Stan

Knights of the Frozen Throne Card Reveal: Ice Breaker & Plague Scientist

26 posts in this topic

dmKhYiR.jpg

Two more cards from Knights of the Frozen expansion were revealed and Blizzard communicated why there was just a single card reveal before that. The cards are Ice Breaker and Plague Scientist.

Three card reveals were scheduled for today and the reveal for the second and third card was delayed and the reason is that those reveals were all with partners that couldn't make it happen today due to various reasons.

Blizzard LogoBlizzard (Source)

We originally had a few more card reveals for today, but the card reveals were all with partners and they unfortunately couldn't happen today due to a variety of issues. But good news! There will be two more card reveals tonight, so please look forward to them. There will also be more card reveals happening every day this week!

The first card that was revealed is the Ticking Abomination and here are the next two:

Shaman's Ice Breaker

Ice Breaker will synergize well with Frost Shock and we'll have to see Freeze effects of other cards first to determine its usefulness and full potential. Ice Breaker will be good for minion removal combined with Glacial ShardFor now, the card looks better than Shatter.

TMAqwVJ.png

Picture is a courtesy of Hearthpwn

Rogue's Plague Scientist

Provides Rogues with much needed board clear (hard removal). Synergizes well with Tentacle of N'ZothWild Pyromancer. On the other hand for Constructed, it competes with Vilespine Slayer and SI:7 Agent that both seem to be better choices.

bRfTtK8.png

Picture is a courtesy of Hearthpwn

For more information about the expansion, feel free to check out our Knights of the Frozen Throne guide.

  • Like 1

Share this post


Link to post
Share on other sites

No more freeze cards REEEEEEEEEEEEEEE

No-fun meta incoming?

  • Like 1

Share this post


Link to post
Share on other sites
6 minutes ago, positiv2 said:

No more freeze cards REEEEEEEEEEEEEEE

No-fun meta incoming?

Oh please it can't be more "no-fun" meta than the current one ^^

That would be an achievement in itself!

Share this post


Link to post
Share on other sites

well, current one is still better than the meta has been in the past two years tbh

  • Like 1

Share this post


Link to post
Share on other sites

Hrm i Wonder if when the shamans upgrade to Death knight if their new hero power will offer further synergy? Yes, i said upgrade >:D

These two cards first of all are just well designed, fit the theme and look great, but also are much more straight forward in their usefulness than Ticking abomination. I'm excited to see the rest of the set :D

Share this post


Link to post
Share on other sites

The rogue card looks pretty strong. Sort of another vilespine, though slightly weaker.

Share this post


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

Both those cards will be okayish in Arena, but not on the ladder.

Plague Scientist definitly...but Ice Breaker? No...I dont want to pay 3 Mana for a 1/3 weapon, which is only good in combination with other cards. And even a Frost Shock into Ice Breaker is still a one for two.

Iam in general not into cards that do nothing on there own.

Edited by Taan
  • Like 1

Share this post


Link to post
Share on other sites
9 hours ago, KingMe said:

Frost Shaman? I quit..........

New card incoming: ice block for shamans.

Share this post


Link to post
Share on other sites
27 minutes ago, Strongpoint said:

Baron Geddon + Plague scientist looks like a fancy turn ten combo (not that rogues live that long :D)

That would be truly glorious for a board clear! Bit expensive, though :p

Share this post


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

New card incoming: ice block for shamans.

*Shudders* 

2 hours ago, Blainie said:

That would be truly glorious for a board clear! Bit expensive, though :p

More effective than Primordial Drake and Sleep with the Fishes combo for the same cost, but yeah, it's pretty slow for Rogue...... I still might try it. ;) 

Share this post


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

well, current one is still better than the meta has been in the past two years tbh

Hmm. It's more varied than usual, but there's a lot of meta decks that are pretty dull/frustrating to play against.

Mage: both freeze and discover variants a bit too uninteractive imo. Mage was way more fun to play and play against when it was all Reno-Kazakus Mage.

Hunter: aggro meh

Rogue: thank god quest Rogue has finally gone, and bring on the auctioneer nerf

Shaman: this evolve/token/bloodlust stuff is as bad as old aggro/midrange versions

Druid: more aggro meh, and bring on the auctioneer nerf

Warrior: I'm ok with pirate warrior but still more aggro meh. Taunt is ok.

