Damien

[Archived] S5 Hearthstone Legendary Warlock Control Deck

Sign in to follow this  

26 posts in this topic

This thread is for comments about our Legendary Warlock Control Deck.

Share this post


Link to post
Share on other sites

Hi there. Can you please tell me about a card called Bloodmage Thalnos
I can see it in many decks and in your legendary deck too, but what is the potential of this card? 

Share this post


Link to post
Share on other sites

Hi there. Can you please tell me about a card called Bloodmage Thalnos

I can see it in many decks and in your legendary deck too, but what is the potential of this card? 

You usually play this card to boost your spell cards. And the deathrattle gives you another card. So it is a good card considering it only cost 2 mana to boost your spell damage and get another card.

  • Like 1

Share this post


Link to post
Share on other sites

Hi there. Can you please tell me about a card called Bloodmage Thalnos

I can see it in many decks and in your legendary deck too, but what is the potential of this card? 

As ssn said, it's great for quickly boosting spells, and the fact that it draws a card on dying means that it will never put you at a disadvantage.

 

You should never expect Thalnos to live longer than a turn (sometimes he will, but don't count on it). This means that it is best saved and used on the same turn as one or more spells, in order to boost them. Alternatively, if the cards in your hand are of particularly poor quality, you can throw Thalnos out just to have him die and draw a card, though that's more of a desperation move.

Share this post


Link to post
Share on other sites

It seems like it would take a long time to build this deck? Or a ton of money.

Quite a lot, yes. :)

Share this post


Link to post
Share on other sites

As ssn said, it's great for quickly boosting spells, and the fact that it draws a card on dying means that it will never put you at a disadvantage.

 

You should never expect Thalnos to live longer than a turn (sometimes he will, but don't count on it). This means that it is best saved and used on the same turn as one or more spells, in order to boost them. Alternatively, if the cards in your hand are of particularly poor quality, you can throw Thalnos out just to have him die and draw a card, though that's more of a desperation move.

Thanks a lot for your explanation.

Share this post


Link to post
Share on other sites

Hi!

 

My deck looks a lot like this but with less legendary's. I think its a lot of fun to play. I currently use the cards i got from arena. (for example: onyxia and Ysera. I understand how jaxus, alex and thalos would add more value. But what cards do you recommend me to get first?

 

p.s. I'm hoping onyxia and ysera will get nerved so i will get full value next patch.

 

Thanks for the guide!

Share this post


Link to post
Share on other sites

Replaced soulfire with shadowbolt, because I hate card in hand removal in this deck. Took out 1 shadowflame and replaced with hellfire, because killing your own minion sucks unless you absolutely have to. alexstrasza is iffy, and I think rag would be more consistent. This deck has 2 options for early game, either they rush, and you have to sacrifice card advantage in order to get ancient watcher and Sunfury protector/ defender , or if it's control deck, lifetap til you get drake or mountain giant. I usually bait drakes first to see if they'll use their spells on it, and then bring out the giants. I think having a jaraxxus and alexstrasza in hand which usually is the case is cloggy, along with 2 siphon souls can make it very cloggy. If its turn 9 and I have above 15 health and board control, i'll usually put jaraxxus down, because of the immense pressure of those infernals + 3/8 weapon. This deck relies on your 2 drakes, and your 4 giants. I find if I use the giants to just attack directly, they will be forced to deal with it, as in 2 to 3 turns is game. Skill level required for this deck is 8/10

Share this post


Link to post
Share on other sites

In the current meta i think the Big Game Hunter should be replaced with another Hellfire, especially since Syphon Soul is more versatile.

 

Sylvanas and Rag never seem to get used but i'm not sure what other options there are.

 

Very fun deck all in all, i might toy with Onyxia or Barron Geddon since my side of the board spends a lot of the game relatively empty

 

Share this post


Link to post
Share on other sites

this deck sucks, if you live to see 5 mana crystals you probably will not live much longer let alone long enough to pop Lord J.... played control decks in MTG and here, and with this deck i am 1 win 11 losses... little to no solutions for early aggro decks and there is no solid mid game... winning with this deck is all luck

 

Share this post


Link to post
Share on other sites

this deck sucks, if you live to see 5 mana crystals you probably will not live much longer let alone long enough to pop Lord J.... played control decks in MTG and here, and with this deck i am 1 win 11 losses... little to no solutions for early aggro decks and there is no solid mid game... winning with this deck is all luck

At what rank?

