Zadina

The Frost Festival Is Upon Us!

38 posts in this topic

pDRsyma.jpg

As Ragnaros' Midsummer Fire Festival has ended, it is time for Ahune the Frost Lord to take over with the Frost Festival! 

As we explained in our previous post, this is a holiday that celebrates Arena mode. Once you log in the game, you will see that Ahune is giving you a free Arena ticket for this week. This will happen for the entire duration of the festival, so in total you will get three free Arena keys.

You will also get a free win each time you start an Arena run, whether it's from a free or a purchsed entrance key.

You will also get a quest to play three Arena games. This weekly quest awards you with a Knights of the Frozen Throne card pack. Once again, you will receive this quest next week and the week after that accounting for a total of three Knights of the Frozen Throne packs (assuming you complete the quests).

mbAyBxc.png

Feel free to check out our Arena guides and card rankings before you step into the Arena!

As far as the themed Tavern Brawl called Ahune's Superior Brawl is concerned, you can read more about it here.

The Frost Festival has created speculation for the next expansion. Since it will run for three weeks, it is going to end on August 9. The day after that, August 10, is thought by many to be the date that Knight of the Frozen Throne will be released.

  • Like 1

Share this post


Link to post
Share on other sites
6 hours ago, Dustintime said:

I hope it gets better than this, this is kind of weak compared to double gold for two weeks.

it gives us 450 gold in arena tickets + 300 gold in packs. It is 750 gold before counting extra wins in arena. 

750 additional gold is what you gain from 15 doubled 50 gold quests. 

How is this event worse than the last? 

 

Share this post


Link to post
Share on other sites

i think your figures are a little low from the fire festival, i went from less than 400g to over 2000g from quests during the fire festival, and i dont play arena.

Share this post


Link to post
Share on other sites

and you can't count the packs and the arena tickets as separate gold, basically for an arena ticket you are paying 50g for an entry and 100g for a pack. so don't count them twice.

Share this post


Link to post
Share on other sites

Nonsense Dustintime.

You get 1 x arena = 150 Gold

You get 1 x card pack after you played 3 arena games (played, not won!) = 100 gold

That is 250 gold per week, 3 weeks -> 750 gold.

And you get one free win in the arena.

If you don't manage to get to 12 wins that is another increase in your income. How much the income is depends (obviously) on your wins. If you win 6 times in arena and you get an free win you will get the arena-reward for 7 wins. 7 wins results in a way better reward than 6 wins. The difference between 1 win and 2 isn't that big.

I'd guess that it is an average of maybe 20 - 30 gold, and it can definitly be much more. In 3 weeks that gives you another 50 - 100 gold, maybe even more.

Resulting in a benefit of 800 - 900 gold.

 

Your average quest gave you an additional 50 - 60 gold per day. In 14 days you will get around 700 - 840 gold.

Statistically that is even a little lower then the gold-benefit from the actual event.

(Obviously that is only correct if you value the free arena entry with 150 gold.)

  • Like 1

Share this post


Link to post
Share on other sites

The biggest difference between events is that from arena you get ungoro packs at least 3 of them aka a bunch of dust and you have a chance for a little gold considering an average arena a 7 wins.

A ungoro pack (aka 40 dust) not worth as much as the gold that can be converted in frozen trone packs that guarantees new cards.

So in the end:

Fire festival granted a crapload of Frozen trone packs

Frost festival grant 120 dust 3 frozen trone packs and a few arena income 

Rag festival was much better than this one considering the real value of givings

Share this post


Link to post
Share on other sites
2 hours ago, Hanz39 said:

The biggest difference between events is that from arena you get ungoro packs at least 3 of them aka a bunch of dust and you have a chance for a little gold considering an average arena a 7 wins.

A ungoro pack (aka 40 dust) not worth as much as the gold that can be converted in frozen trone packs that guarantees new cards.

So in the end:

Fire festival granted a crapload of Frozen trone packs

Frost festival grant 120 dust 3 frozen trone packs and a few arena income 

Rag festival was much better than this one considering the real value of givings

Wrong.