Paladin: mostly more aggro meh unfortunately, the midrange/control versions are way more interesting

Priest: mostly ok

I'm fine with aggro being around, it keeps other stuff in check, but this meta seems to have basically brought about 8 different variants of playable aggro or near-aggro decks. You can't tech against everything, so many games are pretty much determined before you play a card. Reno v Pirates was a much more enjoyable meta imo, even though everyone hated it...

 

 

  • Like 2

Share this post


Link to post
Share on other sites

Plague scientist looks interesting.  I doubt it will see more then fringe play, but it is an interesting way of giving rogues some measure of AoE, granted it is atleast a 2 card combo, but priest has shown us that those types of things are viable.  I doubt there will be enough tools for a control rogue to be viable, but who knows the rogue death knight could be insane.  All and all seems legit.  Ice Breaker seems bad, like really bad, like worse then Spirit Claws.  Unless they have some weird combo, you will probably get the effect off reliably once per game, and still trade 1 card + weapon charge to kill a minion.  Then it is basically a 1/2 weapon.

Share this post


Link to post
Share on other sites
18 hours ago, Bozonik said:

Mage: both freeze and discover variants a bit too uninteractive imo. Mage was way more fun to play and play against when it was all Reno-Kazakus Mage

Reno/Kaz Mage was absolutely amazing to play - all the Reno/Kaz decks were, to be honest. Was my favourite style of deck. How I miss it!

Share this post


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

Reno/Kaz Mage was absolutely amazing to play - all the Reno/Kaz decks were, to be honest. Was my favourite style of deck. How I miss it!

I thought it was a really fun meta even if there wasn't much variety. You really had to balance very carefully between putting in too much value and losing the race to Reno against the pirates, and not putting in enough value to beat other Reno decks. The Reno v Reno matchups brought some fantastic games. Reno Mage was the most fun of them imo, it could win games in so many different ways. 

Share this post


Link to post
Share on other sites

I just wish the dragon priest from the old days would return

 

Share this post


Link to post
Share on other sites
On 26/07/2017 at 7:57 PM, Bozonik said:

I thought it was a really fun meta even if there wasn't much variety. You really had to balance very carefully between putting in too much value and losing the race to Reno against the pirates, and not putting in enough value to beat other Reno decks. The Reno v Reno matchups brought some fantastic games. Reno Mage was the most fun of them imo, it could win games in so many different ways. 

Oh, for sure. I love slower decks that rely on that kind of "turn sequencing" where you have to really think about what to play when, rather than slamming down 10 minions for zoo.

Share this post


Link to post
Share on other sites
On 26/07/2017 at 9:07 PM, Shine said:

I just wish the dragon priest from the old days would return

+1 on that. It was another deck I loved, using Chillmaw etc., playing around with the different big dragons and trying both Deathwings.

Share this post


Link to post
Share on other sites
On 29/07/2017 at 3:11 PM, Blainie said:

+1 on that. It was another deck I loved, using Chillmaw etc., playing around with the different big dragons and trying both Deathwings.

I've been playing the deathwings,ysera,yshaarj,primordial drakes ramp druid this season to work to my golden Malfurion, as I can't face playing any more aggro druid or jade. It's a lot of fun, and surprisingly viable. Not really pushing for legend but I've made it to rank 1 so it can be done.

Share this post


Link to post
Share on other sites
On 30/07/2017 at 6:32 PM, Bozonik said:

I've been playing the deathwings,ysera,yshaarj,primordial drakes ramp druid this season to work to my golden Malfurion, as I can't face playing any more aggro druid or jade. It's a lot of fun, and surprisingly viable. Not really pushing for legend but I've made it to rank 1 so it can be done.

Ah, the joyous weeks I have had creating decks to grind out heroes. I absolutely hated most of the rogue decks, so I just stuck with Dragon Rogue until I hit my golden Valeera. It was way more fun, but it did take longer. 

Share this post


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

Ah, the joyous weeks I have had creating decks to grind out heroes. I absolutely hated most of the rogue decks, so I just stuck with Dragon Rogue until I hit my golden Valeera. It was way more fun, but it did take longer. 

Hehe yeah. 2nd closest left on my gold list is Warlock. So I've been playing Barnes-Y'Shaarj renounce whenever I get tired of the ramp druid. Especially during the first festival. Turn 4 'Burn the Fires' emote followed by playing 14/15 in stats was too much fun. Did send me tumbling from Rank 6 back to 'you can't lose stars at this rank' mind you.

