Aleco

"The Witchwood" Announced As Latest Hearthstone Expansion

Sign in to follow this  

30 posts in this topic

HRDN6wP.jpg

The first Hearthstone expansion of 2018 is exploring some familiar design spaces, and will pack new single-player content similar to Dungeon Runs.

Hearthstone's first expansion of 2018 will be titled The Witchwood, and will be a horror-themed set with werewolves, ghosts, curses, a few "new" keyword abilities, and a single-player game mode called Monster Hunt which appears to be similar to Dungeon Run. Blizzard released a short song and animation for the new set today, as well as the set's first six cards:

 

Hearthstone: The Witchwood Trailer

 

 

Six New Cards From The Witchwood

 

5ff1a5669e0ac34d9e14329e44715d19d1a46baf2788389632baf8c720598b48.png2989a83b5be17f5bca51a22477bb433eaa6c9048b0e82339eda0b1f9134b88d8.png7f6c877d27cecc3b48af1125604fb2cf586b4211e51d0b6e663131d95f1ef60e.png6bfb96d4f837c76639d0ac57f93953e1926413bc76bb8af1142f39ff1106c501.pngedbb7d4d71e50bf4c7383fc90e8593f7e3a9d24c2fb2d86ab3e7c57c49f53450.pnge43a39b63bc61f112afa1fd0be49ecf97535165a67beb3875de82c74b878e045.png

 

New Keyword Abilities: Rush and Echo

 

The two new keyword abilities in The Witchwood are clean adaptations of abilities from previous sets. Rush is like Charged Devilsaur - it allows a minion to attack other minions the turn it is played but not the enemy hero, while Echo is like Unstable Evolution - it adds a copy of the card to your hand which can be played repeatedly until the turn ends.

Many have speculated that Hearthstone would eventually create a keyword ability like Rush. Shadowverse (another digital card game) has an ability with the exact same name and function as Rush, and the ability has been well-received in that game. Making Rush a keyword ability and not a Battlecry trigger makes it harder to pull-off combos (Charged Devilsaur can still attack the enemy hero the turn it is played if summoned from a card like Kathrena Winterwisp), and it allows the Hearthstone design team to step away from Charge going forward, which has proven itself to be one of the more problematic abilities from a balance perspective. I'm very happy to see Rush added to the game, and expect it to be a big boost to Midrange decks when the new set drops.

Unstable Evolution was one of my favorite designs from Kobolds & Catacombs, which makes the announcements of Echo as a keyword ability a very pleasant surprise. Echo is a highly flexible ability which forces players to decide between present value and future value, and I expect that it will lead to plenty of interesting decisions in both casual and competitive games alike.

 

Start of Game Effects: Genn Greymane and Baku the Mooneater

 

Blizzard has tried out many cards in the past which impose unique deck-building restrictions in exchange for powerful effects, such as Prince Keleseth and Reno Jackson. The primary pitfall of these cards is that games are often defined by whether or not the they are drawn, which leads to quite a few feel-bad moments on both sides of the table. The Quest cards from Journey Un'Goro were another attempt to encourage unique deck-building restrictions in exchange for powerful effects, but Quests cards on the whole fell a bit short, and are considered to be categorically less powerful than the Death Knights from KFT or the Legendary Weapons from K&C.

With all of the Highlander cards rotating from Standard with the release of The Witchood, the new Start of Game cards are looking to fill in the design space being left behind by Highlander. These two new cards impose some pretty rough deck-building restrictions, but the reward is an effect which is guaranteed to take place at the start of the game. This design appears to be somewhere in the middle of Highlander and Quests, but with so many unknowns ahead of us it is still far too early to know how these cards will pan out in practice. Interestingly, the two Start of Game minions announced today both have relatively weak bodies for their mana costs, which makes them more like Patches the Pirate and less like Kazakus in that you probably never want to draw them.

 

New Single-Player Content: Monster Hunt

 

After the resounding successes of the Dungeon Runs in K&C, the thing which many Hearthstone players were most excited for from the upcoming set was the single-player content. With Monster Hunt, Blizzard appears to have borrowed a lot from the Dungeon Run formula while adapting it to fit the new set's horror theme:

 

Quote

When you start a new Monster Hunt, you venture into the Witchwood as one of four unique new heroes exclusive to this game mode. Your goal is to fight through a series of eight ever more challenging encounters culminating in an epic showdown with a challenging boss fight.

