collections, this could be the nail in the coffin for me/us.

I was pissed enough at starting the game late, getting a fullish collection within a few months and then, oh wild, so all those cards/money are more than half worthless now. Great.

Man. Lesson really learnt this time, actilizard is too much cash cow.

Edited by SuperFly

Share this post


Link to post
Share on other sites
2 hours ago, SuperFly said:

3 expansions?

A year???

Wow, erm, I hope that 45-60 cards come with each adventure.

That's a lot of money if you want a decently full collection, every year?

I dunno, my son and I already use the same account because we cannot afford 2 decent collections, this could be the nail in the coffin for me/us.

I was pissed enough at starting the game late, getting a fullish collection within a few months and then, oh wild, so all those cards/money are more than half worthless now. Great.

Man. Lesson really learnt this time, actilizard is too much cash cow.

I'm going to play the devil's advocate here(because believe me when I tell you I do NOT like blizzard's design focus for hearthstone at all, just not in this regard) and tell you that if you genuinely believe blizzard are using hearthstone as a cash cow, you should try playing more games with the f2p model. That might actually be one of the few things they got right in the whole game so far.

There is more than one million ways to make cards easily without spending money(in fact myself, and many others have gone to legend more than once without ever spending money on Hearthstone), but sadly people want the game to not only be accessible, but also easy to achieve stuff, and I would argue that is what ended up killing it's entice for me.

And ironically enough, blizzard isn't even doing a good job of catering into the casuals(which is obviously their focus since the game released). I very much doubt rank 15-20's enjoy playing against face hunters/pirate warriors/secret paladins on every other game. And I would wager that for every person that has ever quit the game because of "uninteractive decks" like miracle rogue or freeze mage there are at least 20 that have for the aforementioned decks.

Yet for some strange reason, deleting decks like these from the game has been their top priority for a bunch of nerf/wild ban waves now. Mysterious isn't it?

Edited by JooBatanete

Share this post


Link to post
Share on other sites

sigh.  This is a bad move on Blizzard's part.  I feel this is going to do more bad then good.  I don't like this approach of "We feel its too powerful so we are just going to remove it."  I can see if these were physical cards then yes by all means like Magic: The Gathering has to do but they are not.  Blizzard has the oppertunity to fine tune any of these cards, to change them as they are digital.  You could fix them but thats time and money right?  So instead we just remove them and wait to see what the long term consquences is.  Thats bad.  That is a bad trend to get into. 

Share this post


Link to post
Share on other sites

I applaud blizzard on this decision.  Nerfing cards, especially iconic ones like Sylvanas, just feels bad for people who play wild.  Removing them from the rotation is a much more sensible thing (besides if they nerfed them it would basically do the same thing, how many cards has blizzard nerfed and they still see play?  Not many), in my opinion.  Azure Drake is the most ubiquitous 5 drop in the game, probably the most ubiquitous card in the game in terms of just the sheer number of decks it is played in.  The card is both incredibly strong and multi-purposed, to the point that any five drop printed has to be broken strong or incredibly niche to compete.  Sylvanas and Rag are much the same, there power level is so strong and the deck slots for 6+ cost cards are so limited that anything printed has to be stronger then sylvanas and rag, which means they have to be doctor boom levels of broken, which was a card that defined the meta game for quite some time.  As for conceal, this nerf won't kill off miracle rogue, the loss of tomb pillager and azure drake will hurt far more, and blizzard has shown expansion after expansion that they will support the archtype.  Miracle rogue has been nerfed time and time again and each time it was "the end of miracle rogue", deck is still around and still strong and will most likely remain as such.  Ice lance will pretty much ruin freeze mage, which I don't like much but it does go against blizzards design philosophy (as well as being one of the most consistently complained about decks that has ever existed by the community), so I won't defend it but I will say that I understand it.  As for power overwhelming, it has created multiple degenerate combo's over the years on top of being one of the cards that makes zoo incredibly oppressive when it is strong (which is honestly fairly often).

  • Like 1

Share this post


Link to post
Share on other sites

I think these changes and removals have to be good for the game.  I have been thinking for a while now that the new sets are having less and less impact on the game (with a few exceptions) because for the pro/top players it is too easy to take a current core deck, and tweak it here and there with a couple of new cards, job done.

Azure drake is everywhere, and so is Rag, taking these cards out will mean people with have to have a good think about the core build of decks, think how many have 2 x drake and rag in ....