Share this post


Link to post
Share on other sites
18 hours ago, Bozonik said:

Hehe yeah. 2nd closest left on my gold list is Warlock. So I've been playing Barnes-Y'Shaarj renounce whenever I get tired of the ramp druid. Especially during the first festival. Turn 4 'Burn the Fires' emote followed by playing 14/15 in stats was too much fun. Did send me tumbling from Rank 6 back to 'you can't lose stars at this rank' mind you.

That's the best place to be, though! Who needs to be a high rank, honestly? :D

Share this post


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

That's the best place to be, though! Who needs to be a high rank, honestly? :D

Well, it's not like the reward for progressing beyond rank 5 is worth anything. I think I'd get bored if I gave up pushing forever, I like a challenge and it does improve your play. But I really enjoyed this season just playing fun off-meta decks with no thought of the legend grind. And you learn stuff from trying to get the most out of weaker decks too. Might continue to do it the season before each expansion when the meta has likely gotten a bit stale.

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 Aleco

      In episode number four of "What's the Move?" a fun OTK deck finds a creative way to handle a threat.
      I've been having way too much fun with a Stonetusk Boar OTK (One Turn Kill) deck on the ladder these past few days. It's been performing surprisingly well against both of the two most popular decks in the current metagame, Highlander Priest and Tempo Rogue, but the real reason to play it is because of how much variety it has to offer from game to game. It's incredibly difficult to pilot and never fails to create interesting situations - just like the one we'll be discussing today!
      Once again, I took some of the feedback from the previous episode to heart and did my best to incorporate it into this one. As this series is still young and in the process of honing on it's ideal set of parameters (such as the length of the video, the amount of depth it should go into, and the kinds of situations it analyzes), please feel free to let us know in the comment section how this episode compares its predecessors.
      - Aleco
    • By Zadina

      The Ukrainian player is now part of G2.
      Lifecoach's spot had been empty for a while and someone had to fill in the gap, in order for the Fantastic Four of the Hearthstone division of G2 Esports to be remade. This person turned out to be Neirea, formerly of Team Liquid, who will join RDU, Thijs and Lothar. In fact, Neirea is already competing with his new team in the second week of the Trinity Series.
      Eugene "Neira" Shumilin has consistently ranked high in various major competitions since 2014. His breakout performance happened this year with team Ukraine placing 2nd in the Hearthstone Global Games and Neirea qualifying for the World Championship during the Spring Championship.
      We wish him the very best of luck!
    • By Zadina

      Shadowreaper Anduin can machinegun his enemies down at a proper speed.
      Patch 9.2, which went live yesterday, broke poor Shadowreaper Anduin, causing a huge delay when refreshing his Hero Power. This bug was quickly fixed today with a hotfix that can be donwloaded to your Hearthstone client:
      mdonais
      We are currently deploying a Hotfix to fix the speed of Shadowreaper Anduin's hero power.
      It slowed down in the patch yesterday. I don't know exactly why since I am not one of the engineers that fixed it but it sounds like it is a side effects of the unity upgrade we did. We have to rebuild a some things when we do a unity upgrade.
      Thanks!
      Mike. (source)
    • By Aleco