 

c86f2bb9793f4e4b7b55db53113835f3.png

 

Quote

Each of the four new heroes has access to a special hero power and cards that create completely new playstyles and strategies. Their powers are great, but you will need all the help you can get against the Witchwood’s fiendish foes.

After you beat an encounter, you choose loot to improve your Monster Hunt deck. Your choice is between three sets of three cards picked randomly from a number of different thematic buckets available to your current hero. Additionally, at certain intervals you get to add special cards to your deck that improve your unique hero power or otherwise synergize with your hero in a powerful way.

- Blizzard Entertainment

 

And that's everything we know about Monster Hunts! I get the impression that Monster Hunts and Dungeon Runs will share quite a few similarities, which is A-OK in my book.

 

Upcoming Schedule

 

Though not much is known about upcoming dates for The Witchwood, Hearthstone's previous release schedule suggests a mid-April release for the new set. We can expect The Witchwood to drop two weeks after spoiler season begins, which means we'll likely have to wait until the second week of April for The Witchwood if we don't see a spoiler schedule before the end of the week. In the mean time, you can pre-purchase The Witchwood today to unlock the set's shiny new card back. This time around, the pre-purchase will give players 70 packs for 49.99 USD, which is 20 more packs than previous pre-purchases were at the same price.

What are you most excited for from The Witchwood? The new abilities? Monster Hunts? Set Rotation? Let us know in the comment section below!

  • Like 2
  • Thanks 1

Share this post


Link to post
Share on other sites

Short comment:

  • Start of Game Cards: This will make up for some interesting deck buidlings :D
  • Echo: Looks interesting.
  • Rush: Looks promising
  • Monster Hunt: If it will be similar to Dungeon Run, uninteresting.

@Aleco you might want to add that Pre-Purchasing gives 70 packs this time instead of 50 for the same price ($/€ 49,99).

  • Like 1
  • Haha 1

Share this post


Link to post
Share on other sites

Fun fact, the female singer is the VA for Lunara in HotS and in Hearthstone :)

  • Like 1

Share this post


Link to post
Share on other sites
4 minutes ago, Caldyrvan said:

Short comment:

  • Start of Game Cards: This will make up for some interesting deck buidlings :D
  • Echo: Looks interesting.
  • Rush: Looks promising
  • Monster Hunt: If it will be similar to Dungeon Run, uninteresting.

@Aleco you might want to add that Pre-Purchasing gives 70 packs this time instead of 50 for the same price ($/€ 49,99).

Very good catch, cheers!

Share this post


Link to post
Share on other sites

Knowing this new cards, I think that Patches should have been nerfed to rush instead to nothing (or at least, should be a 0 mana card).

However, I like the idea of odd-even restriction, I'm courious if it would help aggro decks (face hunter will either do 2 damage for 1 mana, or 3 damage for 2, for example) or control deck (warrior not having to draw Justicar Truehearth).

Rush and echo are good card design. I like them. But I need to say that I'm not that worried about charge minion, I am one of those player that doesn't understand the difference between a pirate warrior hitting me in my face and a mage casting spell in my face...

Share this post


Link to post
Share on other sites

sooo, has the witchwood any connection to WoW? Or is it in any other way tied to the Warcraft universe?

can someone enlighten me :D i played only the Warcraft RTS-series

Share this post


Link to post
Share on other sites
46 minutes ago, Synesthesy said:

Rush and echo are good card design. I like them. But I need to say that I'm not that worried about charge minion, I am one of those player that doesn't understand the difference between a pirate warrior hitting me in my face and a mage casting spell in my face...

Biggest difference is the ability to do it again next turn unless you use your own resources to deal with it.

Echo will require more testing I feel. Is it the exact same as the base card, or does it play a "copy" like if you hand buff it.

Share this post


Link to post
Share on other sites
29 minutes ago, Laragon said:

Echo will require more testing I feel. Is it the exact same as the base card, or does it play a "copy" like if you hand buff it.

As Aleco said, it works the same way as Unstable Evolution you can see it here: The Witchwood

Edited by Caldyrvan

Share this post


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

sooo, has the witchwood any connection to WoW? Or is it in any other way tied to the Warcraft universe?

can someone enlighten me :D i played only the Warcraft RTS-series

According to Ben Brode, it's near the city of Gilneas, the Worgen area in World of Warcraft.

 

  • Thanks 1

Share this post


Link to post
Share on other sites

Rush might be a crucial keyword for control decks I think. Charge minions are mostly fragile, and not very good for minion combat  (except Grom). Since these cards can't go face, they can be bigger in size and may allow retake of the board.

