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Every Un'Goro Card Revealed on Facebook

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The final cards from Journey to Un'Goro have been revealed by Frodan and Game Director, Ben Brode. Many of them were shown on a live stream, and the rest are available on Facebook.

As with previous reveals, a series of games were played with the new cards. If you missed the show, you can check it out on the video on this page. Overall, there seemed to be many defensive tools in the set. The design also seems to be heading in the right direction with lots of interactions, many of which are courtesy of Adapt, the new keyword that allows you to change your Minions slightly.

There were a couple of bonuses too. There will be a Reward of a new Hero Portrait for winning 10 Standard games in the new format. The Hero will be Maiev Shadowsong, for Rogue, and can be seen in action on the video. There has also been a small but very useful change to the interface. Hovering over the deck now tells you not only how many cards are in your deck, but how many are in your hand. Finally, it was finalised that the release will indeed be on April 6.

If you want to see every new card, they are all now available on Facebook.

Watch live video from PlayHearthstone on www.twitch.tv

We are working to have as much content for you as possible on release day. We will have guides for opening day, and those will be rapidly updated to adjust to the meta, and to testing. We have pages discussing Quests (Will be updated very soon), and Adapt, already available on the site!

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Uhh, hunter got some pretty interesting stuff. Especially "Dinomancy" seems fun to build around (and pretty strong in a deck full of 1-Mana-Minions ;)). "Terrorscale Stalker" seems awesome too (and would probably be overpowered with Sylvanas still around).

Then the new mage-quest...might not be as strong in a "Reno"-Deck, but maybe awesome in any other control-deck. If an extraturn is that usefull in Hearthstone, iam not sure (but maybe it is better than it is in Magic). The new "Shimmering Tempest" and "Primordial Glyph" could be nice additions in a quest-themed-deck too, though.

So bottomline: I think we will see hunter more often now. But Paladin...I don't know. I'am not a big fan of the paladin-quest and its reward and the other paladin-cards are not thaaaat outstanding.
Also now that I've seen all elementals, I'am not that interested to play a deck based on them. For shamans it seems kind of powerful, but any other class will probably be better of with Jade or just general good-stuff.

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The druid quest is yet another buff to Magma Rager. We'll see a bit more of it for sure, especially thanks to Tortollan Forager. Sadly, I will have to find a different meme deck as Magma Rager will be too meta :(
Evolving Spores have a Magma Rager synergy as well - it's on curve, and you might even get stealth. Just imagine how powerful Magma Rager with stealth would be!
I'm sad that Elder Longneck is not a rager.

Gotta get that Archmage Antonidas into infinite loop of Primordial Glyphs value.
I am really nervous about the mage quest, as the reward is super annoying to play against. I loathe OTK decks, and this is another step towards them. 

What the H is Curious Glimmerroot? I hope the card's a joke. It mocks what players complain the most about - RNG. Now Blizzard's not even trying to hide it - they are supporting it. 

As I said previously, Vilespine Slayer looks like an amazing card in arena. Rogue is getting more good cards for arena, so I'm afraid the meta will be dominated by rogue, and the players will have to hope that they get to pick the class.

Warlock is getting nice cards, but they seem quite bad in comparison to other classes' cards (like powercreeped Flash Heal, a card that actually saw quite a lot of play).

As a player that prefers playing against pirate warrior rather than control warrior, I don't like seeing so many control cards for warrior, especially since control warrior is strong already.

Overall, I am quite unhappy with the set. I like midrange meta, but this seems it will slow the meta way too much. If the meta is too slow, the strongest end-game card will be dominant - Jade Idol. Also, powercreep, bad card design (mage quest) and arena meta. I hope it turns out better than I expect it to.

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8 minutes ago, positiv2 said:

What the H is Curious Glimmerroot? I hope the card's a joke. It mocks what players complain the most about - RNG. Now Blizzard's not even trying to hide it - they are supporting it. 