That and the changes to the ladder make me a happy bunny!

Exciting times and I guess Mammoth = Un Goro :-)

On a synical note, 3 xpacs a year = a shed load more money for Blizz!  An adventure gets you the cards guaranteed, packs = more dosh!

Share this post


Link to post
Share on other sites
14 hours ago, SuperFly said:

Wow, erm, I hope that 45-60 cards come with each adventure.

I believe ~140 cards were confirmed.

14 hours ago, SuperFly said:

oh wild, so all those cards/money are more than half worthless now. Great.

But that's where you were wrong when you dismissed wild too fast. Wild is a fantastic place, and it will take quite some time to be completely out of hand. I would even say that Wild is more balanced than standard at this moment.

  • Like 1

Share this post


Link to post
Share on other sites
4 hours ago, positiv2 said:

I believe ~140 cards were confirmed.

But that's where you were wrong when you dismissed wild too fast. Wild is a fantastic place, and it will take quite some time to be completely out of hand. I would even say that Wild is more balanced than standard at this moment.

 

Yes, I hope 45 to 60 cards are free from the adventure aspect of the expansions.

Its suddenly gone from 1.5 expansions a year to 3. Yes that is also 1.5 adventures less, but that is 1.5 adventures worth of cards for only the cost of 1.5 of an adventure a year.

It's going to cost a bomb to keep a mainly full collection now and it was not cheap to start with!


I've not dismissed wild and I enjoy playing wild, what I said was, when wild came loads of cards because 'half worthless'.

I'ld rather have seen old cards balanced, or new cards of the same power level and there be only standard, with no wild, where all cards are in play, but with some great thought into making ranking up exciting for all.

...

Idk, if we want to carry on, it is going to cost us more unless they change the pricing... it's really annoying, if the game was half price my son and I would have two decent collections and spent the same money. Now they want more money... I'm not sure we can afford that any more, like, roof over head and food in belly is more important.

Share this post


Link to post
Share on other sites

Freeze mage and miracle rogue after centuries got dealt with, wondering why they took so long to remove them.

PO wasn't that strong paladin has +3 atk for 1 mana that not make the card even die, and was used for combo with many warlock cards like shadowflame as board clear, trade or finisher in control, they coulda keep it honestly since warlock isn't played aggro against all the pirate trash running around. And Warlock has no removals under 3 mana shadow bolt (Soulfire is useless outside aggro decks if you discard a Reno is auto concede).

Drake is the most popular card in the game and alongside Thalnos is pratically everywhere no aggro.

I don't know why they kept Thalnos that is pratically identical to drake tho.

Sylvanas was good when N'zoth come out but nowadays in pirate meta nobody plays her outside of Renos maybe in future coulda be stronger who knows. In a deathrattle deck you replace her with Cairne and there is close to no difference because you rarely steal better than a 4/5 , Warlock can't shadowflame her anymore to board clear seems the biggest deal with her.The blizzard guy compared to MC but seems he doesn't play the game much because to steal anything with sylvanas she has to die and for example in priest making her die cost 3 mana so is 6+3 to mimic a MC you save only 1 mana and lose a shadow word death, if you suicide her on a 5/5 she isn't better than a magma rager and she steals nothing, if enemy has no board she steals nothing and so on.To get value from sylvanas she has to die during your turn because your opponent will give you usually nothing when she die on his turn.

Rag is clearly the strongest 8 drop and played in all Reno decks of sort that are the only control you see around.

The removals from stardard seems good hope in more variety of decks in 2017 and stop of the pirate meta trash that last expansion generated with shitloads of face cancers.

In conclusion for me:

Good Removals: Ice Lance, Conceal, Azure Drake, Ragnaros

Bad Removals: Sylvanas, Power Overwelming

 

PS: When they will nerf the damn Fiery War Axe that is disgustingly broken in every way you look at it?

 

Share this post


Link to post
Share on other sites
15 minutes ago, Hanz39 said:

I don't know why they kept Thalnos that is pratically identical to drake tho.

Bloodmage Thalnos is quite easy to replace. Removing Bloodmage Thalnos would not be as impactful as Azure Drake.