      Which decks have emerged as the top dogs in the post-patch metagame?
      A lot has changed since patch 9.1 hit the ladder. In the latest meta report we cover the top new decks, the tech of the week, and some budget-friendly options you can use to dominate the ladder.
      It’s been a healthy amount of time since I wrote the first meta report for Icy Veins, and the current metagame could hardly be more different than the last I reported on. Patch 9.1 hit the ladder a few weeks ago to end the era of Druid dominance that plagued the early Knights of the Frozen Throne meta, and I believe that Blizzard deserves a good deal of credit for handling the Druid situation in a firm yet fair way. Druid was successfully knocked down a peg by the nerfs and the metagame is no longer plagued an overwhelming number of overpowered Jade Golems, yet the class itself was far from destroyed by the nerfs and remains a solid option for the competitive ladder.
      Now that the competitive ladder is once again a fun and safe environment to experiment in, it’s the perfect time to revisit the metagame to see how we can best attack it. In today’s article I’ll cover the top dogs of the format to take a look at why you should play them and how you can beat them, detail the tech card which are most likely to earn you some win percentage in the current metagame, and wrap things up by highlighting the top budget decks for the post-nerf ladder.
      The Top Decks
      Note: I will be using the vS Data Reaper Live Report for all of the statistics in this article.
      #1 - Tempo Rogue
      2x Backstab 2x Shadowstep 2x Cold Blood 2x Fire Fly 1x Hallucination 1x Patches the Pirate 2x Southsea Deckhand 2x Swashburglar 1x Prince Keleseth 1x Edwin VanCleef 2x SI:7 Agent 1x Shaku, the Collector 2x Southsea Captain 1x Tar Creeper 1x Spellbreaker 1x Xaril, Poisoned Mind 1x Leeroy Jenkins 1x Shadowcaster 2x Vilespine Slayer 2x Bonemare The new king of the meta is a deck which very few would have expected to become as dominant as it has. Tempo Rogue was just starting to gain momentum before the nerfs hit, yet it now boasts the top overall win percentage across all levels of play and has made Rogue the most played class at rank 5 and above.
      Most would have pegged Highlander Priest to wear the “best deck in standard” crown after the nerfs as it was the second best deck and was left untouched by Blizzard in Patch 9.1. Though it’s still a great deck (and we’ll be talking much more about a bit later), the metagame has shaped up to be a tad more aggressive than Highlander Priests would have hoped for. With aggro and aggressively-slanted midrange decks making up roughly half of the top 16 decks in the format, it stands to reason that the deck with the highest number of favorable matchups against these aggressive decks would be an in excellent position to take over the meta.
      Sure enough, Tempo Rogue boasts even or positive winrates against all but two of the decks on the Reaper report. All but two. Though that might seem like Jade Druid levels of domination, the key difference between Tempo Rogue and the previous king of the meta is that it is much easier to beat the deck if you’re planning for it. It’s vulnerable to wide boards that are backed up by effects such as Bloodlust and Savage Roar, plays seven or more Pirates which can be gobbled up by a Golakka Crawler, and its worst matchup is against Highlander Priest, the second most popular deck in the format.
      The power of the deck lies in the massive amount of two for ones, and is capable of generating massive amounts of value on a card per card basis. SI:7 Agent, Fire Plume Phoenix, Blazecaller, and Vilespine Slayer develop the board while going 187 on the opponent’s minions, and more aggressively-minded cards such as Cobalt Scalebane, Bittertide Hydra, and Bonemare are capable of generating a board out of nowhere. These highly efficient cards afford the deck the ability to play greedier cards like Cold Blood and Leeroy Jenkins to help them go underneath the bigger control decks. The final piece of the puzzle which puts it over the top is Prince Keleseth, a card which makes it’s already highly efficient creatures even more cost-effective and is particularly deadly in combination with Shadowstep.
      Tempo Rogue’s incredible flexibility and ability to pivot between roles are what make it such a dominant force in the current meta. It can comfortably play the role of the control deck against decks the likes of Zoo Warlock and Pirate Warrior, yet maintains a healthy number of tools which allow it to favorably play the role of Aggro against the likes of Jade Druid and Control Warlock. It seems that the way to take advantage of it is to capitalize on the fact that it doesn’t run several historically crucial Rogue cards. Without neither Vanish nor Bloodmage Thalnos + Fan of Knives at their disposal, the deck can struggle a bit to regain initiative against cards which create a wide board. Living Mana is a living nightmare for Tempo Rogue to deal with, and a big part of the reason that Aggro Druid is one of the two popular decks which has a favorable matchup against it (along with Highlander Priest). Though the Reaper report claims that Tempo Rogue is currently favored against Token Shaman, I’d imagine that some slight tuning could turn the tides towards Shaman’s favor.
      #2 - Highlander Priest
      1x Silence 1x Holy Smite 1x Northshire Cleric 1x Pint-Size Potion 1x Potion of Madness 1x Power Word: Shield 1x Bloodmage Thalnos 1x Dirty Rat 1x Golakka Crawler 1x Loot Hoarder 1x Mind Blast 1x Novice Engineer 1x Radiant Elemental 1x Shadow Visions 1x Shadow Word: Pain 1x Spirit Lash 1x Wild Pyromancer 1x Acolyte of Pain 1x Curious Glimmerroot 1x Kabal Talonpriest 1x Shadow Word: Death 1x Kazakus 1x Priest of the Feast 1x Shadow Word: Horror 1x Lyra the Sunshard 1x Raza the Chained 1x Dragonfire Potion 1x Holy Fire 1x Prophet Velen 1x Shadowreaper Anduin Fret not Priest fans, the age of Anduin is alive and well. Raza and Shadowreaper Anduin teamed up to make Highlander Priest the only deck played by 100% of the field at the HCT Summer Championships. It feels nearly impossible to beat a perfect draw from Highlander Priest, and the relatively high degree of skill which the deck requires to play affords more talented players the opportunity to outplay opponent’s in games which go long. It has a very tough time closing out games if it doesn’t draw Shadowreaper Anduin and Raza the Chained, but the huge amount of card draw the deck packs makes that a relatively rare occurrence.
      I don’t need to spend too much time discussing the strengths of the deck as it has been around for a while and it’s upsides are quite obvious. Early iterations of the deck had it masquerading as a control deck that just happened to play a game ending combo, but the Hearthstone community has since discovered that it’s much better to fully embrace the combo nature of the deck. Highlander Priest can now be best described as a pile of the top Priest spells, two extremely powerful Highlander cards (Raza and Kazakus), and a bunch of card draw spells. The downside of Highlander decks are that they can often feel inconsistent due to the one-of deckbuilding restriction, yet Highlander Priest is able to largely avoid this pitfall by reducing its effective deck size with all of its card draw.
