Jump to content
FORUMS
Sign in to follow this  
Zadina

Ben Brode Posts: Classic Set, Standard and More

Recommended Posts

gkZVIcm.jpg

Ben Brode was active on the official forums and on social media these past few days and he had a lot of interesting things to say about various hot topics. Most notably, he noted that it's possible that additional Basic and Classic set cards may be nerfed or rotated out of Standard in the future.

You probably remember that with the release of the Standard format, something less than a year ago, 12 Basic and Classic cards were nerfed. Now, Game Director Ben Brode revealed that more Basic & Classic card nerfs can happen or at least they may be rotated out of Standard. The reasoning behind this is that the team wants to keep a fresh feeling in Standard and they don't want to see the same core cards appear too frequently. That's why they are also not considering buffing underused vanilla cards, since Basic and Classic cards are already being used a lot and they want new sets to be more impactful.

Blizzard LogoBen Brode

+ Show
The goal with Standard is to keep the meta fresh for each yearly rotation. There are some benefits to keeping Basic and Classic cards in Standard: Returning players have an entry-point to the new format, and new players experience classics like "Hogger" and "Arcane Missiles" that are iconic and great introductions to the game. People take breaks from Hearthstone, and being able to jump right back in with a few cards you already own and understand makes that experience a lot better.

That upside has a real downside in working directly against the big goal for Standard. It needs to feel different each year, and if Basic and Classic cards are still appearing in large densities year after year, we will not be achieving our goals for Standard.

We knew we weren't going to get there when the Year of the Kraken began, so we nerfed 12 basic/classic cards, to put more of the weight of the meta into the rotating sets. We always knew we'd have to watch the meta to see if any future changes would be needed when we got ready for the next year of Standard. If things are looking like they are going to be too same-y for that next year, we could see more nerfs, or we might rotate some additional classic cards to Wild, like we did with Old Murk Eye. No matter what, we're committed to making Standard fresh and exciting each new year. (source)

 


 

Are you guys considering, besides nerfs, implementing buffs for underused vanilla cards?

Given the goal of Standard is to keep the game fresh each year, it's important to keep a lot of the power of the cards in the expansions, and not in the basic and classic sets. It's not clear what that balance of power should look like (is it ~10 cards from the basic and classic sets on average?), but we're currently skewed so high towards basic and classic cards in decks, that we are at high risk for 'samey-ness' as the years change in Standard. Buffing Basic/Classic cards *increases* that risk. If the goal is to get more cool cards into the meta, just releasing awesome new cards in expansions should make an impact there, and still keep Standard fresh. (source)

Obviously, this comment caused a lot of reactions and Ben took to Reddit (specifically this thread) and Twitter, where he answered various questions. A brief summary of his responses is that the Basic set is currently the most powerful in the game (source), while the team intends to keep the vanilla set unchanged (the term used was 'evergreen' - source). Ben repeated that the team's intention behind any future Basic and Classic card nerfs or changes is to keep Standard format fresh and "less same-y". A difficult question was posed to the community: would they prefer the affected vanilla cards to be nerfed, rotated out of Standard format or remain as they are, even if it results in a staler meta?

On the same Reddit thread, Brode also talked about why the Charge nerf was necessary due to the Grimy Goons synergy and how new/F2P players are currently still able to reach Legend rank - something that he expects to keep happening in the future as well.

Blizzard LogoBen Brode

+ Show
[...] We nerfed Charge (the spell) because we knew the upcoming Grimy Goons mechanic in combination with Enraged Worgen and Charge was not really fair or fun. There have always been F2P players at Legend, and there have continued to be since that change. (source)

Blizzard LogoBen Brode

+ Show
We did this in 2016 when we nerfed 12 classic cards and it made a huge difference in how much the meta was able to change with the release of Old Gods (instead of just continuing to be Druid Combo). New players were able to reach legend without spending money after that change, and I expect that will be continue to be true if we change a few more cards in 2017. (source)

On a somewhat relevant topic, with the end of the Year of the Kraken the end of Reno Jackson is also approaching. Ben excluded the possibility of this game-changing card making it into the Classic set - once again the reason being "keeping the meta fresh".