19 minutes ago, Hanz39 said:

In a deathrattle deck you replace her with Cairne and there is close to no difference because you rarely steal better than a 4/5

That's true, you will not get Chillwind Yeti value from Sylvanas Windrunner that often, but the power of Sylvanas Windrunner isn't only in generating board presence for you, but also reducing your opponent's board value - you gain much more tempo than with Cairne Bloodhoof.

21 minutes ago, Hanz39 said:

The blizzard guy compared to MC but seems he doesn't play the game much because to steal anything with sylvanas she has to die and for example in priest making her die cost 3 mana so is 6+3 to mimic a MC you save only 1 mana and lose a shadow word death

As I said previously, if you steal a minion, your opponent loses that minion. Say, if Sylvanas Windrunner died to a 5-drop (killing it in the process) and stole a 2-cost minion, you gain 5 mana value from the minion killed, 2 mana value from the minion you gain, but also 2 mana value you get from removing the minion.

  • Like 1

Share this post


Link to post
Share on other sites

If Blizzard goes through with these changes, Standard is going to be even less appealing to me now than it's ever been.

It's bad enough that Hearthstone has become a P2W landscape with the introduction and restrictions of Standard format, but now the issue of Standard only having 3 or 4 commonly played decks is only going to get worse now that so many core cards are getting removed and from a set that was previously established as being safe from changes.

The reason that only 3 deck archetypes are being played right now is because you keep banning and nerfing cards that were commonplace until only a couple of the newest cards have any appeal left, Blizzard. It won't mean anything by next year or even next expansion because players will find some new broken cards and combos to replace those lost, and you just can't keep performing historical revisionism on cards that you don't like because soon enough we'll have nothing but a single deck type used by only one or two classes that people will want to play anymore.

That defeats your vision of having Standard out as a format where things are always fresh. It's creating more stagnation than it is encouraging change.

Share this post


Link to post
Share on other sites

I kind of want to summarise the changes as "money money money".

Removing standard cards could be considered balancing but have they really been watching the meta?  Okay I accept Azure drake is prominent (so nerf make it 3/3 or remove spell damage) but otherwise none of the other hall of fame cards are used in more than one deck in the top 20 decks according to Tempo Storm and believe me since crafting Sylvanas I have used her much at all.  I think removing power cards from classic is just to reduce classic to a swamp of mediocrity, I suspect the ideal situation for Blizzard is to make it impossible to play any worthwhile decks with spending $$$ of money buying cards but still retaining the illusion of FTP 

If that the above being money related is arguable then adventures being removed is more obvious, consider the Adventure income model, 1) release adventure 2) people pay fix amount 3) players have all the cards, compare that against expansions 1) Release expansion 2) players buy packs 3) player don't get all the cards they want 4) buy more packs 5) play for a while meta shifts, dont have the right card for new deck 5) buy more cards... steadier stream of income.

 

Share this post


Link to post
Share on other sites
4 hours ago, Occultus3 said:

I kind of want to summarise the changes as "money money money".

Removing standard cards could be considered balancing but have they really been watching the meta?  Okay I accept Azure drake is prominent (so nerf make it 3/3 or remove spell damage) but otherwise none of the other hall of fame cards are used in more than one deck in the top 20 decks according to Tempo Storm and believe me since crafting Sylvanas I have used her much at all.  I think removing power cards from classic is just to reduce classic to a swamp of mediocrity, I suspect the ideal situation for Blizzard is to make it impossible to play any worthwhile decks with spending $$$ of money buying cards but still retaining the illusion of FTP 

If that the above being money related is arguable then adventures being removed is more obvious, consider the Adventure income model, 1) release adventure 2) people pay fix amount 3) players have all the cards, compare that against expansions 1) Release expansion 2) players buy packs 3) player don't get all the cards they want 4) buy more packs 5) play for a while meta shifts, dont have the right card for new deck 5) buy more cards... steadier stream of income.

 

Well, on the other hand making adventures requires lots of money to be invested by Blizzard. Creating new cards alone requires investments. There is no such thing as free lunch...

Share this post


Link to post
Share on other sites
On 18/02/2017 at 10:50 PM, LandKelvin said:

Well, on the other hand making adventures requires lots of money to be invested by Blizzard. Creating new cards alone requires investments. There is no such thing as free lunch...

Oh poor blizzard having to spend some of the almost $400 million dollars they got from hearthstone last year on content, poor things.
  
We should go to 4 expansions a year and double pack costs, maybe we could get an extra voice actor in this year...

