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Nine Kobolds and Catacombs Cards Revealed, Including Two Rogue Secrets!

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Nine new Kobolds and Catacombs cards were revealed today on the spoiler kick-off stream, including two Rogue Secrets!

Spoiler season for Kobolds and Catacombs officially began today with the spoiler kick-off stream, featuring game designer Peter Whalen and commentator Brian Kibler. Nine new cards were revealed during the stream, highlighted by the first two Rogue Secrets to join the game:

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  • The latest class to gain the Secret card type, it will be very interesting to see if the full crop of Rogue Secrets in Kobolds and Catacombs will be strong enough to support a new archetype. The first two secrets, Cheat Death and Sudden Betrayal, certainly lend themselves to some exciting play patterns.

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  • Peter Whalen's favorite card of today's lot, the team wanted to create a card which hearkened to the feeling of being swarmed by tiny monsters in a dungeon. Regardless of whether or not this card is actually good, it's certainly awesome.

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  • The card I'm most excited to get my hands on appears powerful enough to make Dragon Priest an instant contender in the K&T metagame. Expect this card to receive strong ratings in upcoming set reviews.

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  • Expanding on the skill-testing "Choose One" mechanic, Branching Paths doubles down by allowing players to choose from three options twice. The same option can be chosen both times.

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  • Kathrena Winterwisp's text box reads as a one-way ticket to Valuetown. The only Hunter card with the powerful new Recruit mechanic, will Kathrena be enough to bring diversity to the one-dimensional Hunter class?

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  • The design team knew that a set about dungeon crawling had to have a card with the name "Level Up!". Getting this to stick on three on more Silver Hand Recruits could be devastating, but how easy will that be to set up in an actual game?

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  • The Legendary Shaman weapon comes in at a whopping 8 mana, implying that it packs a serious punch. It reads a little underwhelming for its high mana cost, but Shaman has quite a few spells that are untargeted and therefore purely beneficial. If The Runespear can consistently find Volcano or Lightning Storm it may be strong enough to see play in slower Shaman decks.

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  • Warrior's Spellstone can deliver a whopping 15/15 worth of stats for 7 mana, but only if you can play two weapons while holding it in your hand. Mithril Spellstone plays excellently with the new Recruit mechanic, implying that the true strength of this card may be its ability to play to the board without being a minion.

With spoiler season now in full swing, be sure to check back to Icy Veins for the full reveal schedule and stay up to date on the newest expansion in our Kobolds & Catacombs hub.

Card images courtesy of Hearthpwn.com

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I hate that they're doubling down on the secrets, unless they start treating them as part of the game and therefore giving us real ways to interact with them, not just 2 neutral and one class card that can remove them.

Feral giber is trash. I assume the copies won't retain buffs, that's how it usually works, right? If they did there could be some potential.

The priest dragon is very strong, but at least it damages your own board as well, so it might not enable the old very tempo based dragon priest we had before. 

Branching paths seems balanced, and appears to be rewarding if you know what you're doing. Remains to be seen if it's good enough.

I don't buy the hunter legendary. Every expansion they release control/value cards for hunter and it never goes beyond a pretty aggressive midrange deck. Unless they give hunter tons of tools, and the "whatever walls" epic released before is not one of them, it's never going to be able to run cards like that legendary efficiently.

Level up is a toss up, it might end up being good enough, but I don't think it will as far as top tier decks go.

The shaman weapon is a joke. 8 mana for maybe a board clear? Yeah, I don't think so. Go play tortolian primalist if you disagree. 

Lesser Mithrill Spellstone is interesting, but currently there aren't any warrior decks running enough weapons to justify it, nor are there reasons to play any other weapon than razorblade in standard... ok, gorehowl could still be a thing in a control deck, but you can't really run more than one. On top of that, with all the legendary weapons running around Oozes and harrisons are going to be on an all time high. Odds are you're going to be a sad panda. 

 

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Well, hm ..idk. pff...

So far secrets have either been a joke or a cancer giving another class access to them won't be any good. I can already see it: Coin Kaleseth + Shadowstep, turn 2 play Kaleseth for free and this shitty Secret. Now they have 4 cards to return him ... great. (Edit: I was tired, ofc this won't work)

The dragon looks good even though it damages your own board. But unless K&C and the next expansion will give more to make dragon decks viable it may be totally pointless in a few months. Netherspite Historian, Dragonfire Potion and Drakonoid Operative as well Bookworm will rotate out of standard.

Branching Paths will require game experience to see what it gives.

Kathrena Winterwisp ... What Kuster said. But well there was already a hunter control card revealed, high cost too though. I still don't see hunter being there.

Level UP! ... lets wait and see I think it has potential ... maybe.

