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Un'Goro Card Reveals 19-20 March

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Four more cards have been revealed since our previous update. This brings the total revealed so far to twenty.

With under a month to reveal 135 cards, spoiler season is well underway, so let's take a look at the most recently spoiled cards.

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The first thing that springs to mind when seeing this card is that it is designed to be played with Awaken the Makers, the new Priest Quest card that requires you to summon seven Deathrattle minions. Cards from your opponent's deck will not have good synergy with your deck, but they will tend to be good cards (other than situational cards like weapon buffs, or Quests that have been mulliganed away). Babbling Book was not expected to be a very playable card, but found a home in many decks by being just good enough. I think Crystalline Oracle is also destined to be played, but I am not sure how much.

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Sunkeeper Tarim seems to have many potential uses, and as such will likely find a home somewhere. As its ability can turn your army of 1/1s into a huge army at a moment's notice, just the threat of it being in your deck will put pressure on the opponent to keep that army under control. At first, Tarim also seems to be an okay solution to opposing Jade cards, as it would take three enemy 3/3s to get through the 3/7 taunt. The main problem with that, is that if your deck is far enough behind that it needs to turn Jades into 3/3, the Jade player will probably make even bigger minions on the following turn. The best use seems to be the combination of the two,which is to force through final damage in an aggressive deck.

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This is a very interesting card. If the meta is fast, then Shadow Visions will be unplayable, but if it is slow, then the card can be used as a way to generate slots in your deck. Having only one of some cards will help to reduce the clutter that sometimes occurs in control decks, and so this card will have to be tested quite heavily. There is also the more amusing combo with the new Elise card, which would enable you to find your pack faster.

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As with Crystalline Oracle, Clutchmother Zavas seems like it was created to fit in with the Warlock Quest. One of the big problems with Lakkari Sacrifice is that even in a control shell, discarding six cards over the course of a game is a very expensive ask. Your hand empties, and then you have to not only refill it, but be prepared to discard some of it. Zavas appears to solve those problems, and has a big upside as well. I would expect this card to not only fit into a Control Warlock Quest deck with ease, but to enable the archetype to exist.

Previous News:

Live reveal stream, 11 cards: here.

Un'Goro announcement video: here.

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Shadow Vision will be a combo card. Priests tend to have weak combos, but I am afraid it will be used in an OTK deck, like Divine Spirit + Inner Fire one, or maybe a new type of OTK deck will emerge, and there is nothing I hate more in hearthstone than OTK decks.

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Hmmm... Stand Against Darkness may become a playable card. Opponent is forced to AOE recruits away or risk facing bunch of 3\3s next turn. 

The 1\1s is not looking a good card for priests who lack ping effect like mages and rogues. While it looks nice with the quest... problem is that you don't really need 1 drops when your first turn is activating a quest. 

What I find interesting that Crystalline oracle  is an elemental. Shifting Shade and Lightspawn are almost certainly elementals, too. Mana Geode may be one to. I am really curious to see what elementals synergy we will see.

 

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1) I think crystalline will be under rated. Stealing certain cards can be game changing. We've seen this with Rouge a lot more, and that's usually taking them from the full pool, not just the "viable" cards. At 1 mana, it's always value.

2) Sunkeeper could be REALLY strong. The analysis of anti-jade isn't totally true. He does nullify it really well except for Druid, which can snowball unending. Shaman and Rouge are limited in their summons. Also can be scary in aggro. Quite quick for the value of 3/7 too.

3) Shadow visions will be interesting... It can be nice in highlander (reno is gone...) decks that really want a second of a couple spells but can't because of not drawing them. Other than that though, it's 2 mana for 1 card, which is some bad value.

4) Clutchmother is SUPER interesting. Clearly a control mechanic while still having discard in the deck. Have to see if there are other cards to complete the synergy of this and the quest.

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1 hour ago, Strongpoint said:

 

Hmmm... Stand Against Darkness may become a playable card. Opponent is forced to AOE recruits away or risk facing bunch of 3\3s next turn. 

 

Maelstrom Portal, Wild Pyromancer, Ravaging Ghoul, Fan of Knives, Swipe, so many obvious counters to Stand Against Darkness exist that are playable cards by themselves exist and thus i consider it to not suddenly become viable. The legendary will surely find a place in a standard aggro or aggressive midrange deck as you dont need that polarizable board position (THAT many small plebs on your board and THAT many big plebs on opponets board) to make it swing really hard. It will come down to the quality of paladin cards that will be introduced in the game, as the remaining good ones are leaving with year of the Mammoth (Keeper of Uldaman and Anyfin most noticeable ones)

2 hours ago, positiv2 said:

 

Shadow Vision will be a combo card. Priests tend to have weak combos, but I am afraid it will be used in an OTK deck, like Divine Spirit + Inner Fire one, or maybe a new type of OTK deck will emerge, and there is nothing I hate more in hearthstone than OTK decks.