Edited by SuperFly
  • Like 3

Share this post


Link to post
Share on other sites

On a slightly different note ...

If I want to continue playing Wild, and don't have all of the above cards yet, now would be the time to craft them, in gold even, correct?

Share this post


Link to post
Share on other sites
13 minutes ago, Kobal said:

On a slightly different note ...

If I want to continue playing Wild, and don't have all of the above cards yet, now would be the time to craft them, in gold even, correct?

Absolutely. Now, what I don't know is whether you get dust for both golden and normal card(s) if you have both, or only from the golden one. If it's the former, I just closed the best trade deal with Mexico got a ton of free dust and golden animations. If it's the latter, I just lost about 4k dust. So, until it is clear which is true (though I might have missed the information), I would refrain from crafting golden cards that you have without gold as well. Crafting golden cards that you do not have normal is a good deal though, unless you are going to need the dust until march/april.

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
Sign in to follow this  

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By HSEnthusiast
      Today, we're recapping the four Shaman cards revealed by Gamespot. We also have some dev clarifications on how they work.
      If you missed our previous Warrior recap, you will find it here.

       
      What a way to kick things off; this card looks insane! The dream is that Drakuru takes out two of your opponent’s minions, resurrects them on your side, and survives combat somehow. You’re looking at a 5-for-1 exchange on board.
      In the more likely scenario that it doesn’t survive, that’s still a complete flip of the board state. Even if it’s trading into a single big minion on the opponent’s side, that’s still a 2-for-1, with that 1 on your side being a big tough-to-kill minion. The only worry is that there will sometimes be late-game scenarios where the 6/8 stat line won’t be enough to get you any resurrections, but I’m hopeful those are few and far between.
      Still, even if the Big Shaman archetype doesn’t catch on for Shaman, I expect this card, in particular, to find a home in Renathal Control Shaman lists. This card is doing much of the same work that Sylvanas and Insatiable Devourer are without having to run through the trouble of infusing first.

      Once again, another big expensive card and a solid showy effect to go along with it. Obvious deathrattle/reborn synergy, as well as good with big minions in general. At 10 cost, it will take up your entire mana pool for the turn, though there are things you can do to play around that as a shaman.
      We’ve gotten some clarification from the devs on the mechanics of this one:
      All the copies summoned die at the end of the effect trigger after having attacked. Unfortunately, it won’t be some corruption-style aura effect that a cheeky Showstopper effect can silence off. Your copies are made from your hand from left to right until no more board spaces are available. Beware that Colossals will summon their appendages and take up potential board space from your other copies. Windfury minions will only attack. Sorry Drakuru, no double freebies for you ? Minions that enter Dormant won’t attack, but they won’t die either! The interaction of getting free dormant minion copies on board is interesting, but is there enough to build a deck around? In standard, there is Gangplank, Slimescale, and Pelican Divers, but outside of From De Other Side “synergy,” they might not be worth it. In Wild, at the very least, there is meme potential with getting Magtheridion and The Darkness out with this and getting their battlecries to awaken both copies when you play them out the turn after.
      There’s obvious synergy with the other big cards revealed here, with Prescience loading up your hand with some beefy bois, getting get off reborn, lifesteal and deathrattle value, summon a minion from Overlord Drakuru.

      That’s a lot of keywords for a single card, but they work together to become the stuff of nightmares for any board-based aggro deck. Taunt and lifesteal make this a nightmare to trade into, and even with enough removal to clear the main body and the reborn one, the deathrattle effect still will hit for 3 twice and heal you for 6. So while the 3 attack won’t be anything to write home about, plopping this down will buy you a good deal of time. There’s also the possibility to make use of the leftover reborn 3/1 body to evolve into a 9 or 10 drop.

