Jump to content
FORUMS
Damien

Hearthstone Druid Minions and Spells

Recommended Posts

There's at least one word missing in Claw's Contructed Play section. The first sentence is "Claw can be great if the meta game is extremely aggressive, especially if are using Wild Pyromancer as well." Considering the card, I think it's supposed to be "you", but less experienced players could maybe think you were talking about the meta using Wild Pyromancer a lot.

  • Like 1

Share this post


Link to post
Share on other sites

I would like to talk about how you talk about Beast Druid in Druid of the Flame's description and also Druid of the Fang's. I understand it mostly says that Beast Druid is totally not worth it, but I'd argue that one can totally make one since the release of TGT. There's enough interesting cards to make something interesting with Beast synergy in Druid and I feel like those descriptions might steer people away from it instead of encouraging them to try it with good synergy cards.

EDIT: You also say something very similar in Savage Combatant's description and I'd like to add that even LoE adds another reason to play Beast Druid with the fantastic Mounted Raptor.

Edited by EDL666

Share this post


Link to post
Share on other sites

I would like to talk about how you talk about Beast Druid in Druid of the Flame's description and also Druid of the Fang's. I understand it mostly says that Beast Druid is totally not worth it, but I'd argue that one can totally make one since the release of TGT. There's enough interesting cards to make something interesting with Beast synergy in Druid and I feel like those descriptions might steer people away from it instead of encouraging them to try it with good synergy cards.

EDIT: You also say something very similar in Savage Combatant's description and I'd like to add that even LoE adds another reason to play Beast Druid with the fantastic Mounted Raptor.

 

The main problem is that the synergy is not strong enough. You only have Wildwalker and Druid of the Fang. For example, Mech Mage has Mechwarper, Blastmage, Cogmaster, Technician and sometimes even Clockwork Knight. That is what I call synergy. Having two cards that synergise is not enough. 

Share this post


Link to post
Share on other sites

 

I would like to talk about how you talk about Beast Druid in Druid of the Flame's description and also Druid of the Fang's. I understand it mostly says that Beast Druid is totally not worth it, but I'd argue that one can totally make one since the release of TGT. There's enough interesting cards to make something interesting with Beast synergy in Druid and I feel like those descriptions might steer people away from it instead of encouraging them to try it with good synergy cards.

EDIT: You also say something very similar in Savage Combatant's description and I'd like to add that even LoE adds another reason to play Beast Druid with the fantastic Mounted Raptor.

 

The main problem is that the synergy is not strong enough. You only have Stablemaster and Druid of the Fang. For example, Mech Mage has Mechwarper, Blastmage, Cogmaster, Technician and sometimes even Clockwork Knight. That is what I call synergy. Having two cards that synergise is not enough. 

 

Well Stablemaster is a Hunter card(but there's also Wildwalker and Knight of the Wild) and I don't think you can compare Mech Mage to this, there's just Blastmage that's a Mage exclusive and you could totally make a Mech Druid with the same cards!

What I'm trying to say is that you don't have to put shitty Beasts to be able to make those cards work! You now have good beasts! Savage Combatant is good, Mounted Raptor is good, Druid of the Flame is good, Druid of the Claw is good, Druid of the Saber is good! Malorne is crazy good! Aside from that, you could experiment a little, nobody said that YOU have to ramp you could just curve out with more excellent Beasts like Haunted Creeper(Ironbeak Owl possibly if you REALLY want to not have Keeper of the Grove but I wouldn't recommend it), Tomb Spider, Stranglethorn Tiger, Stampeding Kodo, Mukla's Champion, Captured Jormungar, The Beast. King Mukla can be good if you can apply enough pressure. You could use Fossilized Devilsaur if you want more huge taunts besides Ironbark Protector... There's enough material there! Okay, BGH whatever you want to say that people are using because of the meta. I mean, If they use BGH on a big thingy and you play another, and another, or you just have so many beasts... That's a valid concept to me! I know Force of Nature + Savage Roar is incredibly stupid. That doesn't mean Beast Druid isn't good. It's just not that.

