Jump to content
FORUMS
Sign in to follow this  
Aleco

What's the Move #22 - Elementary, My Dear

Recommended Posts

a6DUrOS.jpg

We've got a wacky deck and murky midgame scenario for you in this week's episode of What's the Move!

 

Situation #21: Azari Incoming!

 

We left things off last week with our Vivid Velen deck staring down an impending Azari, the Devourer:

 

Hearthstone Screenshot 04-17-18 00.12.35.png

 

We don't have enough damage in hand to kill our opponent from 28 life, and we'll never get the chance to draw additional damage if our opponent plays Azari, the Devourer next turn. For that reason, any and all plays which don't start with Shadow Essence here are incorrect. Sure, you can clear board with Psychic Scream and there'll be a Shadow Word: Death in hand to kill their Azari, but that won't change the fact that we're 8 points of damage short of killing our opponent on the following turn.

I know this is a cliche, but we need to play to win here. It doesn't make sense to play not to lose if our deck is gone. Fortunately for us, there is a line that wins us the game if our opponent plays Azari next turn (which they do). It is far from guaranteed, but it still exists! And we have to go for it.

Frogspoison described the winning line perfectly with this comment:

 

On 4/18/2018 at 1:05 PM, Frogspoison said:

Shadow Essence is a must imo, to get out that additional minion next turn. If you get Looter/Thalnos, and the opponent plays wrong, then you'll get an additional card from your deck before it gets destroyed. I would also go ahead and SW:D the 6/6 demon, as this means your opponent either has to down the 5/5 with his 5/5, OR leave a 5/5 body on the board.

If you get Radiant Elemental, then I would use both Shadow Word Deaths to clear the 5/5 and the 6/6 - This sets up the win. 6 mana to res Velen+Radiant elemental - 1 mana to get a second Velen. 0 mana for 20 damage via Mind Blast, 3 mana for Holy Nova for the remaining 8 damage. You also have 5 damage from the Radiant Elemental.

So, yea. 25% chance to get that last Radiant Elemental, and win the game. 50% chance to get a Looter, and probably lose the game. 25% chance to get Thalnos, and leave the opponent with 4 health remaining, where you have 18 to survive with on his turn.

So, yea. It's not pretty, but it's better then a 100% chance to lose the game.

 

As Frogpoison deduced, Shadow Essence for Radiant Elemental gives us lethal! There's only a 25% chance that we land the Radiant Elemental, but that's way better than 0. I went for the Shadow Essence, landed the Radiant, and ended up winning the game.

 

Situation #21: Elementary, My Dear

 

I've been having a blast with this Spiteful Elemental Mage deck I brewed up. It's probably not as good as Spiteful Druid, but I think it's a  more consistent at beating Paladin and Warlock with its plentiful burn. If those classes are giving you trouble on the ladder, you could do a lot worse than the following list.

 

Spiteful Elemental Mage

3d87bf0e2fcf5375d10e9aad798add0f.png

Code: AAECAf0EBq8ErMIC08UCotMCnOICw+oCDN4F8gW/CJfBAsLBApnCAuvCAsrDAsjHAtfrArfxAs7yAgA=

 

My build of Spiteful Mage is more aggressive than most, and is built around the burst damage provided by Spiteful Summoner, Blazecaller, and Pyroblast. My idea was to take advantage of the fact that our 10 Mana Spiteful Summoner spell is excellent at closing out games, so I included an Aluneth to help dig for those last, precious points of burn we need to kill our opponents. I used my flex slots on Mind Control Tech and Tol'vir Stoneshaper to help with the Paladin and Rogue matchups, but you could consider playing an additional Fire Plume PhoenixMindbreaker, or Vicious Fledgling in their place.

My burn-based build is great at killing Warlocks as they attempt to hide behind their Voidlords, but it lacks the late-game punch that other Spiteful lists typically include. If you'd rather win grindy matchups than go the aggressive route, you could trim on some of the more aggressive cards (such as Leeroy Jenkins and Aluneth) for late game cards such as Frost Lich Jaina and The Lich King.
 

 

88248cf9abd805db56bad6ee19e3a1b2.jpg

 

This brings us to our situation. We're up against a Murloc Paladin who has a Righteous Protector and a Silver Hand Recruit on board, played a Hydrologist on turn 2, and still has the secret from it in their hand. We have the following cards in ours:

 

 

Both the Bonfire Elemental and the Tol'vir Stoneshaper are active this turn thanks to Tar Creeper. With The Coin, we can play any card in our hand except for Aluneth. So... What's the Move?