Placeholder for tweet 817625802116214784

For consistency's sake, I've also included two Brode blue posts from last week. In the first one, he talks about the new player experience and how it still needs more work. For example. the climb from the introductory quests to actually playing the game feels steep, while getting into Ranked is also difficult. However, for their first games new players actually play in a seperate matchmaking pool designed to match new players with each other. There has also been a 15% increase in new player winrates on Casual.

Blizzard LogoBen Brode

+ Show
Hey there!

We agree that the new player experience needs more work. We've been tweaking it for years and have seen significant increases in retention among new players since launch. Most new players start playing against the AI and then take on other players in Casual. The Casual matchmaker has gone through a lot of iteration and new player winrates have increased by ~15%.

Ranked is a different story. Ranked is becoming more difficult for new players over time. I spoke about some of the challenges we are currently facing with our ladder system before I left for paternity leave here: https://www.reddit.com/r/hearthstone/comments/58pxgt/ben_brode_confirms_the_2_game_win_streak_is_not/

Something you may not realize is that new players actually play in a seperate matchmaking pool for their first several sessions. In Casual, we match them entirely against other brand new players with similarly-sized collections.

That all said, we think the introductory missions up through Illidan feel pretty good, and after that it still feels like a bit of a cliff. It's definitely something we're aware of. Thanks for your feedback, and for the feedback of everyone else who's been chiming in on this over the last few months.

(source)

Lastly, Ben made an interesting post about another community hot topic: the ladder system.

Blizzard LogoBen Brode

+ Show
[...]

We have been discussing the ladder system a lot recently - we're not 100% happy with it.

Here are some things we are currently discussing:

  • Rank 18 players are higher ranked than 50% of HS players. That number doesn't make you feel like you are in the top 50%, and that's a missed opportunity. We try and counter this by telling you all over the place what the mapping is to the rest of the population, but it'd be better if expectations and reality matched here.

  • We've received feedback that the last-minute jostling for high Legend ranks at the end of a season doesn't feel all that great.

  • We've received feedback that the ladder can feel like a grind.

  • We are reanalyzing the number of ranks, the number of stars per rank, the number of bonus stars given out at the start of the season, and other parts of the system.

  • We are developing simulation systems that let us predict what changes to the ladder would do to the population curve. If we inflate too many stars, the whole population ends up in the Legend bucket and while that might feel great for a single month, the entire system falls apart eventually. People who played waaaay back may remember when "3-star master" was the pinnacle of achievement, and it meant nothing because so many people ended up in that bucket. With better simulation tools, we are planning on trying a lot of crazy things. Iteration is important in design, and getting the tools to iterate quickly is very important.

Something I want to emphasize is that while I think we can improve the ladder, the metric for that improvement isn't necessarily any one player's individual rank increasing. Players want the better rewards (and prestige) associated with high ranks, or the Legend card back, so any change we make that increases the chances of those are likely to be perceived as "good", at least for the short term. But part of what makes the ranked ladder compelling is that exists to rank players. If you want to see how you stack up, ranked is the place to do it. So while some inflation might improve the experience, we need to be careful and make sure we end up with a system that makes people feel rewarded for increases in personal skill or for finding a new deck that breaks the meta.

(source)

Share this post


Link to post
Share on other sites

I hope they work on the standard/wild system a lot better. I'm personally not a fan of the idea of simply moving expansions to a different game mode for "keeping the game fresh." Their reasoning to a lot of things now is to keep the meta fresh and not being all samey. For standard.

I apologise if I may be wrong, but there's not going to be any changes (like the whole rotating cards idea) to wild. They want to rotate cards into wild. This is only going to affect ONE game mode in the game. One side of the game will be as samey as it has been for a long time, the other will be getting occasional changes it seems. (This is excluding expansions/adventures being introduced.)

