Jump to content
FORUMS
Sign in to follow this  
Aleco

IGN's Witchwood Reveal: Rat Trap

Recommended Posts

 

NagQsbd.png

Rat Trap is an unprecedented Hunter secret with some serious upside - but is it worth the risk?

 

IGN Brasil just revealed a new Hunter secret, and this one is Spicy with a capital S:

 

DZy7Tm2UQAAGuo-.png

Card image courtesy of HSTopDecks

 

Woah! This Hunter secret is totally unprecedented, which makes it quite difficult to evaluate. We've seen something slightly like this in Cat Trick. but a 4/2 Stealth and a 6/6 are entirely different beasts (pun intended). It goes without saying that getting a 6/6 for 2 Mana is a helluva deal, but just how often will you be able to trigger it? My instincts say inconsistently at best, as the majority of decks tend to only play three spells in a single turn if they have The Coin. Combo decks can play multiple spells in a turn, but by the time you could attack with the rat is it too little too late?

The upside on this card is massive, but the downside is a 2 Mana do-nothing. Perhaps there will be another Hunter card in this set which requires a Secret to be in play to be effective (such as Medivh's Valet)? Otherwise, my instincts say that this card is a bit too risky to slap in the average secret Hunter deck. What do you think? Let us know in the comments, and be sure to check out our Witchwood Hub for more spoilers from the upcoming expansion.

Share this post


Link to post
Share on other sites

The payoff is obviously good, but this is exceptionally easy to play around. The game's called Curvestone for a reason; most decks play one or two cards per turn, with higher cost cards generally being more effective. Almost no reason to ever trigger this unless you can handle it. Off the bat, it seems bad, but upcoming cards may support this card.

  • Like 1

Share this post


Link to post
Share on other sites

I call it to be good, very good. Aggro decks with low curve play lots of 1 or 2 drops in late game, while control decks often play one minion and one or two removal. This while being a teach against combo deck not otk. I say it is very good and it will se play.

 

 

 

Share this post


Link to post
Share on other sites

I think this card is actually pretty good.  Even if it never triggers it forces your opponent to play awkwardly and slowly around it.  How often does a warlock want to lacky coin darkpact or a priest minion, pws, divine spirit?.   This card will be a lot worse if the meta is really mid rangey, since they almost always play 1 card a turn or 2 at most, but as a one of, I think this has value.

Share this post


Link to post
Share on other sites

I am not impressed it may turn out to be too unreliable but yea, aggro decks tend to play many cards per turn. rogues anyway, combo plays often consist 3 cards. As Vara said, one might be ok in a deck, but we will see :)

Share this post


Link to post
Share on other sites

The card is unplayable won't see any play it's really easy to avoid the effect by playing max 2 cards each turn if you think someone put this thing in his deck

Share this post


Link to post
Share on other sites

Probably unplayable, but quite cool. If it becomes meta it’s just too easy to play around. Might be chucked in as a one-of for the surprise factor occasionally if it doesn’t see much play though.

Share this post


Link to post
Share on other sites

Able to play around it - how exactly?
By not playing 3 cards, playing no combos, doing not what your hand + manacrystals enable you to do?

Well, how exactly is the secret then NOT worth it?
Mission accomplished I'd say.

If the enemy can't use his cards as best as possible, that is a great advantage for you.
What is better then restricting the enemy for 2 mana?
Warlocks, Priests, Rogues, Aggrodecks - there are lots of situations / decks a player wants to play more then 2 cards.

Great card IMO, it will be included in every Hunter deck that runs secrets. I'd even rate it good enough to be used in decks that use not many secrets (or even none).

Share this post


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

I really like the discussions on Icy Veins when the opinions differ so much. I'm already curious who will be right :)

Me too! Very happy to see such differing opinions, and impressed that we can all disagree without getting toxic :)

  • Like 1

Share this post


Link to post
Share on other sites
3 minutes ago, Aleco said:

Me too! Very happy to see such differing opinions, and impressed that we can all disagree without getting toxic :)

Well, that's why I come here for information, news, discussions etc. and I visit the official blizz forum just to check for major issues and to get entertained by all the trolls there ;)

Edited by Caldyrvan

Share this post


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

The payoff is obviously good, but this is exceptionally easy to play around. The game's called Curvestone for a reason; most decks play one or two cards per turn, with higher cost cards generally being more effective. Almost no reason to ever trigger this unless you can handle it. Off the bat, it seems bad, but upcoming cards may support this card.

