Jump to content
FORUMS
Sign in to follow this  
Aleco

Omnislash's Witchwood Reveal: Chameleos

Recommended Posts

 

rjkManW.jpg

Chameleos is the next card in a long line of exciting, powerful, and well designed Legendary minions from The Witchwood.

 

Revealed live on Omni/Stone is yet another exciting Legendary minion from The Witchwood. Between this card, Blackhowl Gun Turret, and Lady in White, the quality of design on the Legendary minions in this set is off the charts:

 

chameleos.png

 

First things first, this card is going to be really good. The obvious benefit of Chameleos is that it will sit around and collect information on your opponent's hand, which is a tremendous value in and of itself. The other major benefit of Chameleos is that it is quite likely to eventually turn into a good card which has application against your opponent. Against control decks you might get an extra win condition out of Chameleos, and against aggro you might get a cheap minion to play to the board. As Firebat said on the Omni/Stone stream "it is pretty reasonable to assume that your opponents play good cards in their deck".

Chameleos might force some awkward scenarios where you may not want to play the powerful card the turn it becomes it in your hand, but I think that's an extremely fair price to pay for a card that already does so much on its own. My instincts say that Chameleos will be meta defining for Priests and a reason for the class to lean towards control decks.

Are you as excited to take Chameleos out for a spin as I am? Let us know in the comment section, and be sure to check out our Witchwood Hub for more info on the upcoming expansion.

Share this post


Link to post
Share on other sites

I think we need to see this card in play before I make a final judgement.  My instincts are telling me exactly the opposite, but they are heavily colored by other similarish cards, mind visions, psionic probe, the shifting cards.  On one hand this is a lot better, on the other, still has all the draw backs.  Going to leave this one with a giant ?.

Share this post


Link to post
Share on other sites

Mind Visions and Psionic Probe are 1 mana more expensive than this, and you don’t get to say ‘nah, that shield slam isn’t going to be doing much for me’ with them. Shifter Zerus and Shifting Scroll are completely random so are polling from a much weaker collection of cards.

Seems great to me. Admittedly on ladder you generally know what’s in your opponents deck after the first few turns but just learning that Tarim (or divine favour) is already in hand before later slamming down a righteous protector isn’t exactly bad, and that’s probably the worst deck to be facing with it. And sometimes you’ll spot tech cards that aren’t auto-includes. Against combo decks it’s amazing, ‘oh look, antonidas! Guess I’ll play Brann+Dirty Rat+Death this turn then...’

Edited by Bozonik

Share this post


Link to post
Share on other sites

A really awkward thing.

Even if it might not win you games, this card is exactly why playing against priest is the worst experience.

Share this post


Link to post
Share on other sites

Design wise I like this card. Practical use is another thing. Priest already has cards that give them a copy of their opponents,Most decks play the big impact cards when they draw them/asap so your chance to get a copy of it and be able to afford its cost dont seem that high, and if you see your opponent has a piece of a combo, then what? You still dont know if the have the rest and you can't pull the combo off yourself. As someone who plays mostly Mage, I could see this card giving my opponent a DK Jaina, but then what? I doubt they have anywhere near the same elemental synergy my deck is running. They get a piece of the quest combo? What are they suppose to do with a single piece, and how does that stop me?

Share this post


Link to post
Share on other sites

I think it's by far more important when they would go face to kill you in the following turn. But because they know you have a Jaina, which means you will get health from your elementals they choose to better get rid of your minions before they can generate health.

I think getting info about your opponents hand every turn plus remembering which you already saw and are still in their hand can be a huge advantage. But for that you have a card in your hand that is doing nothing else.

Edited by Caldyrvan

Share this post


Link to post
Share on other sites

This card replaces Drakonid Operative ability to spy opponent cards and take the one you like most and play against him.

Yes you can't choose but you simply hold it until you hit a profitable target and until that time you get info about your enemy hand and it's already a great ability to have.

Drakonid Operative was probably the strongest card in his set for multiple reasons this one will be an auto-include in any priest deck since has no restritcion to Dragon decks.

Should be also noted that has the potential to win a game alone if you copy something like a mage quest completed, a hero card or a removal you need or a face damage to kill an opponent.

Share this post


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

I think getting info about your opponents hand every turn plus remembering which you already saw and are still in their hand can be a huge advantage. But for that you have a card in your hand that is doing nothing else.