An idea to keep the game fresh in my opinion would be to rotate cards/expansions from wild to standard, and of course the standard to wild as it is now. It doesn't just dump cards in one game mode, and instead changes how the metas and decks will be a fair bit.

Plus, a small bit off topic, why can't we have a classic/vanilla only mode? :[

Edited by SyncTrizon
Forgot to say: the changes to wild I spoke about does not include nerfs, just card rotating.

Share this post


Link to post
Share on other sites

Standard has to work for Hearthstone to survive. Wild is CRAZY out of balance and I would probably quit if they lose control of it. (get it... lose control?)
I'm always nervous with them nerfing/removing classic cards. It's the only way a free to play person (like me) has been able to keep up with a new expansion is by having a half-viable deck from powerful classic cards like sylvanas, rag, etc. so the first two weeks of an expansion don't put you so far behind the 8-ball you can't play.

I'm nervous about losing Reno. Some aggro can out pace it, as it should, but it is the only way to beat any mid-range or aggro if they get a bad draw.

Share this post


Link to post
Share on other sites
3 minutes ago, Laragon said:

Wild is CRAZY out of balance and I would probably quit if they lose control of it.

I actually think the opposite is true. Even though the power level is much higher, the meta is more diverse. In standard you either have Reno JacksonPatches the Pirate, or a bad win rate. In wild you see combo decks, midrange, control and aggro decks all at one place with no single deck to rule them all (even though this was the case for some time when Mysterious Challenger was the boss of the format). 

  • Like 1

Share this post


Link to post
Share on other sites
2 hours ago, positiv2 said:

I actually think the opposite is true. Even though the power level is much higher, the meta is more diverse. In standard you either have Reno JacksonPatches the Pirate, or a bad win rate. In wild you see combo decks, midrange, control and aggro decks all at one place with no single deck to rule them all (even though this was the case for some time when Mysterious Challenger was the boss of the format). 

Diversity doesn't really mean balance. It can mean it's so far out of balance that it can literally be who gets a slightly decent draw wins the game. Think of it as being able to make anything fly if you strap a big enough rocket... Wild is also extremely discouraging for any new player that wasn't around with a decent deck during GvG, and with the sheer size that it will grow into after a year or two it will only see even stronger power creep and far less new players.

It's fair that standard is also out of balance. I think Reno is probably the best example of a way to give the game balance. Supply those core 4-5 building blocks where you can make a reasonable deck from doing one adventure and live comfortably in the 8-15 range of ranked. They sort of did this with Old Gods by giving C'thun and having him be possible to play all the way to legendary, assuming you got enough other cards from the packs to fill out your deck.

Share this post


Link to post
Share on other sites

I do think that Reno is something that basically can't stay in standard. If you go back prior to when LoE first launched, the idea of Highlander decks was still fresh, it was an actual hindrance to the deck that was building Reno, given that he was an incredibly powerful card.

Since the new expansion, this is basically just allowing players to build into that format and still be rewarded for it (looking at Reno Hero Power Priest, for example).

Share this post


Link to post
Share on other sites

I know he denies it but this just smells like "this will force more pack purchases."  There's a difference between changes due to an unfair exploitation of a few cards and changes simply because the cards have been deemed "too popular" by the developers.  Ever since the original announcement that classic and basic would never rotate I've been using what little dust I have to bolster my classic set.  Now I'm not sure what to do because everything is so uncertain about the future of each set or even future metas.  This is just a betrayal of confidence to the player base and will create a more "pay to win" game.

  • Like 2

Share this post


Link to post
Share on other sites
19 hours ago, Bradward said:

Ever since the original announcement that classic and basic would never rotate I've been using what little dust I have to bolster my classic set.  

This is pretty much the advice I have given to every person that asks the age-old question of "how do I spend my gold best?". Would suck to see it change.

