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New cards, game mechanics, and info about the upcoming set from the "What's Next" panel

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Heaps of new information about the upcoming set was revealed during the "Hearthstone | What's Next" panel. Come take a look at everything you might have missed without a Blizzcon Virtual Ticket.

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Those who purchased the Blizzcon Virtual Ticket were treated to an illuminating "Hearthstone | What's Next" panel, which saw the reveal of a number of new cards, game mechanics, and features that will join Hearthstone with the release of Kobolds and Catacombs this December. Let's kick things off by exploring our two new card types, Spellstones and Unidentified Magic Items.

Unidentified Magic Items

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The first Unidentified Magic Item to be announced was a Priest card called Unidentified Elixir. The image you see above is exactly how the card will appear during deck construction; the card will gain its random "bonus effect" only after it finds its way into your hand.

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Once drawn, the Unidentified Elixir transforms into one of four potential "identified" elixirs. The cost (3 mana) and described effect (+2/+2 to a minion) stay consistent throughout all four potential elixirs, while the bonus effect varies wildly. Elixir of Shadows, for example, summons a 1/1 copy of the minion you target it with, while Elixir of Purity gives the minion Divine Shield. Each of the four elixirs appear to be powerful for their mana cost, but may struggle to see play in constructed formats due to their inherently random nature.

As "a love letter to classic dungeon crawlers", the thematic design of the Unidentified Magic Items brilliantly ties into the themes of the upcoming set. Everyone who's played a dungeon crawler can empathize with the unique feeling of excitement that comes from discovering a magical item deep within a dungeon. Unidentified Magic Items pay homage to that feeling by being a mystery until you draw them. Revealed in a demo clip during the panel, an animation will transform the card in a location which is between your deck and your hand. It is not yet known if the slight pause which occurs as you draw the card will be apparent to opponents.

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Two more Unidentified Magic Items will be joining Unidentified Elixir, a shield and a weapon. It has not been revealed what these cards will do, but it seems safe to bet that Warrior will be one of the other classes to receive this exciting new card type.

Spellstones

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Each class will receive a Spellstone in the latest expansion, a new card type which appears to be quite powerful and promises to be the focal point of several new decks.

Spellstones begin as relatively weak spells with modest effects, but evolve into more and more devastating spells as certain conditions are met. Druid's Lesser Jasper Spellstone starts off as a 1 mana spell which deals 2 damage to a minion, but if you can gain 3 armor while the card is in your hand it will transform into Jasper Spellstone.

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The card will retain its mana cost after transforming into Jasper Spellstone while doubling its damage output. One mana for 4 damage is a great deal, but it gets even better from there. If you can gain three more armor while holding onto Jasper Spellstone the card will transform into Greater Jasper Spellstone.

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Talk about efficient! One mana for 6 damage is obviously incredibly powerful, but it remains to be seen just how difficult will it be to evolve these cards while they're burning a hole in your hand. The Jasper Spellstones seem to mitigate that risk by being useful in their lesser form, while other Spellstones will fit more in the "build-around-me" category.

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Shaman's Spellstones pack a vastly different punch than their Druid counterparts. The payoff for evolving the Spellstone all the way up to its "Greater" form is massive for Shaman, while the initial "Lesser" form is quite lackluster.

Though not quite as much of a thematic design success as the Unidentified Magical Items, the game design space which Spellstones open up from could potentially deliver on some incredibly novel gameplay experiences. There's a world of difference between the dedicated "build-around-me" Spellstones and the more flexible ones which pack a punch at the "Lesser" level, and it will be exciting to see where the remaining seven Spellstones fall on this scale.

Kobolds and Catacombs Spoilers

Sprinkled in among the new card mechanics and game modes were a number of spoilers from the new set. Here they are in all their glory:

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Wandering Monster is latest in a long list of "probably not quite good enough to see play" Hunter Secrets.

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The Legendary weapon for the Mage class has some of the most alluring text you could possibly print on a Hearthstone card, "Draw 3 Cards". An incredibly powerful effect, Aluneth and the rest of the Legendary weapons might mark the dawning of the age of Gluttonous Ooze.