The thing about hunter secrets is, there is almost always more than one on the board, even up to 3 or 4. So, playing around single secret is easy, trying to guess what it (or they) might be is the tough part. 

Plus, what Wedge says is important. If you play spell hunter, you wanna get to late game where you have a good value generator (or two if you count the weapon too. Hunter secrets have to be good at slowing down the game, and this secret prevents your opponent from using his full turn and making tempo plays most likely. And 6/6 body (will probably activate Kill Command too) is good. And it activates spellstone. Think of a scenario where you play SS when this is on board. How should your opponent react to it, w/o playing too many cards?

I think this secret will see play in spell hunter, maybe even two copies. One for sure I believe.

Share this post


Link to post
Share on other sites
34 minutes ago, WedgeAntilles said:

Able to play around it - how exactly?
By not playing 3 cards, playing no combos, doing not what your hand + manacrystals enable you to do?

Well, how exactly is the secret then NOT worth it?
Mission accomplished I'd say.

If the enemy can't use his cards as best as possible, that is a great advantage for you.
What is better then restricting the enemy for 2 mana?
Warlocks, Priests, Rogues, Aggrodecks - there are lots of situations / decks a player wants to play more then 2 cards.

Well, earliest and probably most commonly arising situation it potentially blocks is playing two cards with the coin. But not being able to tempo out like that hurts less given that your opponent has just spent two mana doing nothing.

Combo decks probably don’t care too much about it, generally the combo just wins.

Aggro decks are probably more worried about explosive trap than a 6/6 appearing after they play a flood-the-board turn.

Midrange decks generally don’t need to play three cards in a turn, at least not early enough for it to matter.

Control decks will be able to wait until they can deal with it.

My feeling is it’ll just be two-mana do-nothing far too often for it to be viable, or just end up being triggered too late to be relevant. Could be wrong though.

  • Like 1

Share this post


Link to post
Share on other sites

Control decks have cards with cost like 6 and hero power cost 2 so they will never trigger it

Midrange can play 2 4 mana cards and a hero power

Aggro just hit face and don't care at all of your 6/6 with no taunt... paladin even makes your thing a 3/3 with Tarim before destroying your face

Share this post


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

I think this card is actually pretty good.  Even if it never triggers it forces your opponent to play awkwardly and slowly around it.  How often does a warlock want to lacky coin darkpact or a priest minion, pws, divine spirit?.   This card will be a lot worse if the meta is really mid rangey, since they almost always play 1 card a turn or 2 at most, but as a one of, I think this has value.

Well, if they go lackey coin pact then they have a voidlord, which walls your 6/6 forever. And if a priest is playing all those cards, then they're probably also playing Inner Fire and just killing you. 

Seems fine against rogue, maybe. If they have to take 6 damage to make their Vancleef that's cool, if they end with a board of just Auctioneer then the 6/6 does something as well. 

What would be really nice is if we got another slow secret so that people have to play around this without you actually needing to put it in your deck. 

Share this post


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

Seems fine against rogue, maybe. If they have to take 6 damage to make their Vancleef that's cool, if they end with a board of just Auctioneer then the 6/6 does something as well. 

In a miracle deck rogue just saps the 6/6. In tempo rogue they vilespine it.

Share this post


Link to post
Share on other sites

Secrets to be good have to annoying for your opponent, this is comparable to Sacred Trial a secret that had no play because the condition to met was extremely easy to avoid like this one. Even Dart Trap is better than this because is more likely that enemy use the hero power than the enemy flooding a turn with cards when he sees you have a secret waiting there.

Also is worth noting that the summoned thing is a plain 6/6 with no ability it has no stealth like Cat Trick to make harder the removal or anything useful like Wandering Monster that soak face damage.

If the secret you play doesn't get activated not only you wasted 2 mana to play it but you also wasted a card in your hand in a class with unexistant card draw leading in severe disvantage condition of no cards and no board

Share this post


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

In a miracle deck rogue just saps the 6/6. In tempo rogue they vilespine it.

I mean, only if they have those things available after casting their 3rd spell, which might not happen, and then you at least get to get in for six. My point of comparison was to Warlock (where they wall it forever) and Priest (where you just die). 