 

The combo deck you are meaning is already very slow and Shadow Vision would make it even slower, and considering how dominating aggro and midrange decks have been so far i have literally zero concerns about the things it will enable, especially with Emperor Thaurissan leaving. Id consider the card as an opportunity rather than as a potential concern. Deathrattle priest, the most obviously forced archtype of priest to this new set will have enough value to barely even need to run it and if meta will be fast i doubt we will ever see that card as the meta will settle.

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2 hours ago, BrightwingMain said:

The combo deck you are meaning is already very slow and Shadow Vision would make it even slower, and considering how dominating aggro and midrange decks have been so far i have literally zero concerns about the things it will enable, especially with Emperor Thaurissan leaving. Id consider the card as an opportunity rather than as a potential concern.

Well, the issue with Inner Fire OTK decks is that there are no charge minions that can do the OTK without having to have way too many combo cards in your hand, with the exception of Djinni of Zephyrs OTK. After Shadow Visions are released, there will be many more ways to OTK with Inner Fire combo, which I believe is not healthy for the game.

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2 hours ago, positiv2 said:

Well, the issue with Inner Fire OTK decks is that there are no charge minions that can do the OTK without having to have way too many combo cards in your hand, with the exception of Djinni of Zephyrs OTK. After Shadow Visions are released, there will be many more ways to OTK with Inner Fire combo, which I believe is not healthy for the game.

It doesn't matter if you have more Divine Spirits when you don't have the mana to cast them in 1 turn. Closest thing is Stormwind Knight  +3x Divine Spirit + Inner Fire at 11 mana so you'd need to go 2nd and keep the coin... pretty sure that's a bad win condition.

Edited by MistAssassin

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Shadow visions is fantastic if you can mulligan your hand well and read your opponent properly. If you can identify a control deck early, copy mid control. If it's still an aggro meta, copy greater healing potion. A very versatile and strong card that I am excited to play in a value N'zoth priest deck. 

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5 hours ago, MistAssassin said:

It doesn't matter if you have more Divine Spirits when you don't have the mana to cast them in 1 turn. Closest thing is Stormwind Knight  +3x Divine Spirit + Inner Fire at 11 mana so you'd need to go 2nd and keep the coin... pretty sure that's a bad win condition.

Stonetusk Boar + 2x Power Word: Shield  +3x divine spirit + inner fire fits in 10 mana but I am happy playing against decks that will try doing this.

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5 hours ago, MistAssassin said:

It doesn't matter if you have more Divine Spirits when you don't have the mana to cast them in 1 turn. Closest thing is Stormwind Knight  +3x Divine Spirit + Inner Fire at 11 mana so you'd need to go 2nd and keep the coin... pretty sure that's a bad win condition.

Pint-Size Potion + Potion of Madness is another option. That is the closest thing. So, instead of Djinni of Zephyrs, priests will be using Shadow Visions.

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16 hours ago, Strongpoint said:

What I find interesting that Crystalline oracle  is an elemental. Shifting Shade and Lightspawn are almost certainly elementals, too. Mana Geode may be one to. I am really curious to see what elementals synergy we will see.

 

There is another new card revealed, that shows how the Elemental-Synergy will work (a shaman 7 Mana 4/4 that spawns two 2/3 taunts, if you played an elemental LAST turn). So it seems, that cheap elementals will be quite usefull to trigger the effect of their brethren (and the Mage-Legendary got WAY more interesting). Oh and Crystalline Oracle is just great...I love me some RNG :D.

 

16 hours ago, positiv2 said:

Shadow Vision will be a combo card. Priests tend to have weak combos, but I am afraid it will be used in an OTK deck, like Divine Spirit + Inner Fire one, or maybe a new type of OTK deck will emerge, and there is nothing I hate more in hearthstone than OTK decks.

Yeah...I think I dislike Shadow Visions too. First of, the card has zero direct inpact on the battlefield, which I normally try to avoid. And also I can foresee, what will happen all the time, when I play this card in a deck: it will be the last card or the last spell in my deck, when I draw it...

(also I already hate to get Shadow Visions offered in arena all the time...)

 

Oh and Sunkeeper Tarim looks to me like a new Paladin-Staple. Flexibility is king!

Edited by Taan

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3 hours ago, Taan said:

Yeah...I think I dislike Shadow Visions too. First of, the card has zero direct inpact on the battlefield, which I normally try to avoid.

This is clearly it's biggest problem. Unless there is a huge meta shift you can't afford to not play a field impacting card until about turn 6 or 7. By then, you're almost better off with a standard draw mechanic than keeping this in your hand that long. Maybe we'll both be wrong and the meta will let it work, but I have my doubts.

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7 hours ago, Strongpoint said:

Stonetusk Boar + 2x Power Word: Shield  +3x divine spirit + inner fire fits in 10 mana but I am happy playing against decks that will try doing this.

A deck relying on that as its primary win condition would barely make it past rank 20 in all honesty - first it would have to rely on shadow visions returning a divine spirit. A priest playing shadow visions, an experienced player would see that as letting the cat out of the bag given the number of minion buff spells the priest has access to. More often that not, he'd be beaten by the time he ever got to 10 mana and built sufficient cards (other than Northshire Cleric, priest decks generally suck when it comes to the additional card draw he'd need to build his win condition)

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      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.  


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