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A callback to Moat Lurker, is Carnivorous Cube the missing piece that dedicated Deathrattle decks were looking for? Summoning 2 copies of a minion is obviously powerful, but the set-up cost of destroying one of your own minions could be a bit too high.

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Four 1/1s for the price of one card? Sign me up! Given how ubiquitous Fire Fly has become, it wouldn't surprise me at all if this card ends up seeing some serious play.

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Our second look at a card with the new ability Recruit, Guild Recruiter will summon a random minion from your deck with cost 4 or less whenever it triggers its Battlecry. With the right deck building this card could be extremely powerful, as summoning a 4 mana minion and a 2/4 for 5 mana is some serious value.

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This card has "Combo" written all over it. Cheating out a Malygos or a Gadgetzan Auctioneer ahead of schedule could allow Rogue to set up some crazy combos as early as turn 5.

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Our final spoiler of the day will surely be one of the most highly anticipated and hotly debated cards leading up to the release of Kobolds and Catacombs. When Rin, the First Disciple dies she will add The First Seal to your hand. The First Seal costs a whopping 5 mana to summon a 2/2 Demon, but it also adds The Second Seal to your hand. That card summons a 3/3 and adds The Third Seal to your hand, which summons a 4/4 and adds The Fourth Seal to your head, which summons a 5/5 and adds The Final Seal to your hand.

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31 mana later - say hello to Azari, the Devourer!

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How cool is that? Though this sequence of events is probably way too slow to ever see serious play in constructed, it's pretty hard not to get excited about the idea of destroying your opponent's entire deck. Sure, there might be faster ways to kill your opponent with 41 mana, but you'd be hard pressed to find a cooler way to win a game of Hearthstone.

Dungeon Runs

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Dungeon Runs are a new single-player game mode coming to Hearthstone with the release of the next expansion. They are currently available to demo at Blizzcon, which means that much more information should be coming about Dungeon Runs in the near future. The "What's Next" panel offered us a taste of what to expect from this new game mode, but that taste has only left me hungering for seconds.

Players will begin each Dungeon Run by selecting one of the nine classes. They will start out with only 10 cards in their deck and 15 life to work with. From there, they will attempt to fight a series of 8 encounters against bosses of increasing difficulty. There will be 48 total bosses with varying abilities and decks, and each boss can appear in any order. A single defeat will result in permanent death, marking the end of a player's Dungeon Run.

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Defeating a boss will reward the player with some loot, which comes in the form of cards that will be added to your deck for future boss encounters.

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Also acquired by defeating bosses, players can acquire powerful passive abilities called Treasure. These abilities will carry over for each boss fight in the remainder of the Dungeon Run.


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Treasure might also come in the form of extremely powerful cards that will be added to your deck. Who else isn't licking their chops at the thought of casting random Pyroblasts until someone dies?!

By all accounts, Dungeon Run is shaping up to be one of the most exciting new additions in the history of Hearthstone. The first reports from the floors of Blizzcon are coming back with glowing reviews, which is only making me all the more jealous that I'm not at Blizzcon.

The Best of the Rest

  • You can look forward to the more new spoilers for Kobolds and Catacombs on November 20th.
  • There will be a "league of adventures" as Legendary minions in this set. Among them was our first new card, Marin the Fox.
  • All players will receive a free copy of Marin the Fox for logging in sometime next week.
  • Tons of art was revealed from the upcoming set during the panel, which means that we should have plenty to speculate on in the days to come.

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That Warlock stuff is going to give at least a nice fun casual deck :)

As far as I know non-collectible cards are not in the pool of discover or add or similar effects.

Edited by Caldyrvan

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4 hours ago, Bozonik said:

Can Azari be created by 'Add a random demon to your hand' type effects? Guessing it's not in the pool.

 I highly doubt it. Tempted to try out Fatiguelock (yes I know, I won't work) with that legenadary.

Not a fan of the Unidentified Magic Item system, but spellstones looks good.

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Looks like the worst expansion yet. Oh well.