Share this post


Link to post
Share on other sites
On 1/12/2017 at 11:13 AM, Bradward said:

I know he denies it but this just smells like "this will force more pack purchases."  There's a difference between changes due to an unfair exploitation of a few cards and changes simply because the cards have been deemed "too popular" by the developers.  Ever since the original announcement that classic and basic would never rotate I've been using what little dust I have to bolster my classic set.  Now I'm not sure what to do because everything is so uncertain about the future of each set or even future metas.  This is just a betrayal of confidence to the player base and will create a more "pay to win" game.

The problem with this (keeping classic eternal) is certain classic cards create some pretty degenerate play patterns or are just out of line power wise.  For degenerate, I mean cards like Auctioneer, Alex or Antonidas (Play a shit ton of cheap spells, then conceal a 12/12 van cleef and a 12/4 auctioneer), and for power wise, cards like Rag and sylvanas.  It is really hard to design six mana cost + cards since classic is full of really really strong ones, and the space in your deck for cards that expensive is inherently limited by game design, meaning if blizzard wants to create a competitive six drop it has to be better then sylvanas, same goes for rag and a competitive 7+ drop, that is hard considering how strong those cards are already, you would have to pretty much print something doctor boom levels of broken to compete, and Boom was so strong he was the defining force in the meta game for a very long time.

 

The problem with simply nerfing classic cards is you ruin entire archtypes that would otherwise be playable in wild.  Doing stuff like nerfing Alex or gadgetzan would completely destroy certain very fun and engaging (for the person piloting it at any rate) decks.  I love miracle rogue and freeze mage.  Is standard really the place for them though, 5 years from now do you STILL want to be beaten by miracle rogue cheese, or burned out by freeze mage the turn after they alex?  Of course not, but its also unfair to people who have put hours and hours into learning these very intricate decks to simply nerf them, make them useless and continue on, sort of like they did with handlock.  I enjoyed handlock, but it is completely unplayable because molten giants are useless.  Same with oil rogue, it had a very dynamic and tempo driven play style that is pretty much unmatched by any deck since then, but because of the harsh nerf to flurry, you can't play it.

Edited by VaraTreledees

Share this post


Link to post
Share on other sites

The problem with the stance of "just send it to wild" is that new and budget type players don't have the overpowered cards from the old expansions either. Its hard to play competitively in wild without Dr. Boom. 

