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"The Witchwood" Announced As Latest Hearthstone Expansion

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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

 

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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!

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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).

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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!

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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...

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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

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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.

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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

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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.

 

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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.

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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.

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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.

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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

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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.

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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
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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.

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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.

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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.

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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

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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.

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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

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      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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