Share this post


Link to post
Share on other sites

this deck sucks, if you live to see 5 mana crystals you probably will not live much longer let alone long enough to pop Lord J.... played control decks in MTG and here, and with this deck i am 1 win 11 losses... little to no solutions for early aggro decks and there is no solid mid game... winning with this deck is all luck

thats why you got the giants and prots/defs, if you reach turn 5 the control pretty much just switches onto you, if played correctly. my deck is even slower then this one and i have no props surviving w/o any taunts on my side. but sometimes its just not enough.

personally i dont like the watcher+prot/def build very much. while it can be pretty good i'd rather play a more spell heavy variation and deal with the minions every turn or hellfire them w/o hurting my own minions. due to the amount of selfheal a lock can have there is no problem to survive the first few turns even if you tab in t2 and t3, for the most time i let myself get beaten down to 10-15 hp and keep my hp in that range because of my moltens (that heavily depends on mach-up and game situation though). strong endgame options are jarraxus (ofc), ysera (to give you a steady supply at cards) and raggi (he just hits like a train the turn he was summond). a good option is alextrasa, she can safe your live or preasure your opponent. very situational but very strong at times is maligos all your 2 dmg spells now hit for 7 and can bring havoc to your opponent

i like to play one twisting nether. in combination with the moltens or jarraxus alreaddy on the field it is very playable. even w/o it can help you reset the situation but can be cloggy

 

to bat they killed tinkers though he was such a good silence (rip in peace)

Share this post


Link to post
Share on other sites

Hi, i'm new to this game

Thanks for the amazing posts,

What is the advantage using leeroy jenkins in this deck? Thanks

Share this post


Link to post
Share on other sites

Hi, i'm new to this game

Thanks for the amazing posts,

What is the advantage using leeroy jenkins in this deck? Thanks

It's a mid to late game finisher.

Share this post


Link to post
Share on other sites

I've got a question, I'm running a similar deck to this one (though I dont have the legendaries so I replaced them with some other cards) but I have a HUGE problem with rush hunters. especially when I reach above lvl 7. Mages and Aldor Paladins are tough, but aggro hunters are the bane of my giant warlock existence and it seems to me that the Legendary cards in this deck arent going to help me in that match up when I would get them.

does anyone have a good strategy vs the aggro hunter deck with warlock giants?

 

this is my deck atm (which usually gets me to around lvl 3 or 2 depending on how much i'm willing to grind)

Soulfire x2

Mortal Coil x2

Voidwalker x1 (to slow the rush decks)

Ancient watcher x2

Ironbeak Owl x2

Sunfury Protector x2

Drain Life x2 (to keep my life higher while I try to kill key rush minions like Knife Juggler)

Big Game Hunter x1 (though I'm thinking of ditching it because it is no use vs rush decks and there are a LOT of rush decks out there)

Earthen Ring Farseer x2

Hellfire x2

Shadowflame x1 (because Hellfire pretty much kills all rush minions and it doesnt need a minion where if I encountere a control deck I feel 1 SF is enough)

Defender of Argus x2

Twilight Drake x2

Faceless Manipulator x1

Siphon Soul x2

Mountain Giant x2

Molten Giant x1

Share this post


Link to post
Share on other sites

Why 2 soulfires if your trying to save cards, I feel like something better could go there for this build. Idk what though, but you're the master so I am sure you will either figure something better out or perfectly explain to me why soulfire is good for this. Hope to hear back from you soon!

Share this post


Link to post
Share on other sites

Why 2 soulfires if your trying to save cards, I feel like something better could go there for this build. Idk what though, but you're the master so I am sure you will either figure something better out or perfectly explain to me why soulfire is good for this. Hope to hear back from you soon!

I like the soulfires becuase if have one or both in your hand you could end the game early if your opponent is low enough its happend to me a couple of times.