Share this post


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

Well, if they go lackey coin pact then they have a voidlord, which walls your 6/6 forever. And if a priest is playing all those cards, then they're probably also playing Inner Fire and just killing you. 

Seems fine against rogue, maybe. If they have to take 6 damage to make their Vancleef that's cool, if they end with a board of just Auctioneer then the 6/6 does something as well. 

What would be really nice is if we got another slow secret so that people have to play around this without you actually needing to put it in your deck. 

Well.  Sure they have a voidlord to wall it, but you have a 2 mana 6/6, which is a whole lot better then what ever else you would spend that mana on, and against aggro decks inner fire priest just buffs the health of minions all the time for trading.

Share this post


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

Guys,guys...think Echo for a moment !

Yeah, it counters Echo. But on the other hand we haven't seen particulary good Echo-cards so far...and all of them are quite costy.

So I don't know. Maybe we should start counting how often a deck plays three cards a turn...

I would play Cat Trick over this one. But since Cat Trick is gone...maybe its a somewhat usefull replacement. Or maybe you wasted a good piece of cheese for nothing.

  • Haha 1

Share this post


Link to post
Share on other sites

I think it's def. not a replacement for cat trick but all the hunter secrets (standard) are not really that great and easily played around, Wandering Monster is the best of them when the rotation hit, I guess.

Share this post


Link to post
Share on other sites

Maybe we should pin a thread in which the new cards and what people think about them are logged. (bad / great)

Then we can see after a few weeks who was right and who was wrong. Could be interesting IMO.

  • Like 1

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 Stan
      Doom in the Tomb is now live and the update comes with all-new 1,000 Win Portrait Rewards and 23 cards that are temporarily stepping out of Wild back into Standard. Note that the cards will remain in Standard until the next major update and exact end dates and times will be announced in the weeks ahead.
      Blizzard (Source)
      A new Hearthstone update has just arrived, featuring the “Doom in the Tomb” Hallow’s End event, Wild cards temporarily returning to Standard, portrait rewards for dedicated Hearthstone players, and much more!
      New Event - Doom in the Tomb!

      Pack your torches and latch your helmets, Heroes. The Headless Horseman has infiltrated Uldum’s deserted desert tombs, outfitted himself with powerful relics, and has set his sights on besting the battling Leagues! The new Doom in the Tomb event starts today, October 8, and will last until October 30. Here’s what’s in store:

      Week 1: Doom in the Tomb, Part 1
      Gear up with your favorite member from the League of E.V.I.L and delve into the Haunted Temple, full of the baddest bosses in Uldum! The clock is running, too – race to set the record for the fastest Temple run! Rewards Complete a run in under 1 hour and earn a Rastakhan’s Rumble Card Pack. Complete a run in under 40 minutes to earn a Golden Common Ancient Mysteries!
      Week 2: Doom in the Tomb, Part 2
      E.V.I.L has their turn, and now it’s up to Reno and the League of Explorers to join the run and flex their Temple diving speed. New enemies and challenges await!

      Rewards Complete a run in under 1 hour and receive a Golden Common Temple Berserker Complete a run in under 40 minutes to earn a Golden Rare Generous Mummy
      Week 3: The Haunted Carousel
      Get ready for the big mix-up! In this Tavern Brawl, you’ll need to strategize around minions constantly rotating board positions – all while controlling the Horseman’s time-shifted Dreadsteeds!

      Rewards Summon 100 Dreadsteeds to earn a Rise of Shadows Card Pack Dual-Class Heroes

      The Dual-Class Arena Hallow’s Eve dress-up party is back! When you start an Arena run during the Doom in the Tomb event, you’ll choose a Hero, then a Hero Power, and card offerings will feature cards from BOTH of those classes, in addition to neutral cards.
      Players who have an active Arena run when this begins will have their current run ended and will receive an Arena Ticket as compensation. To ensure that players have a chance to try out this devilish dual-class deck-building dress-up party, anyone who logs in during each of the first two weeks will receive one Arena Ticket per week! This event coincides with our normal Arena rotation. The new Arena sets in rotation are as follows: Curse of Naxxramas Goblins vs. Gnomes Blackrock Mountain The Grand Tournament League of Explorers Whispers of the Old Gods One Night in Karazhan Mean Streets of Gadgetzan Journey to Un'Goro Knights of the Frozen Throne Kobolds & Catacombs Hex & Flex Bundles