      This card will get you 2 Mana 2/3 Ghostly Apparitions with the Undead minion type, which can matter for cards like Unliving Champion, or Invincible, for instance. Suppose you trigger the secondary ability here both times. In that case, that’s a pretty sweet deal right there, advancing a Big Shaman win con in 2 ways: The taunt on the Ghostly Apparitions advances your gameplan of stalling the game out until you can stabilize on board enough to play the 5+ Mana minions you’ve tutored out of the deck.
      We’ve theory crafted 3 potential builds that can use this package of Shaman cards.
      First, consider diving head first into the Big Shaman theme, bringing in Vanndar Stormpike and forgoing all other sub-5 cost minions to get max value out of Prescience and From De Other Side. We’re also going to run with the evolve subtheme to take advantage of any leftover bodies that we might get from Stoneborn General, Overlord Drakuru, or Blighblood Berserkers. The departure of the Knights of the Frozen Throne set will make evolving 10 drops better again now that there are no more Snowfury Giants in the Evolve pool, and we get to re-roll for the generally better bodies from the 10 costs. We’re adding in some early-game removal to compensate for the lack of early drops so we can better survive the early game.
      Deck code / link: 
      AAECAaoICunQBMORBKeNBK/ZBNnsA/rsA4qSBfuRBYfUBKrZBArG+QOs7QS12QTgtQS22QTblATGzgTj9gOGoQX4oAUA
      Next, let’s try to use the standard Renathal Control Shaman archetype that’s doing rather well in the meta as a starting point. One safe idea is to look at slotting Overlord Drakuru and potentially Brightblood Berskerker and From De Other Side into this standard XL Renathal Control Shaman as ways of fighting back on board while getting your infuse cards stacked up.
      Deck code / link: 
      AAECAaoIFKjuA6bvA4b6A6SBBMORBMeyBOm2BOnQBJjUBLjZBJfvBKTvBNWyBODtBIqSBdWyBPuRBfSgBbzwBODtBArG+QPTgASVkgTblATgtQSWtwSywQTFzgS12QS22QQA
      We could instead also try and drop all the duplicates from the list and convert it into a Reno deck, as the deck was already playing a lot of one-offs. That gives us just enough room for one of each of these bad boys, which together with Reno will up the turnaround potential of the deck at the cost of a little bit of consistency. Doing so we can end up with this list:
      Deck code / link: 
      AECAaoICunQBMORBKeNBK/ZBNnsA/rsA4qSBfuRBYfUBKrZBArG+QOs7QS12QTgtQS22QTblATGzgTj9gOGoQX4oAUA
      Why not use both and make it a Reno-thal deck? Prescience and Windchill will try to compensate for the loss of card draw from droping one copy of Gorloc Ravager and Famished fool. We are adding in Convincing Disguise to have still enough evolve effects around. The idea of including Bracing Cold and Far Sight is to hopefully discount From De Other Side or the evolve cards so we make use of any leftover bodies in the same turn. Ozumat’s in here not just to get us up to 40 cards, but because it’s a near guaranteed board clear combo with From De Other side, if you manage your hand and board space just right, that leaves you with all its appendages afterward.
      Deck code / link: 
      AAECAaoIKKjuA6bvA6SBBMORBMeyBOm2BOnQBJjUBLjZBJfvBKTvBMb5A9OABJWSBNuUBNWyBOC1BJa3BLLBBMXOBMbOBLXZBLbZBODtBLzwBIb6A6/ZBPrsA/SgBcSsBNnsA4fUBIXUBLGwBJrUBLzOBIahBfigBYqSBfuRBQAA
       
    • By HSEnthusiast
      March of the Lich King, set to release on December 6th, is Hearthstone's third expansion in the Year of the Hydra. Blizzard gave us an early sneak peek at some of the Warrior cards revealed today that we discuss in our latest post.
      Today, we'd like to dive into the Warrior cards revealed by Inven Global.

      Pretty straightforward card. The effect gives us much more value the larger the minion is. It gets really scary with the potential follow-up with Bulk Up giving you this massively overstated minion in hand twice. Or If you can get this on Mor’shan Elite, that’s another nice double dip of value.

      Honestly, this feels like it was tailor-made to be the ideal target of Last Stand, as your opponent can’t easily get rid of it with cheap removal. It lets you use your stats immediately by letting you trade in and stabilize with a big taunt. It might not be too shabby on its own, as the 3 effects make it an annoying wall most opponents will be forced to trade into.

      Wow, they’re really not holding back with hand disruption this set. One (nearly) guaranteed discard is pretty impactful and becomes a must-remove card in any control matchup. This card will absolutely crush the hearts of some Big Spell Mages in the coming months, that’s for sure.
      It should be noted that this discard, the devs have confirmed to us that it will trigger your opponent’s “Whenever you discard a card” effects. So try and clear a Discard Warlock's Tiny Knight of Evil and perhaps try to play around having Suffocating Shadows or Soul Barrage trigger in that matchup. 