Share this post


Link to post
Share on other sites

Madejah, I might agree with Kenny, at least against your argument.  Using soulfires just to end games would not be enough reason to use this, especially because they are only 8 damage max.  That is as much as one giant getting through.  It is not justification to add a card in the deck if it wins the game quickly, it is justifiable to add the card if it wins the game when you otherwise could have lost.  

Share this post


Link to post
Share on other sites

The strategy mentions Life Tap, but it's not in the deck.

Life Tap is the Warlock Hero Power :)

Share this post


Link to post
Share on other sites

I am having big trouble taking this to a higher rank than 10. Usualy what happends is that I lifetap until a drake or a mountain giant. By then the opponent usualy have 3-4 minions out there and all of his defence spells, so when I use a drake or giant by turn 5 they just destroy it with minions or spells. So what I am left with is just high cost stuff and defenders/protectors. I usually lose 1/10. The murlock deck is way better as it forces them to use all they got to remove my murlocs. Might be that I just suck, but I would REALLY not recommend this deck higher than 10 ranking.

Share this post


Link to post
Share on other sites

Hi!
 

I'm almost done with my Handlock class, and aside from a missing giant, I'm not sure if I should take out any cards or replace any to fit the current meta. Can someone please take a look at what I currently have and share some advice? Thanks.

 

Current state of my deck: http://imgur.com/gallery/znecX2L

Share this post


Link to post
Share on other sites

Hi,

 

What is the highest rank anyone has achieved with this decklist or a slightly tweaked version and what cards were replaced in this case? Also, is this deck viable in the new naxxramas patch? Feedback is much appreciated!

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Zadina
      The lore of The Boomsday Project begins to unfold in this digital comic!
      Dr. Boom is the star of Hearthstone's upcoming expansion and it's time to take an inside look into his labs. What are his motivations? Who are the scientists helping him? And who is his greatest love, apart from himself? You can find all of this if you read here.

      The comic reveals the names for the Legendary minions for Hunter and Priest: Boommaster Flark and Zerek the Cloner. Their names definitely provide small hints about the card abilities. According to the reveal schedule teasers, the latter might be revealed on the 27th of July. Stay tuned, as the reveal season begins tomorrow with the reveal livestream!
    • By positiv2
      This is a list of Questions for Hearthstone sorted by their category. Any feedback and suggestions are very welcome.
      Hearthstone Common Questions
      Constructed
      Should I play Standard or Wild in Hearthstone? Economy
      Can Hearthstone daily quests be completed in Practice mode? Is there a way to trade cards with other players in Hearthstone? What are the rewards from Hearthstone Ranked Chests? What Hearthstone packs to buy? Where to get cards in Hearthstone? Where to spend gold in Hearthstone? Where to start in Hearthstone? Which Hearthstone cards to disenchant? Tavern Brawl
      When is Tavern Brawl open in Hearthstone? Technical
      Can Hearthstone be played offline? How do I multibox in Hearthstone? Why can't I use my Standard Hearthstone deck in Standard mode? Other
      Are there achievements in Hearthstone? What decides who goes first in Hearthstone? Where to change card back in Hearthstone? Which Hearthstone class is the best?
    • By positiv2
      Hearthstone's main constructed modes are Wild and Standard. While Wild allows for all cards that were released in a constructed set, Standard decks can only utilise cards that were printed during this or previous year, alongside Classic and Basic sets.
      Occasionally, a deck is not available for Standard play even when it should be. You need to make sure Standard is selected as the deckbuilding mode, as even when the deck contains only Standard cards, it has to be set to Standard before it can be used. When wild is used, the artwork for the collection changes slightly. You can change the mode when you open the deck in your collection, hover over or tap its "header" and select Convert to Standard. If the deck is already set to Standard, you will see Convert to Wild instead.

      If the deck contained any Wild cards, their colour will change to Red. These cards need to be swapped for Standard cards before the deck can be used in standard.

