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There's some unprecedented changes coming to Hearthstone with the Rise of the Mech update on June 3rd, and we're getting the first card buffs ever to happen in the game! There's also a free legendary for logging in during the event, but the big news are the buffs to 18 cards from the Boomsday Project, 2 from each class.
Most of these weren't really played, and with the buffs it seems Pogo-Hopper and Security Rover look worrisome, maybe too good. Dr. Boom Mad Genius was already a card people were complaining about being OP, and it's going to be even better now with all these buffs.
But let's take a look at the exact details:
Behold the Rise of the Mech (source)
Blastmaster Boom is headed back to the drawing board to upgrade his arsenal and perfect some of his pet projects. Check out what’s coming to the Tavern during the Rise of the Mech event, including a brand new Legendary Mech, SN1P-SN4P!
Behold Your New Mechanical Overlord!
Log in to the Rise of the Mech event by anytime between June 3 and July 1 and earn a golden copy of the new neutral Legendary Mech, SN1P-SN4P! Crash this clawed clunker into another Mech to build a behemoth of a bot, then do it again!
Missed the event? You can craft a normal SN1P-SN4P for the usual cost of 1600 Dust.
Important Note: SN1P-SN4P will be considered part of the The Boomsday Project and will rotate with that set. Note, however that SN1P-SN4P will not drop from The Boomsday Project card packs. Golden SN1P-SN4P will only be obtainable as part of the Rise of the Mech event, and the normal SN1P-SN4P can only be crafted with dust.
The twisted tinkerer Blastmaster Boom has been busy in the lab cooking up buffs to cards from every class! These changes are permanent, and the cards will keep their updated stats after The Boomsday Project rotates out of Standard next year. For some context and insight into why we’re updating these cards, here’s a comment from the design team:
For this update, we decided to take two cards from The Boomsday Project from each class and give them a slight power boost. We think all the cards we chose can lead to fun and interesting experiences, and our aim for these changes is to encourage you to think differently about how you’re currently building decks. We’re hoping that some of these cards will see consistent play in the current rotation, and even inspire completely new decks without having a lasting negative impact on their respective classes. If the goal of a balance update is to address metagame outliers, then the goal of something like the Rise of the Mech update is to inspire some fun, new ideas. We look forward to hearing your feedback!
Gloop Sprayer to (7) Mana. (Down from ?
Mulchmuncher to (9) Mana. (Down from 10)
Necromechanic to (4) Mana. (Down from 5)
Flark's Boom-Zooka to (7) Mana. (Down from ?
Unexpected Results to (3) Mana. (Down from 4)
Luna’s Pocket Galaxy to (5) Mana. (Down from 7)
Crystology to (1) Mana. (Down from 2)
Glowstone Technician to (5) Mana. (Down from 6)
Extra Arms to (2) Mana. (Down from 3)
Cloning Device to (1) Mana. (Down from 2)
Pogo-Hopper to (1) Mana. (Down from 2)
Violet Haze to (2) Mana. (Down from 3)
The Storm Bringer to (6) Mana. (Down from 7)
Thunderhead to 3/6/ (Up from 3/5)
Spirit Bomb to (1) Mana. (Down from 2)
Dr. Morrigan to (6) Mana. (Down from ?
Security Rover to 2/6 stats. (Up from 2/5)
Beryllium Nullifier to 4/8 stats. (Up from 3/8)
Want to see these cards in action? Be sure to tune in to the Mech-vitational event being held June 3-4.
Our Next Arena Season will be Electrifying!
Blastmaster Boom needs more test subjects, and what better place to find them than the Arena? Starting with the Rise of the Mech update on June 3, the available cards in Arena drafts will be rotating to the following explosively exciting sets:
Classic Basic Goblins vs. Gnomes The Grand Tournament Karazhan The Boomsday Project Rise of Shadows There's unprecedented buffs coming to 18 Boomsday Project cards!
Fully updated each week after the release of each chapter!