Yes, I think it’s strength comes from the information you get primarily. In the right deck that’s worth having a card sitting in your hand for a while. Any high mana card sits in your hand for a while if you draw it early, it doesn’t make the card unplayable. Obviously at some point you’ll play it, but deciding when to and using the info you gather from it well is the skill testing part.

What it also has on the other cards you can use to steal cards (now that drak op leaves standard) is that it doesn’t cost you tempo to do so.

Share this post


Link to post
Share on other sites

I have put some more thought into this, and I will change my opinion from ? > bad.  While it is true that your opponent will be playing good cards, a lot of decks run off of internal synergies.  This means that a lot of there cards are going to be worse, and in some cases spectacularly worse, for you then your opponent.  The expected outcome of this card should be worse for your then your opponent, and in general will be worse for you then putting in another card in your deck that synergizes with your strategy (Also there is a far less likely chance that you will get something really good from it like frost lich or guldan because they will probably play it as soon as they are able too, so you have only 1 turn to maybe get it).  There is value in the information you gain from your opponent.  But there is also a limit to how far this information can go. For one, the information is randomly fed to you, and second, it is incomplete, which means its overall value can be highly misleading, or generally less useful then you might expect (the warlock has twisting so you play out two or three lower value minions only to have them die to a hellfire that you didn't see, etc).  On top of that, as a top deck vs an aggressive deck, it is entirely possible that this is just a 1 mana 1/1.  

Share this post


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

Design wise I like this card. Practical use is another thing. Priest already has cards that give them a copy of their opponents,Most decks play the big impact cards when they draw them/asap so your chance to get a copy of it and be able to afford its cost dont seem that high, and if you see your opponent has a piece of a combo, then what? You still dont know if the have the rest and you can't pull the combo off yourself. As someone who plays mostly Mage, I could see this card giving my opponent a DK Jaina, but then what? I doubt they have anywhere near the same elemental synergy my deck is running. They get a piece of the quest combo? What are they suppose to do with a single piece, and how does that stop me?

IMO you didn't quite get the whole possibilites of this card.
You don't learn 1 card of the opponent - you learn 1 card EACH ROUND. And one he has on his hand. Which is a hundred times more important then knowing what he has in his deck.
There are quite some priest decks that don't focus on playing tons of cards early on.
Let's imagine you start with this card on your hand.
You hold it for 4-5 rounds -> obviously it is random which cards of the enemy hand is revealed. Chances are that you get the same card twice. And there is the chance that the opponent plays a card you knew he had in his hand.
Nevertheless, chances are very high that on turn 5 you know at least 2, ,maybe 3 cards your opponent is holding.
That is HUGE.
Knowing around 50% of the opponent cards?
How would you play poker with knowledge like that? If you know in Texas Hold Em 1 one his 2 cards?
That should increase your odds for winning dramatically.
And there is absolutly NOTHING the opponent can do against it. (Well, Dirty Rat - but only if the Card is a minion this turn, which isn't even sure.)

For a class that relies on playing much cards from the start this card would have a nice benefit if knowing the enemie cards - but a huge drawback, because to learn about the enemy you have to keep this in your hand. Making it a dead card.
But for Priest? Who sits on a hand full of cards? Where is the drawback in this card? Holding 6 playable cards instead of 7 (and in case of emergeny you CAN play it) but knowing half of the opponents hand?
Sign me up.

For Priest the card seems totally broken to me. It reveals way too much about your opponent and the cost for this information is next to nothing.

Share this post


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

A really awkward thing.

Even if it might not win you games, this card is exactly why playing against priest is the worst experience.

Sorry, I have to quote myself, also it is a (possibly) strong legend and your opponent has no way (unless they play priest too and use this or similar cards like Mind Vision) to know that. It's not enough that you have an advantage that your opponent can't interact with, they don't even know it.

The Quests have shown (imo) that a card that your opponent can't interact with, they can just watch you complete the quest, is bad. And this one might turn out to be even worse plus you might lose a game not even knowing why.

