Jump to content
FORUMS
Sign in to follow this  
Aleco

Receive Two Free KFT Packs and an Arena Ticket for Logging in to Hearthstone on Halloween

Recommended Posts

5EpW9mt.jpg

Don't forget to log in to Hearthstone today! You'll receive two free KFT packs and a free Arena run for your troubles.

Blizzard is giving away two free Knights of the Frozen Throne packs and one free Arena run as a reward for logging in to Hearthstone on Halloween. Don't miss out on this golden opportunity to play the Hallow's End dual-class Arena for free, as this special Arena is already regarded as one of the best holiday events in the history of Hearthstone.

  • Like 2

Share this post


Link to post
Share on other sites

I think there is no reason to complain. When I look at a lot of tavern brawls they made I could cry how bad they are made but this is a funny thing and not forever just for halloween. I think a lot of players who had nice cross class combos in normal games (through discovery) will enjoy this.

And no one's forcing you to play it. Just make a deck, retire and get a free pack and some dust or gold :)

Edited by Caldyrvan
  • Like 1

Share this post


Link to post
Share on other sites
5 minutes ago, Caldyrvan said:

I think there is no reason to complain.

Yes there is.

Quote

When I look at a lot of tavern brawls they made I could cry how bad they are made

So could I, but that's entirely beside the point. Tavern Brawl has always been the "let's try dumb stuff out" portion of HS.

Quote

this is a funny thing

No, it really, really, really is not. This is "Randomonium" levels of pathetic.

Quote

and not forever just for halloween.

And (censored) thanks (censored) God! What Arena needs is balance, not this absolute crapfest.

  • Like 1
  • Sad 1

Share this post


Link to post
Share on other sites

Well, got Arfus and Valeera the Hollow, thanks Blizzard.

But yeah, double class Arena was fun at first, but I felt it got old real quick, I like the idea of changing the rules of Arena once in a while, but not like this.

Share this post


Link to post
Share on other sites

The new arena is just awful. Can't wait to see the regular arena return. There are so many ways to make arena interesting, but they went for Encounter-at-the-Crossroads-for-the-eighth-time level of fun. Disappointing at best.

Share this post


Link to post
Share on other sites

I for one have been really enjoying the dual-class Arena! Though it does make things a bit more random and harder to predict, an alternative way to look at it is that the skill cap in the dual-class Arena is even higher than normal. The top Arena pros have been stringing together more 12 win runs than ever during this event, and I believe that is due to the fact that there are more difficult decisions to them to make, which creates even more opportunities for their higher skill to shine through the randomness than normal. 

Share this post


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

The top Arena pros have been stringing together more 12 win runs than ever during this event, and I believe that is due to the fact that there are more difficult decisions to them to make, which creates even more opportunities for their higher skill to shine through the randomness than normal. 

More because they're playing more, or higher percentage of 12-wins than normal? In theory, the top players should be averaging higher than usual, given that the overall standard should be lower than usual (everyone getting free entries).

Personally quite enjoyed it as a novelty, and like that they did it. At the same time, not really enjoying arena in general these days. KFT really messed up arena balance imo. Agree with Kripp, Death Knights should never have been in arena. They're fun when you get them, but no fun to play against and just make many games one-sided or completely determined on how deep down one card is in its deck. Feels like fewer and fewer games come down to the skill of either player to me.

Share this post


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

Agree with Kripp, Death Knights should never have been in arena. 

Totally agree with you there! Whereas legendary minions can typically be answered by a well constructed Arena deck, Death Knights offer so much value over a long game that they're just too difficult to overcome without ridiculous card quality.

2 hours ago, Bozonik said:

More because they're playing more, or higher percentage of 12-wins than normal? In theory, the top players should be averaging higher than usual, given that the overall standard should be lower than usual (everyone getting free entries).

It appears to me that they're getting many more 12 win runs than they would outside of the event. Though the free entry players are certainly a factor in the first few matches I'd guess that they'd be mostly gone by the time you reach the 9 to 11 win mark.

Share this post


Link to post
Share on other sites

I believe that Arena's main issues are common\rare\epic\legendary system and huge luck factor in drafting

I would prefer 3 crads being offered on some different criteria and in a way that gives decks of roughly equal power.

Something like giving sets of 3 cards with similar global winrate in arena would be much more preferable for me.

 

 

Share this post


Link to post
Share on other sites
Guest

Yeah, free 2 packs and an arena-run :)

My packs gave me 2 x rare, 8 x common (I don't have any luck with the last 40 packs or something like that).

Unfortunatly my arena-run totally sucked (1:3...)

My deck didn't seem that bad (not great, I got one legendary card. And the best avaiable legendary was Nat Pagle, no shit!) but well, I just sucked *g*

Share this post


Link to post
Share on other sites
17 hours ago, Aleco said:It appears to me that they're getting many more 12 win runs than they would outside of the event. Though the free entry players are certainly a factor in the first few matches I'd guess that they'd be mostly gone by the time you reach the 9 to 11 win mark.

Sure, but it filters through since the typical 9-win opponent during the event will be more like the typical 7/8-win opponent outside of the event as they've also faced easier opponents along the way.

And a new meta, even if temporary, should provide opportunities for those quickest to figure it out.

 

Share this post


Link to post
Share on other sites
On 11/1/2017 at 5:56 AM, Strongpoint said:

I believe that Arena's main issues are common\rare\epic\legendary system and huge luck factor in drafting

I would prefer 3 crads being offered on some different criteria and in a way that gives decks of roughly equal power.