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
Sign in to follow this  

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Staff
      Hearthstone is taking a bold step into the StarCraft universe with "Heroes of StarCraft: The Great Dark Beyond," a 49-card mini-set launching in January 2025.
      Featuring iconic factions like Zerg, Protoss, and Terran, complete with legendary leaders Sarah Kerrigan, Artanis, Jim Raynor, this set blends StarCraft nostalgia with Hearthstone's gameplay.
      Additionally, Arena Mode is getting a massive overhaul, introducing shorter Normal Arena runs and a high-stakes Underground Arena with a game matching "re-draft on loss" mechanic, giving you the option to re-draft cards, edit your deck, and keep your run alive, after you lose.
      The year ahead promises 3 expansions, including the Emerald Dream's battle between Old Gods and Druids, a return to Un'Goro Crater, and a Chromie-led journey through alternate realities.
      (Source)
      Hearthstone: Heroes of StarCraft – The Great Dark Beyond Mini-Set  
      Early next year, Hearthstone is going beyond Warcraft and into... Heroes of StarCraft! This special Mini-Set will have a whopping 49 new cards across three themed factions, which show what the StarCraft universe would look like in the Hearthstone Tavern. Each faction is made up of cards that can be used across multiple classes, including an iconic Hero card. 
       Zerg 
      Death Knight, Demon Hunter, Hunter, and Warlock have joined the Zerg! Led by the formidable  Sarah Kerrigan, they will have aggressive cards that win the game by swarming the board. 
       Protoss 
      Druid, Mage, Priest, and Rogue fight for the Protoss Empire. Led by the High Templar Artanis, they will have powerful, high-cost cards that are made cheaper throughout the game. 
       Terran 
      Paladin, Shaman, and Warrior make up the Terran forces, led by the one and only Jim Raynor. They will command Battlecruisers—a special take on the Starship mechanic from The Great Dark Beyond. 
      The Mini-Set will feature a slew of StarCraft units which are sure to invoke nostalgia, as well as the Terran-armored Murloc, Grunty, and new, thematic music. You can chart a course for the Heroes of StarCraft Mini-Set, launching in January 2025! More announcements, details, and card reveals are coming closer to launch. 
       Major Arena Updates 
      Then, for the first time in 10 years, Arena Mode is getting a major overhaul. With that update, there will be two kinds of Arena to choose from. Normal Arena will be shorter form, allowing you to complete your runs more quickly. Competitive Arena players will be able to play in the higher-stakes Underground Arena, with longer runs and a new feature: Re-Draft on Loss. Re-Draft on Loss means that, after you lose, you’ll have the option to re-draft cards, edit your deck, and keep your run alive. 
      Ratings will also be added to both Normal and Underground Arena. Normal, skill-based matchmaking will be used for Normal Arena. Underground Arena throws caution to the wind and lets you face off against opponents of all skill levels. 
      This major Arena revamp is coming in the first half of next year. Look out for more details about this update closer to when it goes live. 
      A Preview of the Year Ahead: The Year of the Raptor!
      On top of those updates, Hearthstone has an exciting year of expansions ahead, with much-requested themes, locations, and familiar faces across Azeroth. 
      In the first expansion of the year, enter the Emerald Dream and join the battle between the Old Gods and the Druids of the Emerald Dream for the fate of the World Tree. Things will heat up even more when the Druids of the Flame light up the Mini-Set (releasing earlier than normal this year, during the 32.2 Patch). 
      The second expansion of the year will be Hearthstone’s first-ever sequel: the return to Un’Goro Crater! Join Elise on a hunt for a mythical, lost Tortollan city. When you find it, join the Tortollans in a festival to celebrate the mighty dinosaurs of the crater in the 33.4 Mini-Set. 
      In the third expansion of the year, travel with Chromie through alternate realities to recruit Legendary Warcraft heroes like you’ve never seen them before. Leading to the 34.4 Mini-Set: an epic showdown against Murozond at the end of time! 
    • By HSEnthusiast
      Today, we're recapping the four Shaman cards revealed by Gamespot. We also have some dev clarifications on how they work.
      If you missed our previous Warrior recap, you will find it here.

       
      What a way to kick things off; this card looks insane! The dream is that Drakuru takes out two of your opponent’s minions, resurrects them on your side, and survives combat somehow. You’re looking at a 5-for-1 exchange on board.
      In the more likely scenario that it doesn’t survive, that’s still a complete flip of the board state. Even if it’s trading into a single big minion on the opponent’s side, that’s still a 2-for-1, with that 1 on your side being a big tough-to-kill minion. The only worry is that there will sometimes be late-game scenarios where the 6/8 stat line won’t be enough to get you any resurrections, but I’m hopeful those are few and far between.
      Still, even if the Big Shaman archetype doesn’t catch on for Shaman, I expect this card, in particular, to find a home in Renathal Control Shaman lists. This card is doing much of the same work that Sylvanas and Insatiable Devourer are without having to run through the trouble of infusing first.

      Once again, another big expensive card and a solid showy effect to go along with it. Obvious deathrattle/reborn synergy, as well as good with big minions in general. At 10 cost, it will take up your entire mana pool for the turn, though there are things you can do to play around that as a shaman.
      We’ve gotten some clarification from the devs on the mechanics of this one:
      All the copies summoned die at the end of the effect trigger after having attacked. Unfortunately, it won’t be some corruption-style aura effect that a cheeky Showstopper effect can silence off. Your copies are made from your hand from left to right until no more board spaces are available. Beware that Colossals will summon their appendages and take up potential board space from your other copies. Windfury minions will only attack. Sorry Drakuru, no double freebies for you ? Minions that enter Dormant won’t attack, but they won’t die either! The interaction of getting free dormant minion copies on board is interesting, but is there enough to build a deck around? In standard, there is Gangplank, Slimescale, and Pelican Divers, but outside of From De Other Side “synergy,” they might not be worth it. In Wild, at the very least, there is meme potential with getting Magtheridion and The Darkness out with this and getting their battlecries to awaken both copies when you play them out the turn after.
      There’s obvious synergy with the other big cards revealed here, with Prescience loading up your hand with some beefy bois, getting get off reborn, lifesteal and deathrattle value, summon a minion from Overlord Drakuru.