Edited by Caldyrvan

Share this post


Link to post
Share on other sites
2 hours ago, WedgeAntilles said:

IMO you didn't quite get the whole possibilites of this card.
You don't learn 1 card of the opponent - you learn 1 card EACH ROUND. And one he has on his hand. Which is a hundred times more important then knowing what he has in his deck.
There are quite some priest decks that don't focus on playing tons of cards early on.
Let's imagine you start with this card on your hand.
You hold it for 4-5 rounds -> obviously it is random which cards of the enemy hand is revealed. Chances are that you get the same card twice. And there is the chance that the opponent plays a card you knew he had in his hand.
Nevertheless, chances are very high that on turn 5 you know at least 2, ,maybe 3 cards your opponent is holding.
That is HUGE.
Knowing around 50% of the opponent cards?
How would you play poker with knowledge like that? If you know in Texas Hold Em 1 one his 2 cards?
That should increase your odds for winning dramatically.
And there is absolutly NOTHING the opponent can do against it. (Well, Dirty Rat - but only if the Card is a minion this turn, which isn't even sure.)

For a class that relies on playing much cards from the start this card would have a nice benefit if knowing the enemie cards - but a huge drawback, because to learn about the enemy you have to keep this in your hand. Making it a dead card.
But for Priest? Who sits on a hand full of cards? Where is the drawback in this card? Holding 6 playable cards instead of 7 (and in case of emergeny you CAN play it) but knowing half of the opponents hand?
Sign me up.

For Priest the card seems totally broken to me. It reveals way too much about your opponent and the cost for this information is next to nothing.

The thing is you have no idea if that card is unique or not. You could get fireball one round, intellect another, and then fireball again. You have no idea if thats a second fireball,or the same as the first. Also, if there is a duplicate card in your opponents hand and they play one copy of it, and you act on thinking you know they no longer have that card in hand, you can get punished hard for that. On paper, if everything went in your favor, this card is great. In practice, I think its decent at best and a lost card slot for something more consistent at worse.

Share this post


Link to post
Share on other sites

It's not bad, it just favors everyone with a very good read on their opponents deck, card in hand, cards played, skill etc.

Share this post


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

The thing is you have no idea if that card is unique or not. You could get fireball one round, intellect another, and then fireball again. You have no idea if thats a second fireball,or the same as the first. Also, if there is a duplicate card in your opponents hand and they play one copy of it, and you act on thinking you know they no longer have that card in hand, you can get punished hard for that. On paper, if everything went in your favor, this card is great. In practice, I think its decent at best and a lost card slot for something more consistent at worse.

Do you use Decktracker?
If yes, why? It doesn't give you every information about the enemy.
Generally spoken, do you play each Hearthstone game exactly the same? Do you totally ignore which class your opponent plays? And what cards your opponent played in the first turns?
If no, why do you adapt your playstyle? You don't know exactly what your oppoent has in his hand, do you?

Do you play Poker? If yes, do you adapt your play in the slightest to the plays your opponent does? If yes why? How he bets / folds... doesn't tell you exactly which cards he has now.

The point about information is: You don't need to know everything. The more information you have the better.
You can evolve your strategy.
Information will not give you a win in a specific game. But it will give you more wins if you play 100 games.

Sure, you can just play your own cards. In Poker as well as in Hearthstone. You will win some games. If you play a Tier 1 deck maybe even 40%.  And constantly cursing your bad luck. You never get to legend, because of bad luck. You never get 12 wins in Arena - because of bad luck. You will never be the one on the Pokertable who wins the big pot. Because of bad luck.
Or you can take everything you can possibly know about your opponents into consideration.
And start to increase the percentage of the games you win.

Just ask yourself: Why are the top players not totally random guys each month? Because the top players are ALWAYS lucky? The whole years?

No? Well, then there maybe some more to winning then just playing your cards.

And I have no doubt that learning more about the cards your opponent holds is invaluable.
Not in every single game, sure.
But in a lot of them.

Share this post


Link to post
Share on other sites

I'm not saying knowing information is bad. I'm saying knowing partial information that you can't verify is bad. The Rouge has a cold blood in hand? Okay, I only need to worry about an additional 2 or 4 damage. Oh wait, no, they had both cold blood hand. My opponent has a polymorph? Did they get it off the glyph they played or is it in their deck baseline? How many do I have to play around? This card hasnt shown me a weapon so that means the warrior doesnt have one oh wait yes he does. On paper the knowledge this card can give you is decent. In practice that knowledge isn't going to do much better then just knowing what most decks are running. Theres very little benefit to losing a spot in your deck to include this card when you can easily just tell what kind of deck your opponent is running a few turns in anyways. This card takes up a spot to maybe get a lucky copy, maybe tell you a card that you could have just as easily guessed your opponent had anyways, I'm not saying the knowledge this card may give you isn't useful. I'm saying its not worth a card slot when you could have a more impactful, more consistent card there to begin with. If you watch high ranked players talk about their plays, most of them can call what an opponents next move is just by knowing what the deck matches win conditions are and how the turn before hand went. Giving up a deck slot isn't worth inconsistent knowledge that an understanding of deck building, tempo, and win conditions gives you.

