Damien

Hearthstone Shaman Decks

46 posts in this topic

This thread is for comments about our Shaman Decks.

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Literally have not won a single game with this deck. What am I doing wrong? It's supposed to be based around getting lots of minions on the board mid game right? I find myself having NO fucking minions to put up in the mid game. Or if I do they just get removed and I get shit on.

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Literally have not won a single game with this deck. What am I doing wrong? It's supposed to be based around getting lots of minions on the board mid game right? I find myself having NO fucking minions to put up in the mid game. Or if I do they just get removed and I get shit on.

 

 

I'm on my 7th game with this deck, same results. Can't get anything on the board long enough to do anything. Oh and this deck has no board clearing power either.

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Literally have not won a single game with this deck. What am I doing wrong? It's supposed to be based around getting lots of minions on the board mid game right? I find myself having NO fucking minions to put up in the mid game. Or if I do they just get removed and I get shit on.

 

There are 20 minions in this deck, not counting the 2 Flametongue Totems. Note also that your hero power summons more minions. So, I'm not exactly sure how you can have issues putting up minions on the board. In fact, 12-14 of the minions are mid-game minions.

 

You are not expected to achieve board superiority by just playing a bunch of minions. You need to do it by carefully and strategically taking out the enemy minions while keeping yours alive. Your healing totem allows your minions that survive to be healed up, and Rockbiter and Flametongue Totems allow your hero power minions to kill actual enemy minions.

 

I'm on my 7th game with this deck, same results. Can't get anything on the board long enough to do anything. Oh and this deck has no board clearing power either.

 

This deck has no board clearing power because there are literally no Basic Shaman cards that allow you to deal damage to more than one target. Likewise, no Basic neutral minions allow you to clear the board either.

 

I'd also like to note that since the patch, competition appears to be much more fierce in constructed mode than before. Prior to the patch, you could do very well at whatever your MMR was with an all-basic deck, but post-patch it seems much more difficult to do so.

 

In any case, we are not recommending this (or any other basic deck) as being "the best" or even "a very good" deck. All we are saying is that if you are building only out of basic cards (because you haven't been playing for long and/or haven't invested any real money into the game), then these basic decks are probably the best you can play with.

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This deck is crap. Tried this one and the warlock deck as well. They can barely even touch the opponent. They even get stomped in the Normal AI practice mode. Maybe these guys should go back to what they know best, WoW. Because they definitely don't know Hearthstone.

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This deck is crap. Tried this one and the warlock deck as well. They can barely even touch the opponent. They even get stomped in the Normal AI practice mode. Maybe these guys should go back to what they know best, WoW. Because they definitely don't know Hearthstone.

 

Thank you very much for your post. It has allowed me to pin-point the issues people are having much better. Let me explain.

 

Your complaint is that this deck is so bad that it "gets stomped" by the Normal AI. That, I grant you, sounds pretty bad. So I went and played some matches with it against the AI. Here are my results.

 

Normal AI:

 

Mage - win

Hunter - win

Warrior - win

Druid - win

 

Expert AI:

 

Mage - win

Shaman - win

Priest - win

Rogue - win

 

So, not only did I not get stomped, but the AI was never a threat at all, even in Expert mode (with the exception of the Shaman, who had a strong start that left me at 14 HP before I recovered and won). In fact, I found the AI to be pretty bad indeed, with the Mage habitually using Fireblast on targets that they then Polymorph, for instance.

 

Now, given that you and I are both playing the exact same deck, against the exact same AI, with completely different results, it is obvious the the problem lies elsewhere. You could make an argument that you had the unluckiest possible draws, and I had the luckiest possible draws, but I think the far more reasonable conclusion is that you're just not very good at the game. And in order to get stomped by the Normal AI with this deck, I think you must be truly inexperienced (or making very poor decisions). And there's nothing wrong with that - don't think that I'm being condescending. We're all here to try to learn, teach, and get better together.

 

It is, perhaps, not ideal that we decided to publish basic deck lists before we published the actual guides that teach people how to improve their gameplay, but since writing guides of that sort is far more time consuming than putting the decks together, we felt that it was better to start with the decks to give people at least some guidance even now.