As always, I highly encourage readers to submit their own situations to What's the Move! All you need to do is play with a deck tracker, send me the game's replay link, and include a screenshot of your situation and your decklist as I did above. The replay link and two screenshots will easily fit in a tweet, or in a direct message on Icy Veins or Reddit. I look forward to reviewing your submissions soon!

Share this post


Link to post
Share on other sites

I'm just gonna start spitballing and see what conclusion I come to. 

The first thing I notice is that the game seems to be going real well for us. We're at a healthy life total against an aggressive deck, and he floated 2 mana last turn. The fact that he floated 2 mana last turn is surprising in an aggressive deck, so I'm going to guess at a few cards in his hand to see what we might have to play around. 

Call to Arms: He would have played it last turn if he had it. 

Blessing of Kings: It looks like the Righteous Protector could have attacked last turn but didn't. If he had Kings, he could have wasted our Tar Creeper without trading dudes into it. So I don't think he has that. 

Sunkeeper TarimVal'anyrVinecleaver: I'm going to guess that at least one if not two of these cards are stuck in his hand. 

Divine Favor: As of his last turn, he had six cards in his hand to our seven. Not an ideal time to play a Divine Favor. There's a chance that it's also stuck in his hand. 

Unidentified Maul: As of his last turn, he had 3 minions in play that he could have buffed with maul, and instead of using his hero power, he could at the very least have dealt the last two damage to our Tar Creeper. I think this would have been better than hero powering, so unless he's holding a very good Maul buff for an ideal board state, I don't think it's in his hand. 

Spellbreaker: Tar Creeper would have been a fine Spellbreaker target, I think playing it would have appealed to him more than trading off his minions, so I doubt it's in his hand. 

Anything that buffs murlocs: With only one murloc on board last turn, these would be pretty dead cards in his hand. The exception being Warleader, which could have made his trade with Hydrologist much more favorable. So with that exception, he could have any of the possible Murloc buffs in his hand. 

Do we know what the secret in his hand is? We know that he floated 2 mana last turn and didn't play it. He might have held Getaway Kodo or Redemption because we are Mage and he made a Silver Hand. Repentance and Noble Sacrifice both seem like secrets he would have played, if he got them. It's pretty easy for him to deal 1 damage with his minions from a Repentence setup, and Noble Sac would kill our Creeper which he conveniently left at 2. So I don't think he has those. He also could have taken Hidden Wisdom, but if he's been tracking our hand he'd know we have the Coin, and he'd want to set that before we used it. In my opinion, it's most likely that he took and isn't playing Eye for an Eye, which he could set before our Pyro turn and is a somewhat typical selection by Paladins against Mages, though they don't have to play around Ice Block anymore. It might be something to keep in mind if we're gonna Leroy any time soon, but I don't think we're too concerned about his secret at this point. 

So I'm guessing he's stuck with some high cost cards, maybe Divine Favor, and a secret that doesn't matter much. Still looking pretty good for us. 

As far as our play goes, we can eliminate some stuff right away. There's no reason to think about Leroy this turn, and since he's at 30, setting up for some kind of Leroy play is probably a bit far down the line to be thinking about right now. We could Spellbreaker off his divine shield and clear the Silver Hand, which I might be inclined to do against Dude pally but I don't see a reason to against Murloc. Coin Bonfire is an option. It's not worth using a Voodoo doll here, especially if we have to coin and ping it to kill his minion. That would play around Kings, but I don't think he has that (and I think that would still be pretty bad anyway). Tol'vir Stoneshaper is another option, although it's easy for him to pop the divine shield. Finally, we could make Firefly and its token and ping. 

We're already winning and besides the obvious things not to do, the things we can do all seem pretty similar. So the question I'm asking here is, how do we lose? I think the cards we're most likely to lose to are Call to Arms off the top, and eventually Sunkeeper Tarim somewhere down the line. The weapons also wouldn't be great for us, but playing around those is a little harder. The fact that he might have Val'anyr is an extra reason to hold Spellbreaker, I guess. 