With the Adventure having launched last week with two chapters available and the third chapter to be released this week, we figured it's the right time to showcase our brand new Dalaran Heist guide.
With the Adventure not being released fully, the guide is obviously a work-in-progress. For now, you can see some pretty solid information on the first two chapters, as well as general info on the Dalaran Heist itself.
For example, you can find which bosses you can face at each level and a full list of all available treasures and card buckets per class.
We'll keep updating our guide and we'll be sure to let you know when it's complete.
The widely anticipated Adventure - the first for the Year of the Dragon - is now live and you can play its first two chapters.
The widely anticipated Adventure - the first for the Year of the Dragon - is now live and you can play its first two chapters.
There are a lot of things to know about the Dalaran Heist. You can read an overview of them here. In this post, we are including only the information that is relevant to the first two chapters.
Dalaran Heist follows the same core format as the Dungeon Run and Monster Hunt. There's a lot more to it, though: as you progress, you can unlock different starting decks and alternative Hero Powers. Each Hero has access to three different Hero Powers and three starting decks. The three starting decks promote different archetypes and synergies, while a fourth random deck option can also be unlocked.
Tavern encounters will allow you to manipulate your deck - essentially changing it by recruiting new cards or discarding ones you don't need.
The Adventure also has a Heroic mode, a more difficult version of it, as well as Anomaly mode (which will be available when you finish all chapters). Meanwhile, progress tracking is very meticulous this time: you will literally be able to track whatever you do during the Dalaran Heist.
The first chapter is free. Each subsequent chapter can be unlocked for 700 gold or 6.99 USD/Euros. All five chapters can be bought together and they cost 19.99 USD/Euros.
Chapter 1 & 2 Details
Each chapter features its own unique encounters, twists and mechanics.
Chapter 1 is called Dalaran Bank. Your goal is to break into the Bank of Dalaran to loot its most precious artifacts. The twist is called Coin-filled Coffers: A Cache of Cash will spawn on the opponent's side of the board. It is a 0/3 minion that has Deathrattle: Give each player 2 Coins.
The Violet Hold is the 2nd Chapter, where you will have to defeat the guards of this magical prison to unleash the horrors within. The twist is called Imprisoned Minions – Random dormant minions are spawned on both sides of the board. They will awaken after a specific amount of turns.
When you first start Dalaran Heist, you start as a Mage. Once you start progressing, you unlock more Heroes.
The Mage hero for Chapter 1 is Rakanishu. Here are its potential Hero Powers and starting decks:
Fireblast (2 mana) – Deal 1 damage. Burning Wit (1 mana) – Reduce the cost of a random card in your hand by (2). Frostburn (2 mana) – Freeze a character. If it’s already Frozen, deal 2 damage. Available decks
Flickster Trickster – Lots of Spells The Elements – Elemental archetype BURN! – Spell Damage + Secrets In Chapter 2, you will unlock two heroes: Ol' Barkeye (Hunter) and Vessina (Shaman).
Here are the Hunter Hero Powers and starting decks:
Steady Shot (2 mana) – Deal 2 damage to the enemy hero. Opportunist (2 mana) – Give a minion +2 Attack this turn. Pet Training (1 mana) – Add a 1/1 Shifting Chameleon to your hand. Available Decks
Beast Within – Beasts (duh!) Locked and Loaded – Spell Hunter with Lock and Load Tech and Death – Mechs & Deathrattles And lastly, you can find the Shaman Hero Powers and starting decks below:
Totemic Call (2 mana) – Summon a random Totem. Evolution (2 mana) – Transform a friendly minion into one that costs (1) more. Refresh (1 mana) – Draw a card. Overload (1) Available Decks
Carve and Curse – Midrange Shaman Primal Storms – Aggro deck with lots of Overload cards The Swamp – Murlocs! Rewards
For now, for completing Chapters 1 and 2 you will get a total of 6 Rise of Shadows card packs. More rewards to follow with the next wings!