 

So, yet again, I admit that these decks are not especially strong. They lack many tools that a deck without a basic-only constraint would have. In the case of Shamans, I think that their Basic cards are especially poor, lacking practically any spells worth using. But this doesn't change the fact that the deck we provide here is, I firmly believe, among the best (if not the single best) Shaman deck you can construct using only Basic cards. If you feel this deck is weak, then you should raise the issue with Blizzard, and not with us.

 

Finally, I would like to ask you, and anyone else posting negative feedback about the decks to go ahead and suggest what changes would actually make the decks better. Without such suggestions, there really is not much we can do to improve the decks.

 

Thank you.

 

P.S.: Your claim that "we don't know Hearthstone" is false. First of all, while we certainly don't claim to be top players, we (Damien and I) are both pretty good. We've both achieved 9 wins in Arena on a regular basis (pre-patch), as well as reaching 3-star Master rank in constructed (again, pre-patch, not that that really means very much).

 

Second of all, you should know that our Hearthstone content is created with the very involved participation and assistance of a player who we do believe is a top player. According to this post from Blizzard, they were ranked 9th in all of Europe a few days ago.

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Settle this argument by logging your games with Hearthlog and posting the link here.

 

http://www.hearthlog.com/

 

If you think the deck is crap, play a game with it and post the game log.  Then, if others think you didn't play it right, they can show you exactly where you made the wrong play.

 

 

I'm not affiliated with Hearthlog, I just think it's a great tool for settling these kind of silly discussions.

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this deck is actually quite nice smile.png

could you tip what expert cards could make it better?

was thinking about master swordsmith, maybe injured blademaster (maybe its cleric only card)

priestess of elune could give a minor heal, and pint sized summoner might also work.

sadly im still a noob so no legenderys in my inventory...

stormforged axe is also an option since i see it everywhere in pro decks, but no real idea what overload rly does

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stormforged axe is also an option since i see it everywhere in pro decks, but no real idea what overload rly does

 

Overload locks some of your mana out on the next turn. Example: If I have 10 mana crystals and I play a card with Overload (2), the next turn I cannot spend 2 mana crystals; I have only 8 mana to spend.

 

Does that make sense?

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this deck is actually quite nice smile.png

could you tip what expert cards could make it better?

was thinking about master swordsmith, maybe injured blademaster (maybe its cleric only card)

priestess of elune could give a minor heal, and pint sized summoner might also work.

sadly im still a noob so no legenderys in my inventory...

stormforged axe is also an option since i see it everywhere in pro decks, but no real idea what overload rly does

I think the best cards to start crafting for a Shaman deck are Stormforged Axe, Forked Lightning, and Lightning Bolt. Then, possibly, Unbound Elementals and one Mana Tide Totem, as well as Earth Elementals and Doomhammer (these last two are very good, but they're epic so they'll cost a lot of dust to craft).

 

From the neutral cards, I wouldn't craft any of the ones you said. I'd look into cards like Spellbreaker and Defender of Argus. In the future, we'll be providing a lot more information on this topic.

 

Thank you, and good luck!

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What have you been smoking man?? No celaring? Fork lightning and electric storm? After mage shaman has the best clearing options in the game.. Lafa overflow and hex.. Cmon..

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What have you been smoking man?? No celaring? Fork lightning and electric storm? After mage shaman has the best clearing options in the game.. Lafa overflow and hex.. Cmon..

Excuse me for using caps lock in this reply.

 

THIS IS A BASIC-ONLY DECK. FORKED LIGHTNING AND LIGHTNING STORM (may want to get the names of the spells right when you're telling someone they don't know what they're talking about) ARE NOT BASIC CARDS.

 

I don't smoke.

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This is an amazing deck. I had trouble at first, but after getting an idea of it's strong points I started winning a lot more. And the way I win with this deck is usually pretty fun - earlier today I took down a hero from 30 to 0 hp in a single turn with a couple of minions, bloodlust, windfury and I forgot if there was flametongue or rockbiter totem. Anyway, pretty much every game is won like this - just survive and maintain board control until you can dish out bloodlust and windfury and smack him in the face.