For the start of the game legendaries; fairly similar to Keleseth, however, Prince has a much easier requirement to be active. Not being able to play 2, 4, 6, 8 drops or the other way around is too big of a burden for any class. I can't think of much when it comes to them.

Share this post


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

For the start of the game legendaries; fairly similar to Keleseth, however, Prince has a much easier requirement to be active. Not being able to play 2, 4, 6, 8 drops or the other way around is too big of a burden for any class. I can't think of much when it comes to them.

Ha, that was my first thought too but a lot of players, even pros, that the requirement for Kaleseth is not worth including it. I think it's too early to say if it'S doable but if, compared to the princes, you get a guaranteed bonus.

Share this post


Link to post
Share on other sites
10 minutes ago, FanOfValeera said:

For the start of the game legendaries; fairly similar to Keleseth, however, Prince has a much easier requirement to be active. Not being able to play 2, 4, 6, 8 drops or the other way around is too big of a burden for any class. I can't think of much when it comes to them.

I see it the opposite. Not needing to draw and play them makes this new card much stronger then Keleseth... They are more similar to Patches, that you don't draw them, but you get the benefits.

Share this post


Link to post
Share on other sites

Rush seems like a sensible addition. Wonder if charged devilsaur will get that keyword. The warrior card seems decent, on curve it’s typically something like a 2/2 with Battlecry deal 4dmg; could well get a two for one from it. Later on it’s typically just a 4mana deal 5dmg to a minion. It’s not saving Warrior on its own though.

Echo I like. Phantom Militia seems decent in the right deck. In arena it’s great; you get a playable three drop that you don’t mind top-decking either.

Azalina looks like a meme card but will be interesting to see if anyone comes up with anything remotely viable for it.

The pumpkin looks like pack filler to me.

The even/odd cards are interesting. Seems like a very big limitation on deck building, but also pretty powerful. Can’t think of any current deck that comes close to meeting the requirements that it can be done without crippling it though.

Edited by Bozonik

Share this post


Link to post
Share on other sites

I think Genn will do a lot better than Baku (Unless empowered hero power is buffed compared to the current "empowered" versions unless we're talking specific control decks (i.e. padding armor for cards that benefit from armor)).

 

On uneven turns with Genn you can still play your even card and use your hero power. This can have tremendous effect depending on which class you are. Probably weakest would be something like Warrior unless they get cards that benefit from armor (i.e. minions get +1 health buff if you have at least 1 armor or something). Something much more immediate like Paladin playing a 2 mana 2/3 and then hero power for a 1/1 on turn 3 (effectively a "flexible" 3/4 stat for 3 mana, except your hero power can be used on each turn and is not spent)

 

You could try to argue that you can do the same with Baku, play a 1 mana 1/2 and 2x 1/1 squires for the exact same statline. (3/4 for 3 mana) but it becomes exceptionally enticing to just use an aoe. Especially if you hero power on turn 2 (I mean, unless you got 2 1 drops, you probably will and even if you do, you'd probably want to keep one for turn 3). you can quickly end up with 1/1's and 1/2's on the board that can be dealt with very easily. You generally have to strike a balance between big cards and small cards, and that's just much harder to pull off with Baku than it'd be with Genn.

 

Obviously, we don't know all the variables yet. Perhaps there are still cards that influence hero powers themselves or the effects they grant (Such as the warrior example above), but as it stands, genn just makes for more flexibility right now than baku.

 

Also, dem juicy 8 drops.

Share this post


Link to post
Share on other sites

After a first look on which cards are denied when you play the "Start of Game" minions: (I only mention the most, currently, powerful legends ofc there are more) I changed my mind on these cards.

Genn (Even-Cost):

Baku, (odd-Cost):

I might be wrong but every single legend on it's own may be reason enough to not play the Start of Game dudes. Compared to Keleseth it's too much to ask for I guess because there are very few powerful 2-cost legends in standard.

Or say it more simple: The Prince demands no 2 cost cards which is already a huge drawback, these new cards demand no "2,4,6,8,10,12" or "1,3,5,7,9,11" cards, not sure how they handle 0 cost cards. It's pretty much half of your collection you can't use.

Looks like they revealed 3 packfiller legends :D

Edited by Caldyrvan
  • Haha 1

Share this post


Link to post
Share on other sites
4 hours ago, Caldyrvan said:

After a first look on which cards are denied when you play the "Start of Game" minions: (I only mention the most, currently, powerful legends ofc there are more) I changed my mind on these cards.