      Highlander Priest is undeniably powerful and has certain draws that feel outright unbeatable, yet it still has several exploitable weaknesses. The most obvious of these weaknesses is the Highlander nature of the deck which prevents it from running more than one copy of Priest’s key defensive spells. It gets to run both Dragonfire Potion and Pint-Size Potion + Shadow Word: Horror to deal with boards that attempt to go wide, but it only gets to run one copy of Shadow Word: Death to kill larger minions and typically struggles against boards that can go big early. Shadowreaper Anduin gets to clear away multiple 5+ power minions with its battlecry effect, but efficient beaters like Bittertide Hydra and Cobalt Scalebane (which also dodges Dragonfire Potion) come down on Turn 5 and threaten to end the game before the powerful Death Knight has the opportunity to say anything about it. Barring a strong turn 5 play, not overcommitting your 5+ power minions into a Shadowreaper Anduin battlecry trigger can set up a game winning follow-up play before the upgraded Hero Power has time to burst your life down to 0. The lack of removal for large minions also means that the deck does miserably against both Jade Druid and Big Priest. At the end of the day Highlander Priest has just about as many negative matchups as positive ones, and it’s overall winrate on the Reaper report is a very modest 50%.
      #3 - Zoo Warlock
      A perfect example of addition by subtraction, the best aggro deck for the current standard meta is the one that didn’t get hit by the nerfs in patch 9.1. Pirate Warrior was dealt a massive blow with the nerf to Fiery War Axe and Aggro Druids are still adjusting to the loss of Innervate. These nerfs, along with the nerf to Spreading Plague, has opened up the door for a new aggro deck to emerge as a tool for punishing the slower and greedier decks of the format. Though the decklist for Zoo Warlock has remaind basically unchanged from the pre-nerf meta, the downgrade to normalcy for the top dogs of the previous format is what has allowed Zoo Warlock to become a highly competitive deck.
      The greatest strength of the deck is its remarkable consistency to curve out with 1 drops. It gets to run more 1 drops than any of the other top Aggro deck thanks Warlock’s two awesome Imps and Voidwalker, all of which are Demons for the extremely powerful one-card game-ender that is Bloodreaver Gul'dan. The deck's massive number of 1 drops allows it to squeeze minions onto the board at every spot in the curve while Life Tapping whenever possible to pressure the opponent with a stream of threats. Its also the aggro deck that has the lowest opportunity cost for running Prince Keleseth, as the deck would likely only consider Darkshire Librarian and Dire Wolf Alpha at the two drop slot and is perfectly content with Life Tap or two one drops on turn two. An early Keleseth makes Zoo’s already aggressively-statted minions a nightmare to deal with for control players and a huge problem for other aggro opponents as the game goes long. All of these factors add up to a deck which currently has only four negative matchups on the Reaper report and the second best overall win percentage in the meta.
      The weakness of Zoo Warlock is its relative inability to regain control over the board once it has been lost. The deck’s only ways to immediately deal with threats are Doomguard and Soulfire, both of which discard cards from hand and can potentially put the Warlock at a huge disadvantage. Getting a large Taunt minion to stick on board is likely too much for a Zoo Warlock to overcome, which is a big part of the reason that Big Priest is the deck’s worst matchup. Control decks can prey on Zoo Warlock by sticking a Doomsayer and following it up with heavy board presence. Other Aggro decks can can punish Zoo by getting on the board early and fighting tooth and nail to not surrender control of the board. As the Warlock is likely to pressure it’s own life total with Life Tap and Flame Imp, it shouldn’t be too difficult to turn the corner and quickly end the game once the opportunity presents itself.
      Tech of the Week - Golakka Crawler
      Despite a massive drop in the playrate of Pirate Warrior, Patches the Pirate and Southsea Captain are enjoying all-time highs in terms of deck representation. Half of the top ten decks on the Reaper report run Patches, while the top deck in the format (Tempo Rogue) is running up to nine Pirates! As much as I would love to suggest a sexier tech card, the prevalence of pirates in the present patch make Golakka Crawler the tech of the week. I’d currently recommend cramming two copies of the crab into control or midrange deck with the flex spots to support it.
      Budget Beater #1 - Midrange Hunter
      2x Alleycat 2x Tracking 2x Crackling Razormaw 2x Golakka Crawler 2x Scavenging Hyena 2x Animal Companion 1x Deadly Shot 2x Eaglehorn Bow 2x Kill Command 2x Stitched Tracker 2x Unleash the Hounds 2x Houndmaster 2x Infested Wolf 1x Tundra Rhino 2x Savannah Highmane 2x Bonemare The time of the Hunter is upon us! One of the weakest classes in Journey to Un’Goro, Hunter has emerged as an effective choice in the current meta for all the same reasons that Zoo Warlock has. Midrange Hunter has some terrible aggro matchups, but it’s sticky creatures are problematic for nearly all of the top control decks in the format. This extremely budget-friendly deck is currently capable of carrying skilled or experienced Hunter pilots all the way to Legend, just be wary of aggro-heavy local metagames during your climb.
      Budget Beater #2 - Secret Mage
      Note: Requires One Night in Karazhan and 4 Epics.
      2x Mana Wyrm 2x Arcanologist 2x Frostbolt 2x Medivh's Valet 2x Primordial Glyph 2x Sorcerer's Apprentice 2x Arcane Intellect 2x Counterspell 2x Kirin Tor Mage 2x Mirror Entity 2x Fireball 2x Bittertide Hydra 2x Kabal Crystal Runner 2x Bonemare 2x Firelands Portal I’m including a second budget beater this week because Midrange Hunter decks are so commonly recommended as budget options. Secret Mage is a very well positioned deck in the current meta and a deck I played heavily during my own climb to Legend last month. It quietly boasts a better overall winrate than Highlander Priest despite having some of the most polarizing matchups in the entire game. It performs horribly against most of the current aggro decks while completely running over all of the popular control decks. The thing I love most about Secret Mage is that it’s fairly skill intensive. It takes a ton of thought to pilot the deck to it’s maximum potential, which is a bag part of what makes the deck such a blast to play.
       