      To round off the control toolbox from this expansion, we’ve got a pretty unique effect here. Hopefully, this doesn’t end up being too easy to play around for savvy opponents. You could pre-empt this by running out a Blademaster Okani first and baiting out your opponent into playing a small spell first. But still, while the effect will only be as game-changing as your opponent’s last spell, getting any meaningful spell off seems pretty nice.
      Putting it all together, we have put together an interesting Taunt Control Warrior decklist to try out:  AAECAQcMmu0D784EvIoE2fkDqIoEiN8E784E0qwEmu0DlJUEzJIFiKAECcWSBZTtA47tA5+fBImgBIagBJDUBMSSBcuSBQA= . Slotting in Varian seems like a natural addition to any deck with Silverfury Stalwart and Tealan hops along to be the one divine shield minion you might want to have in your control deck. Rokara and Remornia are just good cards and they’ll go a long way to having your Mor’shan Elite’s active. The rest of the deck is the classic Control Warrior shell that will hopefully give you the armor and removal needed to live long enough to throw down your double-stated taunted win conditions.
      https://hearthstone.blizzard.com/deckbuilder?deckcode=AAECAQcMmu0D784EvIoE2fkDqIoEiN8E784E0qwEmu0DlJUEzJIFiKAECcWSBZTtA47tA5%2BfBImgBIagBJDUBMSSBcuSBQA%3D
    • By Staff
      Murder at Castle Nathria is Hearthstone's latest expansion. It adds a new Infuse keyword that absorbs anima from your friendly minions, a new card type named Locations, and more.  
      (Source)
      .blog-detail .gallery figure { width: 100%; max-width: calc((100% / 3) - 6px); } @media screen and (max-width: 600px){ .blog-detail .gallery { justify-content: center; } .blog-detail .gallery figure { width: 100%; max-width: 250px; } .blog-detail h4 { text-align: center; } } Announcing
      Murder at Castle Nathria
      Hearthstone’s Newest Expansion

      The Shadowlands is normally where souls go after they die, so when someone dies in the Shadowlands, that’s a special kind of mystery. Sire Denathrius invited 10 of his counterparts and enemies to Castle Nathria for a dinner party so that he could address the malicious rumors that he is hoarding anima, the life-energy that is drained from tortured souls and used to power the Shadowlands. But just after the festivities started, Sire Denathrius was found dead! It seems a gaggle of enemies does not a good dinner party make. Now the illustrious Murloc Holmes, and his trusty sidekick Watfin, have been called to solve the case. Scour new Location cards, follow the trail of Infused minions, question the 10 Legendary suspects, and help determine who committed Murder at Castle Nathria!   

      Murder at Castle Nathria will launch worldwide on August 2 with 135 new collectible cards! You can find the full Murder at Castle Nathria reveal schedule, and all cards that have already been revealed, by visiting the card library here. Check back frequently—the list will be updated with new cards as they’re revealed!
      Ten Suspicious Suspects
      Sire Denathrius had a lot of enemies. And it just so happens that 10 of them were under his roof at the time of his demise! Each class will have a Legendary minion that is a prime suspect in Sire Denathrius’s murder. They all have the means and the motive, but it is up to you and Murloc Holmes to determine who is guilty.



      New Keyword: Infuse
      Anima, drawn from wayward souls, powers all the Shadowlands—and those who consume it! Cards with the Infuse keyword sit in your hand and absorb anima from your friendly minions as they die. After the specified number of friendly minions die while the Infuse card is in your hand, the Infuse card transforms into a more powerful version. Infuse your cards to unlock their full power!

      New Card Type: Locations
      Castle Nathria is like no place Hearthstone has ever been before. Explore the castle grounds through the all-new Location card type! Locations are played onto the battlefield for an initial cost, and then have an ability that can be activated for free on your turns, each time for a powerful effect. Each activation costs 1 Durability and has a 1-turn Cooldown. Every class gets their own Location card in Castle Nathria which represents where they claim their suspect was at the time of the murder, and synergizes with the themes of the class.

       
      Locations Gameplay Preview with Brian Kibler and Designer Leo Robles Gonzalez
      Want to get a longer look at the new Location card type? Join Brian Kibler and Game Designer Leo Robles Gonzalez as they explore the new Location card type, try them out in a couple games, and reveal some more new cards! Join them on Friday, July 1, at 11 a.m. (Pacific) on Twitch and Youtube!

