Jump to content
FORUMS
Sign in to follow this  
Aleco

Kobolds & Catacombs Set Review: Mage

Recommended Posts

Versability-Hearthstone-Mage-Deck-Build-

Mage fans have plenty of reasons to be excited for Kobolds & Catacombs.

Click here to read my other written set reviews!

My Rating System

Each card is rated on a scale of 1 to 5 on two criteria: Power and Versatility.

The Power rating reflects how much I expect a card to impact the game when played. Cards which immediately represent multiple cards worth of value (Ultimate Infestation) or have a powerful effect on the board for their mana cost (Sunkeeper Tarim) will receive high Power ratings, while cards which have a low impact on the game (Ice Breaker) or cost too much for their effect (Furnacefire Colossus) will receive Power low ratings.

The Versatility rating is intended to communicate how dependent a card is on other cards for its success. Cards can be very powerful without being versatile at all (Clutchmother Zavas), which means that many exciting and powerful cards will end up seeing very little play once the metagame is established. A high Versatility rating means a card relies very little on other cards to be good, and the more comfortable I would feel crafting that card on day one. A lower Versatility rating doesn't necessarily reflect that I expect the card to be bad, but that I wouldn't feel comfortable crafting it until it has proven itself to be a part of a competitive deck.

Raven Familiar

m1.png

Fits into: Anything interested in playing both Firelands Portal and Blizzard

Power Versatility
3 4

If the Battlecry on Raven Familiar card said "Draw a random spell from your deck", it'd get a 5 star rating for both Power and Versatility. That card would be nuts. This begs the question, just how often does this card need to draw a spell to warrant a spot in your deck? And how much worse does it become when you can't consistently draw a card off of its Battlecry trigger? This card was a tricky one to evaluate, but at the end of the day I expect Raven Familiar to fall somewhere between "playable" and "phenomenal",

I think this card needs to hit about 75% of the time for it earn its keep in a slower deck, and roughly 50% of the time to find its way into more tempo-oriented lists like Secret Mage. This is where my evaluation for this card falls apart, because I'm really not sure how often this card will actually hit against the new meta. Against the current metagame, Raven Familiar would quite often draw a spell against the likes of Tempo Rogue or Highlander Priest, but who's to say what the meta will look like a month from now? If Control Warlock becomes super popular, Raven Familiar's stock would take a serious nosedive in Tempo Mage decks.

My gut instinct says that this card will be good enough to include in any deck that plays both Firelands Portal and Blizzard. Even if your deck is full of Secrets, Frostbolts, and Primordial Glyphs, I expect Raven Familiar to hit either Blizzard or Firelands Portal often enough to make up for its fail case of being a 2 mana 2/2. Raven Familiar is also an obvious inclusion in the "Big Spells" deck which is hinted at by several of the other new Mage cards.

Arcane Artificer

m2.png

Fits into: Elemental Mage, Big Spells Mage

Power Versatility
1 2

Most of the new Mage cards in K&C strongly hint at two archetypes: Elemental Mage and Big Spells Mage. I don't think this card will be good enough to see play in either. Between Frost Lich Jaina and freeze effects, Elemental Mage has plenty of ways to gain life and stall the game out, so I doubt that deck will be interested in such a low-impact card. There's probably more hope for this card in the Big Spells deck, but I also have my doubts as to whether or not that deck will be want for the ability to gain Armor.

Shifting Scroll

m3.png

Fits into: Quest Mage, decks with Leyline Manipulator

Power Versatility
2 2

The first card to ever be printed without a Mana cost, I love the design of Shifting Scroll. I don't expect it to define the new meta, but I could see it being a solid role player in decks that need more "didn't start in your deck" effects. The only two cards in the game which mention "didn't start in your deck" are Open the Waygate and Leyline Manipulator, so it stands to reason that decks with those cards in them will be interested Shifting Scroll.

Ruby Spellstone

m4.pngm4-1.pngm4-2.png
 

Fits into: Elemental Mage

Power Versatility
2 1

This card is obviously only worth considering in a dedicated Elemental deck, but I have my doubts as to whether or not it will even been good there. It's great with Leyline Manipulator, but the lesser version of Ruby Spellstone sucks, and the upgrade clause on this card is fairly steep. I need to see this card in action before I can totally dismiss it, but my instincts tell me that Ruby Spellstone has too much setup cost for what is ultimately a relatively modest reward.

Explosive Runes

m5.png

Fits into: Tempo/Aggro Mage

Power Versatility
4 2

Explosive Runes is at its best in decks which care about tempo and pushing damage to face. I expect Explosive Runes to find an immediate home in Tempo Mage (likely in place of Mirror Entity), and to be played in any other Mage deck which is particularly concerned with playing to the board early. Perhaps this card makes an appearance in a new-look Elemental Mage deck?

Leyline Manipulator

m6.png

Fits into: Elemental Mage, OTK Mage

Power Versatility
3 3

Chillwind Yeti with upside? Sign me up! This card has an excellent body, relevant creature type, and could totally rewrite the way that Exodia Mage decks are built.