 

Also ... totems! I noticed that most players just ignore the totems (except for the snake) in Play mode (not so much in Ranked mode) and it usually gets back to them horribly :)

 

So after playing around with this deck for a few days I got some questions. I have unlocked several expert cards and I'm pretty sure that I have to include them in my deck, but I'm not sure what to remove. Everything is really useful in that deck. So I have:

 

- Earth Shock

- Forked Lightning

- Lightning Bolt

- Dust Devil

- Stormforged Axe

 

I tried putting 2x of each of these in my deck, but it was terrible.

 

Also from the Neutral cards, I was thinking about dropping the 2x Swamp Ooze for Abusive Sergeant and Ironbreak Owl.

 

All in all - which are the weak points in this Basic-only deck and how it can be upgraded?

 

* And may the odds be ever in your favour! *

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This is an amazing deck. I had trouble at first, but after getting an idea of it's strong points I started winning a lot more. And the way I win with this deck is usually pretty fun - earlier today I took down a hero from 30 to 0 hp in a single turn with a couple of minions, bloodlust, windfury and I forgot if there was flametongue or rockbiter totem. Anyway, pretty much every game is won like this - just survive and maintain board control until you can dish out bloodlust and windfury and smack him in the face.

 

Also ... totems! I noticed that most players just ignore the totems (except for the snake) in Play mode (not so much in Ranked mode) and it usually gets back to them horribly smile.png

 

So after playing around with this deck for a few days I got some questions. I have unlocked several expert cards and I'm pretty sure that I have to include them in my deck, but I'm not sure what to remove. Everything is really useful in that deck. So I have:

 

- Earth Shock

- Forked Lightning

- Lightning Bolt

- Dust Devil

- Stormforged Axe

 

I tried putting 2x of each of these in my deck, but it was terrible.

 

Also from the Neutral cards, I was thinking about dropping the 2x Swamp Ooze for Abusive Sergeant and Ironbreak Owl.

 

All in all - which are the weak points in this Basic-only deck and how it can be upgraded?

 

* And may the odds be ever in your favour! *

 

Regarding the Shaman Expert cards: you should make it a point to fit the Stormforged Axes, Lightning Bolt, and Forked Lightning in (in that order). Earth Shock is pretty nice (makes quick work of minions like the Twilight Drake). Dust Devil is just bad, don't ever take it.

 

Now, as to what to drop from this deck to make room for your cards, I'd say the Wolfriders should be the first to go. They're definitely the weak point of the deck, and they're there mostly as filler since you don't have too many basic options.

 

So, Lighting Bolt (x2) in for Wolfrider (x2) - LB is basically a superior Wolfrider in almost any situation (bypasses taunt, can be buffed by spellpower, is cheaper), if you consider that the Wolfrider hardly ever survives more than one turn.

 

The other weak part of the deck are the Windfuries. Windfury as an effect is of questionable value to begin with, but it's better to apply it through the means of the Windspeakers, since it also leaves behind a minion with a pretty good body (and 4 Windfuries in the deck are total overkill). Stormforged Axes in for Windfuries.

 

You'll notice that with the Stormforged Axes, you've got an excessive amount of 2-drops. So, you can get rid of a Flametongue Totem and the River Crocolisk, and put in the Forked Lightnings. Flametongue Totem is the sort of card that really only helps you when you're already ahead, or as a finisher. As a finisher, one is enough. Forked Lightning, on the other hand, is the type of card that helps you're behind, which is far more valuable.

 

Also, you can safely drop a Bloodlust to make room for one Earth Shock.

 

As for the Sergeant and Owl in for Oozes, I agree generally, though you should probably keep one Ooze.

 

So, you would have a deck that might look like this.

 

Hope that helped, and let me know if you have any other questions!

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thanks to this deck i hate playing shaman ... won 1 out of 7 games maybe . This deck is bad dont use it.

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thanks to this deck i hate playing shaman ... won 1 out of 7 games maybe . This deck is bad dont use it.

No offense, but I really don't understand why you bother posting such comments. It's been stated over and over again in this thread, if you have a complaint to make about the deck, please be specific about it and come up with a way in which the deck can be improved within the basic-only limitation. Otherwise, your comments are completely meaningless, especially since it could well be the case that, like the other person who posted about losing to the AI, you are just playing the deck wrong.