Runespear: First the murloc quest, then moorabi why all these shitty legends for shaman? Even Kalimos (which I like) is confined to an elemental deck mostly). I think we will have better things to do then to play a 8 mana 3/3 weapon that can bite us in our own ass :D

Mithril Spellstone: Maybe nice. Should be not that hard to play two weapons before turn 7.

So far I'm far away from being impressed and I already see things that will hurt the games health which is already damaged and needs to be fixed. Maybe they are running out of good ideas and just create something that may be cool but don't really care except for selling packs.

Edited by Caldyrvan

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I don't buy the hunter legendary. Every expansion they release control/value cards for hunter and it never goes beyond a pretty aggressive midrange deck. Unless they give hunter tons of tools, and the "whatever walls" epic released before is not one of them, it's never going to be able to run cards like that legendary efficiently.

I disagree completely.

Hunter legendary looks very powerful in midrange hunter. The worst case scenario is 6\6 + 1\1(beast) + 1\1(beast) and thin your deck for two cards for 8 mana to dig for reach/big boys. And this worst case scenario isn't that bad

But there are ways to build hunter with no\very few cheap beasts. Note that this new legendary works with Prince Keleseth Barnes N'Zoth, the Corruptor

 

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4 hours ago, Caldyrvan said:

So far secrets have either been a joke or a cancer giving another class access to them won't be any good. I can already see it: Coin Kaleseth + Shadowstep, turn 2 play Kaleseth for free and this shitty Secret. Now they have 4 cards to return him ... great.

You can't play the secret with keleseth it costs 2

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My thoughts so far.

 

Barring some insane rogue secret synergy, neither secret looks that great.  Betrayal doesn't see play, sudden betrayal is pretty much strictly worse, so we can conclude it also won't see play.  Cheat death is a bit more interesting, but I doubt it will see play.  It is pretty comparable to get away kodo which sees zero play in a class that is much better equipped to go for a value game plan.  So even though the value is there, I think the tempo loss is a bit too much.  That being said, I wouldn't completely count it out in miracle.  It has a certain amount of appeal as a Singleton since most of miracles minions are high value and you can do some pretty degenerate things with a 2 Mana cost discount in miracle, auctioneer and maly come to mind instantly.  It, however, will not see play in tempo since it deactivates prince K and tempo rogue is pretty much superior to miracle in every way.  Not sure if there is a single match in which miracle fairs significantly better then tempo, and is far far worse vs aggro, especially tempo rogue.  Which means unless miracle rogue gets some really good stuff, it won't see play at all.

 

The gibbler is trash, adorable and interesting trash, but still trash.  Firefly is almost always strictly and significantly better.  If it had the best tag, I could see it as an inclusion in token druid, but alas, it does not.

 

Duskbreaker is insane.  If dragon priest is good, this card will be in it.  The only exception would be in an aggroless meta, which will never happen.  A hellfire with legs that doesn't kill you is too good to pass up.

 

Branching paths will pretty much never be worth it, in terms of Mana efficiency.  Which leads me to believe it won't see play, however, card draw is particularly powerful in druid, and there is a lot to be said about the flexibility of this card, plus it should have very good synergy with the druids insane spellstone, so I put it in the could supprise us collum.  It has enough going for it.

 

Kathrena is insanely powerful, even more so then everyone's favorite panda waifu.  Even pulling an average of 2 2-drops it is a 4 Mana 6/6.  If the format is slow enough this will see play.

 

Level up is hot trash.  Significantly worse then quartermaster or even the light forged stegadon.  Best case scenario, play it on turn 10 with the card that summons 5 silver hand recruits.  That is 10 Mana and 2 cards for 15/15 worth of taunt, which is worse then Nzoth most of the time.

 

Runespear is probably garbage.  Barring a bunch of awesome shaman spells, I don't see much use for it.  Besides, weapon removal is a thing if this turns out to actually be good.  It takes 2 swings to maybe be better the a tortolan primalist, that is pretty bad.

 

Mithril spell stone might be good if warriors get another good weapon, but as it stands, it doesn't offer much, too slow and too hard to pull off for too little reward, again, unless some good warrior weapons get printed.  It gets bonus points for forge of souls synergy.

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Has anyone heard anything about how Branching Paths will work with Fandral? I'd assume it gives you all three, but Fandral specifies your "Choose One cards". I mean, on 8 mana playing Fandral and then getting to buff your minions, draw, and armor gain, and then do it twice since you get to choose twice, seems like one hell of a turn. 

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3 hours ago, Strongpoint said:

 

I disagree completely.

Hunter legendary looks very powerful in midrange hunter. The worst case scenario is 6\6 + 1\1(beast) + 1\1(beast) and thin your deck for two cards for 8 mana to dig for reach/big boys. And this worst case scenario isn't that bad

But there are ways to build hunter with no\very few cheap beasts. Note that this new legendary works with Prince Keleseth Barnes N'Zoth, the Corruptor

 

It could be powerful if you managed to craft a deck that would guarantee decent pulls from the recruit mechanic. Your worst case scenario is in fact pretty damn bad, just terrible tempo, you can't afford to spend 8 mana for a 6/6 and a 1/1. But I grant you the benefit of assuming a deck that would avoid 1/1's by not using one drop beasts. 