Share this post


Link to post
Share on other sites

Oh, yeah, I meant Wildwalker, not Stablemaster, sorry! The Knight of The WIld could be good, but if you get a bad draw, he won't be played before turn 6 anyway.

Yes, the beast cards are great, but as long as the synergy cards aren't that strong, you shouldn't focus on the synergy itself and rather build a midrange deck with good cards (and some of them will definitely be beasts). The problem with playing a big thing after another is that if you get BGHed once, you lose tempo (except for Boom, yay) and druids can't play from behind the board. This is one of the reasons why Ramp Druid plays without BGH targets. 

Share this post


Link to post
Share on other sites

Like I said, no need to ramp. Just because ramp Druid is popular doesn't mean you can't try something else

Just because Beast Druid exists doesn't mean you should play it. It is not a competitive deck, at least not as competitive as Ramp druid.

Share this post


Link to post
Share on other sites

 

Like I said, no need to ramp. Just because ramp Druid is popular doesn't mean you can't try something else

Just because Beast Druid exists doesn't mean you should play it. It is not a competitive deck, at least not as competitive as Ramp druid.

 

My original complaint was about not discouraging people that wanted to try it. Because it is quite good now. It is not the best, but you don't expect people playing on a budget to actually use the best deck either. I mean I get it that it's weird to want to use really shitty cards like Dalaran Mage. But Druid of the Flame isn't a bad card and a Druid Beast deck is not a bad deck either. Sure you won't explode ladder and crush everyone on legend, but is this a requirement to give tips about it?

Share this post


Link to post
Share on other sites

I have a guide up for Beast Druid in the Unique decks section, so i'm not really sure what your criticism is.

 

We're not exactly dealing with statements like "You freaking noob! Why would you even think Beast Druid would be a thing! Learn to play before you dare read our site!"

The statements are like "but these decks have so far not proven to be successful." and "Druid Beast decks are also currently a long way from being viable." which are just accurate statements. Then on top of that, I have a guide published for people that want to experiment with it anyway.

So...yeah?

  • Like 1

Share this post


Link to post
Share on other sites

Well, I actually do think that players on budget who visit sites such as this want a good deck, instead of spending dust on decks that do not work as well as the "meta decks". Also, the price difference between Sottle's fast druid and Beast druid is 400 dust. The difference is low enough for newer players to play the meta decks instead. 
As I said previously, the beasts are good, it's the synergy that is not good enough. Druid of the Flame is played in midrange and so are Savage Combatant and Druid of the Claw. You can find Druids of the Saber and Mounted Raptors in aggro. The beast tag just doesn't matter, same as Azure Drake's dragon tag. Dragon decks weren't played either. Although there was some synergy, it just wasn't strong enough (but that got changed with TGT), same as Beast Druid.
 

I have a guide up for Beast Druid in the Unique decks section, so i'm not really sure what your criticism is.


I am not criticising your deck, all I am saying that beast tag is not strong enough to be considered meta. That it is and will stay for some time with the Unique decks.

Share this post


Link to post
Share on other sites

I have a guide up for Beast Druid in the Unique decks section, so i'm not really sure what your criticism is.

 

We're not exactly dealing with statements like "You freaking noob! Why would you even think Beast Druid would be a thing! Learn to play before you dare read our site!"

The statements are like "but these decks have so far not proven to be successful." and "Druid Beast decks are also currently a long way from being viable." which are just accurate statements. Then on top of that, I have a guide published for people that want to experiment with it anyway.

So...yeah?

I'm sorry, I just wanted to give some input, but if you all think it's fine, we're having a discussion. It just feels like it's pushing away from the card rather than actual tips on how to use it like the description says it does, but it is my opinion.

Share this post


Link to post
Share on other sites
Guest Caleb Bright

Um, why does the "druid" pictured in the artwork seem to be wearing shaman 25 man T9 Heroic? Seems like a pretty massive mistake for the QC team, or am I just missing something obvious lol.

Share this post


Link to post
Share on other sites

Um, why does the "druid" pictured in the artwork seem to be wearing shaman 25 man T9 Heroic? Seems like a pretty massive mistake for the QC team, or am I just missing something obvious lol.