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thanks to this deck i hate playing shaman ... won 1 out of 7 games maybe . This deck is bad dont use it.

 

I've won tons of games with this deck, look for the problem elsewhere.

 

@Vlad - I'm just not sure about dropping one Bloodlust, it's a key card for this deck, don't you think?

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I've won tons of games with this deck, look for the problem elsewhere.

 

@Vlad - I'm just not sure about dropping one Bloodlust, it's a key card for this deck, don't you think?

 

With the number of Windfury effects I'd definitely recommend having one.  Bloodlust has won me numerous games on my own Shaman deck.  If all you have on the board is a handful of totems and they drop something big, Bloodlust could be your most efficient way to remove the threat.  With 3+ creatures the efficiency of Bloodlust really starts to rise.

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I've won tons of games with this deck, look for the problem elsewhere.

 

@Vlad - I'm just not sure about dropping one Bloodlust, it's a key card for this deck, don't you think?

One Bloodlust is definitely needed in this deck, but two is probably going to prove unnecessary most of the time.

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I kinda like this deck however it seems to me that once you've lost a board control (e.g. due to unlucky starting hand and high-mana cards in the first few deals which happends to me a lot for some reason) you have hard time getting back in the game.

 

I suspect that this is mostly becuase so far I had no cards that would allow me to clean-up the entire borad such as Lighting storm or maybe I am playing the deck wrong.

 

Any suggestions?

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I kinda like this deck however it seems to me that once you've lost a board control (e.g. due to unlucky starting hand and high-mana cards in the first few deals which happends to me a lot for some reason) you have hard time getting back in the game.

 

Well this happens to most decks, I think. An unlucky draw is an unlucky draw, and you can't just remove all big cards, since you'd run out of steam late-game.

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      The Post-Nerf Metagame
       
      Most would have expected the de-facto “second best deck in the game”, Highlander Priest, to completely dominate the ladder in a post-Jade world free from Pirate Warriors. The metagame had something else to say about that.
      A handful of previously overlooked decks quickly emerged as top contenders, including Tempo Rogue, Midrange Hunter, and Zoo Warlock. Safe from the toxic Innervate turns of Aggro and Jade Druid decks of old, these new-look contenders were able to keep both Highlander Priest and post-nerf Jade Druid decks in check. The weeks following Patch 9.1 were a time of experimentation, evolution, and adaptation which ultimately led to a healthy and stable metagame. It’s hard to argue that the nerfs were anything but totally effective at restoring balance to the competitive ladder.
      With the play rates for dedicated aggro decks (namely Aggro Druid and Pirate Warrior) as low as they’ve been in years, the door opened up for slower and bigger decks to prey on the Midrange kings which had begun to dominate ladder. The top choices in today’s ladder environment (after Highlander Priest and Tempo Rogue) appear to be Big Druid, Big Priest, and Freeze/Burn Mage. Though none of these decks appear to have unhealthy effects on the meta at present, the new Recruit mechanic is looming on the horizon. Will Kobolds and Catacombs see the Old Gods reign supreme in their last hurrah before rotation?
       