I heard some people calling "Curious Glimmerroot" an anti-netdecking-card. To me, it doesn't look so much RNG-based (your decision is actually based on what you have seen so far from the enemy deck). And besides: after over 12 years of playing Magic: The Gathering, it is the RNG I enjoy most in Hearthstone :D (and I will cry bitter tears, when Yogg-Saron, Hope's End leaves standard next year :( ).

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I hoped that jade druids will get no cards to make them stronger but earthen scales looks like a huge survival tool for them and new card to cycle with Gadgetzan Auctioneer .   

I am very disappointed that we got no new paladin secret. With Mysterious Challenger going wild there were no reason to not to add one (other than sanity of players playing wild)

On other hand !!MURLOCS!!. I love murlocs, 4 new murlocs and the quest make me happy even if this taunt heavy expansion doesn't promise murloc friendly meta. I am considering spending my rag\sylv dust on the quest and Old Murk-Eye for some wild action. 

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11 hours ago, positiv2 said:

Just imagine how powerful Magma Rager with stealth would be!

You mean Shadow Rager. Even with buffs like Shadow Sensei, it doesn't see play.

Also, ragers are elementals, you can try them in the elemental shaman or mage (I'm sure you will anyways!)

I don't know what is the problem with slower meta. At some point towards the end of the month, I've played 10 games in a row, with either pirate warrior or aggro shaman. At least 1/3 of the games I played this month is against one of these decks. For a rogue main, this meta is like hell. 

Maybe the games take longer, however, I definitely prefer playing against control decks. Not only when I play rogue, but whatever that I play. Even when I have the disadvantage.

Let me explain it this way; I would prefer playing against 10 control warriors in a row with Freeze Mage, than this torture.

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29 minutes ago, FanOfValeera said:

You mean Shadow Rager. Even with buffs like Shadow Sensei, it doesn't see play.

That's the joke.

11 hours ago, Taan said:

To me, it doesn't look so much RNG-based (your decision is actually based on what you have seen so far from the enemy deck).

You might be offered Ancient of WarWisp and a Demolisher against druid, and then it's pretty much clear. You might also be offered Counterfeit CoinSmall-Time Buccaneer and a Southsea Deckhand against rogue. Then it's usually your luck what decides. Now, imagine arena, where you have no idea what your opponent has drafted, and you wouldn't be able to tell even in the druid example. As an arena player, this annoys me.

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59 minutes ago, positiv2 said:

You might be offered Ancient of WarWisp and a Demolisher against druid, and then it's pretty much clear. You might also be offered Counterfeit CoinSmall-Time Buccaneer and a Southsea Deckhand against rogue. Then it's usually your luck what decides. Now, imagine arena, where you have no idea what your opponent has drafted, and you wouldn't be able to tell even in the druid example. As an arena player, this annoys me.

Okay, I didn't thought about it that way.

But when it comes to Arena, there might be more involed than just luck. You also have to think about what card you would actually benefit from. Based on the Druid-Example: Ancient of War is epic but would be super useful, Wisp is drafted rarely and is pretty useless and Demolisher is mediocre. So if you got a cheap hand and/or the enemy is pretty agressive, betting on Ancient of War might be the best choice, because you get the highest reward, compared to the risk.

But still...Curious Glimmerroot seems not super powerful to me. 3/3 for 3 is bad and even if you draw a card from the opposing deck, it might be mediocre at best AND you got the risk of getting nothing.

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Thought about creating my own thread concerning this but its easier this way. The (lack of) balancing between classes seems really concerning for this upcoming expansion. Hunter, which has been on the receiving end of the meta since the introduction of standard seems to have gotten the short straw with the new cards. Yes, hunter was actually half popular in the meta with cloaked huntress just before spirit claws and maelstrom portal made shaman the worst meta culprit since Undertaker but took a very deep dive back into the pit of uselessness very quickly afterwards.