      If this does not help, restarting Hearthstone should fix the issue.
    • By Stan
      Here's a roundup of all Midgame Moves for Hearthstone that have been published last week. The series is aimed at educating players and covers a variety of topics.
      Table of Contents 
      Part One: Do I Have Lethal? Part Two: Am I Dead? Part Three: Reading Your Opponent Part Four: When the Plan Falls Apart Part Five: Playing to Your Outs Part One: Do I Have Lethal? [Return to Top]
      Blizzard (Source)
      Welcome to Midgame Week! Previously, during Opening Moves Week, we looked at how Hearthstone pros navigate the first phase of the game—everything from choosing your win condition and building a deck to how to mulligan or play your first turns. In Midgame Week, we dissect the sequence of decisions a pro player makes each turn as they look to advance to the late game—and victory.
      The first question you should ask yourself every turn in the midgame is one that will come as no surprise to Hearthstone aficionados—can I win right now? Do I have lethal? To dig into that, we asked Raymond “rayC” Cipoletti of Panda Global for advice.
      “Frequently, even at the highest levels of play, we see players missing lethal,” rayC says. “Whether it’s an easy lethal or the most complex puzzle in Hearthstone, there are steps you should take every turn to ensure nothing is missed.”
      The first step? Take a deep breath. “You need to slow down,” rayC says. “The most common reason for missing lethal is simply playing too fast. Take your time to analyze the board state.”
      Once you’ve done this, run through your choices. “Think about every single option at your disposal—especially if your opponent is low on Health,” rayC says. “Go through every scenario with the cards you have in hand. You have until the rope starts to burn to make your actions, so make use of that time!”
      Accounting for your outs is important, too. “When I play any given turn, I treat it like a math problem,” rayC says. “Remember order of operations from math class? Sequencing applies to every turn of Hearthstone.” Sequencing is a skill players must work at constantly, but rayC suggests doing things like drawing cards once you’ve established you don’t already have lethal before taking any other actions.
      Lastly, and perhaps most importantly, check your work. “When you finally spot lethal, re-count it,” rayC says. “Make sure the math adds up. You never want to commit to a play only to realize you were off, and potentially lose because of it.”
      Part Two: Am I Dead? [Return to Top]
      Blizzard (Source)

      To figure out whether your opponent is about to end the game is tricky. You have to evaluate the current board state, your opponent’s hand, what (if anything) you can do to prevent them from winning, and how that will impact your own game plan. For such a challenge, we asked the inimitable Edwin “HotMEOWTH” Cook—winner of the 2016 Americas Summer Championship—for help.
      Evaluating these variables is difficult, but sometimes your opponent will give you information. “It’s important to know when your opponent is showing signs of aggression or making riskier plays that might be setting up lethal,” HotMEOWTH says. “In a scenario where you are suspicious of your opponent setting up lethal the following turn, it’s important to track the cards they have left in their hand, cards left in their deck, and how much mana they will have available to figure out how much damage they can possibly do.”
      “One trick to find out if your opponent can kill you next turn is to track their hand and see if there are cards they have held for more than a few turns,” HotMEOWTH says. “If so, they might be holding onto dangerous burn spells or combo pieces.” (Hand-tracking is a skill unto itself, and the focus of tomorrow’s Midgame Week entry—so check back for that!)
      Mana considerations are hugely important as well. “Oftentimes, your opponent could have more than enough damage to win the game, but not enough mana to utilize all of those cards. Keep in mind whether you have to make the safest play—even if your opponent has held a few cards for a long time,” HotMEOWTH says. That’s especially great advice for facing off against aggressive decks.
      “If your opponent isn’t holding any specific cards, it’s still important to keep track of what’s left in their deck,” HotMEOWTH says. “What are the odds of them drawing a card that would allow them to win? Ask yourself whether you can afford to play safe and prevent it or not.” (We’ll also talk more about the strategy of playing to your outs later in Midgame Week.)
      Finally, your own Health is a crucial consideration. “When you’re facing opponents that are playing decks that can burst you down from a high Health total, it’s important to count the maximum damage they can do with their combos,” HotMEOWTH says. “For example, Druids can unleash large chunks of damage using Savage Roar with just a few minions on the board." If facing off against such a deck, he suggests playing minions with Taunt and making trades accordingly.
      Part Three: Reading Your Opponent [Return to Top]
      Blizzard (Source)