      Lessons from KFT: Class Legendaries Disappoint
       
      KFT brought us some of the strongest Legendary cards in recent memory: Prince Keleseth, Shadowreaper Anduin, Malfurion the Pestilent, Bloodreaver Gul'dan, and The Lich Kingto name a few. Despite this high volume of heavy-hitting Legendaries in KFT, the non-Death Knight class Legendaries unanimously and unquestionably failed to deliver. Have a look for yourself:
      Druid: Hadronox Saw fringe play in dedicated Taunt decks in the first weeks after launch. Was never featured in a popular competitive deck. Hunter: Professor Putricide Saw fringe play in dedicated Secret decks in the first weeks after launch. Was never featured in a popular competitive deck. Mage: Sindragosa Saw fringe play in some Control decks in the first few weeks after launch. Was never featured in a popular competitive deck. Paladin: Bolvar, Fireblood Saw fringe play in dedicated Divine Shield decks in the first few weeks after launch. Was never featured in a popular competitive deck. Priest: Archbishop Benedictus Featured in Hemet Highlander Priest decks for a couple of weeks. Briefly saw play at a few tournaments before completely disappearing from the metagame. Rogue: Lilian Voss Never saw play, even in the earliest days of the KFT meta. Shaman: Moorabi Never saw play, even in the earliest days of the KFT meta. Warlock: Blood-Queen Lana'thel Never saw play, even in the earliest days of the KFT meta. Warrior: Rotface Intermittently saw fringe play in Warrior decks as a finisher alongside Scourgelord Garrosh. The card eventually fell out of favor and hasn’t seen play since the first month of the set. Who would have guess before the set came out that the most competitively viable class Legendary would be Archbishop Benedictus, the walking meme? Despite a decent amount of hype surrounding Sindragosa, Bolvar, Fireblood, and Blood-Queen Lana'thel before KFT’s release, all nine of the non-DK class Legendaries can now be best described as “400 dust waiting to happen”.
      In defense of Blizzard, I completely understand the need for cards like Moorabi and Rotface. Not every Legendary should be a slam dunk, and the unique effects which are printed on these cards make the most sense on a Legendary minion. With that said, these kinds of effects rarely (if ever) find their way into competitive decks, and I struggle to see the logic behind wasting so many precious Legendary slots on such narrow design spaces.
      With the rising number of complaints surrounding the cost of the Hearthstone, I can empathize with the disappointment that many players experience when their pity timer is reset by one of these underwhelming Legendaries. The somewhat recent change to prevent duplicate Legendaries from being opened does little to prevent these cards from being opened again and again, as these cards have a tendency to be dusted almost immediately after being opened. Speaking from personal experience, I’ve opened Moorabi three times since the release of KFT. Opening a Legendary after weeks of pack opening and finger-crossing is supposed to be a moment of great excitement, yet I found the experience of cracking a third Moorabi in three months to be nothing short of tremendously frustrating.
      Adding on to the disappointment of the class Legendaries in KFT was an atypically high number of underwhelming Epics. By my count, only 6 of the 27 Epics in KFT saw any kind of consistent play: Ultimate Infestation, Obsidian Statue, Simulacrum, Dead Man's Hand, Corpsetaker, and Skulking Geist. I was overjoyed to see the number of powerful and highly-playable Commons and Rares in the set, and realize that if cards like Bonemare and Saronite Chain Gang were moved to Epic the cost of the game would be moving in the wrong direction. With that said, I would have liked to see more Epics like Obsidian Statue with safe, boring, and playable text boxes.
      Going forward, I’d like to see Blizzard shift the balance of Legendary minions more towards “playable” than “unique and interesting”. Cards like Archbishop Benedictus certainly have their place in Hearthstone, but whenever nine out of nine class Legendaries fail to find play for the duration of a set it’s time to change the formula.
       
      Aleco’s Knight of the Frozen Throne Awards
       
      Best Design: Deathstalker Rexxar

       
      Do you want to build a Zombeast?
      One of the first cards I crafted in KFT, It’s hard not to fall in love with the design of Deathstalker Rexxar. Despite being a sub-optimal option in many Hunter lists, I couldn’t help bet include this card in nearly every Hunter deck I built. Whoever designed this card deserves a raise!
       
      Worst Design: Prince Keleseth

       
      My problem with Prince Keleseth is not that he’s too powerful, though you could certainly make the case that he is. I have the same complaints about “Prince Two” as I do with Patches the Pirate - he leads to frustrating gameplay experiences for both players. The majority of games with Keleseth in it lead to one of two negative player experiences: 
      “I didn’t have Keleseth on two this game, how unlucky!” “My opponent had Keleseth on two this game, how unlucky!” A delicate balance needs to be struck when designing cards that impose deckbuilding restrictions. Though this is certainly a compelling design space which has led to a handful of healthy cards (such as Prince Valanar and Krul the Unshackled) this design space has also led to its fair share of meta-defining and incredibly frustrating cards to play against (such as Prince Keleseth and Reno Jackson). Future cards with deckbuilding restrictions stapled to them deserve to be more carefully tested.
       
      Most Improved: Raza the Chained

       
      Highlander Priest was pronounced dead after the departure of Reno Jackson from Standard, but the printing of Shadowreaper Anduin saw Raza’s fate quickly turn back around. Expect to see plenty of Raza for the remainder of the Year of the Mammoth.
       