1) 7 wins in the arena doesn't net you "a little gold" but at least 150. And you open another reward pack which can contain more gold. Or dust. Or another pack. Or a card (maybe golden).

2) Even if you have all cards from Unguro (which won't be the case for 99,9% of all players) the average dust you get from a pack is around 100. If you are unlucky it is still around 90 - 95. I did the math in another thread.

 

Share this post


Link to post
Share on other sites

 

1 hour ago, WedgeAntilles said:

Wrong.

1) 7 wins in the arena doesn't net you "a little gold" but at least 150. And you open another reward pack which can contain more gold. Or dust. Or another pack. Or a card (maybe golden).

2) Even if you have all cards from Unguro (which won't be the case for 99,9% of all players) the average dust you get from a pack is around 100. If you are unlucky it is still around 90 - 95. I did the math in another thread.

 

70% of the packs i open are 40 dust 1 rare and 4 common is 40, I don't have all cards but i find always packs of full duplicates (but i've all common and rare cards of each set 2x). 150 gold isn't that much is a single frozen trone pack + half pack, with rag quest is 3 days of 50 gold quest doubled, this thing instead is once a week for a single frozen trone pack + another frozen trone pack of the quest. Dunno what packs you find but average 100 dust is nowhere the truth to reach 100 you need to find a epic card that usually not happen

Share this post


Link to post
Share on other sites

This is stupid to argue about lol, its not that hard.

yes, an arena entry is 150g. that INCLUDES the pack you get at the end. so its not 150g + 100g for a pack. It is basically an entry fee of 50g and a pack that would normally be 100g.

Share this post


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

Ah, I remember now why I stopped playing arena...

I just draft decks and then retire. I only find picking the cards fun, not playing with them :p

Share this post


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

This is stupid to argue about lol, its not that hard.

yes, an arena entry is 150g. that INCLUDES the pack you get at the end. so its not 150g + 100g for a pack. It is basically an entry fee of 50g and a pack that would normally be 100g.

Repeating something wrong doesn't make it right.

You get the entry-fee: 150 gold

You get an additional quest (play 3 arena games) which rewards you with a pack. That is NOT the pack you get from completing the arena-run.

That are two different things you get.

The reward you get after finishing arena has absolutly nothing to do with it.

  • Like 3

Share this post


Link to post
Share on other sites
3 hours ago, Hanz39 said:

 

70% of the packs i open are 40 dust 1 rare and 4 common is 40, I don't have all cards but i find always packs of full duplicates (but i've all common and rare cards of each set 2x). 150 gold isn't that much is a single frozen trone pack + half pack, with rag quest is 3 days of 50 gold quest doubled, this thing instead is once a week for a single frozen trone pack + another frozen trone pack of the quest. Dunno what packs you find but average 100 dust is nowhere the truth to reach 100 you need to find a epic card that usually not happen

Look at this thread:

100 is supposed to be the average. I am below that average, but still way above 80. And I honestly doubt it is possible to be below 70. Not with 100 packs+.

 

  • Like 1

Share this post


Link to post
Share on other sites
1 hour ago, WedgeAntilles said:

Look at this thread:

Was interesting re-reading this. I remember going through it when you posted, nice to look at it again :p

Share this post


Link to post
Share on other sites
23 hours ago, Dustintime said:

i think your figures are a little low from the fire festival, i went from less than 400g to over 2000g from quests during the fire festival, and i dont play arena.

If there were no fire festival you would go from 400g to 1200g so your gained from the festival 800. You fail at basic math here

Share this post


Link to post
Share on other sites

from the frost festival, we are only getting 3 kof packs per week

from the fire festival, we basically got one frozen pack per day

enough said.

Share this post


Link to post
Share on other sites
5 hours ago, SithLordOfSnark said:

I think you all fail at being civil.

This, essentially. If it descends further, I'll just lock the news post. It would be a shame, since these are specifically for discussion.