The quest based metagame will make most classes dependent on playing quest on 1 and rushing to the reward fast as possible. Some rewards are really strong like the Warrior one (which i think is arguably the worst card design ever made), some rewards are really interesting although the convenience of them is unclear (Mage and Rogue as best examples). Hunter's reward would be really strong in standard midrange hunter if you could complete it before turn 10. But the very niche completion clause forces you to play humongous amounts of 1 drops which means you will be dry on cards around turns 6-8. After that you should have the quest done and you can get Carnassa. However getting CONSISTENT value out of the chain draw of the broodlings you need to have some lategame in your deck in case you whiff on the draw chain, as drawing only a mere 1 drop on turn 9 for example is game over on the spot. The clause can be worked around by playing ONLY 1 drops in your deck, and completing the quest on turn 4 and cashing the rewards and playing Carnassa on turn 5. But after that you are completely out of gas and if you don't draw broodlings on the very next turn its again, game over on the spot. As you only get 15 raptors, and by turn 6 you still have 22 regular cards left in your deck, its UNDER 50% you get even the first chain draw off the broodlings. Stampede could solve some of the issues; running 1 drops, 2 drops, some OP cards that would be higher cost than that but considering how little "mana cheat" cards hunter has it would sacrifice too much tempo in the mid turns, especially with the RIDICULOUS powercreep of for example Warrior.

You might think, its 5 mana 8/8, easy turn 6 lethal right? No. There are like half dozen of cards that completely destroy the 1 drops, for example volcanic potion, ravaging ghoul, maelstrom portal and fan of knives.

TL;DR: Too many too good clear cards on small minions makes Carnassa on turn 5 plan whiff every time. Carnassa on later turns plan would make the deck become way too inconsistent with Hunters very poor hand refill.

I guess we all should just embrace the bad balancing and enjoy playing taunt Warrior. The quest single-handedly wins you lategame so the deck can focus other 29 cards on earlygame and beating midrange with oversized taunt minions.

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Is the warrior-quest an april fools joke?

 

The reward is laughable overpowered - and you don't have to sacrifice much to get it.

Take lot's of taunts -> youl'll have no problem vs aggro / midrange. And since warrior has some nice taunt-cards chances are high you would play quite a lot of them anyway (that is if you don't play aggro-warrior of course).

And if you encounter a late-game build - well, with the reward that shouldn't be that much of a problem, should it?

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7 hours ago, BrightwingMain said:

Hunter, which has been on the receiving end of the meta since the introduction of standard seems to have gotten the short straw with the new cards.

Really? I think Hunter got some of the best cards in the whole set. Even without taking the quest into account. "Dinomancy" is just great and basically what Hunters need: a heropower that effects the board.

 

7 hours ago, WedgeAntilles said:

Is the warrior-quest an april fools joke?

The reward is laughable overpowered - and you don't have to sacrifice much to get it.

I don't think so. I like the idea of making Warrior a Taunt-based-class. It fits the Tank-theme way more than Aggro- or Control-Warrior. On the other hand 7 (!) Taunt is A LOT and Sulfuras doesn't win you the game on the spot. It is a 3 mana Truesilver Champion that changes your heropower in a kind of situational way. Against an empty board its bonkers. But if you opposing a lot of enemy minions it's pretty mediocre. And when half of your deck is just taunt-minions, it might be hard to clear the enemy board...

Btw. Warrior got only TWO playable taunt-minions in the current sets (minus the ones, leaving standard in a few days).

But don't get me wrong: the Warrior-Quest IS very powerful. But it is also the only way to make Taunt-Warrior finaly viable. Because when you got a deck full of taunts, it might be the only option to finish the game. And this deck (playing with or against it) might be way more interesting then playing against Aggro-face-warrior or control-warrior, that doesn't care about using the board at all. For me...I still like playing warrior the least (not enough RNG!).

Edited by Taan

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1 hour ago, Taan said:

Btw. Warrior got only TWO playable taunt-minions in the current sets

Sen'jin ShieldmastaAlley ArmorsmithSecond-Rate Bruiser and Bloodhoof Brave are playable even without the quest. More taunts become viable with the quest, which means that warrior certainly has more playable taunts than 2.

1 hour ago, Taan said:

But if you opposing a lot of enemy minions it's pretty mediocre. And when half of your deck is just taunt-minions, it might be hard to clear the enemy board...

You get to clear a random minion for 2 mana (not counting the weapon's clearing abilities). That's great value, even if you end up hitting a small-ish minion.