      That’s a lot of keywords for a single card, but they work together to become the stuff of nightmares for any board-based aggro deck. Taunt and lifesteal make this a nightmare to trade into, and even with enough removal to clear the main body and the reborn one, the deathrattle effect still will hit for 3 twice and heal you for 6. So while the 3 attack won’t be anything to write home about, plopping this down will buy you a good deal of time. There’s also the possibility to make use of the leftover reborn 3/1 body to evolve into a 9 or 10 drop.

      This card will get you 2 Mana 2/3 Ghostly Apparitions with the Undead minion type, which can matter for cards like Unliving Champion, or Invincible, for instance. Suppose you trigger the secondary ability here both times. In that case, that’s a pretty sweet deal right there, advancing a Big Shaman win con in 2 ways: The taunt on the Ghostly Apparitions advances your gameplan of stalling the game out until you can stabilize on board enough to play the 5+ Mana minions you’ve tutored out of the deck.
      We’ve theory crafted 3 potential builds that can use this package of Shaman cards.
      First, consider diving head first into the Big Shaman theme, bringing in Vanndar Stormpike and forgoing all other sub-5 cost minions to get max value out of Prescience and From De Other Side. We’re also going to run with the evolve subtheme to take advantage of any leftover bodies that we might get from Stoneborn General, Overlord Drakuru, or Blighblood Berserkers. The departure of the Knights of the Frozen Throne set will make evolving 10 drops better again now that there are no more Snowfury Giants in the Evolve pool, and we get to re-roll for the generally better bodies from the 10 costs. We’re adding in some early-game removal to compensate for the lack of early drops so we can better survive the early game.
      Deck code / link: 
      AAECAaoICunQBMORBKeNBK/ZBNnsA/rsA4qSBfuRBYfUBKrZBArG+QOs7QS12QTgtQS22QTblATGzgTj9gOGoQX4oAUA
      Next, let’s try to use the standard Renathal Control Shaman archetype that’s doing rather well in the meta as a starting point. One safe idea is to look at slotting Overlord Drakuru and potentially Brightblood Berskerker and From De Other Side into this standard XL Renathal Control Shaman as ways of fighting back on board while getting your infuse cards stacked up.
      Deck code / link: 
      AAECAaoIFKjuA6bvA4b6A6SBBMORBMeyBOm2BOnQBJjUBLjZBJfvBKTvBNWyBODtBIqSBdWyBPuRBfSgBbzwBODtBArG+QPTgASVkgTblATgtQSWtwSywQTFzgS12QS22QQA
      We could instead also try and drop all the duplicates from the list and convert it into a Reno deck, as the deck was already playing a lot of one-offs. That gives us just enough room for one of each of these bad boys, which together with Reno will up the turnaround potential of the deck at the cost of a little bit of consistency. Doing so we can end up with this list:
      Deck code / link: 
      AECAaoICunQBMORBKeNBK/ZBNnsA/rsA4qSBfuRBYfUBKrZBArG+QOs7QS12QTgtQS22QTblATGzgTj9gOGoQX4oAUA
      Why not use both and make it a Reno-thal deck? Prescience and Windchill will try to compensate for the loss of card draw from droping one copy of Gorloc Ravager and Famished fool. We are adding in Convincing Disguise to have still enough evolve effects around. The idea of including Bracing Cold and Far Sight is to hopefully discount From De Other Side or the evolve cards so we make use of any leftover bodies in the same turn. Ozumat’s in here not just to get us up to 40 cards, but because it’s a near guaranteed board clear combo with From De Other side, if you manage your hand and board space just right, that leaves you with all its appendages afterward.
      Deck code / link: 
      AAECAaoIKKjuA6bvA6SBBMORBMeyBOm2BOnQBJjUBLjZBJfvBKTvBMb5A9OABJWSBNuUBNWyBOC1BJa3BLLBBMXOBMbOBLXZBLbZBODtBLzwBIb6A6/ZBPrsA/SgBcSsBNnsA4fUBIXUBLGwBJrUBLzOBIahBfigBYqSBfuRBQAA
       