      Hex Bundle
      If you thought the League of E.V.I.L. was securely under wraps, think again! Arch-Villain Rafaam has leveraged his lackeys and put together the Hex Bundle, 20 Rise of Shadows card packs and a random Rise of Shadows Legendary card at the discounted price of $19.99 USD. Flex Bundle
      Reno’s vest just doesn’t have room for bulging biceps AND stacks of card packs. That’s why he’s whipped together the Flex Bundle! Get 20 Saviors of Uldum packs and a random Saviors of Uldum Legendary card at the discounted price of $19.99 USD. Standard Shake-Up

      Starting with today’s patch and lasting until our next major update, 23 cards from across Hearthstone history are temporarily stepping out of Wild and back into Standard. To ensure that everyone can participate in this meta-mixing event, we’ll be granting everyone free copies of each card (these copies cannot be disenchanted or crafted) so they can add these heavy-hitters to their decks and get straight into the action. These cards will be considered "event" cards, which essentially means that they're temporary copies and not permanent additions to your collection. Even if you already own the cards you'll still receive these event copies, and when the event ends they'll disappear.
      IMPORTANT NOTE: While these cards were re-introduced during the Doom in the Tomb event, they will remain in Standard past the event's conclusion, until the launch of our next major update. More details will be shared, including exact end dates and times, in the coming weeks.
      Card List: Druid: Astral Communion Kun the Forgotten King Mage: Babbling Book Flamewaker Paladin: Mysterious Challenger Avenge Hunter: Lock and Load Call of the Wild Shaman: Evolve Thing from Below Rogue: Shaku, the Collector Swashburglar Priest: Lightbomb Vol'jin Warlock: Imp Gang Boss Renounce Darkness Warrior: Varian Wrynn Bloodhoof Brave Neutral: N'Zoth, the Corruptor Sylvanas Windrunner Ragnaros the Firelord The Curator Emperor Thaurissan 1,000 Win Portrait Rewards

      The time has come for dedicated Hearthstone players to flex their Hero mastery! We’re introducing new portraits earned by achieving 1,000 Ranked or Arena wins with each class. Wins earned before this update goes live will retroactively count towards these totals.

      Fire Mage Jaina

      Wanderer Rexxar 

      Lightforged Uther

      Corrupt Garrosh 

      Shan'do Malfurion

      Shadow Gul'dan 

      Warchief Thrall 

      King Anduin 

      GGCap'n Valeera
      Game Improvements and Bug Fixes
      Hearthstone has upgraded to a new version of Unity. [Android] As a result, Hearthstone will no longer support the ATC texture format. Users who are using ATC will re-download a different texture format. [iOS] As a result, Hearthstone will no longer support devices running iOS 8 or earlier versions. Fixed a bug with The Storm Bringer that would sometimes display incorrect attack or health for the transformed minion. Fixed bug with card text on Shadows created by an opponent's Shadow of Death. [Tombs of Terror] Lucky Spade no longer adds multiple copies of cards discovered from Power of Creation and similar cards. [Mobile] Memory optimizations have been made. Ghost card FX adjusted to reduce memory. [iOS] Collection manager animations disabled on devices with 1.5GB RAM or less. The limited-time Hallow's End community event is now live through October 30.
    • By Stan
      Blizzard today announced a new event coming to the game on October 8. It's called Doom in the Tomb. Check out what's in store for Hearthstone this month!
      UPDATE
      Placeholder for tweet 1180177096972222464 Blizzard (Source)
      Legends have told of dangers lurking within the Haunted Temple of Uldum and the grand ancient treasures they conceal. Of course, “treasure” was all anyone had to mention to get Reno and Rafaam on board, and now their sights are set on acquiring the temple’s powerful artifacts for their own campaigns!
      It won’t be an easy task, though. While our Heroes and Villains battle to push deeper through the Haunted Temple, the Headless Horseman has resorted to a nefarious contingency and opened a sealed sarcophagus full of WILD terrors. Now it will be up to you to aid the conquests of good, or E.V.I.L, in a race to uncover the tomb’s precious secrets and escape the doom in the tomb!