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Time warp is broken because we can't interact during the opponent's turn. They can roll over us while we can't respond. And the quest is so easy... just requires people to get value. 

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16 hours ago, Taan said:

But don't get me wrong: the Warrior-Quest IS very powerful. But it is also the only way to make Taunt-Warrior finaly viable. Because when you got a deck full of taunts, it might be the only option to finish the game. And this deck (playing with or against it) might be way more interesting then playing against Aggro-face-warrior or control-warrior, that doesn't care about using the board at all. For me...I still like playing warrior the least (not enough RNG!).

My prediction is that the deck will be super oppressive midrange focused warrior with decent amount of warrior's innately high quality removal cards from the classic set. The hero power will also be full RNG meaning that if the deck will become viable it will also become one of the infamous "highroll" decks like Finja rogue. Decks where you on avegrade have good winrate but in smaller sample sizes you have very little control over which games you actually win and lose as the deck will rely on getting good rolls on avegrade. Still somewhat glad we get this to purge pirates and jades out of the ladder, but feel like this is not THE way to do it as the deck's innate skill cap will probably be rather low. Still hoping for the best that the deck will not be another forced meta culprit like Kazakus Reno decks or dragon priest with Drakonid Operative but hard to do it over fearing of the worst.

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I think warriors can do their quest in many ways. From playing regular control warrior with sufficient amount of taunts to get the quest in late game to going very taunt heavy deck  with intention to finish quest early and playing mediocre cards like Pompous Thespian

 

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      Thanks for Reading!
      Of course, our work to make Hearthstone better won’t stop here!
      Like the majority of odd interactions, each of these situations represents an edge case. While this update will address every situation we illustrated (among many others), there are still bound to be more. Keep in mind these are substantial changes to the core systems that underlie Hearthstone! We need to make them incrementally, and with the utmost care, but you can rest assured that we’ll continue to make improvements over time. (source) Part of these changes are the fixed interaction between Evolve and/or Thrall, Deathseer and Unlicensed Apothecary. In a future patch, the team is also planning to make sure evolve effects won't activate any summon triggers.
      jdurica
      This mechanic change actually does not affect the Apothecary/Thrall interaction because that’s due to a different issue involving evolve effects activating certain summon triggers. However, we ARE specifically changing Apothecary in the next patch, so that it will no longer trigger off evolve effects.
      Additionally, while it won’t make the next patch, we’re planning to make sure evolve effects won’t activate any summon triggers in the future. (source)
       
       
      Another issue with UA that was mentioned on reddit at some point, is that he apparently triggers twice on minions that transform. I can see that it's much less relevant, but it would be nice to see it fixed anyhow.
      This is something we plan to address! (source)
      This mechanics update, along with the removal of Arena synergies, are expected to hit live servers within October.
    • By Zadina

      The cycle of repeat Tavern Brawls continues this week with Spellbook Duel.
      This is the 122nd Tavern Brawl overall and it's the second time it appears. Pick a class and then make a deck of 10 different cards. Instead of drawing cards each turn, you will Discover a copy of a card from your deck. Card draw mechanics won't get you the cards in your deck; instead you will get a 1-mana spell called Peruse, which in turn allows you to Discover a copy of a card from your deck.
      Remember that cards like Fel Reaverand Tracking or Mysterious Challenger and Mad Scientist will remove cards from your Discover pool.
      Decks that were popular the previous time were: the usual suspect in Tavern Brawls, Mage with Flamewaker and spells; Jade Druid; decks with Reno Jackson and/or Kazakus; and various Aggro decks (Murlocs, Pirates) that try to kill the opponent as fast as possible.
      The community has started noticing that the Tavern Brawl game mode is slowly losing its novelty. We've had 122 Brawls so far and more than 50% of them are repeats. This week is another example: it's the fourth week in a row (almost a month) that we've had a repeat. The team seems to have been more busy with the Fireside Brawls, but regular Tavern Brawls also require some love!
      Feel free to share old or new decks for this Tavern Brawl and tell us our thoughts about the state of this fun and casual game mode!