    • By HSEnthusiast
      March of the Lich King, set to release on December 6th, is Hearthstone's third expansion in the Year of the Hydra. Blizzard gave us an early sneak peek at some of the Warrior cards revealed today that we discuss in our latest post.
      Today, we'd like to dive into the Warrior cards revealed by Inven Global.

      Pretty straightforward card. The effect gives us much more value the larger the minion is. It gets really scary with the potential follow-up with Bulk Up giving you this massively overstated minion in hand twice. Or If you can get this on Mor’shan Elite, that’s another nice double dip of value.

      Honestly, this feels like it was tailor-made to be the ideal target of Last Stand, as your opponent can’t easily get rid of it with cheap removal. It lets you use your stats immediately by letting you trade in and stabilize with a big taunt. It might not be too shabby on its own, as the 3 effects make it an annoying wall most opponents will be forced to trade into.

      Wow, they’re really not holding back with hand disruption this set. One (nearly) guaranteed discard is pretty impactful and becomes a must-remove card in any control matchup. This card will absolutely crush the hearts of some Big Spell Mages in the coming months, that’s for sure.
      It should be noted that this discard, the devs have confirmed to us that it will trigger your opponent’s “Whenever you discard a card” effects. So try and clear a Discard Warlock's Tiny Knight of Evil and perhaps try to play around having Suffocating Shadows or Soul Barrage trigger in that matchup. 

      To round off the control toolbox from this expansion, we’ve got a pretty unique effect here. Hopefully, this doesn’t end up being too easy to play around for savvy opponents. You could pre-empt this by running out a Blademaster Okani first and baiting out your opponent into playing a small spell first. But still, while the effect will only be as game-changing as your opponent’s last spell, getting any meaningful spell off seems pretty nice.
      Putting it all together, we have put together an interesting Taunt Control Warrior decklist to try out:  AAECAQcMmu0D784EvIoE2fkDqIoEiN8E784E0qwEmu0DlJUEzJIFiKAECcWSBZTtA47tA5+fBImgBIagBJDUBMSSBcuSBQA= . Slotting in Varian seems like a natural addition to any deck with Silverfury Stalwart and Tealan hops along to be the one divine shield minion you might want to have in your control deck. Rokara and Remornia are just good cards and they’ll go a long way to having your Mor’shan Elite’s active. The rest of the deck is the classic Control Warrior shell that will hopefully give you the armor and removal needed to live long enough to throw down your double-stated taunted win conditions.
      https://hearthstone.blizzard.com/deckbuilder?deckcode=AAECAQcMmu0D784EvIoE2fkDqIoEiN8E784E0qwEmu0DlJUEzJIFiKAECcWSBZTtA47tA5%2BfBImgBIagBJDUBMSSBcuSBQA%3D
    • By Staff
      Murder at Castle Nathria is Hearthstone's latest expansion. It adds a new Infuse keyword that absorbs anima from your friendly minions, a new card type named Locations, and more.  
      (Source)
      .blog-detail .gallery figure { width: 100%; max-width: calc((100% / 3) - 6px); } @media screen and (max-width: 600px){ .blog-detail .gallery { justify-content: center; } .blog-detail .gallery figure { width: 100%; max-width: 250px; } .blog-detail h4 { text-align: center; } } Announcing
      Murder at Castle Nathria
      Hearthstone’s Newest Expansion