      Most Potential: Shadow Ascendant

       
      Shadow Ascendant is clearly quite powerful, and has recently begun to see an uptick in play during the final weeks of KFT. Aggro Priest decks are starting show some potential, and could easily be on the verge of competitive if Kobolds and Catacombs gives the deck a few more goodies to work with.
       
      Best Art: Bearshark

       
      With my sincerest condolences to Snowflipper Penguin, I simply couldn’t bear to choose anything else. Half bear, half shark, 100% awesome.
       
      Worst Art: Dark Conviction

       
      Upon closer inspection I can see what the artist was going for in the picture, but something about the way this piece was comes together makes it look like a jumbled mess of knees and elbows. I also have a hard time connecting the art of the card to its name and effect.
       
      Best Arena Card: Bonemare

       
      Both Ultimate Infestation and The Lich King are certainly more powerful in a vacuum, but Bonemare's status as both a Common and a Neutral made it an ever-present threat that demanded constant consideration in the Arena. Now synonymous with turn 7, Bonemare has arguably had an even bigger impact on Standard than Arena.
       
      Deck of the Format: Tempo Rogue
       
      Though it’s undeniable that Jade Druid was the most powerful deck in KFT before the nerfs to Innervate and Spreading Plague, patch 9.1 just one month into the set. Tempo Rogue is the deck that wore the crown of “best deck in KFT Standard” for the longest time, boasting incredibly strong winrates for multiple, uninterrupted months. Just one set removed from ruling Journey to Un’Goro Standard with The Caverns Below, Rogue has proved itself to be the class most capable breaking powerful neutral cards. As the best Prince Keleseth deck in the game, Tempo Rogue is poised to remain a powerful option for many months to come.
       
      Card of the Set: Ultimate Infestation

       
      KFT is bursting at the seems with powerful cards, but in a set of stand-outs only one card can claim the title of “most powerful Hearthstone card of all time”. Ultimate Infestation was the coup de grâce in pre-nerf Jade Druid, one of the most devastating standard decks in history, and has been the source of more ire than any card in recent memory (including Prince Keleseth). Though it may not be the KFT card with the highest overall winrate, I have little doubt that Ultimate Infestation was the card from KFT responsible for the most tears, sweaty palms, and cell phones thrown across the room.
       
      Wrapping Up KFT
       
      Knights of the Frozen Throne was a set of highs and lows, of flaws and success. The early toxicity of Jade and Aggro Druid proved to be the catalyst for positive changes in Patch 9.1, paving the way for a stable and healthy metagame to exist for the majority of the set. The nine class Legendary minions will go down as unmitigated disasters, but the nine Death Knights were a resounding success.
      With spoiler season for Kobolds and Catacombs off to a shaky start, debates raging over Hearthstone’s pricing model, and complaints are mounting over the game’s increasing propensity for random effects, nothing would silence the critics more than a strong launch for K&C. One of the biggest reasons for optimism in K&C is the surprisingly dynamic nature of the aging KFT metagame, a sign that its cards still have plenty of gas left in the tank. I have a good feeling that KFT will be looked back on with much fonder eyes than it was ever seen with during its reign as Hearthstone’s newest set.
       
      - Aleco
    • By Zadina

      Mage gets another useful Secret in Kobolds & Catacombs.
      ShtanUdachi revealed this spell card on his YouTube channel. It's a 3 mana rare Secret that reads: "After your opponent plays a minion, deal 6 damage to it. Deal all remaining damage to your opponent". The card's name hasn't been officially confirmed, but it should be Explosive (or Fire) Rune(s).
      The video is in Russian, with English subtitles available.
      This is a great card and fits perfectly into Secret Mage or any aggressive Mage deck. Essentially, it's a cheaper Fireball, that can potentially splits its damage to the enemy hero too! The only question that is raised is how this secret is going to work with minions with Divine Shield. Lastly, Explosive Rune(s) can benefit from Spell Power.
      Let us know what you think about the newest addition to Mage's arsenal of powerful spells. Final versions of all cards will be posted in our Kobolds & Catacombs hub.
    • By Zadina

      The Paladin Spellstone has been revealed and we finally know almost everything about it.
      After the Mage Spellstone, it was time for the Paladin Spellstone to be revealed by Korean streamer sung0, who was joined by RenieHouR. The translated name of the card should be Lesser Pearl Spellstone, but it hasn't been officially confirmed.