      While you’ve been navigating the game—thinking every turn about whether you have lethal or if you can survive your opponent’s next turn—you also should be monitoring the state of your opponent’s hand and deck. Matthijs “Theo” Lieftink, a two-time representative of The Netherlands in the Hearthstone Global Games (HGG), has strong advice for anyone looking to improve their hand-reading skills, including how to bluff your opponent’s reads.
      “Hand-reading is an important part of pro-level play, and you can get an edge if you are doing it better than your opponent,” Theo says. His advice? “Keep track of how many cards your opponent keeps in the mulligan.” If they’re still holding one of those cards into the midgame, it’s probably a critical tech card or a high-value element of their strategy. Of course, “It depends on what your opponent is playing,” Theo adds.
      To learn hand-reading, he suggests thinking about what the absolute best play could have been every turn. If your opponent didn’t make the optimal play—for example, playing a Flamestrike on turn seven to clear your board of four-Health minions—that tells you that they probably didn’t have the tools to do so.
      Countering your opponent’s hand-reading is the next level of difficulty. “Bluffing that you do or don’t have a certain card can be done in several ways,” Theo says. He suggests making plays that suggest a specific follow-up for your next turn is in-hand, whether you’re holding it or not. “The same thing can be done the other way around—making worse plays to pretend you don’t have a certain card in hand.” He’s quick to point out, however, that this can be risky—your opponent might play around the card you’re hiding anyway. “It’s important to know when you can afford to bluff,” he says. “Making ‘worse’ plays to set something up can always backfire.”
      A special thanks to Theo for his continued provision of expert advice! Hand-reading is an enormously difficult skill to learn, and it’s one that even the best players continue to work at every day.
      Part Four: When the Plan Falls Apart [Return to Top]
      Blizzard (Source)

      You had a grand plan. It was perfect. A flawless combination all but set up, waiting for that last crucial card—and then you realize that your opponent will win, unless you expend one of your key cards to stay in the game. Fear not! All is not necessarily lost, and Esteban “AKAWonder” Serrano of SK Gaming—a fixture of the European pro Hearthstone scene—will help you understand how to navigate what’s left when your deck’s win condition is scattered to the wind.
      Regardless of your deck style, AKAWonder says you must look for a new strategy if your original one has been derailed. “When you lose your win condition, you need to find an alternative plan to win the game," he says. "Most likely, your chances to win are lower than they were.” But so long as they aren't zero, you have a chance. He suggests looking for every point of win percentage you can, by any means possible.
      “In order to find an alternative plan, I think about different situations—denying my opponent their win condition, going to fatigue, or just creating pressure using minions,” AKAWonder says. He adds that certain cards can offer new outs all their own, like The Lich King.
      It’s not always easy, but practice helps. He says, “You need to find a new way to win—and the more you play a deck, the more alternative game plans you will discover for different matchups.” If you’re newer to Hearthstone, he says this is actually a valuable lesson to learn: “Your win condition is important, but not if you lose with it in your hand. Go for an alternative plan if the situation forces you to!”
      Sounds like AKAWonder recommends a whole string of keywords: you need to Discover new ways to play and Adapt to the situation! Every game is different, so playing with that in mind just makes sense.
      Part Five: Playing to Your Outs [Return to Top]
      Blizzard (Source)