The best way to beat the cards I'm most afraid of is to get on the board before he plays them. The line I want to take is Tol'vir Stoneshaper, Coin, Fire Fly, hit the divine shield. I'm thinking we simply want to get as much on the board as possible to be able to trade profitably into anything he might Call to Arms for before he can buff them. I don't like just coining Bonfire Elemental, because even if we hit off the divine shield, he can kill our Tar Creeper with his Silver Hand and then any minions he makes are protected behind a taunt, and at best we have to spend mana pinging it out of the way. What we get out of using coin for Fire Fly here is continuing our elemental chain so we can Bonfire next turn if we want, while having a 1/2 on the board which is pretty good at getting rid of an extra one of Pally's minions, and might save us a ping next turn. I also like hitting off the divine shield, just as a proactive measure as we want to clear as much off the board as soon as possible. Getting rid of the Divine Shield is also good on the off chance one of the cards he couldn't play last turn was Fungalmancer. Using the Coin, furthermore, makes his Divine Favor a bit worse if he happens to have it, giving him fewer outs. I think this line is better than Fire Fly, token, ping, even though it would clear one more thing, because we'd have more stats on the board this way. As Zalae in his infinite wisdom would probably tell me, a 3/5 is bigger than a 1/2. 

Considering how good of a situation it seems like we're in, I'm probably massively overthinkng it, but that's the benefit of working off a screenshot with unlimited time instead of being in the middle of the game. I guess. 

I don't know either of these decks super well so there's a solid chance I'm missing something important that's just whooshing over my head, but that's they play I think I would make. 

  • Like 1

Share this post


Link to post
Share on other sites

Nice analysis. I’d make the same play. There does seem to be a good chance he wants to play fungalmancer next turn, and getting the tolvir down really helps against that, as does popping the divine shield. Coining the firefly out seems logical too, reducing hand size a bit is good against divine favor, keeping the elemental chain going is good, having as wide a board as possible is also good against another deck that goes wide (especially as we don’t have board clears).

I feel Getaway Kodo is most likely for the secret, or possibly redemption. Eye for an eye against a class that can just ping your face makes no sense to me at all now that ice block isn’t a factor.

Share this post


Link to post
Share on other sites

Btw, what do the red deck tracker symbols on the Turn 0 cards in the opponent’s hand signify? Are they cards he kept in the mulligan phase or cards he got back from mulliganed cards? Presume the latter, as I can’t think of two cards he could possibly have kept and yet played neither on turn 4, but thought I’d check.

Share this post


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

Btw, what do the red deck tracker symbols on the Turn 0 cards in the opponent’s hand signify? Are they cards he kept in the mulligan phase or cards he got back from mulliganed cards? Presume the latter, as I can’t think of two cards he could possibly have kept and yet played neither on turn 4, but thought I’d check.

The red M's stand for cards that the opponent got in place of mulliganed cards, so yes, it is the latter.

Share this post


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

I feel Getaway Kodo is most likely for the secret, or possibly redemption. Eye for an eye against a class that can just ping your face makes no sense to me at all now that ice block isn’t a factor.

You're probably right. My automatic assumption was that Pally would pick Eye For an Eye against Mage just out of habit - or because Pyro is popular at the moment, but I don't think a legend player would do that. 

If I had been thinking, "What secret is he likely to pick on turn two when his hand includes two terrible cards off the mulligan," I probably would also have assumed something that possibly gives him more plays, i.e. Getaway Kodo. 

 

Share this post


Link to post
Share on other sites
11 hours ago, Vayazu said:

Getaway Kodo is rotated to wild! Part of the Gadgetzan set. I guess the secret is probably Redemption.

Haha good point, Eye for an Eye is certainly more likely than Getaway Kodo then! I imagine redemption too then.

I wonder how many games this season I’ve misplayed due to playing around stuff that is no longer in rotation. Last rotation didn’t affect me so much I guess as I started playing after OG. This time around I keep encountering stuff that’s become wild that I had imagined was part of the classic set.

  • Haha 1

Share this post


Link to post
Share on other sites

Low rank player here just doing some learning 'in public' :-)

I like enviousmtg's Tol'Vir + Coin + Fire Fly (for the reasons mentioned), and I guess it does make sense to break the divine shield with the Tar Creeper (though I would be tempted not to, risking him playing a buff instead of Call To Arms, so as to potentially get a 2-for-1 trade; that's probably a bad risk).

However, I was also thinking about the likely secret a fair bit. I'd assume it is very likely Redemption (for great stickability with the Righteous Protector) but also possibly Repentance. (He knows we're an elemental deck and knows our preferred turn 5 play is a biggish minion like Bonfire Ele, or a turn 6 Coin + Blazecaller.)

So clearing the Righteous Protector now might be a good option (Voodoo Doll + Coin + ping Voodoo + kill Recruit), leaving him with an empty board and nothing to buff. The problem there is that a turn 5 Call To Arms (plus a Redemption or Repentance) is bad for us since we haven't prepped the Tol'Vir with an elemental (plus, if he does play Repentance, our turn 5 choices are very tricky).

So I'd still go with enviousmtg on balance.

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...