      Conclusion
      The Hearthstone metagame is as healthy as it's been since the last rotation, and it's a great time to jump back on the competitive ladder if you previously scared off by the brief age of DruidStone. Fans of every single class have at least one solid deck for climbing the ladder, and no individual deck feels as though it's power level is beyond reproach.
      Good luck out there, and I'll see you all next time!
      - Aleco
    • By Zadina

      The big patch we were all expecting is finally live! It contains the removal of arena synergies, the new game mechanics update and the Hallow's End seasonal event.
      Firsly, the patch includes the changes to the sequence of triggers, which we have covered extensively in a separate article. A notable change is the removal of Arena synergy picks. That's not all, though: Vicious Fledgling will no longer appear in Arena, while appearance rate adjustments have been made to some cards.
      The patch also brings Nemsy Necrofizzle, the new Warlock hero, to the Hearthstone client. She is already available from October 17 and we will cover more about her in a next article!
      The October 2017 (Unholy Horror Knights) and November 2017 (Gone Fishing) Ranked Play Season card backs have been added to the client and you can view them below:

      The more exciting part of this patch is Hallow's End! This seasonal event will run for two weeks, from October 24 until November 6. According to Hearthpwn, during its first week we will get a free Whispers of the Old Gods pack and an Arena ticket. During its second week, we will get a free Knights of the Frozen Throne and an Arena ticket.
      The main hero portraits will have unique costumes (make sure to check them out on the Hearthpwn article linked above).  There will be a special Tavern Brawl with unique cards on the week of October 24. Moreover, during Hallow's End the Arena will have a dual class mode. You will choose a hero and then you will choose a hero power from a second hero. Then, you will be able to draft class cards from both heroes, as well as neutral cards. Bear in mind that any Arena run you have in progress will be automatically retired on October 24. You will receive rewards based on the number of your wins and a free Arena ticket.
      Lastly, Patch 9.2 contains various bug fixes. You can read the patch notes here.