      There’s a surprisingly wide gulf between winning and not losing yet. A very kind Jace “DrJikininki” Garthright, best known for his 2017 Americas Winter Playoffs victory, lends us his guidance today to distinguish between the two, helping you to “play to your outs”—making sure you’re still working towards a game-winning play.
      “It’s important to ask yourself every turn—how can I win this game?” DrJikininki says. “Some games, you may have a very slim chance to win, but recognizing when you are in that situation and adapting is a very important skill.” He cautions against what may seem instinctual, which is to make the "safe" play each turn. “All players have a tendency to make plays that would be considered safer,” he says. “Plays as simple as trading into minions on the board to live for an extra turn.”
      But the concept of playing to live isn’t how you should play. “Use critical thinking about the potential reach in your opponent’s deck,” DrJikininki says. “Taking slim percentage chances is what you have to do sometimes!” His advice makes sense—evaluating how a given line of play sets you up to win later is incredibly important.
      Getting there takes time, so DrJikininki echoes what others have said: practice. “Next time you play a game and are in a losing position, ask yourself—what hands can you beat? What play with your hand leads to you winning the most often? This will help you out more than just playing a large number of games.” He notes that understanding the variables—your deck’s reach, your opponent’s deck’s reach, whether or not either deck can afford to play a value game, and more—all factor into those questions.
      That’s it! We hope you’ve enjoyed this series of educational snippets from pro players across the competitive Hearthstone landscape, and that Midgame Week inspires you to take your game to the next level.
      Which of this week’s skills do you think is most important? What advice would you offer other players looking to learn more about how to level up their play? Offer up your thoughts in the comments and stay tuned for even more pro player insight right here on playhearthstone.com/esports.
    • By Stan
      Blizzard posted changes to game mechanics that will be implemented with with the Boomsday Project 12.0 patch.
      Highlights
      Ghostly Charger will no longer have the Beast tag. Ixlid, Fungal Lord is losing the Elemental tag. Shifter Zerus, Molten Blade, and Shifting Scroll will no longer keep any enchantments when they transform. Voodoo Doll's curse will be broken if you transform the minion that's already been cursed by Voodoo Doll. The transformed (formerly cursed) minion will not be killed when Voodoo Doll dies. Shadowboxer will be updated to deal 1 damage to a random enemy, whenever a minion is healed. Players will be able to disenchant the card for its full Arcane Dust value for two weeks after 12.0 goes live. Blizzard (Source)
      Dr. Boom’s bringing more than just mayhem to the Netherstorm. The 12.0 update will also come with several rule changes to Hearthstone’s gameplay. Read on to learn about another minion Type update, the copy a card rule change and the transform rule change.
      More Minion Type Changes
      There was a ton of feedback following the last minion Type update we posted, and after reviewing all of it, we realized that there were a couple more minions that needed changing. Here are our decisions following the full review of your feedback.
      Ghostly Charger

      We made a decision that, at least by default, spectral/undead/ghost/spirit versions of animals are not considered Beasts in Hearthstone. There are quite a lot of these sort of cards, most of which are already not Beasts, and changing them would have extensive balance implications.
      Ghostly Charger is one of those cards. Clearly a ghost in both its name and art, its Beast tag has also not been relevant in any significantly used interaction. As a result, we’re planning to remove the Beast tag in a future update.
      In the much rarer case of spectral/undead/ghost/spirit versions of Dragons, Murlocs, Pirates, and Elementals, they will still remain their Type. There aren’t a whole lot of these cards, but there are a few, and they’re already consistently their type. Examples of these are Ghost Light Angler, Cursed Castaway, Bone Drake.
      Ixlid, Fungal Lord

      World of Warcraft uses a looser definition of Elemental than what we decided to standardize on for Hearthstone. In Hearthstone, an elemental is something that has been brought to life by being inhabited by an elemental spirit, but is otherwise not alive. These are easy to recognize: a Fire Elemental looks like a living creature made out of fire; A Water Elemental looks like a living creature made out of water.
      One of the biggest outliers to this definition are plant creatures. There are a ton of minions in Hearthstone that are some sort of plant. We’ve decided that these do not count as Elementals in Hearthstone. Examples of these include The Voraxx, Fen Creeper, Biteweed, Vilespine Slayer, Rotten Applebaum.
      Ixlid, Fungal Lord, is by this definition, a plant creature. Although we’re committed to consistency, there are also other criteria that we consider when changing card Types. One of them is how often a card’s current Type matters when it comes to interacting with other cards. Ixlid’s Elemental tag is not significantly used in current decks, so we’ve decided to remove it in a future update.
      We also looked at the following minions but decided against making any changes. We’ve included our thought process as to how we came to our decisions with these cards.
      Kindly Grandmother
      Kindly Grandmother/Big Bad Wolf looks like a Worgen (which are not considered Beasts) but is actually some other sort of wolf-like creature that is a Beast. The Beast tag is also extremely relevant to its gameplay, and defines most of the card’s intended usage. With this in mind, we will not be changing Kindly Grandmother’s/Big Bad Wolf’s Type. In the future, we’ll be more careful to make the art clear when it comes to Worgen or similar races.
      Arcane Giant  & Arcane Golem
      On top of Elementals and plant creatures, there’s another category of things that have been brought to life via magical animation. These are creatures like War Golem, Arcane Giant, and Avian Watcher—which are not Elementals.
      Arcane Giant, Arcane Golem, and The Curator are all examples of another sort of creature collectively referred to as Arcane Golems. These mechanical constructs utilize arcane energy as a power source, with The Curator being a Mech Type as part of his character in the One Night in Karazhan Adventure. This is actually subtly different from something like War Golem, which is carved from stone and then magically animated. While the “golem” definition refers to something that has been magically animated and is therefore neither a Mech nor Elemental, both Arcane Giant and Arcane Golem’s card art don’t clearly show them to be one or the other. Since the correct type for these creatures is so unclear, we will be leaving them unchanged for now, but would love to hear what you think.
      Bogshaper
      Bogshaper seems to be the same type of creature as Ixlid or Fen Creeper, and that would logically lead to removal of its Elemental tag. However, as mentioned above, we look at more than just the fantasy of a card when determining if it needs a Type change. While Bogshaper’s fantasy criteria checkbox is filled, it’s currently heavily utilized in the meta, and features in many decks, including that of the 2018 Summer Champion, Bunnyhoppor.
      We are holding off on changing Bogshaper's Type for now, but would love to hear what the community thinks we should do in this case. We’re also considering making this sort of change when a card rotates to Wild.
      Copy A Card Rule Change