      Prince Renathal Login Reward Available Now!
      Log in to Hearthstone to get your first hint at what Castle Nathria holds with the complimentary Prince Renathal Legendary minion!* Grow more powerful as you draw more souls to your cause with 40 life and a 40-card starting deck! Add him to your collection and see what you can do when you have more space to work with.

      * Limited one per account. After Patch 24.6, Prince Renathal will be granted upon opening your first Murder at Castle Nathria card pack instead of upon logging in.
      Pre-Purchase Murder at Castle Nathria
      The Murder at Castle Nathria Mega Bundle includes 80 Murder at Castle Nathria card packs, 5 Golden Murder at Castle Nathria card packs, two random Murder at Castle Nathria Legendary cards, the Sire Denathrius Warrior hero skin, the Denathrius card back, the Sandy Shores Battlegrounds Board, and 10 Mercenaries Packs!*

      The Murder at Castle Nathria Bundle includes 60 Murder at Castle Nathria card packs, 2 random Murder at Castle Nathria Legendary cards, and the Denathrius card back!

      Pre-purchase
      * Battleground Perks are not included in the Mega Bundle pre-purchase this time. We’re reworking how Battlegrounds Perks and rewards work for next Battlegrounds season. Until then, some of the current Perks are being extended. Check out the Patch Notes and stay tuned for more details.

    • By Damien
      This thread is for comments about our Handbuff Paladin Deck.
    • By Staff
      A new Hearthstone update prepares the Tavern for United in Stormwind, launching August 3. Here are the official patch notes.
      (Source)
      The 21.0 patch prepares the Tavern for United in Stormwind, launching August 3. It also brings a new Hero and cosmetics for Battlegrounds, a major update for Duels, an Arena rotation, and more.
      You can check out all 135 new cards included in United in Stormwind on the card library here.
      Battlegrounds Updates
      NEW HERO
      Galewing Dungar’s Gryphon Choose a flightpath. Complete it to get a bonus!
      Players with Battlegrounds Perks will have early access to Galewing before it's formally released on August 10.
      Duels Updates
      When the 21.0 patch goes live on July 27, all players’ Duels ratings will be reset and the pool of eligible cards you can use to build your 15-card start deck will be updated as follows:
      (NEW) United in Stormwind Wailing Caverns Mini-Set Forged in the Barrens The Darkmoon Races Mini-Set Madness at the Darkmoon Faire Scholomance Academy (NEW) Kobolds & Catacombs Journey to Un’Goro One Night in Kharazan Whispers of the Old Gods Curse of Naxxramas Legacy (Basic/Classic) Core NEW PASSIVE TREASURES
      Party Replacement At the start of your turn, summon a 2/2 Adventurer with a random bonus effect.
      Inspiring Presence After you play a Legendary minion, reduce the cost of a random minion in your hand by (1).
      Greedy Gains Your minions have +2/+2 but cost (2) more (up to 10).
      Meek Mastery Your Neutral minions cost (1) less and have +1/+1.
      Legendary Loot At the start of the game, equip a random Legendary weapon.
      Deathly Death! After a friendly Deathrattle minion dies, destroy the minion with the lowest Health.
      Ooops, All Spells! At the start of the game, destroy all minions in your deck. Your spells cost (1) less and gain +2 Spell Damage.
      BANNED CARDS & BUCKETS
      The following cards have been banned from between-game card buckets and will not be Discoverable:
      Final Showdown              Lost in the Park Defend the Dwarven District       Sorcerer's Gambit            Rise to the Occasion        Seek Guidance  Find the Imposter            Command the Elements The Demon Seed             Raid the Docks  Other Banned cards:
      Unstable Evolution is banned from card buckets but will still be Discoverable. Maestra of the Masquerade is banned from deckbuilding, card buckets, and will not be Discoverable. Seven new designer card buckets have been added as well:
      Furious Fel (Demon Hunter) AHHHH RATS!!!! (Hunter) Fire!!! (Mage) SI:7 (Rogue) ARRRRRRG! (Warrior) Auction House (Neutral) Live to Win (Neutral) Smart buckets have also been updated to include the two new card sets, and two previously missed card sets: Legacy (Classic/Basic) and Demon Hunter Initiate. Lastly, you’ll be able to find United in Stormwind cards in Duels card buckets after the patch goes live and before the expansion launches.
      Arena Rotation

