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Odinn

Is Hearthstone's Ladder Too Hardcore?

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As a purported 'casual' game - which is to say, an accessible, easy-to-understand, free-to-play game with few mechanical requirements - Hearthstone has a broad audience. The tablet and mobile platforms have only served to open the game up to even more players. With the incredible frequency of its ladder resets and the constant compression of the player base into the bottom range of that ladder, however, is the game too punishing for infrequent enjoyment?



At it's core, Hearthstone is a competitive, player versus player game. It pits two human players against each other in a format designed to determine a winner and a loser. There is no co-op, and the game's single player content is still quite thin. By its nature, that sets up a competitive environment - but competitive does not have to mean hardcore.

What does come across as punitive, however, are things like the duration of seasons, and the rank reset structure on a season-to-season basis. Blizzard's seasons in their other games last multiple months at a time - WoW PvP seasons, StarCraft seasons, Diablo Seasons - and your matchmaking rating and the presentation thereof do not get substantially reduced from one season to the next (e.g. a Platinum StarCraft player may start a subsequent season in high Gold, a few games away from where they left off, but not in Bronze).

ANT6SOZ1AZCQ1411061634681.png

Player rank distribution.


The ability to climb the Hearthstone ladder quickly is offset by the limited stars in the game's ecosystem until players generate additional stars through win streaks or by winning games against opponents at level 20 or below. Every season, even players who finished at the top of the Legend ladder are pushed back down into the bottom of the rank system, and forced to re-earn their placement every month.

In essence, there are two competing problems, and solving either one would improve the Hearthstone experience for many: Either seasons need to last longer, or the rank reset mechanic at the end of each month needs to be less punishing.

Season_new_2.jpg

The current end of season 'Bonus Stars' system.


Longer seasons will appeal to players trying to make the grind to a high rank over a period of time, particularly for players whose time is limited and cannot play the game in large bursts. StarCraft has had an average of around five seasons per year since it was released; WarCraft seasons last six months on average; Diablo seasons look to last about two months as it stands. Hearthstone's brief seasons stand in stark contrast, and make the ability to feel like you make progress limited to anyone who cannot play large quantities of games in short periods of time during a given calendar month.

The second choice would be to reduce the season-to-season rank reduction, so that players could feel like they can make gains over time by succeeding in consecutive seasons as the short monthly seasons roll by. Right now, a player who pushes hard to achieve e.g. a rank 10 finish in a season - putting them in the top 10% of all players! - will start the next season back at rank 19. A pro player could just win 17 straight games and rocket back to rank 10, but for a player whose best finish is rank 10, it's more likely to take dozens of games, if not more.

If the rank structure were to simply reduce your rank by a fixed number of ranks/stars at the end of each season, rather than counting up from the bottom of the ladder every time, players could make slow progress over time if they can't manage a massive burst of play in a single month.

Ranked_win_streak.jpg

Win streaks make some difference, but not enough for many players.


For the sake of argument, if players lost half of their stars at the end of a season, the rank 10 player would start the next season at rank 15, and while that may only be a difference of 5 games on a win streak to a strong player, it's a huge quality of life improvement for someone trying to make slower gains over time (or who simply can't play that many games!). It would feel like less of a hard reset, and more like a ladder that is indicative of your current skill at all times, not just the end of a month when you could play a sufficient number of games.

Using this system, every player would be a little further ahead at the start of the next month's season, which would also help with the early season feeling extraordinarily punishing to players as the ladder's compression forces top players back into the same rank range for matchmaking as every other player starting back near the bottom. A Legend player would start at a comfortable rank 10, distant from the players who are still newer to the game or don't have the cards or time to compete at that level.

What drawbacks are there to moving to a more casual-friendly ladder system? There are, within reason, two major issues:

uhJfBZB.jpg

The really, really pro scene.


1. The Hearthstone World Championship. As the point structure and acquisition system for the HSWC is already based around monthly seasons, adjusting that prior to BlizzCon is effectively impossible; and

2. Seasons running longer, or players starting that much higher on the ladder on a month-to-month basis, has the potential to swell the size of the Legend pool over time (as more players could conceivably reach it in a month with the larger number of stars at the start of each month).