It would be nice to know which card exactly you're reffering to. Also, a lot of different clothing look alike and maybe the guy making the artwork just felt like it was better like this... I don't think anyone here can really answer that... Unless the guy that made the artwork is here, which I doubt a lot.

Share this post


Link to post
Share on other sites

I think it might be interesting to tell people which ramp cards will give them excess mana when played at 10 crystals and which ones won't. I didn't check all the cards, but Astral Communion doesn't(not that it really affects the card's playability in that specific case).

Also, in the Arena section of Savagery, Mark of Nature, Astral Communion, Poison Seeds, Soul of the Forest and Tree of Life, you might wanna take into account that they can't be drafted.

Share this post


Link to post
Share on other sites
25 minutes ago, EDL666 said:

I think it might be interesting to tell people which ramp cards will give them excess mana when played at 10 crystals and which ones won't. I didn't check all the cards, but Astral Communion doesn't(not that it really affects the card's playability in that specific case).

AC does give you the draw card, as does Wild Growth. If it is a spell effect that grants a permanent crystal, it will give you Excess Mana.

I'll note down your other points.

Share this post


Link to post
Share on other sites

No, not all cards that give permanent crystals give Excess Mana at 10 crystals. If I'm not mistaken, only Wild Growth and Astral Communion do. It was a suggestion as I've seen my opponents sometimes picking the crystal option with Mire Keeper at 10 crystals even though it doesn't give Excess Mana and I thought it wasn't that much a useless information in a guide aiming at teaching how to best use the card...

Share this post


Link to post
Share on other sites
20 minutes ago, EDL666 said:

No, not all cards that give permanent crystals give Excess Mana at 10 crystals. If I'm not mistaken, only Wild Growth and Astral Communion do. It was a suggestion as I've seen my opponents sometimes picking the crystal option with Mire Keeper at 10 crystals even though it doesn't give Excess Mana and I thought it wasn't that much a useless information in a guide aiming at teaching how to best use the card...

I've made a note of it for Sottle, but let me correct myself slightly:

If there is no other effect on the card that can be generated and it is a spell, it will generate excess mana. Darnassus Aspirant, Mire Keeper can still do things when played on Turn 10 that are not related to the mana increase. AC, Wild Growth do absolutely nothing but generate crystals, so they grant EM.

Share this post


Link to post
Share on other sites

I'm not sure about this, but it says in the Arena section of Mark of the Lotus that, since you usually only play one minion per turn, you are "likely" to find value out of the card. Isn't it the opposite? I could be wrong on that one.

 

The second sentence in the Arena section of Jade Blossom should be improved because it is quite difficult to read. It is possible to understand but I'm fairly sure it is worded incorrectly and could be faster to understand

Share this post


Link to post
Share on other sites
34 minutes ago, EDL666 said:

The second sentence in the Arena section of Jade Blossom should be improved because it is quite difficult to read. It is possible to understand but I'm fairly sure it is worded incorrectly and could be faster to understand

I find it very easy to understand. Do not draft ramp in general, but draft this ramp if you have jade golem cards. Is there a specific different wording you'd suggest?

Share this post


Link to post
Share on other sites
1 minute ago, positiv2 said:

I find it very easy to understand. Do not draft ramp in general, but draft this ramp if you have jade golem cards. Is there a specific different wording you'd suggest?

It's not particularly difficult to understand, just difficult to read. Does removing "the card" between "Jade Golem" and "justifies it" preserves the intended meaning? English not being my main language I sometimes have difficulties that might not actually apply to the average English-reader.

Share this post


Link to post
Share on other sites

It is quite minor, but there's an apostrophe missing in the General Comments section of Lunar Vision. "Being able to draw 2 minions effectively reduces the cards Mana cost to 1"

Share this post


Link to post
Share on other sites
Guest H3R03

It's sad to see that you guys consider Savagery one of the weakest cards in the game. I am playing both Bite and Feral Rage in my Druid Jade deck and time after time Savagery allows me to turn the board into a winning state, often even winning me the game with either double Bite/Feral Rage or one of both, using Savagery to eliminate a big taunt, to have a full blown attack at face.