As we've traditionally done for all previous Hearthstone Adventures, we should have a guide with all the important details for the Dalaran Heist really soon.
Information from HS Top Decks was used in this article.
Rogue is taking a big hit this week with three of its cards getting nerfed. Archivist Elysiana's mana cost will also be increased by one.
Almost two months after Rise of Shadows' release, Team 5 decided it was time to tone down Rogue a little bit. EVIL Miscreant is losing one health, dropping to 4, while Raiding Party will have its mana cost increased by 1. Moreover, Preparation is going to lose some of its power, as it will now decrease your next spell's cost by 2 instead of 3.
Archivist Elysiana has also been a problematic card from week 1, since it made matches quite longer than expected. In their previous communication(s) about it, Hearthstone devs had said that they were considering nerfing the card only in tournaments, but it seems they decided to take a more standard approach.
The patch with the nerfs will be applied this Wednesday, May 22.
After evaluating game data and working through internal and external feedback on the most popular decks currently in the meta, we’re looking to address the power level and overall pervasiveness of Rogue decks, alongside a specific interaction with Archivist Elysiana. Look for these changes in an update slated for May 22.
We chose to focus primarily on Rogue in this update due to seeing the meta stabilize around the class’s most popular decks. Currently, if you want to build a deck that is strong against Rogue, you have just one reasonable option: Warrior. If you compare Rogue to Warrior, however, you’ll find that the latter class has a wide variety of good and bad matchups, which makes it unlikely that it’ll overtake Rogue in popularity in the current meta.
While we recognize that there are other powerful and popular decks (like Token Druid, Conjurer Mage, and Mech Hunter), we decided to not address them in this update because they all have varied matchups. If any of these decks were to emerge as the new prominent strategy, there are plenty of decks available to combat them, which would allow the meta to continue shifting.
As always, we’ll be evaluating the results of these changes over the coming weeks and look forward to your feedback. Read on for details on these changes, our thought process around them, and our goals for each of the cards we adjusted.
Upcoming Card Changes:
EVIL Miscreant - Now has 4 Health. (Down from 5) EVIL Miscreant is meant to be a value-generating card that creates future swing turns, but having 5 Health on this minion means Rogue players sacrifice very little to set up those turns. We expect that EVIL Miscreant will continue to be a great option for Rogue decks, just at a power level that is more in line with other available cards.
Raiding Party – Now costs 4 mana. (Up from 3) Rogue already excels at drawing cards, so having another powerful option that offers consistent results has resulted in Rogue games that play out a little too similarly than we think is fun. We’re making this change to better represent the power level of drawing from a very specific subset of cards.
Preparation – Now reads: The next spell you cast this turn costs (2) less. All changes we make to the Basic and Classic sets are aimed at ensuring Hearthstone’s long-term health. Preparation is currently seen as such a powerful card that it appears in nearly all Rogue deck archetypes. That said, the change we’ve landed on is a small one. While we do want the card’s power to decrease, we also think it’s important for Preparation to remain a reasonable option, since it fits the Rogue class fantasy so well. Preparation is regularly used to reduce the cost of cards like Sap or Eviscerate, and those interactions will remain unchanged. Reducing the cost of your next spell by 2 as opposed to 3 opens our design options up a little more to create higher cost Rogue spells without having to balance so closely around the assumption that they’ll be cast alongside Preparation.
Archivist Elysiana – Now costs 9 mana. (Up from 8 ) Our goal here was to preserve the feeling and power level of Archivist Elysiana when it comes to general use, while making much more difficult to play her multiple times in the same game. Shaman will still be able to replay Elysiana through Shudderwock, but this is not as common or problematic as what we’ve seen in control Warrior decks. Now, playing Elysiana alongside cards like Baleful Banker or Youthful Brewmaster should be a less consistent strategy.
As with previous card changes, once these changes are live, players will be able to disenchant the updated cards for their full Arcane Dust value for two weeks.