The former rules out longer seasons in the short term, but not forever; the latter feels like a fairly hollow complaint about exclusivity (oh no, Legend is now 0.75% of players instead of 0.5%!). Season length isn't a major concern for Blizzard, as how long a season runs or how many stars a player starts with has limited impact on things like volume of microtransactions or number of games played. At a worst case scenario, a player who quit playing while at Legend today would receive only one card back (the following month) before their account would slip below the Rank 20 threshold; under the new system, a discontinuing player would be able to get three card backs, despite not playing the consecutive seasons (in theory).

Having said that, a simple stop gap - such as requiring a player to gain at least one rank per season to receive a card back - would eliminate that concern, if that bothered Blizzard or the community. A Legend player who isn't playing earning a couple of extra card backs doesn't seem much cause for concern, though.

Would longer seasons or a softer monthly reset improve your Hearthstone experience? Does it appeal to you more than the current system? Are you happy with the status quo? Let us know what you think.

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I'm unsure on this at the moment.

 

When I play for a decent amount of time each month (few evenings for a few hours) I can reach around rank 10 / 9.  Last month was rank 7 month before that rank 11.

 

Now while I would prefer a slightly longer season so I dont have to go from rank 19/18 to 10 again I'm not sure if that extra time would actually allow me to improve my overall rank.

 

As I'm more of a casual player I probably wouldn't play any more or less than I do now - which is play a LOT in the last week of the season to see if I can get up that extra rank.

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What a great post!

 

I am a that kind of guy you refer to. I have limited time to play and even if I am a casual player I still wanna try to climb the rank and beat my own record. But it seems hopeless with the reset time that is today. 

 

To adress the problem I would say that give more stars back so you don't have to start so far back again would be the best thing. 

Because even if you make the season it is still a to big drawback for a casual player like me starting at the top again. Even if the season is one month longer my game time can look really different that time and I might have smaller amount of time to play week to week so the punishment is just as hard when the reset comes.

 

Snake

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I'd like a season to be longer in order to be able to get a golden hero.

Right now in a month 500 wins are insane, that means 17 wins per day.

I'd like that to not get reset, to just achieve 500 wins in ranked.

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It's strange, with only a few days left in the Season, I still run into prior legendary players (recognized on cardback) around Rank 12-14. Before that, a week ago maybe, LE players around Rank 15-18. Now knowing how much this game counts an RNG, I still ask myself following question: If I were a new player to hearthstone and I meet these before mentioned players again and again while trying to climb the ladder, would I continue to play hearthstone or is it too frustating?

Because like written in this detailed analysis, one does meet legendary players, or players with complete deck sets in lower parts of the ladder, because they also have to work themselves back up the ladder.

So, maybe the current system is not just frustrating for the players who make legend, but also for those poor souls who start the game and try to compete and the only thing on their side is maybe some good RNG because you can't get pro decks for free from the start.

Will the current system scare off "new blood" and frustrate "old blood" to give up the climb?

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I agree that longer seasons would be helpful, but I also think that there needs to be another "milestone" point added to the ladder climb (grind). 

 

Right now, if you are a casual player like myself, once you get to Rank 20 and reach that point where if you lose, you don't lose any stars and go down in rank, you have earned the card back for that season and the prospect of having to win enough to get all the way to Legend is daunting.  There needs to be some other incentive between Rank 20 to get the card back and earning the Legend rank.

 

The highest rank I have ever reached is Rank 13.  It doesn't seem to matter if I'm playing recommended decks from the Icy Veins decklists or trying my own creative ideas -- I lose way more often than I win and since I'm going to be knocked back so much when the season resets, if I have a good run of luck and get to somewhere past Rank 15, knowing there is no way with my limited time to play I'm going to make it all the way to Legend, I just stop playing ranked and switch to Casual or Arena until the season resets.  This is because the few times I tried to "press my luck" I ended up sliding back down to where I spend most of my time in the Rank 20 - Rank 16 range.

 

Now, if there was another incentive, say for example, once I reached Rank 10 then I didn't lose stars below that rank point for the rest of the season, I would be motivated to push to Rank 10 to reach that milestone, even if I didn't expect to be able to make it to Legend rank in that season.  The idea of having a good streak of luck (or maybe even investing more time and actually gettting more skilled enough to compete at higher ranks) and reaching up into the single digit ranks only to slide back down into my familiar teen ranks when my luck turns (or my skill fails me) is demoralizing.

