Jump to content
FORUMS
Sign in to follow this  
Aleco

Witchwood Spoiler Season Kicks Off With 10 New Cards

Recommended Posts

6TtkKsZ.jpg

It's spoiler time! Ten new cards, including three legendaries, were revealed today's card reveal stream with Peter Whalen and Frodan.

Spoiler season is officially under way! Kicked off by today's card reveal stream, game designer Peter Whalen and Hearthstone caster Dan "Frodan" Chou spoiled 10 new cards from The Witchwood, including a pair of Legendary minions which give all of your minions one of the set's two new keyword abilities (Echo and Rush), as well as the marquee card of the set, Hagatha the Witch. You can check out all of today's new cards below, in addition to some brief insights from Peter, Dan, and myself:

 

houndmastershaw.jpg

  • Hot damn! This card seems incredible in a Midrange, minion-focused deck, which has long been the bread and butter for Hunter. The body is respectable on its own, and if it ever gets to stick around for turns 5 and 6 it could completely take over the game.
  • Dan noted that Hunters are currently want for powerful four drops, and this card fits that bill perfectly.
  • Peter mentioned that Houndmaster Shaw is one of the heroes you can play in Monster Hunt, the new single-player adventure mode.

 

rottenapplebaum.jpg

  • The body on this card is respectable, and its effect is nothing to wag a stick at. Spiritually similar to Sludge Belcher, Rotten Applebaum isn't quite as strong as its predecessor, but that shouldn't stop it from seeing play as a much-needed defensive neutral minion in a post-rotation world.
  • Dan mentioned that this card could be an all-star in the Arena.
  • Peter noted that defensive neutral cards are a great thing for the game, and that the design team is looking to make more cards like this and Tar Creeper in the future.

 

witchwoodapple.jpg

  • A potential 3 for 1, Witchwood Apple offers a ton of value in midrange decks that have the time to cast all three Treants. It's likely too slow for an aggressive token deck, but it has a powerful enough effect to see play in a variety of strategies.
  • Dan noted that this card is great with hand-size matters cards such as Mountain Giant.
  • Witchwood Apple could also offer some combo potential with Druid's aggressive buff cards, such as Savage Roar and Power of the Wild. A midrange token deck with this and Living Mana might end up being a force to be reckoned with.

 

wisperingwoods.jpg

  • Obviously excellent with the previous card, Wispering Woods doesn't need very much synergy to be a great. Getting 4 1/1s off of this is quite respectable, and anything more than that offers huge potential with Savage Roar.
  • Peter noted that there is a hand-size theme for Druid in this set, and that we should see more cards in the future to fit with this theme.

 

rebuke.jpg

  • It's Loatheb the spell! Rebuke can be used to set up combos (such as shenanigans with Uther of the Ebon Blade) or to protect powerful late-game cards to set up potential kills. Though this is likely too negative of a tempo play for aggressive strategies, decks with slower game plans should be able to make use of this card's powerful effect.
  • Both Dan and Peter were under the impression that this card was highly versatile, and that it may end up being played in a variety of strategies.

 

vivdnightmare.jpg

 

glindacrowskin.jpg

  • Though The Witchwood is no longer called "Murder on the Gilnean Express", Glinda will still offer you a one-way ticket to Valuetown. The number of different combos and synergies which can be accomplish with this card is staggering, and the number of deck-building opportunities it offers seems nearly endless. It's great with cheap minions like Kobold Librarian, could be used with Summoning Portal to set up combos, or could be used to power out Mountain or Sea Giants. The body on this cards is very respectable and could prove to be quite difficult for your opponents to clear, setting up some massive value turns on turn 7 and beyond.
  • Peter noted that the Echo effects come after discards. If you play Glinda into Doomguard, you'll always get the echo copy in your hand. He also noted that you can use it to make infinite Wisps.

 

nightmareamalgam.jpg

  • I absolutely adore the design on this card, though I'm not sure we'll see it in any competitive decks. A 3/4 for 3 mana is fine, but it probably wouldn't make the cut in a tribal deck unless the tribe is seriously low on playable minions.
  • Peter explained that this card always counts as all of these minion types. It can be discovered off a Netherspite Historian, for example.
  • Dan mentioned that this card could really help out Arena decks in need of specific tribal cards to round out their deck's synergies.

 

witchsapprentice.jpg

  • Witch's Apprentice draws comparisons to Babbling Book and Jeweled Macaw, but those comparisons are not particularly favorable. Though there's some great spell this can for Shaman (Volcano, Bloodlust), there are far more misses in the Shaman spell pool (all of totem-matters cards, Cryostasis). This little beast has to hit good cards fairly consistently to be playable, as the 0/1 Taunt body doesn't do nearly enough on its own, and I'm not convinced it'll do that.