  • Like 1

Share this post


Link to post
Share on other sites

It is actually a nice way to get a nice boost for collection on my secondary servers. Don't want to spend my 3500 accumulated gold on the EU server because I want KoF packs more (in long run it is better to enjoy effect of +1 win in arena now, but getting more KoF cards sooner is more important)

  • Like 1

Share this post


Link to post
Share on other sites
1 hour ago, Strongpoint said:

It is actually a nice way to get a nice boost for collection on my secondary servers. Don't want to spend my 3500 accumulated gold on the EU server because I want KoF packs more (in long run it is better to enjoy effect of +1 win in arena now, but getting more KoF cards sooner is more important)

Definitely. It's a nice way to possibly get some big rewards from arena.

Share this post


Link to post
Share on other sites

I found out earlier that it isn't just these free runs that start you off with 1 win. I had a little money in my Blizzard account, so I bought an Arena ticket and started out with a win.

  • Like 2

Share this post


Link to post
Share on other sites
2 minutes ago, SithLordOfSnark said:

I found out earlier that it isn't just these free runs that start you off with 1 win. I had a little money in my Blizzard account, so I bought an Arena ticket and started out with a win.

That's pretty awesome. So, even if you're terrible at arena, you're guaranteed a slightly larger reward!

Share this post


Link to post
Share on other sites
8 hours ago, Blainie said:

That's pretty awesome. So, even if you're terrible at arena, you're guaranteed a slightly larger reward!

I'm lucky to get three wins, so the one win helps me at least get to 4. LOL

Share this post


Link to post
Share on other sites

Hui, thx for the info!

Always thought the +1 win was only for the free arena entry.

I haven't played much arena this week (the week before I played 4 times), but this +1 win motivates me to play some more in the next 2 weeks :)

 

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Stan
      Blizzard posted changes to game mechanics that will be implemented with with the Boomsday Project 12.0 patch.
      Highlights
      Ghostly Charger will no longer have the Beast tag. Ixlid, Fungal Lord is losing the Elemental tag. Shifter Zerus, Molten Blade, and Shifting Scroll will no longer keep any enchantments when they transform. Voodoo Doll's curse will be broken if you transform the minion that's already been cursed by Voodoo Doll. The transformed (formerly cursed) minion will not be killed when Voodoo Doll dies. Shadowboxer will be updated to deal 1 damage to a random enemy, whenever a minion is healed. Players will be able to disenchant the card for its full Arcane Dust value for two weeks after 12.0 goes live. Blizzard (Source)
      Dr. Boom’s bringing more than just mayhem to the Netherstorm. The 12.0 update will also come with several rule changes to Hearthstone’s gameplay. Read on to learn about another minion Type update, the copy a card rule change and the transform rule change.
      More Minion Type Changes
      There was a ton of feedback following the last minion Type update we posted, and after reviewing all of it, we realized that there were a couple more minions that needed changing. Here are our decisions following the full review of your feedback.
      Ghostly Charger

      We made a decision that, at least by default, spectral/undead/ghost/spirit versions of animals are not considered Beasts in Hearthstone. There are quite a lot of these sort of cards, most of which are already not Beasts, and changing them would have extensive balance implications.
      Ghostly Charger is one of those cards. Clearly a ghost in both its name and art, its Beast tag has also not been relevant in any significantly used interaction. As a result, we’re planning to remove the Beast tag in a future update.
      In the much rarer case of spectral/undead/ghost/spirit versions of Dragons, Murlocs, Pirates, and Elementals, they will still remain their Type. There aren’t a whole lot of these cards, but there are a few, and they’re already consistently their type. Examples of these are Ghost Light Angler, Cursed Castaway, Bone Drake.
      Ixlid, Fungal Lord