 

So bottom line, in addition to longer seasons and maybe changing how the ranks are adjusted between seasons, I would really like to see another milestone point around Rank 10 that I could shoot for and, if I achieved it, not have to worry about sliding all the way back down to the bottom of Rank 20 for that particular season, at least.

 

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Because like written in this detailed analysis, one does meet legendary players, or players with complete deck sets in lower parts of the ladder, because they also have to work themselves back up the ladder.

This is a similar concept to the Do LFR early in the week when the better raiders are in getting legendary stone/runes rather than the altfest of later in the week.

 

I think the 1 month length is good and should stay. If you were to take a 2 week break from the internet you could come back and only have 2 weeks to wait for a new season rather than have to wait potentially longer.

 

I do like the idea of more bonus stars so that you can build week on week. This would allow an avenue much like extending a heroic Garrosh lockout in SoO. The extra bonus stars could scale with rank so that the earlier levels give more bonus stars and the later levels provide less. IE a rank 1 will drop perhaps to rank 10, but a rank 10 may drop to rank 12, or something to the effect. This will force players to still earn the legendary status but not punish the time poor/newer players in to the 20 to 15 grind each week.

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Interesting post.
I can see you're looking at the ladder from the view of a more "casual" gamer, those guys who generally finish the season rank 10-15. 

Let me give some perspective from a player who spends the majority of the season in the "death bracket" i.e. rank 1-5. 

I feel the season is too short. Unless you're exceptionally skilled,or very lucky, grinding to legend is extremely time consuming. Even a player who is able to win 55% of his games vs the top 2% of the player pool (a top 1% player?) would require ~250 games to get from rank 5 to legend. That's a ton of games in a single month, only to hit legend in the final week (if you're lucky) and then start the process over again. Additionally, while grinding to legend, you're forced into using your top decks, using a novelty deck for a bit of fun, or an unproven deck in ranked mode, can cost you a few days of grinding very quickly.

 

In that respect, I'd prefer a longer season, 2 months seems fair.

 

As for the reduction in stars, I somewhat actually like being dropped down the ranks. For me, getting from rank 16 to 10 is a matter of a quick session, yet the start of the season gives me an opportunity to spend the first week or so trying out all the decks I wanted to to play but without the risk. Any reduction in stars doesn't really help, as the hard work isn't getting from level X to 5...it's getting from 5 to legend.

I understand this isn't necessarily pitched at my demographic, but just thought I'd throw my 2c in anyways. 

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Let me give some perspective from a player who spends the majority of the season in the "death bracket" i.e. rank 1-5.

Some nice thoughts here.

 

Maybe we need a ranked practice option or something to the effect.

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I like the idea of having any incentive / cut off point at like level 10 as Malys mentioned.

 

Would something like this even be doable? It would have a major impact on the levels ofc.  For someone who spends a fair percentage of my hearthstone time getting from rank 18-10 it would be great to know once I've reached this milestone I wouldn't risk going back up to 13/14 (its happened too many times :P).

 

As rank 10 is so far away from legend it shouldnt impact too much on the top players, and and arguably its a mile away from new players as well.

 

What do you think Odinn?

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This ia bit stupid that such system promotes only those who spend much time on the game. Let's be honest, reaching higher ranks isn't a matter of skill or deck - it's a matter of time. Those who can play every day and aren't extremely bad (and have reasonable decks) will be climbing higher and easier than those who are better, but play less. System should promote better players over players with no life outside the game. Even the best player sometimes meets very bad match-up (Warrior or Rouge for Freeze Mage for example - ugh), therefore even the best deck doesn't guarantee faster climbing. You want to climb - you have to play much, that's all. And this stupid, because HS is commonly described as skillful game, but in the end time is much more important factor.