Combined with Gadgetzan Auctioneer it also enables you to draw through your deck even quicker and get to the point where you have only Jade Idol's left in 12-15 moves. It answers cards such as Ragnaros the Firelord and against the current aggressive pirate decks, it allows you to kill 2 minions from your hero, giving you full dominance over the board.

Share this post


Link to post
Share on other sites

Join the conversation

You are posting as a guest. 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...

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Damien
      This thread is for comments about our Jambre's Rank 4 Legend Highlander Galakrond Rogue Deck.
    • By Damien
      This thread is for comments about our PapaJason's Top 50 Legend Reno Mage Deck.
    • By Stan
      Update 17.0 came with a few bugs that need fixing, so Blizzard outlined a hotfix schedule for the next two weeks.
      Blizzard (Source)
      We are currently in the process of putting out a few hotfixes for issues introduced after the 17.0 update. Please note that these fixes take place on the server side, so you should not need to download anything if you’ve updated to 17.0.
      We’ve identified and fixed an issue that could cause the game to fail to offer some eligible players the Returning Player Experience. Affected players should now receive the appropriate quest line when logging into Hearthstone. Whizbang the Wonderful will no longer offer decks with cards that have moved to the Hall of Fame. Kingsbane will now correctly be destroyed and shuffled into your deck when it reaches 0 durability. Living Roots, when disenchanted, now properly gives the amount of dust of a common instead of an epic. However, its gem rarity will not be updated until Monday (3/30). Invoke cards will now no longer appear from cards that generate other cards. Clever Disguise will now correctly function as intended when played. This coming Monday (3/30), we’re planning to deploy a data-only patch that addresses a couple more issues:
      Darkness Awaits will no longer be incorrectly marked as collectible in the Collection. Basic cards will no longer be incorrectly earned from Arena rewards. Living Root’s gem rarity will be corrected from Epic to Common. There are several known issues that will self-resolve on 4/7 when the Demon Hunter and Ashes of Outland unlock:
      Felfin Navigator will correctly appear in the Battlegrounds minion pool. The Battlegrounds Perks button will correctly function as intended when clicked. The new Priest cards will correctly appear in the Arena card pool. Demon Hunter Initiate cards will no longer be granted by completing Galakrond’s Awakening Chapters. Hallucination and Blink Fox will work correctly when played against Demon Hunter in Practice Mode. Curious Glimmerroot will no longer cause client crashes when played against Demon Hunter in Practice Mode. The Search Bar in the Collection will correctly function as intended, and will no longer jump to the top of the screen. Additionally, there are a few Boomsday Project Puzzles that can no longer be completed now because of card changes introduced in 17.0. We’re planning to deploy a fix for Boomsday Project Puzzles on April 9.
      We are investigating several other reports and will keep you posted as we know more. We’d like to thank everyone for their patience while we get some of these bugs squashed!
    • By Stan
      Update 17.0 came with free decks for returning players. Blizzard defines a returning player as one who had not logged into the game for four months as of March 17, meaning if you logged into Hearthstone between November 18, 2019 and now, you don't qualify as a returning player and won't receive the Class Deck.
      Blizzard (Source)
      As our new Returning Player Experience went live along with the 17.0 update, we’ve found a few places where we think we can clarify the process and what you can expect.
      To expand upon the eligible time period, we’ve defined a returning player as one who had not logged into Hearthstone for four months as of March 17th, so your last login to Hearthstone needed to be before 11/18/2019 to qualify. If you logged in on or between 11/18/2019 to 3/17/2020, you would not qualify as a returning player and receive the Class Deck.
      If you’re a returning player who has not logged in since before 11/18/2019, to earn your free deck
      Log into Hearthstone and be presented with a new Legendary Quest line, which is made up of three total quests. In the first quest, you will face three bosses made specifically for the quest line. In the final two quests, you will play 30 cards then deal 100 damage to an enemy hero. Upon completing the third and final quest, you will be able to select your free Class Deck once you return to the main menu. If you’re a new player and have not completed the new player ranks,
      Log into Hearthstone and complete the tutorial and the Starter Quest line You will need to graduate from the New Player Ranks (Ranks 50-26) Upon completing these quests, you will be able to select your free Class Deck once you return to the main menu. If you have played Hearthstone before, but either did not complete the tutorial or the New Player Ranks, you will need to do both before receiving the free Class Deck. Note that there’s also a chance you’ll see the Returning Player quests and need to complete those as well.
      As a final note, it is possible that you may not see the deck in your deck list if you did not have an open deck slot when you chose your free Class Deck. If this happens, don’t worry! You will still receive all of the cards from that deck. If you would like to delete one of your existing decks, you can then navigate to this page and use our deck list. From here, copy the deck code, and you can then add the deck to your deck list from within Hearthstone.
      We hope this helps to clarify the experience for everyone! In addition, we are going to keep investigating any potential issues with the returning player decks, and we will provide updates as we learn anything new.
      EDIT 1: Quick update: the team has indeed identified an issue that we know is affecting some players. We're currently investigating the steps needed to fix it. I may not have an update again until tomorrow, but I'll let everyone know what to expect as soon as I know more.
    • By Stan
      The 17.0 update is now live on PC with mobile coming later today. It includes Battlegrounds and Hall of Fame updates, the Priest rework, card pack duplication protection, and more.
      Blizzard (Source)
      The Ashes of Outland patch ushers in a host of major updates and new features to kick off the Year of the Phoenix!
      Card Packs Now Have Duplicate Protection Across All Rarities