I admit that I might have been a bit rash in my judgement, but I still think that it would be quite the challenge to figure out a hunter deck that doesn't use all the beasts that are auto-includes at this point in order to assure good recruit effects. Would you still run Crackling Razormaw when you're not running one drop beasts? Could you still afford to play houndmaster? Is a legendary card, being a 1-of, enough of a reason to cut those cards? 

On top of all that, it has been proven over and over that hunters CAN'T play control. Unlike warrior that has a "control focused" hero power but has the tools to go aggro, hunter has an aggro hero power and does not have tools to go control. So if you're going to argue that a midrange deck could incorporate her, fine, that's arguable, but if you trow N'Zoth into the mix, that's no longer realistic, given our current card pool. It could very well be that hunters get some spells that allow for a solid control shell, but at this poiint I don't think they ever will.

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Secret hunter is the most obvious way to do it. If there are a new good secret synergy card, we may see this archetyp in a sweet spot. 

Accepting the risk of a low roll is another route.

Non-beast early game (pirates, elementals, Prince Keleseth) can be viable in some metas, too

 

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Duskbreaker is going to be so busted until the next rotation.

Other than that, Level Up and Branching Paths look pretty solid too, Level Up will be disgusting in wild though.

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10 hours ago, Kuster said:

I hate that they're doubling down on the secrets, unless they start treating them as part of the game and therefore giving us real ways to interact with them, not just 2 neutral and one class card that can remove them.

Feral giber is trash. I assume the copies won't retain buffs, that's how it usually works, right? If they did there could be some potential.

The priest dragon is very strong, but at least it damages your own board as well, so it might not enable the old very tempo based dragon priest we had before. 

Branching paths seems balanced, and appears to be rewarding if you know what you're doing. Remains to be seen if it's good enough.

I don't buy the hunter legendary. Every expansion they release control/value cards for hunter and it never goes beyond a pretty aggressive midrange deck. Unless they give hunter tons of tools, and the "whatever walls" epic released before is not one of them, it's never going to be able to run cards like that legendary efficiently.

Level up is a toss up, it might end up being good enough, but I don't think it will as far as top tier decks go.

The shaman weapon is a joke. 8 mana for maybe a board clear? Yeah, I don't think so. Go play tortolian primalist if you disagree. 

Lesser Mithrill Spellstone is interesting, but currently there aren't any warrior decks running enough weapons to justify it, nor are there reasons to play any other weapon than razorblade in standard... ok, gorehowl could still be a thing in a control deck, but you can't really run more than one. On top of that, with all the legendary weapons running around Oozes and harrisons are going to be on an all time high. Odds are you're going to be a sad panda. 

 

Its 8 mana for maybe 3 board clears. Or 3 random hexes. Or evolves, devolves, heals, card draw, minion buffs, ect.

 

Tortollan is 8 mana for a weak body and 1 random spell. As long as the weapon isn't ate, it gets value (But then, ooze is going to be extremely popular in Kobolds.

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2 hours ago, Strongpoint said:

3 random spells for 5 mana is quite a bargain.  It is slooooow. It is vulnerable to weapon removals. But it gives value.

Bloodlust Volcano Spirit Echo Lightning Storm Feral Spirit and quite few other spells give predictable results

Except you still eat the overload.  Which sucks.  And that is 8 Mana, unless you are counting the 3/3 as 3 Mana.  Which is fair, I suppose, but not really a good comparison, since that first spell needs to do something spectacular, or you spent your entire turn doing jack.

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8 hours ago, Hanz39 said:

 

You can't play the secret with keleseth it costs 2

Omg :D I have to say I was tired when writing this but it's still embarassing. I edited in my post, Thank you for telling me :)

Still I doubt rogue secrets will do any good.

and Runespear There are currently 29 (can you discover a quest? then 30 ^^)shaman spells in standard. There are maybe 6 spells which are not subject to the random targets effect and might do something good at that stage of the game. The rest ist either not really helping, too risky with random targets or just hard garbage. Additionally other discovers let you choose something and keep it for a moment you really need it with Runespear your might get a good spell but being cast at the same moment can be not that great you might want that spell in your deck instead. And I think even if you are lucky with the discovers you need to land all 3 swings to make it a good investment, at least two to make it worthwhile. I'm sure it will see play when K&C goes live then we will see what it gives ;)

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20 minutes ago, Zadina said:

The mystery is resolved and all my guesses were useless: Level Up! is actually Epic.

Just in case someone missed it. :)

Edited by Caldyrvan
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      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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