4 hours ago, Bozonik said:

Can Azari be created by 'Add a random demon to your hand' type effects? Guessing it's not in the pool.

Tokens cannot be added. Same goes for all token Imps.

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9 hours ago, Aleco said:

An incredibly powerful effect, Aluneth and the rest of the Legendary weapons might mark the dawning of the age of Gluttonous Ooze

Are we sure about this? You know Acidic Swamp Ooze costs 1 less mana, and Harrison Jones draws cards for remaining durabilities. Though first one has one less health then Gluttonous Ooze, as you play the card at later stages, I don't think it matters too much.

Shaman spellstone is really bad. You need to have something valuable on board beforehand, and bunch of mana crystals to overload, which doesn't seem possible with the current playstyle of shaman decks. Maybe infamous 4 mana 7/7 guy will make a comeback. I think that it will never see play competitively.

For the druid one though, it is not very well thought I guess. 6 damage for 1 mana is really high, and the requirement for upgrading is not that problematic. Once you have the DK on board, 3 armor is your hero power anyways.

If priest legendary weapon was rogue legendary weapon with a decent reward, I could say that the miracle rogue will be Top T2/Bottom T1 . Priest can't make use of it well enough. Lyra the Sunshard should help, but again, those spells are random and priest has many spells which costs a lot.

I also agree that, this expansion will most probably suck.

 

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1 hour ago, FanOfValeera said:

I also agree that, this expansion will most probably suck.

After we got quests we are prepared to endure a lot now, I guess :D

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11 hours ago, Bozonik said:

Can Azari be created by 'Add a random demon to your hand' type effects? Guessing it's not in the pool.

That's a great question, and I hope not! If it can we might be in for some really cheap wins.

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5 hours ago, FanOfValeera said:

Are we sure about this? You know Acidic Swamp Ooze costs 1 less mana, and Harrison Jones draws cards for remaining durabilities. Though first one has one less health then Gluttonous Ooze, as you play the card at later stages, I don't think it matters too much.

I agree, vs. 0 attack weapons your suggestions seem better.

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6 hours ago, FanOfValeera said:

Are we sure about this? You know Acidic Swamp Ooze costs 1 less mana, and Harrison Jones draws cards for remaining durabilities. Though first one has one less health then Gluttonous Ooze, as you play the card at later stages, I don't think it matters too much.

While the other two are better against Legendary 0-attack weapons, there will still be non-legendary weapons, such as Fiery War Axe or Truesilver Champion, where Gluttonous Ooze is arguably the best choice. So, it's about how popular the non-legendary weapons are going to be.

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If the legendary weapons will fit well in the meta (and I assume somehow most of them will) everyone will (have to) use the weapon destroyer cards ... pretty bad development imo.

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1 hour ago, positiv2 said:

While the other two are better against Legendary 0-attack weapons, there will still be non-legendary weapons, such as Fiery War Axe or Truesilver Champion, where Gluttonous Ooze is arguably the best choice. So, it's about how popular the non-legendary weapons are going to be.

Well, I didn't think about the other weapons, and I guess neither did the original poster, though if other weapons see play commonly, you are right :)

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I don't feel great about the new legendary weapons.

If they are bad and nobody plays them - well, then they have 0 impact and it is like they don't even exist.

If they are good and see quite some use - well, it seems liklely that anti-weapon cards will be used frequently.

In itself that isn't a problem.

 

But what about classes that already use weapons? Like Warrior e.g.?

Until now these clases have some powerful weapons. But the big question always was: Will I be paired against such a class? Is it useful to use an anti-weapon card? If I play against a warrior, that will probably be a could idea. But if I run against Priest? A (quite) useless card. The answer to the question wasn't a 100% one - some used an anti-weapon card, some not.

If this line of thought changes to: Well, how many weapons will the enemy have? Most will run a legendary weapon, no matter the class. And if I run against a warrior, he will have more weapons. And the answer will be quite easy: Well, yes, I'll definitly run 1 or 2 anti-weapon cards.