      Card copies currently only retain enchantments when both the original card and its copy are in play—think Molten Reflection. In Update 12.0, this rule will be updated to match the one regarding enchantments being retained when a card transitions zones.
      Zones in Hearthstone are defined as areas where cards are hosted: your deck, your hand, in play, and in the graveyard. In Hearthstone, there is a general forward-moving flow through zones. Whenever a card moves forward in that flow (Deck -> Hand, Hand -> Play, Deck -> Play), it retains enchantments. If a card moves backwards in zones (Play -> Hand, Hand -> Deck, Play -> Deck, Play/Hand/Deck -> Graveyard and Graveyard -> Play/Hand/Deck), it loses enchantments.
      With this update, card copies will retain enchantments in the following scenarios.
      Cards that are resurrected currently do not and will continue not to retain any enchantments, unless specifically stated otherwise. If you copy a card from a deck to a deck, the copy retains enchantments. (eg. Archbishop Benedictus) If you copy a card from a hand to a hand, the copy retains enchantments. (eg. Mind Vision) If you copy a card from play to play, the copy retains enchantments. (eg. Molten Reflection) If you copy a card from a deck to a hand, the copy retains enchantments. (eg. Thoughtsteal) If you copy a card from a deck to play, the copy retains enchantments. (eg. Mindgames) If you copy a card from hand to play, the copy retains enchantments. (eg. Kobold Illusionist) Transform Rule Change
      When transformed, a Hearthstone card typically loses all of its enchantment. Most cards in game already obey this rule. However, there are four cards that we are changing to keep in line with the rule, as part of this consistency pass.

      Shifter Zerus, Molten Blade, and Shifting Scroll all transform in your hand at the start of every turn. Following the 12.0 update, they will no longer keep any enchantments when they transform. This includes things like hand buffs and Emperor Thaurissan mana-cost discounts.

      The impact on Voodoo Doll is a little different with the update. If you transform the minion that’s already been cursed by Voodoo Doll, the curse will be broken, and the transformed (and formerly cursed) minion will not be killed when Voodoo Doll dies. Silencing the cursed minion will also break the curse, in addition to silencing the Voodoo Doll.
      Shadowboxer Update

      Since the creation of the Lifesteal keyword, Shadowboxer has been a high risk card, in that it can trigger off of itself and deal up to 30 damage in one turn if you ever give it Lifesteal. Because of this, we have changed it to: Whenever a minion is healed, deal 1 damage to a random enemy.
      Once Shadowboxer's card change is live with Update 12.0, players will be able to disenchant it for its full Arcane Dust value for two weeks.
      These are all the changes that you’ll see come into effect with Update 12.0, in line with our commitment to consistency within the game. Let us know what you think in the comments below, or via Facebook and Twitter!