      Starting today, your card packs are going to be full of the good stuff—new cards! You’ll no longer receive more than two copies of any Common, Rare, or Epic card until you have owned two copies of all cards of that rarity in a set. Crafting a card counts towards acquiring it, and any cards you acquire and later disenchant (whether golden or non-golden) count as well. This means that if you get a card that you don’t want, you can disenchant it and you will not receive it again until you have all cards of that rarity from that set. This improvement even affects card packs you already own, but it won’t affect the overall distribution of rarities in card packs.
      Free Deck for New and Returning Players

      If you’re new to the game—or you’ve been away for a spell—we’d like to help you get right to playing and having fun. Starting today, players new to the game who graduate from the New Player ranks will get a free competitive deck from a class of their choice, built with cards from the Year of the Dragon! This also applies to players who haven't logged into the game in the past four months*.
      *Free deck only available to players who have not logged into Hearthstone in the past 4 months beginning on March 17, 2020. Limit one per account.
      Battlegrounds Updates
      Cobalt Guardian has been removed from the Minion pool. NEW HERO – Illidan Stormrage added to the pool.
      Wingmen [Passive] Start of Combat: Your left and right-most minions attack immediately.
      NEW MINIONS
      Deflect-o-Bot [Mech, Tier 3] 3 Attack, 2 Health.
      Divine Shield Whenever you summon a Mech during combat, gain +1 Attack and Divine Shield.  
      Felfin Navigator [Murloc, Tier 3] 4 Attack, 4 Health.
      Battlecry: Give your other Murlocs +1/+1. Card Changes
      Dr. Boom, Mad Genius Old: Cost 9 mana → New: Cost 7 mana. Giggling Inventor Old: Cost 7 mana → New: Cost 6 mana. Raiding Party Old: Cost 4 mana → New: Cost 3 mana. Reckless Experimenter Old: Deathrattle minions you play cost (3) less, but die at end of turn. (Cost can't be reduced below 1.) → New: Deathrattle minions you play cost (3) less, but die at end of turn. Zephrys the Great—Now Greater Than Ever
      Zephrys the Great has been updated for the changes to the Basic/Classic sets in Year of the Phoenix: Removal of the 5 Neutral and 6 Priest cards sent to the Hall of Fame. Addition of Demon Hunter Basic cards (pending Ashes of Outland launch on April 7), and the 6 new Priest Basic/Classic cards. Improved ordering of simulated attacks to best make use of Rush minions to clear Taunts, in order to maximize potential face damage. This should solve many cases where Zephrys ‘missed lethal’ that involved trading a Rush minion into a Taunt before going face with other minions. Zephrys is now more likely to offer a Freeze card when the opponent has a full board, since it locks the opponent out of being able to play any minions. Fixed a bug where Freeze effects were sometimes offered against already-Frozen enemies. Fixed a bug where SI:7 Infiltrator was offered for next turn over Flare for this turn. Fixed several bugs involving the opponent’s weapon and/or Frozen state, for calculating whether healing should be offered. Fixed a bug where minions whose base cost was higher than 10 (such as Shirvallah, the Tiger) were evaluated as being extremely valuable. Fixed a bug where Windfury was not offered for use on a minion that has already attacked once this turn. Fixed a bug where Crazed Alchemist was offered to destroy your own Doomsayer. Priest Cards Entering Hall of Fame