      Image by Hearthpwn.
      Another translation of this card reads "Spirit" instead of "minion". It might be the case that the summoned token is an Elemental. This would be interesting since Paladin will get Benevolent Djinn in Kobolds & Catacombs, which is an Elemental that also has healing synergy. The "Restore 3 health" part is not clear, as well: it probably means to both your hero and your minions, but it should still be clarified.
      The streamers weren't provided with the upgrades of the Spellstone, so again this is a mystery. There are two cases: a) it's either get one, two, three minions or b) the stats of said minion get upgraded. The former seems more likely.
      There's still not enough information to properly review this card. Keep checking this thread for updates and we'll be sure to have the final details in our Kobolds and Catacombs hub as well.

      UPDATE
      According to French site JudgeHype, it looks like the token will get +2/+2 stats when the Spellstone is upgraded. So, the second stage is "Summon a 4/4 Spirit with Taunt" and the last stage is "Summon a 6/6 Spirit with Taunt". The card does indeed state "Spirit", instead of minion, but it turns out the Spirit is NOT an Elemental. The name of the card is almost certainly Lesser Pearl Spellstone, with an official confirmation on it still pending.
      Now, the only unanswered question if the "Restore 3 health" part applies to both hero/face and minions. On its own, the Lesser Pearl Spellstone is a poor card since it basically summons a Frostwolf Grunt. The upgraded versions look much better, but that will depend on whether Healadin will become a viable deck or not.
    • By Zadina

      Dave Kosak is here with a new Hearthside Chat to talk about Dungeon Runs. He also showcased a legendary card from the new expansion!
      We've already talked about Dungeon Runs, one of the new features that Kobolds & Catacombs will bring. Lead Mission Designer Dave Kosak explains in this latest Hearthside Chat the design process behind Dungeon Runs.
      Dave presented some unique elements only present in Dungeon Runs. For example, there is a card you can pick called Cloak of Invisibility, which has a Passive effect of giving your minions permanent Stealth.
      He also gave some insight on the encounters. Some Dungeon Runs can have thematic encounters, like there's a band of Troggs or Trolls you will have to beat. As far as the Trolls are concerned, Battlecrier Jin'zo has a passive effect that is similar to Brann Bronzebeard, which you and him can both benefit from! Similarly, Spiritspeaker Azun's passive works like Baron Rivendare for both parties, while Voodoomaster Vex combines both of these passive effects!
      The narrator, that will be guiding you through your Dungeon Run, is King Togwaggle - the king of the Kobolds himself! He is also going to be an actual card available in the next expansion:

      Images from Hearthpwn
      Here's the official blog post with everything you need to know about Dungeon Runs:
      Blizzard Entertainment
      What’s a Dungeon Run?
      Dungeon Run is a new insanely fun, single-player “rogue-like” mode where you’ll face deadly encounters and collect incredible Treasures to build a deck worthy of a hero!
      When your Dungeon Run starts, you’ll choose a Hero and receive a starting deck consisting of 10 cards. You’ll use it to overcome eight encounters of increasing difficulty (chosen randomly from a huge pool of 48 possible encounters!) to clear the run.

      That initial deck might be enough to help you squeak by your first opponent, but you’ll need to get stronger if you hope to clear the whole run. Each time you defeat a Dungeon Run encounter, you’ll be given an opportunity to “level up” your Dungeon Run deck with themed sets of three cards appropriate to your class. Occasionally, you’ll also be able to pick from a selection of three incredibly powerful Treasure cards—non-collectible cards and abilities made just for this mode that are too blatantly overpowered to see normal play.
      You’ll need all that power—as well as your wits—because these encounters can be fiendishly difficult. Victory is not assured, and each encounter has its own unique perils. If one of them gets the better of you, defeat is permanent, so you’ll have to start a different run with a whole new deck!
      If you manage to complete a full Dungeon Run with each of the nine Classes—no mean feat!—you’ll add the Candle King card back to your collection.

      (source)