 


hagatha.jpgbewitch.png

  • The only new hero card in the set, Hagatha the Witch might just be powerful enough to save Shaman on her own. Her Battlecry effect is exactly the kind of thing you're looking for out of a clunky 8 drop, and her passive Hero Power is capable of generating an insane amount of cards over the course of a long game. This is exactly the kind of card that control Shaman needs to close out games and overwhelm their opponent's.
  • Her oops emote says "Unwise!", and I fully expect that emote to get a ton of mileage.

 

Stay tuned for many more Witchwood spoilers soon, as the community spoilers begin tomorrow morning and run through April 8th, and be sure to check out our Witchwood Expansion Hub if you're interested in learning more about the upcoming set!

Share this post


Link to post
Share on other sites

Rotten Applebaum is good, very good. I expect to see it a lot. In Wild, taunt+heal will make N'Zoth even stronger.

Druid "big hands matter" feels good, and explain why they have rotated out coldlight oracle: if big hand is a thing, mill must not be one.

Rebuke in the right meta can be great. For example, denying an AoE against a control deck can be enough to win for a dude paladin or something similar. Expecially against priest, expecially in wild.

Vivid Nightmare is... well, a Nightmare. Let's put it simple: machine gun highlander priest wasn't healty for wild because OTK. Ok. So, why give priest another OTK tool? Instead of an highlander priest playing HP Velen HP Mind Blast HP after having played Raza and the DK, we'll have Velen nightmare nightmare mind blast after having played Thaurissan!
Simple Thaurissan + DK means: Velen (6), nightmare (8), Hero Power (9) 8 damage, Mind Blast (20) 28 damage.
Thaurissan + drakkari enchanter means: Velen (5), nightmare (6), nightmare (7), Mind Blast (7) 40 damage, Mind Blast (7) 80 damage.
WTF is blizzard doing here? :O

Glinda Crowskin is another nightmare. Let's say it in one word: Giant. This is the real reason why they have rotated Molten Giant. But in wild, Giantlock is a thing right now, I don't like the idea of having another version of it.

Hagata is good in every control shaman deck that don't need the totems.

Share this post


Link to post
Share on other sites
54 minutes ago, Synesthesy said:

Rotten Applebaum is good, very good. I expect to see it a lot. In Wild, taunt+heal will make N'Zoth even stronger.

Rebuke in the right meta can be great. For example, denying an AoE against a control deck can be enough to win for a dude paladin or something similar. Expecially against priest, expecially in wild.

Vivid Nightmare is... well, a Nightmare. Let's put it simple: machine gun highlander priest wasn't healty for wild because OTK. Ok. So, why give priest another OTK tool? Instead of an highlander priest playing HP Velen HP Mind Blast HP after having played Raza and the DK, we'll have Velen nightmare nightmare mind blast after having played Thaurissan!
Simple Thaurissan + DK means: Velen (6), nightmare (8), Hero Power (9) 8 damage, Mind Blast (20) 28 damage.
Thaurissan + drakkari enchanter means: Velen (5), nightmare (6), nightmare (7), Mind Blast (7) 40 damage, Mind Blast (7) 80 damage.
WTF is blizzard doing here? :O

Applebaum: is it better than sludge belcher though? Dunno tbh. Against Minion based Aggro, probably no, against burn heavy aggro maybe.

Rebuke: yeah, I see plenty of aggro Paladins running loatheb to good effect. Whilst loatheb is rebuke plus summon a 3-mana 5/5 I think being able to play it earlier for 2 mana after you’ve just refilled/buffed you board could be very strong.

Vivid Nightmare: all of that can already be done with mirage caller though, no?

Share this post


Link to post
Share on other sites
1 hour ago, Migol said:

Vivid Nightmare+Leeroy Jenkins...

 

/sigh

You would never play Leeroy Jenkins in Priest over Mind Blast if you want face damage

The card is pretty horrible for the cost... you can copy at best a 7 cost minion in the same turn, i think it will be used only for big priest with Shadow Essence to spam Obsidian statues Lich Kings and Yseras

Share this post


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

Vivid Nightmare: all of that can already be done with mirage caller though, no?

Well, it’s a spell rather than a minion, so does get reductions from radiant elemental too. There is a big priest variant in wild too where you play velen and malygos with mindblasts and holy smites in deck, this would fit into that well I imagine since you can’t play the minion mirage caller in that.

Share this post


Link to post
Share on other sites

My thoughts, note I don't play enough wild or keep up on it well enough to have an informed opinion so this will mostly be for standard.