      World of Warcraft uses a looser definition of Elemental than what we decided to standardize on for Hearthstone. In Hearthstone, an elemental is something that has been brought to life by being inhabited by an elemental spirit, but is otherwise not alive. These are easy to recognize: a Fire Elemental looks like a living creature made out of fire; A Water Elemental looks like a living creature made out of water.
      One of the biggest outliers to this definition are plant creatures. There are a ton of minions in Hearthstone that are some sort of plant. We’ve decided that these do not count as Elementals in Hearthstone. Examples of these include The Voraxx, Fen Creeper, Biteweed, Vilespine Slayer, Rotten Applebaum.
      Ixlid, Fungal Lord, is by this definition, a plant creature. Although we’re committed to consistency, there are also other criteria that we consider when changing card Types. One of them is how often a card’s current Type matters when it comes to interacting with other cards. Ixlid’s Elemental tag is not significantly used in current decks, so we’ve decided to remove it in a future update.
      We also looked at the following minions but decided against making any changes. We’ve included our thought process as to how we came to our decisions with these cards.
      Kindly Grandmother
      Kindly Grandmother/Big Bad Wolf looks like a Worgen (which are not considered Beasts) but is actually some other sort of wolf-like creature that is a Beast. The Beast tag is also extremely relevant to its gameplay, and defines most of the card’s intended usage. With this in mind, we will not be changing Kindly Grandmother’s/Big Bad Wolf’s Type. In the future, we’ll be more careful to make the art clear when it comes to Worgen or similar races.
      Arcane Giant  & Arcane Golem
      On top of Elementals and plant creatures, there’s another category of things that have been brought to life via magical animation. These are creatures like War Golem, Arcane Giant, and Avian Watcher—which are not Elementals.
      Arcane Giant, Arcane Golem, and The Curator are all examples of another sort of creature collectively referred to as Arcane Golems. These mechanical constructs utilize arcane energy as a power source, with The Curator being a Mech Type as part of his character in the One Night in Karazhan Adventure. This is actually subtly different from something like War Golem, which is carved from stone and then magically animated. While the “golem” definition refers to something that has been magically animated and is therefore neither a Mech nor Elemental, both Arcane Giant and Arcane Golem’s card art don’t clearly show them to be one or the other. Since the correct type for these creatures is so unclear, we will be leaving them unchanged for now, but would love to hear what you think.
      Bogshaper
      Bogshaper seems to be the same type of creature as Ixlid or Fen Creeper, and that would logically lead to removal of its Elemental tag. However, as mentioned above, we look at more than just the fantasy of a card when determining if it needs a Type change. While Bogshaper’s fantasy criteria checkbox is filled, it’s currently heavily utilized in the meta, and features in many decks, including that of the 2018 Summer Champion, Bunnyhoppor.
      We are holding off on changing Bogshaper's Type for now, but would love to hear what the community thinks we should do in this case. We’re also considering making this sort of change when a card rotates to Wild.
      Copy A Card Rule Change

      Card copies currently only retain enchantments when both the original card and its copy are in play—think Molten Reflection. In Update 12.0, this rule will be updated to match the one regarding enchantments being retained when a card transitions zones.
      Zones in Hearthstone are defined as areas where cards are hosted: your deck, your hand, in play, and in the graveyard. In Hearthstone, there is a general forward-moving flow through zones. Whenever a card moves forward in that flow (Deck -> Hand, Hand -> Play, Deck -> Play), it retains enchantments. If a card moves backwards in zones (Play -> Hand, Hand -> Deck, Play -> Deck, Play/Hand/Deck -> Graveyard and Graveyard -> Play/Hand/Deck), it loses enchantments.
      With this update, card copies will retain enchantments in the following scenarios.
      Cards that are resurrected currently do not and will continue not to retain any enchantments, unless specifically stated otherwise. If you copy a card from a deck to a deck, the copy retains enchantments. (eg. Archbishop Benedictus) If you copy a card from a hand to a hand, the copy retains enchantments. (eg. Mind Vision) If you copy a card from play to play, the copy retains enchantments. (eg. Molten Reflection) If you copy a card from a deck to a hand, the copy retains enchantments. (eg. Thoughtsteal) If you copy a card from a deck to play, the copy retains enchantments. (eg. Mindgames) If you copy a card from hand to play, the copy retains enchantments. (eg. Kobold Illusionist) Transform Rule Change
      When transformed, a Hearthstone card typically loses all of its enchantment. Most cards in game already obey this rule. However, there are four cards that we are changing to keep in line with the rule, as part of this consistency pass.