Genn (Even-Cost):

Baku, (odd-Cost):

I might be wrong but every single legend on it's own may be reason enough to not play the Start of Game dudes. Compared to Keleseth it's too much to ask for I guess because there are very few powerful 2-cost legends in standard.

Or say it more simple: The Prince demands no 2 cost cards which is already a huge drawback, these new cards demand no "2,4,6,8,10,12" or "1,3,5,7,9,11" cards, not sure how they handle 0 cost cards. It's pretty much half of your collection you can't use.

Looks like they revealed 3 packfiller legends :D

This is what I said :)

First you objected me, then you wrote what I wrote with more detail.

For another approach; not all classes can make use of cheap hero power or upgraded hero power. Most of the time, you will replace it with your DKs hero power and the card become waste.

Only two classes I see might do it are warrior (cutting DK is still questionable but we should see the rest of the cards) and paladin (dude paladin synergy with Baku, in which you can't play Stegodon and Tarim). I mean, in how many classes Justicar saw play, so we can say that these cards have potential?

1 mana hero power seems very useless to be fair. How many times did you see a Raza after nerf? Both has deckbuilding challenges.

  • Like 1

Share this post


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

Genn (Even-Cost):

  • Un'Goro: Any Quest,

 

Actually, maybe you can play the quest with Genn. If the keyword "start of game" work as the only card that now do something at the start of game, Prince Malchezaar, it will happen after you draw your starting hand, so the quest, that you always draw as your first card, doesn't count.

  • Like 1
  • Thanks 1

Share this post


Link to post
Share on other sites
4 minutes ago, Synesthesy said:

Actually, maybe you can play the quest with Genn. If the keyword "start of game" work as the only card that now do something at the start of game, Prince Malchezaar, it will happen after you draw your starting hand, so the quest, that you always draw as your first card, doesn't count.

Oh right, I missed that :) Thank you.

Share this post


Link to post
Share on other sites

No, thats not how it works.

Even if you draw your quest, it is in your deck at the beginning. Both Genn and Baku will look at your deck as the game begins. Like your whole deck as you queued, instead of whats left after your mulligan ended. That's why Baku will work even when Malchezaar adds even costed minions to your deck. It checks what you have before the game starts.

You can't play Genn and quests together.

Edited by FanOfValeera

Share this post


Link to post
Share on other sites

They also have a video with the reveal of the card. now the question is: "what will be the "Too OP card" (see 6:33) !! 

 

Share this post


Link to post
Share on other sites
4 hours ago, FanOfValeera said:

Only two classes I see might do it are warrior (cutting DK is still questionable but we should see the rest of the cards) and paladin (dude paladin synergy with Baku, in which you can't play Stegodon and Tarim). I mean, in how many classes Justicar saw play, so we can say that these cards have potential?

I was only around for the last year of justicar in standard, during which control warrior was the only thing running it. I can see it having use in control priest and dude paladin (though it comes a bit late for Aggro). The rest it just seems too irrelevant by the turn it comes into play. Obviously the advantage with Baku is it comes into play immediately but the cost is huge. 

Dude Paladin loses Call To Arms and Tarim which are two of the three OP cards that make the deck strong. Also loses its backbone of two drops. So it wouldn’t vaguely resemble its current form.

Control Warrior loses stuff like Execute, Dead Mans Hand, Sleep With Fishes, Battle Rage, Blood Razor, DK, various big 8-drops and skulking geist. I struggle to see it manage without all those staples.

Share this post


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

As Aleco said, it works the same way as Unstable Evolution you can see it here: The Witchwood

Unstable is a spell, which can never be changed, and in the video they only do it to the standard minion a few times. What I'm curious to see, is if for example a paladin buffs it using any number of cards, do they play "echos" of a 3 mana 5/7 or 1 3 mana 5/7 and the rest are back to 3 mana 2/4.

The video says "a copy" so it makes me thing it works like Saronite Chain Gang which works off the buffs.