 

Another thing is that earlier ladder used to be like that: higher rank means better opponents. Nowadays you can meet golden Paladin with all golden cards at rank 19! It happened to my friend yesterday, I watched that game. What does potentially legendary player do at rank 19 at the end of the format? And obviously it isn't just a random example, ranks 15-18 are full of Mech Mages, Mech Shamans, Warriors, Oil Rouges, Face Hunters and other potentially tier 1 decks. Add to this people who simply farm gold, because it's obviously still easier to win at rank 18 than at rank 5, so on every stage of the ladder you basically meet the same decks, while the idea behind the ladder is obviously that each step forward means bigger challenge. Right now challenge starts above rank 20  and you can meet both noobs and pros at rank 19 at rank 10 with identical frequency.

 

Obviously "casual" mode in HS is basically nonexistent, because people hav no problems with playing complete tiers 1 there as well. HS is currently very unfriendly for starting players and it's 50%-50% due to both terrible community, where pro players have nothing against crashing unexprienced players and system unable to make ladder effective and consistent with its idea, also promoting time over skill.

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As a "more casual player" of Heartstone, i actually love the current system,

 

strenghts i see in it:

 

1. it gives me an incentive to play each month and see how far i can get.

 

(I usualy stop when i realise i am hitting a "wall" and cant make any more progress,

with the monthly reset it is nice, that i can see my progress from month to month, as i finish each season

a bit better then the one before)

 

If the seasons would last longer, i had less reason to play, if i for example hit rank 13 and start bouncing back and forth between 13 and 14, i usualy leave it be for the current season, and try my luck next season again, to reach 12, usualy works out quite well, with a two month season (or even 6) i had no reason to play again untill season change after reaching my

mark for the current season.

 

2. It gives a regular feeling of beeing rewarded for playing, with a cardback at the end of each month, another reason to

keep playing every so often, with longer seasons, again, there would be something missing which keeps me to come back now.

 

The mentioned drawbacks of the current system, are something i really do not feel at all,

it is suggested, that it might feel unfair for new/casual players to be matched up against top of the notch players every Month, as the ladder resets, but, are you REALLY aware of who you are matched against?

 

Personaly i hardly am, yeah sometimes i see a "golden hero" but to be honest, names? I Hardly even look at names

most of the time, so i could not tell if i ever had been matched against someone who was "way above my league"

all i can tell is, i played against better players and lost, and i played against worse players and won.

 

But i find, hardstone makes it hard, to tell if your opponent ist "super leet" or just "Slightly better" then you are.

 

So, i dont find any frustration there.

 

 

Something else i would think, could end up beeing a problem is, there are "infinite Stars" you can earn.

 

What i mean is, an ELO based system, has a finite number of "Points" to go arround, each player starts with x points

and what he gains, someone else loses in the progress.

 

But Stars in the Heartstone system, are not "traded" on a 1:1 base, if i have a streak, i gain 2+ Stars each win,

but my opponents only lose 1 so, given a long enough season, you would push people up and up the ladder,

without their skill really improving, ending up with the same Situation, where players are faced against much better opponents,

no?

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I heard about this discussion on the "Well Met" podcast, and I have some thoughts.  I should note that I've had two fairly successful (from my perspective, anyway) ranked runs to rank 5 and 7 in the last few months with a few weeks break in between each to play other things, work, etc.  I consider myself a very casual player, as I play most often during downtime at work or laying in bed at night on a tablet.

 

1) I like the monthly turnaround.  I like the "tabula rasa" feeling of having a fresh start every month.  I feel like anything longer than that would cause more burnout from players stuck at certain ranks.  For example, this season for whatever reason, I just can't bust through rank 5.  I've been bouncing between 5 and 8.  But come May 1, I'll be just as excited to try again.  It's like the first Saturday of college football season happens every month with all the teams trying to crack the Top 25.

 

2) I would *really* like to see some kind of reward (gold or dust would be sufficient) for achieving certain ranks.  They do this in arena already.  There should be some kind of similar reward for reaching a certain tier of the ladder.  Card backs are nice but not very fulfilling for me.  Maybe a swanky card back for reaching rank 10 would at least give me some sort of status relative to my peers.

 

Anyway, I really enjoy the podcast relative to its peers.  A lot more strategy discussion.  Doesn't sound as much like a load of friendly nerds talking about whatever happens to enter into their head.  Keep it up.

 

-aph0

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      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.
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