      Shifter Zerus, Molten Blade, and Shifting Scroll all transform in your hand at the start of every turn. Following the 12.0 update, they will no longer keep any enchantments when they transform. This includes things like hand buffs and Emperor Thaurissan mana-cost discounts.

      The impact on Voodoo Doll is a little different with the update. If you transform the minion that’s already been cursed by Voodoo Doll, the curse will be broken, and the transformed (and formerly cursed) minion will not be killed when Voodoo Doll dies. Silencing the cursed minion will also break the curse, in addition to silencing the Voodoo Doll.
      Shadowboxer Update

      Since the creation of the Lifesteal keyword, Shadowboxer has been a high risk card, in that it can trigger off of itself and deal up to 30 damage in one turn if you ever give it Lifesteal. Because of this, we have changed it to: Whenever a minion is healed, deal 1 damage to a random enemy.
      Once Shadowboxer's card change is live with Update 12.0, players will be able to disenchant it for its full Arcane Dust value for two weeks.
      These are all the changes that you’ll see come into effect with Update 12.0, in line with our commitment to consistency within the game. Let us know what you think in the comments below, or via Facebook and Twitter!
    • By Aleco
      Will these three new Treant cards see play in the meta? Or will they come up short like the hand-size cards from The Witchwood?
       
      Three new Treant-themed cards were revealed today by PCGamer:
       

       
      First up we have Dendrologist. The floor on this card is solid, as a 2 Mana 2/3 is passable in a pinch. The ceiling on Dendrologist is higher than you might think, as his Battlecry is quite strong. Druid might have more high-quality spells than any other class in the game (Wild Growth, Nourish, Ultimate Infestation, Branching Paths, Naturalize, and Savage Roar to name a few), which leads me to believe that Dendrologist will be a powerhouse if Druid gets sufficient Treant support in this expansion.
       

       
      3 Mana for 4/4 worth of stats is already a great deal on its own, and the added Treant synergy puts this card over the top. The fact that this card creates two bodies makes it even better in aggro decks that look to go wide and finish with cards like Fungalmancer. This is a very reasonable card to curve into on turn 3, and it hints that the Treant deck will likely be quite aggressive.
       

       
      Finally we get Mulchmuncher, a big fat Mech with Rush and a dangerously tempting Mana reduction effect. We know from experience with Corridor Creeper and Giant cards how strong it can be to play big Minions for low amounts of Mana, but it won't be that easy to reduce Mulchmuncher's cost. If the Mana Treants from Living Mana count as Treants for this card, then I can easily see Mulchmuncher as finisher in an aggressive Treant decks.
      Will these new Treant cards turn Force of Nature and Witchwood Apple into playable cards? Or do you think the Treant cards will fall flat like the hand-size cards from The Witchwood? Let us know in the comment section, and be sure to check out our Boomsday Hub for more spoilers from the upcoming expansion.
    • By Aleco
      The latest Hearthside Chat with Peter Whalen revealed Supercollider, Flobbidinous Floop, and Whizbang the Wonderful from The Boomsday Project.
       
      In the latest Hearthside Chat, Senior Game Designer Peter Whalen explained some of the themes (science) and inspirations (more science) for The Boomsday Project. In doing so, he spoiled three new incredibly exciting cards. If you're interested in watching the video (which is just 4:59 seconds long), you can do so right here:
       
       
      Card Reveals
       

       
      This card gets an "A" for flavor, as I don't think its possible to come up with a better design for a card called "Supercollider" in a science-themed set.
      This Warrior weapon has the potential to be a 2 or 3 for 1, as it can set up trades quite easily if you attack your opponent's largest minion with it. However, attacking your opponent's largest minion means you will also be dealing plenty of face damage to yourself, making high amounts of armor gain a requirement for putting this card in your deck. For that reason, Supercollider plays excellently with Baku the Mooneater, and I expect it to see play in Odd Warrior decks.
       