Edited by Laragon

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
Sign in to follow this  

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Damien
      This thread is for comments about our Elemental Mage Guide.
    • By Vlad
      This thread is for comments about our Secret Hunter guide.
    • By Starym
      We have a huge "in the works" update from the Hearthstone dev team, showing off some of the features coming in the next months for the game. From general information like them being pleased about the state of the Standard meta, to potential Wild changes, new Classic cards, an extended "intro" period for new players with 25 additional ranks and extra rewards (that are skippable), plans for improvements to in-game tournaments, a tweaking of the Welcome Bundle and more.
      We're also getting a preview for this year's Hallow's End and an upcoming new Paladin hero!
      September 18 (source)
      Welcome to Hearthstone’s first In the Works update. Here we’re giving you a brief look at what’s coming in the next few months for Hearthstone—game updates and events, esports, and more!
      There’s a lot to talk about, so read on to find out what’s in store.
      Game Updates
       
      The State of the Meta We’ve seen the meta-game start to stabilize in the wake of The Boomsday Project’s release. Decks like Odd Warrior, Odd Paladin, Token Druid, Tempo Mage, Taunt Druid, Zoo Warlock, Quest Rogue, Secret Hunter, Even Paladin, Deathrattle Hunter, and Even Warlock, have all been top performers.
      While those decks stand out from the pack slightly, there are effective decks from every class. Evolve Shaman and Combo Priest have both seen success, for example.
      Overall we’re happy with the excellent diversity of decks we’re seeing at all levels of Ranked Play.
       
      Cards to Watch Giggling Inventor is hugely popular and shows up in a lot of decks. We intended for Giggling Inventor to be powerful because we’ve found that having powerful neutral Taunt minions tends to make games more interesting. We’ve seen that with cards like Sludge Belcher and Tar Creeper in the past. Cards that fulfill this role need to be strong to get that job done, but there’s a line where they might be too good. 
      We aren’t planning any changes to Giggling Inventor for now, but we’re keeping an eye on it in the meantime. We’d like to know what you think.
       
      Wild Balance There’s been an ongoing discussion within the team regarding how Wild should play. Right now, Wild feels somewhat like Standard but with an elevated power level and a vast library of cards. Should Wild live up to its name more, where we allow really crazy and powerful combos to happen, even in the early game? Generally, it’s harder for any one strategy to be dominant in Wild since everything is so powerful and everyone has access to so many tools, but do we want those strategies to exist? We know that there are players who would prefer to have a mode that offers that kind of gameplay.
      There’s also the point to consider that the reason to have multiple modes in Hearthstone is for them to play differently, so there are downsides to trying to put the reins on Wild too much. But we also recognize that there might be decks like Naga Sea Witch that become too prevalent and simply aren’t fun to play against.
      We’d love to hear your opinions about what you want from Wild. What do you think of how it is now, and what’s the role you see for it in the future of Hearthstone?
       
      New Classic Cards If you’ve been playing Hearthstone for a while, then you already know that with each new Hearthstone year, we’ve chosen certain cards to rotate out of the Standard format. Some of those cards have been part of the Classic format, which is usually an evergreen part of the Standard format.
      A few of the cards that left Standard were Class cards, but we want each Class to have a roughly equal number of cards available in the Classic set. To accomplish that, we’re adding four all-new cards to fill the gap.
      Here are the new Class cards being added to the Classic set. You’ll be able to craft them or open them in Classic card packs next month:
       

      When designing these cards we are thinking about new players’ first experiences playing Hearthstone.  They should be relatively straightforward while still creating some exciting moments. They also give players a chance to see and play with cards that they don't own. At the same time it’s important that they aren’t so powerful that they limit future design or cause problems (since they’ll be in Standard for longer than 2 years.)
      Looking forward, we expect more cards to join the Hall of Fame. There are also still some gaps in Classic where neutral Legendary cards joined the Hall of Fame, so we’re considering adding some new cards to the Classic set in the future.
       
      New Player Experience Improvements Even at Rank 25, competition in the Tavern can be fierce, especially if you’ve never played Hearthstone before. We’d like to ease new players into the fray a little more gently, so we’re taking some steps toward improving the new player experience. Here’s what newcomers to the Hearthstone tavern can expect to find:

       
      New players will start at Rank 50. Ranks 50 through 26 will be for new players only, and just like ranks 25 through 20, you can’t lose Stars while ranking up. Once a player achieves Rank 25, they’ll never drop below that rank again. We hope this gives players who are new to Hearthstone a little more time to get used to the Tavern, and we’ll also be giving them a few free gifts along the way to help them get up to speed. If you’re an experienced player making an additional account, there will be an option to skip the New Player Experience (and some loot, so consider carefully!) so you can get back into the competition faster. There are a few more details that we’ll provide in the future, but that’s the gist of it!
       