Share this post


Link to post
Share on other sites
Guest

We'll see in a few weeks. You can then look back at this topic and see that you were wrong :D

Share this post


Link to post
Share on other sites

Frankly I think this is amazing no matter how you slice it.

Against aggro?   Drop a imp/charge murloc/etc of your own and call it a day.   Buys you time to get defenses/healing.

Against other control?   INFORMATION.   Your opponent has Antonidas and at least one mana gnome?   Ok, probly a good time to use the Dirty Rats.     He has a Mind Control?   Probly shouldn't drop Ysera just yet.   Same with Board Wipes and similar.     Moreover, you get to Steal powerful game enders like Rin, the first disciple.   

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
Sign in to follow this  

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By HSEnthusiast
      Today, we're recapping the four Shaman cards revealed by Gamespot. We also have some dev clarifications on how they work.
      If you missed our previous Warrior recap, you will find it here.

       
      What a way to kick things off; this card looks insane! The dream is that Drakuru takes out two of your opponent’s minions, resurrects them on your side, and survives combat somehow. You’re looking at a 5-for-1 exchange on board.
      In the more likely scenario that it doesn’t survive, that’s still a complete flip of the board state. Even if it’s trading into a single big minion on the opponent’s side, that’s still a 2-for-1, with that 1 on your side being a big tough-to-kill minion. The only worry is that there will sometimes be late-game scenarios where the 6/8 stat line won’t be enough to get you any resurrections, but I’m hopeful those are few and far between.
      Still, even if the Big Shaman archetype doesn’t catch on for Shaman, I expect this card, in particular, to find a home in Renathal Control Shaman lists. This card is doing much of the same work that Sylvanas and Insatiable Devourer are without having to run through the trouble of infusing first.

      Once again, another big expensive card and a solid showy effect to go along with it. Obvious deathrattle/reborn synergy, as well as good with big minions in general. At 10 cost, it will take up your entire mana pool for the turn, though there are things you can do to play around that as a shaman.
      We’ve gotten some clarification from the devs on the mechanics of this one:
      All the copies summoned die at the end of the effect trigger after having attacked. Unfortunately, it won’t be some corruption-style aura effect that a cheeky Showstopper effect can silence off. Your copies are made from your hand from left to right until no more board spaces are available. Beware that Colossals will summon their appendages and take up potential board space from your other copies. Windfury minions will only attack. Sorry Drakuru, no double freebies for you ? Minions that enter Dormant won’t attack, but they won’t die either! The interaction of getting free dormant minion copies on board is interesting, but is there enough to build a deck around? In standard, there is Gangplank, Slimescale, and Pelican Divers, but outside of From De Other Side “synergy,” they might not be worth it. In Wild, at the very least, there is meme potential with getting Magtheridion and The Darkness out with this and getting their battlecries to awaken both copies when you play them out the turn after.
      There’s obvious synergy with the other big cards revealed here, with Prescience loading up your hand with some beefy bois, getting get off reborn, lifesteal and deathrattle value, summon a minion from Overlord Drakuru.

      That’s a lot of keywords for a single card, but they work together to become the stuff of nightmares for any board-based aggro deck. Taunt and lifesteal make this a nightmare to trade into, and even with enough removal to clear the main body and the reborn one, the deathrattle effect still will hit for 3 twice and heal you for 6. So while the 3 attack won’t be anything to write home about, plopping this down will buy you a good deal of time. There’s also the possibility to make use of the leftover reborn 3/1 body to evolve into a 9 or 10 drop.