 

With strong weapons available for every class there is next to no reason not to include anti-weapon cards. And that is a HUGE setback for classes that already relied on weapons.

It makes them way weaker, because the meta will have tons of anti-weapon cards more in the decks.

 

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I had the same thought, now everyone has to include anti-weapon cards (limiting their other options) and all classes who usually or often play weapons have to either include more weapons to compensate for it or play with less/no weapons at all.

On the other hand some cards might see play with this now, Doomerang comes to mind. We have no idea what cards will be in the new expansion so maybe similar, weapon synergy, cards will be included. But who knows :D

Edited by Caldyrvan

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Haven't thought about Molten Blade but it's still too random and to wait until it transform into something useful is not a good thing for a well constructed deck, I guess.

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Already have the overload control shaman and now we have greater sapphire spellstone. Late game 0 mana snowfury giant+greater sapphire spellstone to give you 4 giants then spirit echo all of them.

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On 04/11/2017 at 10:03 AM, FanOfValeera said:

Shaman spellstone is really bad. You need to have something valuable on board beforehand, and bunch of mana crystals to overload, which doesn't seem possible with the current playstyle of shaman decks. Maybe infamous 4 mana 7/7 guy will make a comeback. I think that it will never see play competitively.

I think it's more likely to appear in a control shaman list with Earth Elemental and Ancestral Spirit. Seems a bit greedy though, does run the danger of being a dead card for too long too often.

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Kabal Courier could give a Rin to a mage or priest (occasionally).

As long as the deck is already built to duplicate minions... it is conceivable to cast all your seals in 1 turn.

This could be a spectacular (albeit very rare) alternate ending to say a timewarp deck, when Archmage Antonidas is stuck at the bottom of your deck, or got hit by a Dirty Rat.

Hey, it could happen.

-------------------------------------

On another note, I love the potential of Carnivorous Cube. Having messed around with deathrattle decks quitea bit, to me, it DOES feel like that could be the missing piece.  Unlike Moat Lurker, the cube actually has decent stats and might survive a turn to let you play Spiritsinger Umbra before you kill it off.

Or if you want to indulge in more of a "Pie In The Sky" scenario, on turn 9 play umbra and cube together.

Edited by HugeHoss

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Couldn't resist trying out Marin... so out went a Bonemare, in went Marin, probably the worst ever tempo-rogue tech choice ever! So far two Marins, first time I drew it I had lethal elsewhere. Second time it went down empty-handed on Turn 9 against a Dragon-InnerFire Priest, in a game that was looking lost. He had to dragonfire to clear my board though, killing what remained of the 0/8. So my turn 10 was 3-mana summon two deathwings, and play the topdecked bonemare to boot. 33/33 in stats, not a bad turn!

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19 hours ago, Bozonik said:

Couldn't resist trying out Marin... so out went a Bonemare, in went Marin, probably the worst ever tempo-rogue tech choice ever! So far two Marins, first time I drew it I had lethal elsewhere. Second time it went down empty-handed on Turn 9 against a Dragon-InnerFire Priest, in a game that was looking lost. He had to dragonfire to clear my board though, killing what remained of the 0/8. So my turn 10 was 3-mana summon two deathwings, and play the topdecked bonemare to boot. 33/33 in stats, not a bad turn!

He truly is a joy to play with. Did the same swap in my Rogue deck just to get him in there to try out!

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4 hours ago, Blainie said:

He truly is a joy to play with. Did the same swap in my Rogue deck just to get him in there to try out!

Yeah, been running into him in all sorts of decks, guess everyone wants to try him. I've still only managed to play him the once, might have to stick him in a wild Reno deck so I can actually play him hehe.

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24 minutes ago, Bozonik said:

Yeah, been running into him in all sorts of decks, guess everyone wants to try him. I've still only managed to play him the once, might have to stick him in a wild Reno deck so I can actually play him hehe.

I find myself adjusting my plays and holding lethal so that I can trigger the treasure spells. It's the only way with a Keleseth Rogue deck!

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

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

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



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

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

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

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

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

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

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

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

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

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

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

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

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


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