      In-game Tournaments Update Earlier this year we talked about adding a new feature to Hearthstone that would make it easier to organize tournaments for Fireside Gatherings and private events. The team has been working on this feature for some time, and it was originally slated to arrive this year. Unfortunately, In-game Tournaments are now on hold, so we wanted to take this opportunity to explain why.
      We have a lot of plans to improve many features of Hearthstone, including its social experience, and In-game Tournaments are an important part of that. Tournaments can serve many different audiences, but the implementation we’d arrived at catered to a very specific audience of players. Instead of broadening Hearthstone with an exciting new way to play, it felt “tacked on”, and wasn’t integrating well into the larger Hearthstone experience.
      Ultimately, we were forced to conclude that we needed to think about how and where we want to improve Hearthstone’s overall social experience before we can tackle adding a satisfying and robust implementation of In-game Tournaments that all players can enjoy. As developers, sometimes we have to make the difficult decision to step away from a design that isn’t working. We no longer felt that the end result would deliver on everyone’s expectations or the high standards we have for Hearthstone.
      As a result, while we want to revisit In-Game Tournaments at a later date, the feature is on hold for the foreseeable future.
       
      Fireside Gatherings If you’ve never attended a Fireside Gathering, or organized one of your own, you’re missing one of the most fun ways to enjoy Hearthstone with friends! They’re more fun than ever—including private events in your own home—so drop by the Fireside Gatherings site and check it out.
      Innkeepers are soon going to have even more options to spice up their events. It was already possible to experience Fireside Brawls (Tavern Brawls that can only be experienced at Fireside Gatherings), and now they’ll have a whole menu of Brawls to choose from to offer their attendees. In addition to the rotating monthly Fireside Brawl, Innkeepers will be able to select one additional Fireside Brawl from a curated library of brawls that their patrons will have access to during their Fireside Gathering. 
       
      Esports The 2018 HCT Fall Championship is coming mid-October! Watch it live on stream or live in-person at the Blizzard Arena in Los Angeles.
      It’s going to be a thrilling event to witness, and if you can be there live, it gets even better! You’ll get to meet Hearthstone developers, enjoy pick-up tournaments on-site, snap up cool stuff like Hearthstone and Blizzard Arena merchandise and earn the Thrill of Victory card back just for attending!
      You can get your tickets here. Get them fast before they sell out as seating is limited!
       
      Welcome Bundle’s Roaring Return Okay, it never left, but it IS getting a majestic make-over. It will still offer 10 Classic card packs at a very low price (great time to try to pick up those new Classic Class cards!), but instead of a random Class Legendary card, it will now include one of six Legendary dragons from the Classic set: Alexstrasza, Deathwing, Malygos, Nozdormu, Onyxia, or Ysera!

       
      There’s even better news! What could be better than dragons, you ask? Even if you’ve purchased the Welcome Bundle before, you’ll be able to grab this one too!

       
      Upcoming Game Events
       
      Hallow’s End
      The Headless Horseman returns for another spooktacular Hallow’s End event starting October 17! Just like last year, the Tavern will be decked out in horrific fashion, the dual Class Arena returns, and you’ll face the Headless Horseman in the Tavern Brawl. In the spirit of the season, we’re tossing a few more treats in the bag this year, and we’ll let you know all about them as the Headless Horseman’s return draws nigh.

       
      Hallow’s End also marks the arrival of a friendly new Paladin Hero who will be available for purchase as a part of a special deal!
       


      And that’s what’s In the Works for Hearthstone! Thanks for joining us, and we look forward to hearing what you think, so let us know on social media, or in the comments below.
      New Paladin Hero, new Classic cards, an improved new player experience with more loot and more!
    • By Zadina
      It's all about repeat Tavern Brawls and Unstable Portals, as last week we had the Too Many Portals! brawl and this week we have another brawl utilising the same Mage spell.
      This is the second time we see this Tavern Brawl, as it was originally released two years ago. You pick your class and choose seven cards for your deck. The rest of the deck will be filled with Unstable Portals. The pool of your mulligan will consist of the seven cards that you have picked.
      Traditional Mage cards like Mana Wyrm and Flamewaker can be helpful in this Brawl. Rogue also has the tools to cheat out free spells with Counterfeit Coin and Preparation. Lastly, decks with the Barnes and Y'Shaarj, Rage Unbound combo seem popular this time.
      Next week we will have a new Tavern Brawl, as part of the Days of the Frozen Throne event!