      When United in Stormwind launches on August 3, the Arena will include cards from the following sets:
      United in Stormwind Forged in the Barrens Wailing Caverns Mini-Set Madness at the Darkmoon Faire Darkmoon Races Mini-Set The Witchwood Saviors of Uldum Rastakhan's Rumble Core Book of Heroes Illidan – Coming August 10

      After regaining his freedom, Illidan was eager to prove himself once and for all. But even as he journeyed far from his homeland and joined forces with new allies, the thirst for power never left him. It was only a matter of time before it interfered with his judgment, resulting in more dire consequences than ever before…Defeating all 8 bosses in this linear adventure will reward 1 Demon Hunter pack, containing only Demon Hunter cards from Standard.
      United in Stormwind Rewards Track & Tavern Pass
      When the Rewards Track refreshes when United in Stormwind launches, all players will automatically be granted any unclaimed rewards on both the free track and the Tavern Pass track (if purchased), and a completely new Rewards Track of unlockable loot will take its place.

      The Forged in the Barrens Tavern Pass will expire with the launch of United in Stormwind and a new Tavern Pass will be made available for purchase—offering a host of brand-new cosmetic rewards and XP boosts.

      Learn more about the United in Stormwind Rewards Track and Tavern Pass here.
      As a reminder, Battlegrounds Perks are now available as a standalone purchase, separate from the Tavern Pass.
      New Cosmetic Coins
      Two new Cosmetic Coins are being added with United in Stormwind, the Stormwind coin and the Lordaeron coin. The Stormwind coin is obtainable by completing the first 90 levels of the Rewards Track with the Tavern Pass. The Lordaeron coin is obtainable by collecting 135 unique United in Stormwind cards.

      Keep in mind that United in Stormwind will have a 35-card Mini-Set that will make it easier to reach both the 25 total United in Stormwind Legendary cards for the Archbishop Benedictus Diamond card reward and the 135 total United in Stormwind cards for the Lordaeron Cosmetic Coin. We’ll have more information to share about the United in Stormwind Mini-Set in the coming months.
      Bug Fixes & Game Improvements
      Fixed a bug where Shenanigans would not transform Soul Fragments into Bananas. Fixed a bug where Wicked Stab could be upgraded by cards that temporarily increase mana. Fixed a bug where Shan’do Wildclaw would not lay flat on the board. Fixed a bug where Defender would not play its VO when summoned by Noble Sacrifice. Fixed a bug where golden Soul of the Forest would not summon golden Treants. Fixed a bug where golden Ancestral Spirit would not summon a golden minion. Fixed a bug where golden Grave Rune would not summon golden minions. Fixed a bug where golden Primal Talisman would not summon golden minions. Fixed a Battlegrounds bug where Y’shaarj’s Battlegrounds Hero Power would not take its newly summoned minion into account when deciding which warband attacked first. Fixed a Battlegrounds bug where Baron Rivendare was causing visual issues when in a warband with golden Kaboom Bot. Fixed a Battlegrounds bug where Galakrond’s Greed was missing a tooltip for Discover. Fixed a Battlegrounds bug where Come One, Come All! Was missing a tooltip for Discover. Fixed a Battlegrounds bug where Avatar of N’Zoth was missing a tooltip for Deathrattle. Fixed a Battlegrounds bug where Sprout It Out! Was missing a tooltip for Taunt. Fixed a Battlegrounds bug where Hero Powers for Aranna Starseeker, Infinite Toki, Millhouse Manastorm, Nozdormu, and Tess Greymane were missing a tooltip for Refresh. Fixed a Duels bug where Diamond cards would only be Diamond in appearance for the first game of a run. Fixed a Duels bug where Lone Champion and minions summoned by Gift of Luminance were not buffed by Hold the Line. Updated the description of the Roguish Maneuvers Hero Power in Duels to be more accurate. Fixed a bug with Book of Mercenaries Guff where A Party of Adventurers will cast Against All Odds, even if they have board control. Fixed a bug where one of Lady Katrana Prestor’s emotes was showing incorrect text. Searching “Refund” in the Collection will now populate with cards eligible for a dust refund. Pressing and holding on the Rewards Track page arrows will now flip through the pages quickly. Fixed a bug where if a player disconnected from a ranked match, they’d get a message stating they won their last ranked game upon relogging.  


×
×
  • Create New...