      Players who own the Classic cards below will be granted the full Arcane Dust refund for each. Players who do not have access to the Wild format will have the two Basic cards removed from their Collection and will be granted a full dust refund for both.
      Classic – Auchenai Soulpriest Classic – Holy Fire Classic – Shadowform Classic – Prophet Velen Basic – Divine Spirit Basic – Northshire Cleric Priest Balance Updates
      Power Word: Shield Old: [Cost 1] Give a minion +2 Health. Draw a card. New: [Cost 0] Give a minion +2 Health. Shadow Word: Death Old: [Cost 3] Destroy a minion with 5 or more Attack. New: [Cost 2] Destroy a minion with 5 or more Attack. Holy Smite Old: [Cost 1] Deal 2 damage. New: [Cost 1] Deal 3 damage to a minion. Holy Nova Old: [Cost 5] Deal 2 damage to all enemies. Restore 2 Health to all friendly characters. New: [Cost 4] Deal 2 damage to all enemy minions. Restore 2 Health to all friendly characters. Shadow Madness Old: [Cost 4] Gain control of an enemy minion with 3 or less Attack until end of turn. New: [Cost 3] Gain control of an enemy minion with 3 or less Attack until end of turn. Temple Enforcer Old: [Cost 6] 6/6 - Give a friendly minion +3 Health. New: [Cost 5] 5/6 Give a friendly minion +3 Health. Thoughtsteal Old: [Cost 3] Copy 2 cards in your opponent's deck and add them to your hand. New: [Cost 2] Copy 2 cards in your opponent's deck and add them to your hand. New Priest Cards
      Players will automatically be granted the two new Basic Priest cards, and the four new Classic Priest cards can be crafted or obtained from Classic card packs.
      Basic - Psychic Conjurer
      [Cost 1] 1 Attack, 1 Health Battlecry: Copy a card in your opponent's deck and add it to your hand. Basic - Power Infusion
      [Cost 4] Give a minion +2/+6. Classic - Kul Tiran Chaplain
      [Cost 2] 2 Attack, 3 Health Battlecry: Give a friendly minion +2 Health. Classic - Scarlet Subjugator
      [Cost 1] 2 Attack, 1 Health Battlecry: Give an enemy minion -2 Attack until your next turn. Classic - Shadow Word: Ruin
      [Cost 4] Destroy all minions with 5 or more Attack. Classic - Natalie Seline
      [Cost 8] 8 Attack, 1 Health Battlecry: Destroy a minion and gain its Health. Neutral Cards Entering Hall of Fame

      You will be able to keep your copies of these card once they move to the Hall of Fame, and you’ll also be granted the full Arcane Dust value for each card (up to the maximum number that can be used in a deck). The dust will be automatically awarded once you log-in after March 26.
      Acolyte of Pain Spellbreaker Mind Control Tech Mountain Giant Leeroy Jenkins Ranked Overhaul - Coming April 1
      Starting with the April 2020 Ranked Season, we're replacing the existing ladder in Ranked Mode with a new league system. The new system features five leagues to conquer—Bronze, Silver, Gold, Platinum, and Diamond—each made up of 10 ranks. Players start each season at Bronze 10 and climb their way to Bronze 1 before graduating to the Silver league, and on through Gold, Platinum, and Diamond before hitting Legend. Each league will also have rank floors at rank 10 and rank 5, where you cannot go down in rank for losing a match. The New Player ranks will have their own league that runs from ranks 40–1. The Legend ranks will continue to work as they currently do.