 

Shaw:  seems really good in mid-range Hunter.  Only concern is in a lot of matches turn 4 or 5 is roughly were mid range Hunter starts going face, so rush might not be as useful, and you already have the rhino.  Ultimately though, it's good enough to play on 4, just stat wise, has to be dealt with and can cause a lot of damage all in a slot Hunter has weaker cards.  So I definitely see it being played, it just might end up being weaker then it looks.

 

Applebaum: eh I am not impressed.  In knc they printed the 4 Mana 4/4 that restored 4 health, and that was so far below the power curve it was never considered for play.  This is 1 more Mana, the healing is conditional, and can't target minions, and all you get is 1 health and taunt.  Plus the amounts of silence that shows up ruins this card.

 

Apple: seems weak, obvious synergy with hand size stuff, so if that pans out it could see play as the worst card in that deck just to enable the rest of it.  

 

Woods: good synergy with roar and buff cards, but would you really want them in a hand size matters deck?  The playability of this card hinges on that question.

 

Glinda:. Doubt she will make into control lock, cube lock maybe, but it already has a critical mass of awkward hard to use value cards.  Could cut umbra for it, but I think umbra is better.  I think this card is strong enough it will see play sometime in the next two years, but maybe not during witch wood.  Who knows maybe it will see play in an even handlock deck Trump theory crafted.  Seems powerful, just needs a home imo.

 

Nightmare:. Really cool, but no where near the power level of competitive cards.  Maybe dragon priest needs one more dragon for duskbreaker, and doesn't want to run scalebane?  Too bad curator rotates, could have been great.

 

Apprentice: compares badly to paveling book.  Worse stat line, worse card on average.  Can protect a spellpower or healing totem though.  Possibly ends up in some shaman builds simply because shaman has really low card quality right now.

 

Hagatha: battle cry is great, and even though shaman spells are bad, so are priest spells and Lyra saw play, but lyra's effect is so much stronger because it feeds itself.  However, in a land of cubes and guldan, I think we are past the point of a bunch of random spells being a good long term game plan to beat control decks.  Works great with echo though.

Edited by VaraTreledees

Share this post


Link to post
Share on other sites

I saw the live stream yesterday and already thought about the cards a bit:

  • Houndmaster Shaw: I think this cards will either be much weaker than we might expect or be totally dominant, I hardly see middle ground here. But maybe against a control deck, that runs very few minions it's somehow useless. Also I was wondering playing a minion with Charge while this is on the board can it still attack face?
  • Rotten Applebaum: Not so sure about this, Tar Creepers strength is to provide 5 health for a fairly low many cost as well as 3 attack for defense. While at 5 mana the 5 health is much less of an impact, but we will see.
  • Witchwood Apple & Whispering Woods: Both look strong and have synergy with each other, let'S wait and see how this Big Hand Druid will be.
  • Rebuke: I like it. Hopefully not so much for aggro, I would like to see control Paladin become stronger.
  • Vivid Nightmare: A lot of potential I think. @Bozonik compared to other cards it summons not a 1/1, it's a full copy damaged to 1 health, which can be easily healed and the attack is unchanged.
  • Glinda Crowskin: My first thought was it has a nice late game potential for Zoo, but maybe even (if it sticks for a turn) in a differently build cubelock deck, who knows.
  • Nightmare Amalgam: Well, idk, really.
  • Witch's Apprentice: Yea, a weak Babbling Book but if you can utilize the taunt it might see play.
  • Hagatha the Witch: I like the design. The Battlecry looks good and can be paired with Murmuring Elemental at 10 mana. But due to the high number of weak/situational spells shaman has I'm not sure it will be strong enough.
Edited by Caldyrvan

Share this post


Link to post
Share on other sites

Yeah, I agree with most of the comments here.

The overall design of witchwood starts to look really interesting and I like, that we finally get an "oldschool" expansion without completely new card-types like in all three expansions before (Quests, DKs, legendary weapons).

Just want to point out something about Witch's Apprentice: this card is not very exiting as it stands now. Trading a card and one mana for a random spell and a useless 0/1 Taunt is pretty meh. BUT considering Hagatha the Witch it seems that Shaman is getting some sort of spell-theme, in which a cheap value card like this could actually be reasonable.

But still...I don't know if I want to live in a world without Evolve-Shaman ;_;

  • Like 1

Share this post


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

Vivid Nightmare: A lot of potential I think. @Bozonik compared to other cards it summons not a 1/1, it's a full copy damaged to 1 health, which can be easily healed and the attack is unchanged.

Yes, I wasn’t saying it’s the same card, but for OTK combo purposes it pretty much is (aside from the exceptions I already added).

On Shaw, I’d imagine minions with charge and given rush can still hit face but it’s a good question.

  • 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...