       
      Next up is another card with an excellent name, Flobbidinous Floop. This guy provides a Faceless Manipulator-style effect for Druid decks for just 4 Mana, which will almost certainly make him a combo piece in a variety of Druid decks. Between Innervate, Twig of the World Tree, and Biology Project, there will almost certainly a few new OTKs with Flobbidinous Floop. He can also be used in Big Druid decks one turn after playing a huge minion, such as Ysera, Hadronox, or The Lich King, to become a 3/4 copy of a card with a powerful effect. Expect to see plenty of Flobbidinious Floop in the new meta!
       

       
      Next we get Whizbang the Wonderful, which is one of the most unique and exciting cards in the history of Hearthstone. What does he do? Let me show you:
       

       
      Whizbang the Wonderful replaces your entire deck. He replaces your hero, and he names your new deck "Whizbang is Wonderful". When you enter a game with this deck, you will be randomly handed 1 of 18 recent deck recipes by Blizzard at the start of the game.
      Will Whizbang be competitively viable? Almost certainly not, but I think that question is almost entirely missing the point. By adding Whizbang to the game, Blizzard has offered new players a way to access 18 different for just 1600 dust! Though its unlikely these 18 premade decks will be 100% meta optimal, they will almost certainly be viable enough for newer players to climb the earlier ranks while playing a wide variety of decks and learning new cards. This is the closest thing that Blizzard will probably ever do to selling pre-constructed decks (something that many other cards games do), which in my eyes is a major step forward. Will tryhards be disappointed when they open Whizbang? Probably. But not every Legendary minion needs to be a home run for the hardcore audience. Whizbang is the new player's best friend, and will surely add much more joy to the game of Hearthstone than he takes away.
      What do you think about today's spoilers? Will Supercollider see play? Can you find any new OTKs with Flobbidinous Floop? And are you as excited about Whizbang the Wonderful as I am? Let us know in the comments what you think about these new cards, and be sure to check out our Boomsday Hub for more spoilers from the upcoming expansion.
    • By Aleco
      A callback to Annoy-o-Tron, this new Mech card could be a serious player in the meta.
       
      Episode 2 of "Enter Boom Labs" has revealed another new Magnetic card from The Boomsday Project, called Annoy-o-Module:
       

       
      A callback to Annoy-o-Tron, this guy gains Magnetic and 1/2 worth of stats for just 2 Mana! The stats and keywords this card instantly adds to another Mech seem quite strong when you compare it to Blessing of Kings, which adds 2 more Attack to a minion but does not add Divine Shield and Taunt. This card isn't awful when played on it's own, and it plays well in a deck with Corpsetaker. Annoy-o-Module checks enough for boxes for me, and I full expect it to see play in the upcoming meta.
      Episode 2 of "Enter Boom Labs" is short but sweet, and you can watch the full video right here:
       
       
      Do you think Annoy-o-Module impact the game as much as Annoy-o-Tron did? Let us know in the comment section, and be sure to check out our Boomsday Hub for more spoilers from the upcoming expansion.
    • By Aleco
      Use Mini-Rag to destroy enemy minions and level up your"Wow!" emote in this week's Tavern Brawl.
       
      In celebration of The Midsummer Fire Festival, this week's Tavern Brawl is all about Ragnaros, Lightlord. Well, Mini-Rag to be more specific:
       

       
      A 2/3 Ragnaros with Immune will start the game on one side of the board. At the end of each turn, Mini-Rag will deal 1 damage to a random target on the other side of the board for each Attack he has, then swap to the other side of the board. Each time he kills an enemy minion he will gain 1 Attack, growing in power as the game progresses.
       

       
      Due to the sudden pressure that Mini-Rag applies to both players, I highly recommend playing an Aggro deck. I used Odd Rogue in my first game to take down an Odd Hunter. You could also play an anti-aggro deck to try and counter all the aggro decks running around, but be sure to play some self-healing such as Branching Paths or Healing Rain.
       

       
      The Tavern Brawl will track how many minion kills that Mini-Rag racks up. After 8, 30, and 60 Minion kills, you will level up the fireworks in your "Wow!" emote. This is a returning Tavern Brawl from last year's festival, and your running total of Mini-Rag kills from last year's festival carries over to this year. Happy hunting!