      To go from one rank to the next—say, Gold 10 to Gold 9—you will need to gain three Stars. You’ll gain one Star for each match you win and lose a Star for a lost match. At the start of each season, players will be awarded a Star Bonus based on their performance the previous season. This Star Bonus acts as a multiplier on the Stars you earn from each win.
      For example, if you have a Star Bonus of 5x and you win a game, you’ll get five Stars instead of one. If your winning game is a part of a win streak, you’ll get double that: 10 Stars! Upon hitting each ranked floor in your climb, your Star Bonus will be reduced by one. When playing with a Star Bonus you’ll be matched by your matchmaking rating (MMR), meaning you’ll be matched even more precisely with players of your similar skill level when climbing!
      New Ranked Rewards

      We’ve reworked the rewards you earn at the end of each season of Ranked play. Your reward chest can now contain card packs from the latest expansion, Rare cards, and even an Epic card, based on the rank you achieve. Five wins at any rank will also award the seasonal card back immediately, instead of at the end of the season.
      There are also brand-new first-time rewards. These one-time rewards of Classic card packs, Rare cards, and Epic cards will be granted immediately upon hitting a ranked floor for the first time on your account. Hitting Legend for the first time in the new ranked system will grant a random Classic Legendary card!
      Ranking Up To End Of Season Reward First-Time Rewards Legend 1 Latest Expansion Pack 1 Random Classic Legendary Card Diamond 5 1 Random Standard Epic Card 1 Classic Pack Diamond 10 1 Latest Expansion Pack 1 Random Classic Epic Card Platinum 5 2 Random Standard Rare Cards 1 Classic Pack Platinum 10 1 Latest Expansion Pack 1 Random Classic Epic Card Gold 5 2 Random Standard Rare Cards 1 Classic Pack Gold 10 1 Latest Expansion Pack 4 Random Classic Rare Cards Silver 5 2 Random Standard Rare Cards 1 Classic Pack Silver 10 1 Latest Expansion Pack 4 Random Classic Rare Cards Bronze 5 1 Standard Rare Card 1 Classic Pack Demon Hunter Prologue – Coming April 2

      The Year of the Phoenix introduces Hearthstone’s first new class since launch: the Demon Hunter!
      Log in and complete the Demon Hunter prologue starting April 2 to receive all 10 Demon Hunter Basic cards, a 20-card Demon Hunter Initiate set (belonging to the Year of the Dragon for rotation purposes), and a pre-built Demon Hunter deck list—so long as you have an open deck slot. Starting with Ashes of Outland, 15 new Demon Hunter cards will be released with each future expansion in the Year of the Phoenix.
      After the prologue has been completed, the Demon Hunter will officially unlock on April 7!
      Set Rotation, Ashes of Outland, and Demon Hunter - Coming April 7

      With the Year of the Dragon’s end at hand, the time has come for Rastakhan’s Rumble, The Boomsday Project, and The Witchwood to enter Wild and rotate out of Standard. The first new expansion of the Year of the Phoenix, Ashes of Outland, launches worldwide on April 7, bringing with it the Demon Hunter and the menacing Rusted Legion!
      Launch Quest Chain
      To celebrate the launch of the Demon Hunter we’ll be introducing a new quest chain on April 7, where you can earn free card packs from Year of the Dragon expansions and Ashes of Outland! The quests will be initially available on the following dates.
      April 7, 10:00 a.m. PT: Play 25 Cards in Play Mode to earn an Ashes of Outland and Descent of Dragons card pack. April 8, 10:00 a.m. PT: Play 3 Games in Play Mode as Demon Hunter to earn an Ashes of Outland and Saviors of Uldum card pack. April 9, 10:00 a.m. PT: Play 20 Spells in any mode to earn an Ashes of Outland and Rise of Shadows card pack. Arena Rotation

      Starting April 7, the Arena will include cards from the following sets:
      Basic Classic Rise of Shadows Saviors of Uldum Descent of Dragons Galakrond's Awakening Ashes of Outland Demon Hunter Initiate
×
×
  • Create New...