Let's start with Elemental Mage. In that deck, I expect Leyline Manipulator to be a solid curve filler and lead-in to Servant of Kalimos. It combines well with Ruby Spellstone there, but it also doesn't seem much better than Steam Surger does in a dedicated Elemental strategy. If Elemental Mage ends up being a good deck in K&C, Leyline Manipulator will likely be a significant part of the reason why.

Leyline Manipulator also enables a new One-Turn-Kill deck that doesn't need to run Open the Waygate. All you need to do is copy two Sorcerer's Apprentice with Simulacrum, play a Leyline Manipulator to reduce their cost to 0, then on the following turn play three Apprentices, Archmage Antonidas, and cast a Molten Reflection on an Apprentice to start going infinite. Sounds easy, right? I really have no clue as to whether or not this new-look OTK Mage will be stronger than current versions, but I'm very excited by the possibility that Leyline Manipulator opens up the door for a hybridized Combo/Control deck. 

Deck of Wonders


m7.pngm7-1.png

Fits into: Big Spells Mage

Power Versatility
2 1

For Deck of Wonders to pull its weight in the average Control deck I think it needs to draw three Scrolls of Wonder, and I'm not convinced that will happen quite often enough under normal circumstances to warrant this cards inclusion. However, this card is excellent in combination with some of the other "Big Spells" cards, such as Raven Familiar and Dragon's Fury. As cool as this card is, I'm going to wait on crafting Deck of Wonders until I see some results from Big Spells decks on the ladder.

Dragon's Fury

m8.png

Fits into: Big Spells Mage, and certain Control Mage decks

Power Versatility
3 2

This card reads as an incredibly powerful board clear on first glance, but after giving it some thought I have my doubts as to whether or not Dragon's Fury will see play in generic Control Mage lists. I'm not looking to cut Arcane Intellect or Ice Block from those decks, and I don't think I'd be super happy to play this card as a lightly upgraded Volcanic Potion. That said, Dragon's Fury is a seriously strong card if it can consistently hit 4 or more damage, and figures to be an obvious inclusion in any Big Spells deck.

Aluneth

m9.png

Fits into: Tempo Mage?

Power Versatility
3 2

Drawing three cards per turn seems so good, and I love the fact that Aluneth has some built-in protection from weapon destruction effects as it it will draw three cards before your opponent can interact with it. With that said, drawing 3 cards per turn will quickly bring you to fatigue, and I don't think that slow or controlling decks will interested in playing a card which puts them so far behind in the fatigue race.

So, where does Aluneth make sense? It has to be played in a deck which is is feasibly able to play 3 cards per turn and isn't at all interested taking games to fatigue. Tempo Mage is the most aggressively built Mage deck we have today, so perhaps Aluneth can slot in there? It's also possible that the new OTK Mage deck could find room for Aluneth. That deck will be cutting Cabalist's Tome and Babbling Book, so it won't need to worry nearly as much about overdrawing as current OTK lists.

Dragoncaller Alanna

m10.png

Fits into: Big Spell Mage

Power Versatility
4 1

Yet another card which makes me happy I rate cards on two criteria, Dragoncaller Alanna is a game-ending finisher for Big Spells Mage and hot garbage everywhere else. Nine mana is a helluva cost for a 3/3, and I just don't see why this card would bump The Lich KingMedivh, the GuardianAlexstrasza, or Frost Lich Jaina from slower Mage decks. However, it's quite easy to imagine Alanna making 23/23 or more in stats in a Big Spells deck and completely taking over the game. Deck of Wonders triggers Dragoncaller Alanna, and her mighty brood of 5/5 dragons laugh in the face of Dragonfire Potion while crying at Shadowreaper Anduin.

Thoughts on the Class

Mage was one of the most difficult classes for me to evaluate from K&C due to the number of cards it is getting with unique and relatively unprecedented effects. It's hard for me to imagine a scenario where at least a few of these cards don't end up making an impact on the meta. The jury is still out as to whether or not a dedicated Elemental or Big Spells deck will be powerful enough to see play, but there's reason to be optimistic that Mage picked up enough new tools for their existing decks that they will be happy with K&C either way.

Share this post


Link to post
Share on other sites

If Ele mage turns out to be viable I will be happy with a few of the cards but currently all points more to "play the same old rubbish type of decks as the last year(s)".

Share this post


Link to post
Share on other sites

I so think that the raven is gonna flop. The latest mage card reveals shifted my opinion a little, I mean, if you're playing the 5 mana AoE you probably should just double down and play raven as well. But you're still playing some combination of secrets/arcane intelect/frostbolt, right? Idk, I hate rng effects, especially when it's all or nothing.

Arcanologist is just too good, much higher chance to draw and +1 health. 

Share this post


Link to post
Share on other sites

I think arcane artificer might possibly see play. Even if you just use it before a firelands portal or flamestrike it is a lot of armor

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...