      This card will get you 2 Mana 2/3 Ghostly Apparitions with the Undead minion type, which can matter for cards like Unliving Champion, or Invincible, for instance. Suppose you trigger the secondary ability here both times. In that case, that’s a pretty sweet deal right there, advancing a Big Shaman win con in 2 ways: The taunt on the Ghostly Apparitions advances your gameplan of stalling the game out until you can stabilize on board enough to play the 5+ Mana minions you’ve tutored out of the deck.
      We’ve theory crafted 3 potential builds that can use this package of Shaman cards.
      First, consider diving head first into the Big Shaman theme, bringing in Vanndar Stormpike and forgoing all other sub-5 cost minions to get max value out of Prescience and From De Other Side. We’re also going to run with the evolve subtheme to take advantage of any leftover bodies that we might get from Stoneborn General, Overlord Drakuru, or Blighblood Berserkers. The departure of the Knights of the Frozen Throne set will make evolving 10 drops better again now that there are no more Snowfury Giants in the Evolve pool, and we get to re-roll for the generally better bodies from the 10 costs. We’re adding in some early-game removal to compensate for the lack of early drops so we can better survive the early game.
      Deck code / link: 
      AAECAaoICunQBMORBKeNBK/ZBNnsA/rsA4qSBfuRBYfUBKrZBArG+QOs7QS12QTgtQS22QTblATGzgTj9gOGoQX4oAUA
      Next, let’s try to use the standard Renathal Control Shaman archetype that’s doing rather well in the meta as a starting point. One safe idea is to look at slotting Overlord Drakuru and potentially Brightblood Berskerker and From De Other Side into this standard XL Renathal Control Shaman as ways of fighting back on board while getting your infuse cards stacked up.
      Deck code / link: 
      AAECAaoIFKjuA6bvA4b6A6SBBMORBMeyBOm2BOnQBJjUBLjZBJfvBKTvBNWyBODtBIqSBdWyBPuRBfSgBbzwBODtBArG+QPTgASVkgTblATgtQSWtwSywQTFzgS12QS22QQA
      We could instead also try and drop all the duplicates from the list and convert it into a Reno deck, as the deck was already playing a lot of one-offs. That gives us just enough room for one of each of these bad boys, which together with Reno will up the turnaround potential of the deck at the cost of a little bit of consistency. Doing so we can end up with this list:
      Deck code / link: 
      AECAaoICunQBMORBKeNBK/ZBNnsA/rsA4qSBfuRBYfUBKrZBArG+QOs7QS12QTgtQS22QTblATGzgTj9gOGoQX4oAUA
      Why not use both and make it a Reno-thal deck? Prescience and Windchill will try to compensate for the loss of card draw from droping one copy of Gorloc Ravager and Famished fool. We are adding in Convincing Disguise to have still enough evolve effects around. The idea of including Bracing Cold and Far Sight is to hopefully discount From De Other Side or the evolve cards so we make use of any leftover bodies in the same turn. Ozumat’s in here not just to get us up to 40 cards, but because it’s a near guaranteed board clear combo with From De Other side, if you manage your hand and board space just right, that leaves you with all its appendages afterward.
      Deck code / link: 
      AAECAaoIKKjuA6bvA6SBBMORBMeyBOm2BOnQBJjUBLjZBJfvBKTvBMb5A9OABJWSBNuUBNWyBOC1BJa3BLLBBMXOBMbOBLXZBLbZBODtBLzwBIb6A6/ZBPrsA/SgBcSsBNnsA4fUBIXUBLGwBJrUBLzOBIahBfigBYqSBfuRBQAA
       
    • By HSEnthusiast
      March of the Lich King, set to release on December 6th, is Hearthstone's third expansion in the Year of the Hydra. Blizzard gave us an early sneak peek at some of the Warrior cards revealed today that we discuss in our latest post.
      Today, we'd like to dive into the Warrior cards revealed by Inven Global.

      Pretty straightforward card. The effect gives us much more value the larger the minion is. It gets really scary with the potential follow-up with Bulk Up giving you this massively overstated minion in hand twice. Or If you can get this on Mor’shan Elite, that’s another nice double dip of value.

      Honestly, this feels like it was tailor-made to be the ideal target of Last Stand, as your opponent can’t easily get rid of it with cheap removal. It lets you use your stats immediately by letting you trade in and stabilize with a big taunt. It might not be too shabby on its own, as the 3 effects make it an annoying wall most opponents will be forced to trade into.

      Wow, they’re really not holding back with hand disruption this set. One (nearly) guaranteed discard is pretty impactful and becomes a must-remove card in any control matchup. This card will absolutely crush the hearts of some Big Spell Mages in the coming months, that’s for sure.
      It should be noted that this discard, the devs have confirmed to us that it will trigger your opponent’s “Whenever you discard a card” effects. So try and clear a Discard Warlock's Tiny Knight of Evil and perhaps try to play around having Suffocating Shadows or Soul Barrage trigger in that matchup. 

      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.  


×
×
  • Create New...