Something like giving sets of 3 cards with similar global winrate in arena would be much more preferable for me.

Thing is, how do you judge that level of power? Would giving Flamestrike to a Mage be the same as giving a Rogue Fan of Knives? Explosive Trap and Blizzard? Fireball and Eviscerate? I think it's incredibly difficult to do it by any criteria other than rarity, simply because of how different the actual classes are. 

Blade Flurry can be better than Flamestrike with a good weapon, so is it rated higher or lower? The same? How do the weapons rank? 

Share this post


Link to post
Share on other sites
6 hours ago, Blainie said:

Thing is, how do you judge that level of power? Would giving Flamestrike to a Mage be the same as giving a Rogue Fan of Knives? Explosive Trap and Blizzard? Fireball and Eviscerate? I think it's incredibly difficult to do it by any criteria other than rarity, simply because of how different the actual classes are.

I would use Blizzard's internal statistics aka winrate of the card in arena for the past few weeks dynamically changing. First few weeks of new expansion will have all new cards at 50%, creating a special meta happening three times per year.

It is objective data. It creates decisions in draft. It gives good players an edge by letting them to draft hard to play cards that have lower than they deserve global winrate. It balances classes, if class has a ton of high quality class cards it will get fewer of them. If class has shitty class cards it will get more bonemares to compensate. It makes all decks closer to each other in power. It is far from ideal, but it is far better than what we have today.

 

Share this post


Link to post
Share on other sites

The problem is as well that there are pretty strong and pretty bad legends/epics. I understand blizz creates the shitty high rarity cards so ppl have lower chance to get the good ones and hopefully throw more money at them.

But for arena it makes no sense. They should just remove those obviously bad cards ;)

Edited by Caldyrvan

Share this post


Link to post
Share on other sites
On 11/6/2017 at 4:11 PM, Strongpoint said:

I would use Blizzard's internal statistics aka winrate of the card in arena for the past few weeks dynamically changing. First few weeks of new expansion will have all new cards at 50%, creating a special meta happening three times per year.

Interesting way of doing it - I don't think this would work for legendaries at all though. You can draft a 3 legendary deck and never draw them while going 0-3. You can win with Patches and no pirates and go 10-3. I think they should be independent of it.

Share this post


Link to post
Share on other sites
On 07.11.2017 at 4:31 AM, Caldyrvan said:

The problem is as well that there are pretty strong and pretty bad legends/epics. I understand blizz creates the shitty high rarity cards so ppl have lower chance to get the good ones and hopefully throw more money at them.

But for arena it makes no sense. They should just remove those obviously bad cards ;)

I hate the whole idea of removing cards from arena. Arena is the place I want to play cards that I'd never put in a constructed deck. And I want it doing because I made such choice not because I got unlucky.

It can be fun to choose between Backstreet Leper Shieldbearer and Grimscale Oracle

But only if you know that you get fair decks and your opponents have similar choices. It is far more interesting choice than "choosing" between UI and two shitty epics.

 

3 hours ago, Blainie said:

Interesting way of doing it - I don't think this would work for legendaries at all though. You can draft a 3 legendary deck and never draw them while going 0-3. You can win with Patches and no pirates and go 10-3. I think they should be independent of it.

Never draw them going 0-3 will even out in global statistics. Maybe winrate of when drawn can be better than winrate when in the deck (but cards that still in your deck do influence your play, so it doesn't seem right)

Also, why legendaries should be special? Why not good spells or something like Bonemare

Share this post


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

Also, why legendaries should be special? Why not good spells or something like Bonemare

Because legendaries are normally not as straight forward as something like Bonemare. Bonemare is a straight 4/4 buff with a 5/5 body on board. You know exactly what it does and it normally has a straight forward impact on the game.

Think about how many legendaries have completely unpredictable outcomes. Whether it's RNG targeting, random effects that you can't control, effects that rely on time of triggering etc. They have so much more potential to be either amazing or awful because of it, so are so much harder to quantify.

Share this post


Link to post
Share on other sites
7 hours ago, Blainie said:

Think about how many legendaries have completely unpredictable outcomes. Whether it's RNG targeting, random effects that you can't control, effects that rely on time of triggering etc. They have so much more potential to be either amazing or awful because of it, so are so much harder to quantify.

Servant of Yogg-Saron is a rare and it has huge variance attached. Should it be treated differently, too?

We are discussing thing that will never happen, but if, in this hypothetical system, late in draft,  you choose between three cards with low winrate it is obvious that some cards will be strong for you because of synergies (N'Zoth, the Corruptor with zero deathrattles and ten deathrattles is very different in power. or just type of deck (Sinister Strike in some crazy aggresive rogue deck may be a fine card). Decks won't have same power level

Share this post


Link to post
Share on other sites
3 hours ago, Strongpoint said:

Servant of Yogg-Saron is a rare and it has huge variance attached. Should it be treated differently, too?

We are discussing thing that will never happen, but if, in this hypothetical system, late in draft,  you choose between three cards with low winrate it is obvious that some cards will be strong for you because of synergies (N'Zoth, the Corruptor with zero deathrattles and ten deathrattles is very different in power. or just type of deck (Sinister Strike in some crazy aggresive rogue deck may be a fine card). Decks won't have same power level

But then compare Servant to the real Yogg, there's definitely a huge difference in the amount of RNG. N'Zoth is a far better example of varying usefulness though.

  • Like 1

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...