      Step into the Haunted Tomb
      The spooky spelunking adventures begin at 10:00 AM PT on October 8 and end at 9:00 AM PT on October 30 – three weeks packed full of new activities to participate in:

      Unique Tavern Brawls

      Week 1: Doom in the Tomb, Part 1 Gear up with your favorite member from the League of E.V.I.L and delve into the Haunted Temple, full of the baddest bosses in Uldum! The clock is running, too – race to set the record for the fastest Temple run! Rewards Complete a run in under 1 hour and earn a Rastakhan’s Rumble Card Pack. Complete a run in under 40 minutes to earn a Golden Common Ancient Mysteries!
      Week 2: Doom in the Tomb, Part 2 E.V.I.L has their turn, and now it’s up to Reno and the League of Explorers to join the run and flex their Temple diving speed. New enemies and challenges await! Rewards Complete a run in under 1 hour and receive a Golden Common Temple Berserker Complete a run in under 40 minutes to earn a Golden Rare Generous Mummy
      Week 3: The Haunted Carousel Get ready for the big mix-up! In this Tavern Brawl, you’ll need to strategize around minions constantly rotating board positions – all while controlling the Horseman’s time-shifted Dreadsteeds! Rewards Summon 100 Dreadsteeds to earn a Rise of Shadows Card Pack
      Treasures from the Tomb!

      23 cards from across Hearthstone history have been unsealed from Wild and unleashed by the Headless Horseman! Until our next major update, these cards are stepping out of Wild and will be playable in Standard matches. To ensure that everyone can participate in this meta-mixing event, we’ll be granting everyone free copies of each card (these copies cannot be disenchanted or crafted) so they can add these heavy-hitters to their decks and get straight into the action.
      These cards will be considered "event" cards, which essentially means that they're temporary copies and not permanent additions to your collection. Even if you already own the cards, you'll still receive these event copies. When the event ends they'll disappear, just like the Headless Horseman himself!
      IMPORTANT NOTE: While these cards were re-introduced during the Doom in the Tomb event, they will remain in Standard past the event's conclusion, until the launch of our next major update. More details will be shared, including exact end dates and times, in the coming weeks.
      Card List: Druid: Astral Communion Kun the Forgotten King Mage: Babbling Book Flamewaker Paladin: Mysterious Challenger Avenge Hunter: Lock and Load Call of the Wild Shaman: Evolve Thing from Below Rogue: Shaku, the Collector Swashburglar Priest: Lightbomb Vol'jin Warlock: Imp Gang Boss Renounce Darkness Warrior: Varian Wrynn Bloodhoof Brave Neutral: N'Zoth, the Corruptor Sylvanas Windrunner Ragnaros the Firelord The Curator Emperor Thaurissan
      Dual-Class Arenas
      The Dual-Class Arena Hallow’s End dress-up party is back! When you start an Arena run during the Doom in the Tomb event, you’ll choose a Hero, then a Hero Power, and card offerings will feature cards from BOTH of those classes, in addition to neutral cards.
      Players who have an active Arena run when this begins will have their current run ended and will receive an Arena Ticket as compensation. To ensure that players have a chance to try out this devilish dual-class deck-building dress-up party, weeks 1 and 2 of this event will award Arena Tickets on login! This event will also coincide with our normal Arena rotation. The new Arena sets in rotation will be as follows: Curse of Naxxramas Goblins vs. Gnomes Blackrock Mountain The Grand Tournament League of Explorers Whispers of the Old Gods One Night in Karazhan Mean Streets of Gadgetzan Journey to Un'Goro Knights of the Frozen Throne Kobolds & Catacombs
      Hex & Flex Bundles