      The Shadowlands is normally where souls go after they die, so when someone dies in the Shadowlands, that’s a special kind of mystery. Sire Denathrius invited 10 of his counterparts and enemies to Castle Nathria for a dinner party so that he could address the malicious rumors that he is hoarding anima, the life-energy that is drained from tortured souls and used to power the Shadowlands. But just after the festivities started, Sire Denathrius was found dead! It seems a gaggle of enemies does not a good dinner party make. Now the illustrious Murloc Holmes, and his trusty sidekick Watfin, have been called to solve the case. Scour new Location cards, follow the trail of Infused minions, question the 10 Legendary suspects, and help determine who committed Murder at Castle Nathria!   

      Murder at Castle Nathria will launch worldwide on August 2 with 135 new collectible cards! You can find the full Murder at Castle Nathria reveal schedule, and all cards that have already been revealed, by visiting the card library here. Check back frequently—the list will be updated with new cards as they’re revealed!
      Ten Suspicious Suspects
      Sire Denathrius had a lot of enemies. And it just so happens that 10 of them were under his roof at the time of his demise! Each class will have a Legendary minion that is a prime suspect in Sire Denathrius’s murder. They all have the means and the motive, but it is up to you and Murloc Holmes to determine who is guilty.



      New Keyword: Infuse
      Anima, drawn from wayward souls, powers all the Shadowlands—and those who consume it! Cards with the Infuse keyword sit in your hand and absorb anima from your friendly minions as they die. After the specified number of friendly minions die while the Infuse card is in your hand, the Infuse card transforms into a more powerful version. Infuse your cards to unlock their full power!

      New Card Type: Locations
      Castle Nathria is like no place Hearthstone has ever been before. Explore the castle grounds through the all-new Location card type! Locations are played onto the battlefield for an initial cost, and then have an ability that can be activated for free on your turns, each time for a powerful effect. Each activation costs 1 Durability and has a 1-turn Cooldown. Every class gets their own Location card in Castle Nathria which represents where they claim their suspect was at the time of the murder, and synergizes with the themes of the class.

       
      Locations Gameplay Preview with Brian Kibler and Designer Leo Robles Gonzalez
      Want to get a longer look at the new Location card type? Join Brian Kibler and Game Designer Leo Robles Gonzalez as they explore the new Location card type, try them out in a couple games, and reveal some more new cards! Join them on Friday, July 1, at 11 a.m. (Pacific) on Twitch and Youtube!

      Prince Renathal Login Reward Available Now!
      Log in to Hearthstone to get your first hint at what Castle Nathria holds with the complimentary Prince Renathal Legendary minion!* Grow more powerful as you draw more souls to your cause with 40 life and a 40-card starting deck! Add him to your collection and see what you can do when you have more space to work with.

      * Limited one per account. After Patch 24.6, Prince Renathal will be granted upon opening your first Murder at Castle Nathria card pack instead of upon logging in.
      Pre-Purchase Murder at Castle Nathria
      The Murder at Castle Nathria Mega Bundle includes 80 Murder at Castle Nathria card packs, 5 Golden Murder at Castle Nathria card packs, two random Murder at Castle Nathria Legendary cards, the Sire Denathrius Warrior hero skin, the Denathrius card back, the Sandy Shores Battlegrounds Board, and 10 Mercenaries Packs!*

      The Murder at Castle Nathria Bundle includes 60 Murder at Castle Nathria card packs, 2 random Murder at Castle Nathria Legendary cards, and the Denathrius card back!

      Pre-purchase
      * Battleground Perks are not included in the Mega Bundle pre-purchase this time. We’re reworking how Battlegrounds Perks and rewards work for next Battlegrounds season. Until then, some of the current Perks are being extended. Check out the Patch Notes and stay tuned for more details.

    • By Damien
      This thread is for comments about our Handbuff Paladin Deck.
×
×
  • Create New...