      Hex Bundle: If you thought the League of E.V.I.L. was securely under wraps, think again! Arch-Villain Rafaam has leveraged his lackeys and put together the Hex Bundle, 20 Rise of Shadows card packs and a random Rise of Shadows Legendary card at the discounted price of $19.99 USD. Flex Bundle: Reno’s vest just doesn’t have room for bulging biceps AND stacks of card packs. That’s why he’s whipped together the Flex Bundle! Get 20 Saviors of Uldum packs and a random Saviors of Uldum Legendary card at the discounted price of $19.99 USD.
      Legendary Quests and Login Rewards
      Begin your Quest: A new Legendary Doom in the Tomb quest* will be unlocked at the start of each week during the event, in addition to your normal daily quests. These new quests will reward you with either card packs from one of the current standard sets, or a hefty sum of Gold! * Legendary quests will replace an existing normal quest if your quest log is full, so we recommend that you have a spot open when this event goes live. Legendary Login Rewards: Login any time during the event (10/8-10/30) to earn a bundle of 5 Hearthstone card packs! 2 Saviors of Uldum packs 2 Rise of Shadows packs 1 Rastakhan’s Rumble pack
    • By positiv2
      This thread is for comments about our Tombs of Terror Brann Bronzebeard guide.
    • By positiv2
      This thread is for comments about our Tombs of Terror Elise Starseeker guide.
    • By Starym
      Today we get a look at some of the smaller stuff coming up in Hearthstone's future, including new events like dual-class arenas, 23 old cards returning to standard (Ragnaros and N'zoth were mentioned), new class portraits for 1000 wins, and plenty of quality of life improvements!
      Behind the Doors (source)
      While we’re constantly recruiting lackeys, tinkering with experimental tech, and delving into dusty tombs to bring you new Hearthstone expansions and Adventures, we’re also hard at work on some awesome, albeit less flashy, new stuff. In this blog we’ll shine a light on some of the smaller, but still exciting new features, events, and changes coming to Hearthstone in the near future.

       
      Adding More Events

      After the overwhelmingly positive response to the recent Fire Fest-E.V.I.L. event, we’re looking for more opportunities to introduce even more large-scale in-game events with rewards, themed Tavern Brawls, and changes that could temporarily (or permanently!) create fun new Hearthstone experiences for players.
      We’re starting off with a new event in just a couple weeks featuring Dungeon Run-inspired Tavern Brawls, dual-class Arenas, Legendary quest rewards, and some meta-shifting changes outlined in the “Shaking up Standard Play” section below.
      We’ll have more to share on this sensationally spooky event on October 4, but in the meantime . . . try not to lose your head!
       

      Shaking up Standard Play

      Now that the Saviors of Uldum Standard ladder experience has solidified, we think it’s a great time to throw a wrench or two (or twenty-three) in the gears. We’re going to be pulling some of the most popular and game-changing cards from across Hearthstone history, including
      Ragnaros the Firelord and N'Zoth, the Corruptor, out of Wild and dropping them back into Standard for a limited time. To ensure that everyone can participate in this meta-mixing event, we’ll be granting everyone free copies of each card (these copies cannot be disenchanted or crafted) so they can add these heavy-hitters to their decks and get them into the action.
      We’ll be sharing more details (including the full list of 23 cards) in a blog update on October 4. Stay tuned!

      1,000 Win Class Portraits
      Looking ahead, we want to continue celebrating personal successes and milestones for all you dedicated Hearthstone players. Our next major update will introduce some really cool new portraits that you can earn by earning 1,000 wins with each class. Wins earned before this update goes live will retroactively count towards these totals. Take a look at a couple of examples below and start stacking up those wins!



      Quality of Life Improvements
       
      Alternate Search Terms
      We want it to be easier to quickly find the cards you’re looking for while deckbuilding, so we’re adding alternate search terms for some hard-to-type cards. We’ll be adding common misspellings and simplified versions of leetspeak card names (found on some Mech minions). For example, searching “snip” or “snap” will now show you SN1P-SN4P. While this feature will only be enabled for a few commonly misspelled cards at first, we’ll be able to add even more alternate search terms as needed.
      This feature will also support languages other than English. For example, SN1P-SN4P in Latin American Spanish is “CL1C-CL4C”, so searching “clic” would return the expected results. Quest Changes
      While not included in our next major update, here’s a preview of some of the changes we’re making to quests a little further down the line.
      We’re cutting some of the less popular daily quests and tuning down some of their requirements to make them quicker and easier to complete. We’ll also be adding some new quests to the pool to mix things up! We split most daily quests into two buckets: Easy (50g) and Slightly More Difficult (60g). Rerolling a Slightly More Difficult (60g) quest (like Play 10 Beasts) always gives you an Easy (50g) quest, so players can be guaranteed to get an Easy quest every day if they want. We love  Murlocs and Pirates as much as anyone, but it should be your choice if you decide to complete their quests.
      We’re excited to be bringing these new features, events, and other changes to Hearthstone soon. Please let us know what you think on social media or the official Hearthstone forums. Until then, we’ll see you in the Tavern!
×
×
  • Create New...